	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function PlayerModel_BuildList
_PlayerModel_BuildList:                 ## @PlayerModel_BuildList
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	pushq	%rax
	movl	$4152, %eax                     ## imm = 0x1038
	callq	____chkstk_darwin
	subq	%rax, %rsp
	popq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rsp, -4168(%rbp)               ## 8-byte Spill
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	_MAX_QPATH@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	%rax, -4192(%rbp)               ## 8-byte Spill
	callq	____chkstk_darwin
	addq	$15, %rax
	andq	$-16, %rax
	subq	%rax, %rsp
	movq	%rsp, %r13
	leaq	L_.str(%rip), %rdi
	callq	_trap_Cvar_VariableValue
	movq	%rax, -4184(%rbp)               ## 8-byte Spill
	movq	_s_playermodel@GOTPCREL(%rip), %r14
	movq	$0, 16(%r14)
	movl	$0, (%r14)
	leaq	L_.str.1(%rip), %rdi
	leaq	L_.str.2(%rip), %rsi
	leaq	-2096(%rbp), %rbx
	movq	%rbx, %rdx
	movl	$2048, %ecx                     ## imm = 0x800
	callq	_trap_FS_GetFileList
	movl	%eax, %ecx
	movl	(%r14), %eax
	movl	%ecx, -4156(%rbp)               ## 4-byte Spill
	testl	%ecx, %ecx
	jle	LBB0_19
## %bb.1:
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	jge	LBB0_19
## %bb.2:
	xorl	%edx, %edx
	.p2align	4, 0x90
LBB0_3:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_11 Depth 2
	movl	%edx, -4160(%rbp)               ## 4-byte Spill
	movq	%rbx, %rdi
	callq	_strlen
	movslq	%eax, %rcx
	testl	%eax, %eax
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	cmpb	$47, -1(%rcx,%rbx)
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	movb	$0, -1(%rbx,%rcx)
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	movq	%rcx, -4176(%rbp)               ## 8-byte Spill
	movq	%rbx, -4152(%rbp)               ## 8-byte Spill
	movq	%rbx, %rdi
	leaq	L_.str.3(%rip), %rsi
	callq	_strcmp
	testl	%eax, %eax
	je	LBB0_17
## %bb.7:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	-4152(%rbp), %rdi               ## 8-byte Reload
	leaq	L_.str.4(%rip), %rsi
	callq	_strcmp
	testl	%eax, %eax
	je	LBB0_17
## %bb.8:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	L_.str.5(%rip), %rdi
	movq	-4152(%rbp), %rsi               ## 8-byte Reload
	callq	_va
	movq	%rax, %rdi
	leaq	L_.str.6(%rip), %rsi
	leaq	-4144(%rbp), %rdx
	movl	$2048, %ecx                     ## imm = 0x800
	callq	_trap_FS_GetFileList
	testl	%eax, %eax
	jle	LBB0_17
## %bb.9:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	%eax, %ebx
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_s_playermodel@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jge	LBB0_17
## %bb.10:                              ##   in Loop: Header=BB0_3 Depth=1
	movl	$1, %r12d
	leaq	-4144(%rbp), %r14
	.p2align	4, 0x90
