	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function BotFindEnemy
LCPI0_0:
	.quad	0x40af400000000000              ## double 4000
LCPI0_1:
	.quad	0x408c200000000000              ## double 900
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2
LCPI0_2:
	.long	0x3f000000                      ## float 0.5
LCPI0_3:
	.long	0x43b40000                      ## float 360
LCPI0_4:
	.long	0x45e3d000                      ## float 7290
LCPI0_5:
	.long	0xc2b40000                      ## float -90
LCPI0_6:
	.long	0x43340000                      ## float 180
LCPI0_7:
	.long	0x00000000                      ## float 0
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_BotFindEnemy
	.p2align	4, 0x90
_BotFindEnemy:                          ## @BotFindEnemy
	.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
	subq	$88, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%esi, %r12d
	movq	%rdi, %r13
	movl	76(%rdi), %edi
	movq	_CHARACTERISTIC_ALERTNESS@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movl	76(%r13), %edi
	movq	_CHARACTERISTIC_EASY_FRAGGER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	%xmm0, -96(%rbp)                ## 4-byte Spill
	movq	(%r13), %rdx
	movq	8(%r13), %rax
	movq	_INVENTORY_HEALTH@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rbx
	movq	%rbx, (%r13)
	testl	%r12d, %r12d
	js	LBB0_1
## %bb.2:
	movq	%rdx, %r15
	leaq	-128(%rbp), %r14
	movl	%r12d, %edi
	movq	%r14, %rsi
	callq	_BotEntityInfo
	movq	%r14, %rdi
	callq	_EntityCarriesFlag
	testq	%rax, %rax
	je	LBB0_3
LBB0_38:
	movq	_qfalse@GOTPCREL(%rip), %rax
	jmp	LBB0_39
LBB0_1:
	movq	%rbx, -88(%rbp)                 ## 8-byte Spill
	xorpd	%xmm0, %xmm0
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	jmp	LBB0_4
LBB0_3:
	movq	%rbx, -88(%rbp)                 ## 8-byte Spill
	movl	-116(%rbp), %edi
	movl	64(%r13), %esi
	callq	_VectorSubtract
	callq	_VectorLengthSquared
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	movq	%r15, %rdx
LBB0_4:
	movq	_level@GOTPCREL(%rip), %r15
	movq	_qfalse@GOTPCREL(%rip), %rax
	cmpl	$0, (%r15)
	jle	LBB0_39
## %bb.5:
	movq	%rdx, -104(%rbp)                ## 8-byte Spill
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	cvtss2sd	%xmm0, %xmm0
	mulsd	LCPI0_0(%rip), %xmm0
	addsd	LCPI0_1(%rip), %xmm0
	cvttsd2si	%xmm0, %eax
	movl	%eax, -92(%rbp)                 ## 4-byte Spill
	movl	%r12d, -48(%rbp)                ## 4-byte Spill
	movl	%r12d, %r12d
	movq	_FL_NOTARGET@GOTPCREL(%rip), %r14
	xorl	%ebx, %ebx
	jmp	LBB0_6
LBB0_15:                                ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsChatting
	testq	%rax, %rax
	je	LBB0_16
	.p2align	4, 0x90
LBB0_37:                                ##   in Loop: Header=BB0_6 Depth=1
	incq	%rbx
	movslq	(%r15), %rax
	cmpq	%rax, %rbx
	jge	LBB0_38
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	cmpq	%rbx, %r12
	je	LBB0_37
## %bb.7:                               ##   in Loop: Header=BB0_6 Depth=1
	movl	16(%r13), %eax
	cmpq	%rax, %rbx
	je	LBB0_37
## %bb.8:                               ##   in Loop: Header=BB0_6 Depth=1
	movq	_g_entities@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	(%r14), %ecx
	testl	%ecx, (%rax,%rbx,4)
	jne	LBB0_37
## %bb.9:                               ##   in Loop: Header=BB0_6 Depth=1
	movl	%ebx, %edi
	leaq	-80(%rbp), %rsi
	callq	_BotEntityInfo
	cmpl	$0, -64(%rbp)
	je	LBB0_37
## %bb.10:                              ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsDead
	testq	%rax, %rax
	jne	LBB0_37
## %bb.11:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	-80(%rbp), %rax
	cmpq	48(%r13), %rax
	je	LBB0_37
## %bb.12:                              ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsInvisible
	testq	%rax, %rax
