	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_AddWeaponWithPowerups
_CG_AddWeaponWithPowerups:              ## @CG_AddWeaponWithPowerups
	.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	%rbx
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	_PW_INVIS@GOTPCREL(%rip), %rax
	movq	_cgs@GOTPCREL(%rip), %r15
	movl	(%rax), %eax
	btl	%eax, %esi
	jae	LBB0_3
## %bb.1:
	addq	$8, %r15
	jmp	LBB0_2
LBB0_3:
	movl	%esi, %r14d
	movq	%rbx, %rdi
	callq	_trap_R_AddRefEntityToScene
	movq	_PW_BATTLESUIT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	btl	%eax, %r14d
	jae	LBB0_5
## %bb.4:
	movl	4(%r15), %eax
	movl	%eax, (%rbx)
	movq	%rbx, %rdi
	callq	_trap_R_AddRefEntityToScene
LBB0_5:
	movq	_PW_QUAD@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	btl	%eax, %r14d
	jae	LBB0_6
LBB0_2:
	movl	(%r15), %eax
	movl	%eax, (%rbx)
	movq	%rbx, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_trap_R_AddRefEntityToScene     ## TAILCALL
LBB0_6:
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_PW_INVIS,4,2                   ## @PW_INVIS
	.comm	_cgs,12,2                       ## @cgs
	.comm	_PW_BATTLESUIT,4,2              ## @PW_BATTLESUIT
	.comm	_PW_QUAD,4,2                    ## @PW_QUAD
	.no_dead_strip	_CG_AddWeaponWithPowerups
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_AddWeaponWithPowerups
_CG_AddWeaponWithPowerups:              ; @CG_AddWeaponWithPowerups
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.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
	mov	x19, x0
Lloh0:
	adrp	x8, _PW_INVIS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _PW_INVIS@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
Lloh3:
	adrp	x21, _cgs@GOTPAGE
Lloh4:
	ldr	x21, [x21, _cgs@GOTPAGEOFF]
	lsr	w8, w1, w8
	tbz	w8, #0, LBB0_2
; %bb.1:
	add	x8, x21, #8
	b	LBB0_6
LBB0_2:
	mov	x20, x1
	mov	x0, x19
	bl	_trap_R_AddRefEntityToScene
Lloh5:
	adrp	x8, _PW_BATTLESUIT@GOTPAGE
Lloh6:
	ldr	x8, [x8, _PW_BATTLESUIT@GOTPAGEOFF]
Lloh7:
	ldr	w8, [x8]
	lsr	w8, w20, w8
	tbz	w8, #0, LBB0_4
; %bb.3:
	ldr	w8, [x21, #4]
	str	w8, [x19]
	mov	x0, x19
	bl	_trap_R_AddRefEntityToScene
LBB0_4:
Lloh8:
	adrp	x8, _PW_QUAD@GOTPAGE
Lloh9:
	ldr	x8, [x8, _PW_QUAD@GOTPAGEOFF]
Lloh10:
	ldr	w8, [x8]
	lsr	w8, w20, w8
	tbz	w8, #0, LBB0_7
; %bb.5:
Lloh11:
	adrp	x8, _cgs@GOTPAGE
Lloh12:
	ldr	x8, [x8, _cgs@GOTPAGEOFF]
LBB0_6:
	ldr	w8, [x8]
	str	w8, [x19]
	mov	x0, x19
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_trap_R_AddRefEntityToScene
LBB0_7:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh11, Lloh12
	.cfi_endproc
                                        ; -- End function
	.comm	_PW_INVIS,4,2                   ; @PW_INVIS
	.comm	_cgs,12,2                       ; @cgs
	.comm	_PW_BATTLESUIT,4,2              ; @PW_BATTLESUIT
	.comm	_PW_QUAD,4,2                    ; @PW_QUAD
	.no_dead_strip	_CG_AddWeaponWithPowerups
.subsections_via_symbols
