	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_MovePsprites                 ## -- Begin function P_MovePsprites
	.p2align	4, 0x90
_P_MovePsprites:                        ## @P_MovePsprites
	.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	%r12
	pushq	%rbx
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	(%rdi), %r15
	movq	_NUMPSPRITES@GOTPCREL(%rip), %r12
	cmpl	$0, (%r12)
	jle	LBB0_8
## %bb.1:
	movq	%rdi, %r14
	xorl	%ebx, %ebx
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	incl	%ebx
	addq	$24, %r15
	cmpl	(%r12), %ebx
	jge	LBB0_7
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	16(%r15), %rax
	testq	%rax, %rax
	je	LBB0_6
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	(%r15), %ecx
	cmpl	$-1, %ecx
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	decl	%ecx
	movl	%ecx, (%r15)
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rax), %edx
	movq	%r14, %rdi
	movl	%ebx, %esi
	callq	_P_SetPsprite
	jmp	LBB0_6
LBB0_7:
	movq	(%r14), %r15
LBB0_8:
	movq	_ps_weapon@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	leaq	(%rax,%rax,2), %rax
	movl	8(%r15,%rax,8), %ecx
	movq	_ps_flash@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	leaq	(%rdx,%rdx,2), %rdx
	movl	%ecx, 8(%r15,%rdx,8)
	movl	4(%r15,%rax,8), %eax
	movl	%eax, 4(%r15,%rdx,8)
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_NUMPSPRITES,4,2                ## @NUMPSPRITES
	.comm	_ps_weapon,8,3                  ## @ps_weapon
	.comm	_ps_flash,8,3                   ## @ps_flash
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_MovePsprites                 ; -- Begin function P_MovePsprites
	.p2align	2
_P_MovePsprites:                        ; @P_MovePsprites
	.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
	ldr	x21, [x0]
Lloh0:
	adrp	x22, _NUMPSPRITES@GOTPAGE
Lloh1:
	ldr	x22, [x22, _NUMPSPRITES@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_8
; %bb.1:
	mov	x19, x0
	mov	w20, #0
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	w20, w20, #1
	add	x21, x21, #24
	ldr	w8, [x22]
	cmp	w20, w8
	b.ge	LBB0_7
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #16]
	cbz	x8, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w9, [x21]
	cmn	w9, #1
	b.eq	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	subs	w9, w9, #1
	str	w9, [x21]
	b.ne	LBB0_2
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w2, [x8]
	mov	x0, x19
	mov	x1, x20
	bl	_P_SetPsprite
	b	LBB0_2
LBB0_7:
	ldr	x21, [x19]
LBB0_8:
Lloh2:
	adrp	x8, _ps_weapon@GOTPAGE
Lloh3:
	ldr	x8, [x8, _ps_weapon@GOTPAGEOFF]
Lloh4:
	ldr	x8, [x8]
Lloh5:
	adrp	x9, _ps_flash@GOTPAGE
Lloh6:
	ldr	x9, [x9, _ps_flash@GOTPAGEOFF]
Lloh7:
	ldr	x9, [x9]
	mov	w10, #24
	madd	x8, x8, x10, x21
	madd	x9, x9, x10, x21
	ldur	d0, [x8, #4]
	stur	d0, [x9, #4]
	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	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_NUMPSPRITES,4,2                ; @NUMPSPRITES
	.comm	_ps_weapon,8,3                  ; @ps_weapon
	.comm	_ps_flash,8,3                   ; @ps_flash
.subsections_via_symbols