	je	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsShooting
	testq	%rax, %rax
	je	LBB0_37
LBB0_14:                                ##   in Loop: Header=BB0_6 Depth=1
	movss	LCPI0_2(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	ucomiss	-96(%rbp), %xmm0                ## 4-byte Folded Reload
	ja	LBB0_15
LBB0_16:                                ##   in Loop: Header=BB0_6 Depth=1
	movq	_lastteleport_time@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	xorl	%eax, %eax
	callq	_FloatTime
	addl	$-3, %eax
	cmpl	%eax, -44(%rbp)                 ## 4-byte Folded Reload
	jle	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	-68(%rbp), %edi
	movq	_lastteleport_origin@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_VectorSubtract
	callq	_VectorLengthSquared
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movl	$70, %edi
	callq	_Square
	ucomiss	-44(%rbp), %xmm0                ## 4-byte Folded Reload
	ja	LBB0_37
LBB0_18:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	-68(%rbp), %edi
	movl	64(%r13), %esi
	callq	_VectorSubtract
	callq	_VectorLengthSquared
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	leaq	-80(%rbp), %rdi
	callq	_EntityCarriesFlag
	cmpl	$0, -48(%rbp)                   ## 4-byte Folded Reload
	js	LBB0_21
## %bb.19:                              ##   in Loop: Header=BB0_6 Depth=1
	testq	%rax, %rax
	jne	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_6 Depth=1
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	ucomiss	-52(%rbp), %xmm0                ## 4-byte Folded Reload
	ja	LBB0_37
LBB0_21:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	-92(%rbp), %edi                 ## 4-byte Reload
	callq	_Square
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	ja	LBB0_37
## %bb.22:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	%r13, %rdi
	movl	%ebx, %esi
	callq	_BotSameTeam
	testq	%rax, %rax
	jne	LBB0_37
## %bb.23:                              ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$0, -48(%rbp)                   ## 4-byte Folded Reload
	js	LBB0_24
LBB0_26:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	$810, %edi                      ## imm = 0x32A
	callq	_Square
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	movaps	%xmm1, %xmm0
	jbe	LBB0_28
## %bb.27:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	$810, %edi                      ## imm = 0x32A
	callq	_Square
LBB0_28:                                ##   in Loop: Header=BB0_6 Depth=1
	divss	LCPI0_4(%rip), %xmm0
	addss	LCPI0_5(%rip), %xmm0
	addss	LCPI0_6(%rip), %xmm0
	jmp	LBB0_29
LBB0_24:                                ##   in Loop: Header=BB0_6 Depth=1
	movss	LCPI0_3(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	movq	-88(%rbp), %rax                 ## 8-byte Reload
	cmpq	%rax, -104(%rbp)                ## 8-byte Folded Reload
	jg	LBB0_29
## %bb.25:                              ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsShooting
	movss	LCPI0_3(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	testq	%rax, %rax
	je	LBB0_26
LBB0_29:                                ##   in Loop: Header=BB0_6 Depth=1
	movq	48(%r13), %rdi
	movl	72(%r13), %esi
	movl	68(%r13), %edx
	movl	%ebx, %ecx
	callq	_BotEntityVisible
	xorps	%xmm1, %xmm1
	ucomiss	%xmm0, %xmm1
	jae	LBB0_37
## %bb.30:                              ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$0, -48(%rbp)                   ## 4-byte Folded Reload
	jns	LBB0_36
## %bb.31:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	$100, %edi
	callq	_Square
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	jbe	LBB0_36
