	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_A_FireShotgun                  ## -- Begin function A_FireShotgun
	.p2align	4, 0x90
_A_FireShotgun:                         ## @A_FireShotgun
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rdi, %rbx
	movl	8(%rdi), %edi
	movq	_sfx_shotgn@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_S_StartSound
	movl	8(%rbx), %edi
	movq	_S_PLAY_ATK2@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_P_SetMobjState
	movq	(%rbx), %rax
	movq	16(%rbx), %rcx
	movq	_weaponinfo@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	shlq	$4, %rax
	movq	(%rdx,%rax), %rsi
	decl	(%rcx,%rsi,4)
	movq	_ps_flash@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movl	8(%rdx,%rax), %edx
	movq	%rbx, %rdi
	callq	_P_SetPsprite
	movl	8(%rbx), %edi
	callq	_P_BulletSlope
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	callq	_P_GunShot
	movl	8(%rbx), %edi
	xorl	%esi, %esi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_P_GunShot                      ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_sfx_shotgn,4,2                 ## @sfx_shotgn
	.comm	_S_PLAY_ATK2,4,2                ## @S_PLAY_ATK2
	.comm	_weaponinfo,8,3                 ## @weaponinfo
	.comm	_ps_flash,4,2                   ## @ps_flash
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_A_FireShotgun                  ; -- Begin function A_FireShotgun
	.p2align	2
_A_FireShotgun:                         ; @A_FireShotgun
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
	ldr	w0, [x0, #8]
Lloh0:
	adrp	x8, _sfx_shotgn@GOTPAGE
Lloh1:
	ldr	x8, [x8, _sfx_shotgn@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	bl	_S_StartSound
	ldr	w0, [x19, #8]
Lloh3:
	adrp	x8, _S_PLAY_ATK2@GOTPAGE
Lloh4:
	ldr	x8, [x8, _S_PLAY_ATK2@GOTPAGEOFF]
Lloh5:
	ldr	w1, [x8]
	bl	_P_SetMobjState
	ldr	x8, [x19, #16]
Lloh6:
	adrp	x9, _weaponinfo@GOTPAGE
Lloh7:
	ldr	x9, [x9, _weaponinfo@GOTPAGEOFF]
Lloh8:
	ldr	x9, [x9]
	ldr	x10, [x19]
	add	x9, x9, x10, lsl #4
	ldr	x10, [x9]
	lsl	x10, x10, #2
	ldr	w11, [x8, x10]
	sub	w11, w11, #1
	str	w11, [x8, x10]
Lloh9:
	adrp	x8, _ps_flash@GOTPAGE
Lloh10:
	ldr	x8, [x8, _ps_flash@GOTPAGEOFF]
Lloh11:
	ldr	w1, [x8]
	ldr	w2, [x9, #8]
	mov	x0, x19
	bl	_P_SetPsprite
	ldr	w0, [x19, #8]
	bl	_P_BulletSlope
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	bl	_P_GunShot
	ldr	w0, [x19, #8]
	mov	w1, #0
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_P_GunShot
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_sfx_shotgn,4,2                 ; @sfx_shotgn
	.comm	_S_PLAY_ATK2,4,2                ; @S_PLAY_ATK2
	.comm	_weaponinfo,8,3                 ; @weaponinfo
	.comm	_ps_flash,4,2                   ; @ps_flash
.subsections_via_symbols
