	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function UI_Effects_HandleKey
_UI_Effects_HandleKey:                  ## @UI_Effects_HandleKey
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	movl	%edx, %edi
	callq	_UI_SelectForKey
	testl	%eax, %eax
	je	LBB0_1
## %bb.2:
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	addl	(%rcx), %eax
	movl	%eax, (%rcx)
	xorl	%edx, %edx
	cmpl	$6, %eax
	jg	LBB0_5
## %bb.3:
	testl	%eax, %eax
	jns	LBB0_6
## %bb.4:
	movl	$6, %edx
LBB0_5:
	movl	%edx, (%rcx)
	movl	%edx, %eax
LBB0_6:
	movq	_uitogamecode@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	%eax, %eax
	movl	(%rcx,%rax,4), %esi
	leaq	L_.str(%rip), %rdi
	callq	_trap_Cvar_SetValue
	movq	_qtrue@GOTPCREL(%rip), %rax
	jmp	LBB0_7
LBB0_1:
	movq	_qfalse@GOTPCREL(%rip), %rax
LBB0_7:
	movl	(%rax), %eax
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_uiInfo,4,2                     ## @uiInfo
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"color1"

	.comm	_uitogamecode,8,3               ## @uitogamecode
	.comm	_qtrue,4,2                      ## @qtrue
	.comm	_qfalse,4,2                     ## @qfalse
	.no_dead_strip	_UI_Effects_HandleKey
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function UI_Effects_HandleKey
_UI_Effects_HandleKey:                  ; @UI_Effects_HandleKey
	.cfi_startproc
; %bb.0:
	stp	x29, x30, [sp, #-16]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 16
	mov	x29, sp
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	mov	x0, x2
	bl	_UI_SelectForKey
	cbz	w0, LBB0_3
; %bb.1:
Lloh0:
	adrp	x8, _uiInfo@GOTPAGE
Lloh1:
	ldr	x8, [x8, _uiInfo@GOTPAGEOFF]
	ldr	w9, [x8]
	add	w9, w9, w0
	str	w9, [x8]
	cmp	w9, #6
	b.le	LBB0_4
; %bb.2:
	mov	w9, #0
	b	LBB0_6
LBB0_3:
Lloh2:
	adrp	x8, _qfalse@GOTPAGE
Lloh3:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
	b	LBB0_8
LBB0_4:
	tbz	w9, #31, LBB0_7
; %bb.5:
	mov	w9, #6
LBB0_6:
	str	w9, [x8]
LBB0_7:
Lloh4:
	adrp	x8, _uitogamecode@GOTPAGE
Lloh5:
	ldr	x8, [x8, _uitogamecode@GOTPAGEOFF]
Lloh6:
	ldr	x8, [x8]
	ldr	w1, [x8, w9, uxtw #2]
Lloh7:
	adrp	x0, l_.str@PAGE
Lloh8:
	add	x0, x0, l_.str@PAGEOFF
	bl	_trap_Cvar_SetValue
Lloh9:
	adrp	x8, _qtrue@GOTPAGE
Lloh10:
	ldr	x8, [x8, _qtrue@GOTPAGEOFF]
LBB0_8:
	ldr	w0, [x8]
	ldp	x29, x30, [sp], #16             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.cfi_endproc
                                        ; -- End function
	.comm	_uiInfo,4,2                     ; @uiInfo
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"color1"

	.comm	_uitogamecode,8,3               ; @uitogamecode
	.comm	_qtrue,4,2                      ; @qtrue
	.comm	_qfalse,4,2                     ; @qfalse
	.no_dead_strip	_UI_Effects_HandleKey
.subsections_via_symbols