## %bb.32:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	-88(%rbp), %rax                 ## 8-byte Reload
	cmpq	%rax, -104(%rbp)                ## 8-byte Folded Reload
	jg	LBB0_36
## %bb.33:                              ##   in Loop: Header=BB0_6 Depth=1
	leaq	-80(%rbp), %rdi
	callq	_EntityIsShooting
	testq	%rax, %rax
	jne	LBB0_36
## %bb.34:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	64(%r13), %edi
	movl	-68(%rbp), %esi
	callq	_VectorSubtract
	callq	_vectoangles
	movl	-72(%rbp), %edi
	movl	$90, %esi
	callq	_InFieldOfVision
	testl	%eax, %eax
	jne	LBB0_36
## %bb.35:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	%r13, %rdi
	movl	%ebx, %esi
	callq	_BotUpdateBattleInventory
	movq	%r13, %rdi
	callq	_BotWantsToRetreat
	testq	%rax, %rax
	jne	LBB0_37
LBB0_36:
	movq	-80(%rbp), %rax
	movq	%rax, 24(%r13)
	xorl	%eax, %eax
	callq	_FloatTime
                                        ## kill: def $eax killed $eax def $rax
	leal	-2(%rax), %ecx
	cmpl	$0, -48(%rbp)                   ## 4-byte Folded Reload
	cmovsl	%eax, %ecx
	movl	%ecx, 32(%r13)
	movq	_qfalse@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 36(%r13)
	movq	$0, 56(%r13)
	xorl	%eax, %eax
	callq	_FloatTime
	movl	%eax, 40(%r13)
	movq	_qtrue@GOTPCREL(%rip), %rax
LBB0_39:
	movl	(%rax), %eax
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_CHARACTERISTIC_ALERTNESS,4,2   ## @CHARACTERISTIC_ALERTNESS
	.comm	_CHARACTERISTIC_EASY_FRAGGER,4,2 ## @CHARACTERISTIC_EASY_FRAGGER
	.comm	_INVENTORY_HEALTH,8,3           ## @INVENTORY_HEALTH
	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_level,4,2                      ## @level
	.comm	_g_entities,8,3                 ## @g_entities
	.comm	_FL_NOTARGET,4,2                ## @FL_NOTARGET
	.comm	_lastteleport_time,4,2          ## @lastteleport_time
	.comm	_lastteleport_origin,4,2        ## @lastteleport_origin
	.comm	_qtrue,4,2                      ## @qtrue
	.comm	_CONTENTS_SOLID,4,2             ## @CONTENTS_SOLID
	.comm	_GT_OBELISK,8,3                 ## @GT_OBELISK
	.comm	_TEAM_RED,8,3                   ## @TEAM_RED
	.comm	_blueobelisk,16,3               ## @blueobelisk
	.comm	_gametype,8,3                   ## @gametype
	.comm	_redobelisk,16,3                ## @redobelisk
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotFindEnemy                   ; -- Begin function BotFindEnemy
	.p2align	2
_BotFindEnemy:                          ; @BotFindEnemy
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #192
	.cfi_def_cfa_offset 192
	stp	d11, d10, [sp, #64]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #80]               ; 16-byte Folded Spill
	stp	x28, x27, [sp, #96]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #112]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #128]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #144]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #160]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #176]            ; 16-byte Folded Spill
	add	x29, sp, #176
	.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
	.cfi_offset b8, -104
	.cfi_offset b9, -112
	.cfi_offset b10, -120
	.cfi_offset b11, -128
	mov	x20, x1
	mov	x19, x0
	ldr	w0, [x0, #76]
Lloh0:
	adrp	x8, _CHARACTERISTIC_ALERTNESS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _CHARACTERISTIC_ALERTNESS@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	s10, s0
	ldr	w0, [x19, #76]
Lloh3:
	adrp	x8, _CHARACTERISTIC_EASY_FRAGGER@GOTPAGE
Lloh4:
	ldr	x8, [x8, _CHARACTERISTIC_EASY_FRAGGER@GOTPAGEOFF]
Lloh5:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	s8, s0
	ldp	x23, x8, [x19]
Lloh6:
	adrp	x9, _INVENTORY_HEALTH@GOTPAGE
Lloh7:
	ldr	x9, [x9, _INVENTORY_HEALTH@GOTPAGEOFF]
Lloh8:
	ldr	x9, [x9]
	ldr	x24, [x8, x9, lsl #3]