LBB0_11:                                ##   Parent Loop BB0_3 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	%r14, %rdi
	callq	_strlen
	movl	%eax, %r15d
	movq	%r14, %rdi
	movq	%r13, %rsi
	movq	-4192(%rbp), %rdx               ## 8-byte Reload
                                        ## kill: def $edx killed $edx killed $rdx
	callq	_COM_StripExtension
	movq	%r13, %rdi
	leaq	L_.str.7(%rip), %rsi
	movl	$5, %edx
	callq	_Q_stricmpn
	testl	%eax, %eax
	je	LBB0_12
## %bb.13:                              ##   in Loop: Header=BB0_11 Depth=2
	cmpq	$0, -4184(%rbp)                 ## 8-byte Folded Reload
	je	LBB0_15
LBB0_14:                                ##   in Loop: Header=BB0_11 Depth=2
	leaq	L_.str.9(%rip), %rdi
	movq	%r13, %rsi
	callq	_va
	movq	_qfalse@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movq	%rax, %rdi
	callq	_trap_S_RegisterSound
LBB0_15:                                ##   in Loop: Header=BB0_11 Depth=2
	cmpl	%ebx, %r12d
	jge	LBB0_17
## %bb.16:                              ##   in Loop: Header=BB0_11 Depth=2
	movslq	%r15d, %rax
	addq	%rax, %r14
	incq	%r14
	incl	%r12d
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_s_playermodel@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jl	LBB0_11
	jmp	LBB0_17
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_11 Depth=2
	movq	_s_playermodel@GOTPCREL(%rip), %rsi
	movq	8(%rsi), %rax
	movslq	(%rsi), %rcx
	leal	1(%rcx), %edx
	movl	%edx, (%rsi)
	movl	(%rax,%rcx,4), %edi
	movl	$4, %esi
	leaq	L_.str.8(%rip), %rdx
	movq	-4152(%rbp), %rcx               ## 8-byte Reload
	movq	%r13, %r8
	callq	_Com_sprintf
	cmpq	$0, -4184(%rbp)                 ## 8-byte Folded Reload
	jne	LBB0_14
	jmp	LBB0_15
	.p2align	4, 0x90
LBB0_17:                                ##   in Loop: Header=BB0_3 Depth=1
	movl	-4160(%rbp), %edx               ## 4-byte Reload
	incl	%edx
	movq	_s_playermodel@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpl	-4156(%rbp), %edx               ## 4-byte Folded Reload
	jge	LBB0_19
## %bb.18:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	-4152(%rbp), %rbx               ## 8-byte Reload
	movq	-4176(%rbp), %rcx               ## 8-byte Reload
	addq	%rcx, %rbx
	incq	%rbx
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	jl	LBB0_3
LBB0_19:
	movq	_MAX_MODELSPERPAGE@GOTPCREL(%rip), %rcx
	cltd
	idivl	(%rcx)
	cmpl	$1, %edx
	sbbl	$-1, %eax
	movq	_s_playermodel@GOTPCREL(%rip), %rcx
	movl	%eax, 4(%rcx)
	movq	-4168(%rbp), %rsp               ## 8-byte Reload
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_21
## %bb.20:
	leaq	-40(%rbp), %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_21:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_QPATH,4,2                  ## @MAX_QPATH
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"com_buildscript"

