	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_UnArchivePlayers             ## -- Begin function P_UnArchivePlayers
	.p2align	4, 0x90
_P_UnArchivePlayers:                    ## @P_UnArchivePlayers
	.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
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_16
## %bb.1:
	movq	_players@GOTPCREL(%rip), %rbx
	movq	_save_p@GOTPCREL(%rip), %r12
	movq	_states@GOTPCREL(%rip), %r13
	xorl	%r15d, %r15d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r15
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %r15
	jge	LBB0_16
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_7 Depth 2
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpl	$0, (%rax,%r15,4)
	je	LBB0_15
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%eax, %eax
	callq	_PADSAVEP
	movq	%r15, %r14
	shlq	$5, %r14
	movq	(%rbx), %rdi
	addq	%r14, %rdi
	movl	(%r12), %esi
	movl	$4, %edx
	callq	_memcpy
	addl	$4, (%r12)
	movq	(%rbx), %rax
	movq	$0, 24(%rax,%r14)
	movq	(%rbx), %rax
	movq	$0, 16(%rax,%r14)
	movq	(%rbx), %rax
	movq	$0, 8(%rax,%r14)
	movq	_NUMPSPRITES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	jle	LBB0_15
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$1, %eax
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%ecx, %ecx
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	testb	$1, %al
	je	LBB0_15
## %bb.13:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rbx), %rax
	movq	(%rax,%r14), %rax
	movq	(%rax,%rcx,8), %rdx
	testq	%rdx, %rdx
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_2 Depth=1
	movslq	%edx, %rdx
	shlq	$2, %rdx
	addq	(%r13), %rdx
	movq	%rdx, (%rax,%rcx,8)
	jmp	LBB0_15
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%eax, %edx
	andl	$-2, %edx
	xorl	%ecx, %ecx
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_7 Depth=2
	addq	$2, %rcx
	cmpq	%rcx, %rdx
	je	LBB0_12
LBB0_7:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%rbx), %rsi
	movq	(%rsi,%r14), %rsi
	movq	(%rsi,%rcx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=2
	movslq	%edi, %rdi
	shlq	$2, %rdi
	addq	(%r13), %rdi
	movq	%rdi, (%rsi,%rcx,8)
LBB0_9:                                 ##   in Loop: Header=BB0_7 Depth=2
	movq	(%rbx), %rsi
	movq	(%rsi,%r14), %rsi
	movq	8(%rsi,%rcx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_7 Depth=2
	movslq	%edi, %rdi
	shlq	$2, %rdi
	addq	(%r13), %rdi
	movq	%rdi, 8(%rsi,%rcx,8)
	jmp	LBB0_11
LBB0_16:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_players,8,3                    ## @players
	.comm	_save_p,4,2                     ## @save_p
	.comm	_NUMPSPRITES,4,2                ## @NUMPSPRITES
	.comm	_states,8,3                     ## @states
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_UnArchivePlayers             ; -- Begin function P_UnArchivePlayers
	.p2align	2
_P_UnArchivePlayers:                    ; @P_UnArchivePlayers
	.cfi_startproc
; %bb.0:
	stp	x26, x25, [sp, #-80]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
Lloh0:
	adrp	x19, _MAXPLAYERS@GOTPAGE
Lloh1:
	ldr	x19, [x19, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_9
; %bb.1:
	mov	x20, #0
Lloh2:
	adrp	x21, _playeringame@GOTPAGE
Lloh3:
	ldr	x21, [x21, _playeringame@GOTPAGEOFF]
Lloh4:
	adrp	x22, _players@GOTPAGE
Lloh5:
	ldr	x22, [x22, _players@GOTPAGEOFF]
Lloh6:
	adrp	x23, _save_p@GOTPAGE
Lloh7:
	ldr	x23, [x23, _save_p@GOTPAGEOFF]
Lloh8:
	adrp	x24, _NUMPSPRITES@GOTPAGE
Lloh9:
	ldr	x24, [x24, _NUMPSPRITES@GOTPAGEOFF]
Lloh10:
	adrp	x25, _states@GOTPAGE
Lloh11:
	ldr	x25, [x25, _states@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #1
	ldrsw	x8, [x19]
	cmp	x20, x8
	b.ge	LBB0_9
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_7 Depth 2
	ldr	x8, [x21]
	ldr	w8, [x8, x20, lsl #2]
	cbz	w8, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	bl	_PADSAVEP
	ldr	x8, [x22]
	lsl	x26, x20, #5
	add	x0, x8, x26
	ldr	w1, [x23]
	mov	w2, #4
	bl	_memcpy
	ldr	w8, [x23]
	add	w8, w8, #4
	str	w8, [x23]
	ldr	x8, [x22]
	add	x8, x8, x26
	str	xzr, [x8, #24]
	ldr	x8, [x22]
	add	x8, x8, x26
	str	xzr, [x8, #16]
	ldr	x8, [x22]
	add	x8, x8, x26
	str	xzr, [x8, #8]
	ldr	w9, [x24]
	cmp	w9, #1
	b.lt	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x8, #0
	lsl	x9, x9, #3
	b	LBB0_7
LBB0_6:                                 ;   in Loop: Header=BB0_7 Depth=2
	add	x8, x8, #8
	cmp	x9, x8
	b.eq	LBB0_2
LBB0_7:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x10, [x22]
	ldr	x10, [x10, x26]
	ldr	x11, [x10, x8]
	cbz	x11, LBB0_6
; %bb.8:                                ;   in Loop: Header=BB0_7 Depth=2
	ldr	x12, [x25]
	lsl	x11, x11, #32
	add	x11, x12, x11, asr #30
	str	x11, [x10, x8]
	b	LBB0_6
LBB0_9:
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp], #80             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.cfi_endproc
                                        ; -- End function
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_players,8,3                    ; @players
	.comm	_save_p,4,2                     ; @save_p
	.comm	_NUMPSPRITES,4,2                ; @NUMPSPRITES
	.comm	_states,8,3                     ; @states
.subsections_via_symbols