	str	x24, [x19]
	tbnz	w20, #31, LBB0_3
; %bb.1:
	add	x1, sp, #16
	mov	x0, x20
	bl	_BotEntityInfo
	add	x0, sp, #16
	bl	_EntityCarriesFlag
	cbnz	x0, LBB0_6
; %bb.2:
	ldr	w0, [sp, #28]
	ldr	w1, [x19, #64]
	bl	_VectorSubtract
	bl	_VectorLengthSquared
	fmov	s9, s0
	b	LBB0_4
LBB0_3:
	movi	d9, #0000000000000000
LBB0_4:
Lloh9:
	adrp	x26, _level@GOTPAGE
Lloh10:
	ldr	x26, [x26, _level@GOTPAGEOFF]
	ldr	w8, [x26]
	cmp	w8, #1
	b.lt	LBB0_6
; %bb.5:
	mov	x21, #0
	fcvt	d0, s10
	mov	x8, #35184372088832
	movk	x8, #16524, lsl #48
	fmov	d1, x8
	mov	x8, #70368744177664
	movk	x8, #16559, lsl #48
	fmov	d2, x8
	fmadd	d0, d0, d2, d1
	fcvtzs	w8, d0
	str	w8, [sp, #12]                   ; 4-byte Folded Spill
	mov	w27, w20
Lloh11:
	adrp	x25, _qfalse@GOTPAGE
Lloh12:
	ldr	x25, [x25, _qfalse@GOTPAGEOFF]
Lloh13:
	adrp	x28, _g_entities@GOTPAGE
Lloh14:
	ldr	x28, [x28, _g_entities@GOTPAGEOFF]
Lloh15:
	adrp	x22, _FL_NOTARGET@GOTPAGE
Lloh16:
	ldr	x22, [x22, _FL_NOTARGET@GOTPAGEOFF]
	fmov	s11, #0.50000000
	b	LBB0_10
LBB0_6:
Lloh17:
	adrp	x25, _qfalse@GOTPAGE
Lloh18:
	ldr	x25, [x25, _qfalse@GOTPAGEOFF]
LBB0_7:
	ldr	w0, [x25]
	ldp	x29, x30, [sp, #176]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #160]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #144]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #128]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #112]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #96]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #80]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #192
	ret
LBB0_8:                                 ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsChatting
	cbz	x0, LBB0_19
LBB0_9:                                 ;   in Loop: Header=BB0_10 Depth=1
	add	x21, x21, #1
	ldrsw	x8, [x26]
	cmp	x21, x8
	b.ge	LBB0_7
LBB0_10:                                ; =>This Inner Loop Header: Depth=1
	cmp	x27, x21
	b.eq	LBB0_9
; %bb.11:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	w8, [x19, #16]
	cmp	x21, x8
	b.eq	LBB0_9
; %bb.12:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x28]
	ldr	w8, [x8, x21, lsl #2]
	ldr	w9, [x22]
	tst	w9, w8
	b.ne	LBB0_9
; %bb.13:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x1, sp, #40
	mov	x0, x21
	bl	_BotEntityInfo
	ldr	w8, [sp, #56]
	cbz	w8, LBB0_9
; %bb.14:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsDead
	cbnz	x0, LBB0_9
; %bb.15:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [sp, #40]
	ldr	x9, [x19, #48]
	cmp	x8, x9
	b.eq	LBB0_9
; %bb.16:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsInvisible
	cbz	x0, LBB0_18
; %bb.17:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsShooting
	cbz	x0, LBB0_9
LBB0_18:                                ;   in Loop: Header=BB0_10 Depth=1
	fcmp	s8, s11
	b.mi	LBB0_8
LBB0_19:                                ;   in Loop: Header=BB0_10 Depth=1
	str	w20, [sp, #8]                   ; 4-byte Folded Spill
	mov	x20, x25
	mov	x25, x24
	mov	x24, x23
Lloh19:
	adrp	x8, _lastteleport_time@GOTPAGE
Lloh20:
	ldr	x8, [x8, _lastteleport_time@GOTPAGEOFF]
Lloh21:
	ldr	w23, [x8]
	bl	_FloatTime
	sub	w8, w0, #3
	cmp	w23, w8
	mov	x23, x24
	mov	x24, x25
	mov	x25, x20
	ldr	w20, [sp, #8]                   ; 4-byte Folded Reload
	b.le	LBB0_21
; %bb.20:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	w0, [sp, #52]
Lloh22:
	adrp	x8, _lastteleport_origin@GOTPAGE
Lloh23:
	ldr	x8, [x8, _lastteleport_origin@GOTPAGEOFF]
Lloh24:
	ldr	w1, [x8]
	bl	_VectorSubtract
	bl	_VectorLengthSquared
	fmov	s10, s0
	mov	w0, #70
	bl	_Square
	fcmp	s10, s0
	b.mi	LBB0_9
LBB0_21:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	w0, [sp, #52]
	ldr	w1, [x19, #64]
	bl	_VectorSubtract
	bl	_VectorLengthSquared
	fmov	s10, s0