	.comm	_s_playermodel,24,3             ## @s_playermodel
L_.str.1:                               ## @.str.1
	.asciz	"models/players"

L_.str.2:                               ## @.str.2
	.asciz	"/"

	.comm	_MAX_PLAYERMODELS,4,2           ## @MAX_PLAYERMODELS
L_.str.3:                               ## @.str.3
	.asciz	"."

L_.str.4:                               ## @.str.4
	.asciz	".."

L_.str.5:                               ## @.str.5
	.asciz	"models/players/%s"

L_.str.6:                               ## @.str.6
	.asciz	"tga"

L_.str.7:                               ## @.str.7
	.asciz	"icon_"

L_.str.8:                               ## @.str.8
	.asciz	"models/players/%s/%s"

L_.str.9:                               ## @.str.9
	.asciz	"sound/player/announce/%s_wins.wav"

	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_MAX_MODELSPERPAGE,4,2          ## @MAX_MODELSPERPAGE
	.no_dead_strip	_PlayerModel_BuildList
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function PlayerModel_BuildList
_PlayerModel_BuildList:                 ; @PlayerModel_BuildList
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	w9, #4144
Lloh0:
	adrp	x16, ___chkstk_darwin@GOTPAGE
Lloh1:
	ldr	x16, [x16, ___chkstk_darwin@GOTPAGEOFF]
	blr	x16
	sub	sp, sp, #1, lsl #12             ; =4096
	sub	sp, sp, #48
	mov	x19, sp
	mov	x8, sp
	str	x8, [x19]                       ; 8-byte Folded Spill
Lloh2:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh3:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh4:
	ldr	x8, [x8]
	stur	x8, [x29, #-96]
Lloh5:
	adrp	x8, _MAX_QPATH@GOTPAGE
Lloh6:
	ldr	x8, [x8, _MAX_QPATH@GOTPAGEOFF]
Lloh7:
	ldr	w12, [x8]
	mov	x9, x12
Lloh8:
	adrp	x16, ___chkstk_darwin@GOTPAGE
Lloh9:
	ldr	x16, [x16, ___chkstk_darwin@GOTPAGEOFF]
	blr	x16
	mov	x8, sp
	str	x12, [x19, #24]                 ; 8-byte Folded Spill
	add	x9, x12, #15
	and	x9, x9, #0x1fffffff0
	sub	x21, x8, x9
	mov	sp, x21
Lloh10:
	adrp	x0, l_.str@PAGE
Lloh11:
	add	x0, x0, l_.str@PAGEOFF
	bl	_trap_Cvar_VariableValue
	mov	x22, x0
Lloh12:
	adrp	x27, _s_playermodel@GOTPAGE
Lloh13:
	ldr	x27, [x27, _s_playermodel@GOTPAGEOFF]
	str	xzr, [x27, #16]
	str	wzr, [x27]
Lloh14:
	adrp	x0, l_.str.1@PAGE
Lloh15:
	add	x0, x0, l_.str.1@PAGEOFF
Lloh16:
	adrp	x1, l_.str.2@PAGE
Lloh17:
	add	x1, x1, l_.str.2@PAGEOFF
	add	x2, x19, #2080
	mov	w3, #2048
	bl	_trap_FS_GetFileList
	ldr	w8, [x27]
	str	w0, [x19, #12]                  ; 4-byte Folded Spill
	cmp	w0, #1
	b.lt	LBB0_19
; %bb.1:
Lloh18:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh19:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh20:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ge	LBB0_19
; %bb.2:
	mov	w25, #0
	add	x24, x19, #2080
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_11 Depth 2
	mov	x0, x24
	bl	_strlen
                                        ; kill: def $w0 killed $w0 def $x0
	cbz	w0, LBB0_6
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	sxtw	x8, w0
	sub	x8, x8, #1
	ldrb	w9, [x24, x8]
	cmp	w9, #47
	b.ne	LBB0_6
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	strb	wzr, [x24, x8]
LBB0_6:                                 ;   in Loop: Header=BB0_3 Depth=1
	str	x0, [x19, #16]                  ; 8-byte Folded Spill
	mov	x0, x24
Lloh21:
	adrp	x1, l_.str.3@PAGE
Lloh22:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_strcmp
	cbz	w0, LBB0_17
; %bb.7:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x24
Lloh23:
	adrp	x1, l_.str.4@PAGE
Lloh24:
	add	x1, x1, l_.str.4@PAGEOFF
	bl	_strcmp
	cbz	w0, LBB0_17
; %bb.8:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh25:
	adrp	x0, l_.str.5@PAGE
Lloh26:
	add	x0, x0, l_.str.5@PAGEOFF
	mov	x1, x24
	bl	_va
	add	x2, x19, #32
Lloh27:
	adrp	x1, l_.str.6@PAGE
Lloh28:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	w3, #2048
	bl	_trap_FS_GetFileList
	cmp	w0, #1
	b.lt	LBB0_17
; %bb.9:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x27]
Lloh29:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh30:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh31:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ge	LBB0_17