	add	x0, sp, #40
	bl	_EntityCarriesFlag
	tbnz	w20, #31, LBB0_24
; %bb.22:                               ;   in Loop: Header=BB0_10 Depth=1
	cbnz	x0, LBB0_24
; %bb.23:                               ;   in Loop: Header=BB0_10 Depth=1
	fcmp	s10, s9
	b.gt	LBB0_9
LBB0_24:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	w0, [sp, #12]                   ; 4-byte Folded Reload
	bl	_Square
	fcmp	s10, s0
	b.gt	LBB0_9
; %bb.25:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
	mov	x1, x21
	bl	_BotSameTeam
	cbnz	x0, LBB0_9
; %bb.26:                               ;   in Loop: Header=BB0_10 Depth=1
	tbnz	w20, #31, LBB0_30
LBB0_27:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	w0, #810
	bl	_Square
	fcmp	s10, s0
	fmov	s0, s10
	b.le	LBB0_29
; %bb.28:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	w0, #810
	bl	_Square
LBB0_29:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	w8, #53248
	movk	w8, #17891, lsl #16
	fmov	s1, w8
	fdiv	s0, s0, s1
	mov	w8, #-1028390912
	fmov	s1, w8
	fadd	s0, s0, s1
	mov	w8, #1127481344
	fmov	s1, w8
	fadd	s0, s0, s1
	b	LBB0_33
LBB0_30:                                ;   in Loop: Header=BB0_10 Depth=1
	cmp	x23, x24
	b.gt	LBB0_32
; %bb.31:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsShooting
	cbz	x0, LBB0_27
LBB0_32:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	w8, #1135869952
	fmov	s0, w8
LBB0_33:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	x0, [x19, #48]
	ldp	w2, w1, [x19, #68]
	mov	x3, x21
	bl	_BotEntityVisible
	fcmp	s0, #0.0
	b.ls	LBB0_9
; %bb.34:                               ;   in Loop: Header=BB0_10 Depth=1
	tbz	w20, #31, LBB0_40
; %bb.35:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	w0, #100
	bl	_Square
	fcmp	s10, s0
	b.le	LBB0_40
; %bb.36:                               ;   in Loop: Header=BB0_10 Depth=1
	cmp	x23, x24
	b.gt	LBB0_40
; %bb.37:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #40
	bl	_EntityIsShooting
	cbnz	x0, LBB0_40
; %bb.38:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	w0, [x19, #64]
	ldr	w1, [sp, #52]
	bl	_VectorSubtract
	bl	_vectoangles
	ldr	w0, [sp, #48]
	mov	w1, #90
	bl	_InFieldOfVision
	cbnz	w0, LBB0_40
; %bb.39:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
	mov	x1, x21
	bl	_BotUpdateBattleInventory
	mov	x0, x19
	bl	_BotWantsToRetreat
	cbnz	x0, LBB0_9
LBB0_40:
	ldr	x8, [sp, #40]
	str	x8, [x19, #24]
	bl	_FloatTime
	sub	w8, w0, #2
	ldr	w9, [x25]
	cmp	w20, #0
	csel	w8, w8, w0, ge
	stp	w8, w9, [x19, #32]
	str	xzr, [x19, #56]
	bl	_FloatTime
	str	w0, [x19, #40]
Lloh25:
	adrp	x25, _qtrue@GOTPAGE
Lloh26:
	ldr	x25, [x25, _qtrue@GOTPAGEOFF]
	b	LBB0_7
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.loh AdrpLdrGot	Lloh25, Lloh26
	.cfi_endproc
                                        ; -- End function
	.comm	_CHARACTERISTIC_ALERTNESS,4,2   ; @CHARACTERISTIC_ALERTNESS
	.comm	_CHARACTERISTIC_EASY_FRAGGER,4,2 ; @CHARACTERISTIC_EASY_FRAGGER
	.comm	_INVENTORY_HEALTH,8,3           ; @INVENTORY_HEALTH
	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_level,4,2                      ; @level
	.comm	_g_entities,8,3                 ; @g_entities
	.comm	_FL_NOTARGET,4,2                ; @FL_NOTARGET
	.comm	_lastteleport_time,4,2          ; @lastteleport_time
	.comm	_lastteleport_origin,4,2        ; @lastteleport_origin
	.comm	_qtrue,4,2                      ; @qtrue
	.comm	_CONTENTS_SOLID,4,2             ; @CONTENTS_SOLID
	.comm	_GT_OBELISK,8,3                 ; @GT_OBELISK
	.comm	_TEAM_RED,8,3                   ; @TEAM_RED
	.comm	_blueobelisk,16,3               ; @blueobelisk
	.comm	_gametype,8,3                   ; @gametype
	.comm	_redobelisk,16,3                ; @redobelisk
.subsections_via_symbols