; %bb.10:                               ;   in Loop: Header=BB0_3 Depth=1
	mov	x23, x0
	mov	w20, #1
	add	x28, x19, #32
LBB0_11:                                ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	mov	x0, x28
	bl	_strlen
	mov	x26, x0
	mov	x0, x28
	mov	x1, x21
	ldr	x2, [x19, #24]                  ; 8-byte Folded Reload
                                        ; kill: def $w2 killed $w2 killed $x2
	bl	_COM_StripExtension
	mov	x0, x21
Lloh32:
	adrp	x1, l_.str.7@PAGE
Lloh33:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	w2, #5
	bl	_Q_stricmpn
	cbz	w0, LBB0_16
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=2
	cbz	x22, LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_11 Depth=2
Lloh34:
	adrp	x0, l_.str.9@PAGE
Lloh35:
	add	x0, x0, l_.str.9@PAGEOFF
	mov	x1, x21
	bl	_va
Lloh36:
	adrp	x8, _qfalse@GOTPAGE
Lloh37:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh38:
	ldr	w1, [x8]
	bl	_trap_S_RegisterSound
LBB0_14:                                ;   in Loop: Header=BB0_11 Depth=2
	cmp	w20, w23
	b.ge	LBB0_17
; %bb.15:                               ;   in Loop: Header=BB0_11 Depth=2
	add	w8, w26, #1
	add	x28, x28, w8, sxtw
	ldr	w8, [x27]
Lloh39:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh40:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh41:
	ldr	w9, [x9]
	add	w20, w20, #1
	cmp	w8, w9
	b.lt	LBB0_11
	b	LBB0_17
LBB0_16:                                ;   in Loop: Header=BB0_11 Depth=2
	ldr	x8, [x27, #8]
	ldrsw	x9, [x27]
	add	w10, w9, #1
	str	w10, [x27]
	ldr	w0, [x8, x9, lsl #2]
	mov	w1, #4
Lloh42:
	adrp	x2, l_.str.8@PAGE
Lloh43:
	add	x2, x2, l_.str.8@PAGEOFF
	mov	x3, x24
	mov	x4, x21
	bl	_Com_sprintf
	cbnz	x22, LBB0_13
	b	LBB0_14
LBB0_17:                                ;   in Loop: Header=BB0_3 Depth=1
	add	w25, w25, #1
	ldr	w8, [x27]
	ldr	w9, [x19, #12]                  ; 4-byte Folded Reload
	cmp	w25, w9
	b.ge	LBB0_19
; %bb.18:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x9, [x19, #16]                  ; 8-byte Folded Reload
	add	x9, x24, w9, sxtw
	add	x24, x9, #1
Lloh44:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh45:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh46:
	ldr	w9, [x9]
	cmp	w8, w9
	b.lt	LBB0_3
LBB0_19:
Lloh47:
	adrp	x9, _MAX_MODELSPERPAGE@GOTPAGE
Lloh48:
	ldr	x9, [x9, _MAX_MODELSPERPAGE@GOTPAGEOFF]
Lloh49:
	ldr	w9, [x9]
	sdiv	w10, w8, w9
	msub	w8, w10, w9, w8
	cmp	w8, #0
	cinc	w8, w10, ne
	str	w8, [x27, #4]
	ldr	x8, [x19]                       ; 8-byte Folded Reload
	mov	sp, x8
	ldur	x8, [x29, #-96]
Lloh50:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh51:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh52:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_21
; %bb.20:
	sub	sp, x29, #80
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
LBB0_21:
	bl	___stack_chk_fail
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpAdd	Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.loh AdrpAdd	Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_QPATH,4,2                  ; @MAX_QPATH
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"com_buildscript"

	.comm	_s_playermodel,24,3             ; @s_playermodel
l_.str.1:                               ; @.str.1
	.asciz	"models/players"

l_.str.2:                               ; @.str.2
	.asciz	"/"

	.comm	_MAX_PLAYERMODELS,4,2           ; @MAX_PLAYERMODELS
l_.str.3:                               ; @.str.3
	.asciz	"."

l_.str.4:                               ; @.str.4
	.asciz	".."

l_.str.5:                               ; @.str.5
	.asciz	"models/players/%s"

l_.str.6:                               ; @.str.6
	.asciz	"tga"

l_.str.7:                               ; @.str.7
	.asciz	"icon_"

l_.str.8:                               ; @.str.8
	.asciz	"models/players/%s/%s"

l_.str.9:                               ; @.str.9
	.asciz	"sound/player/announce/%s_wins.wav"

	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_MAX_MODELSPERPAGE,4,2          ; @MAX_MODELSPERPAGE
	.no_dead_strip	_PlayerModel_BuildList
.subsections_via_symbols
