	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_fragSum                     ## -- Begin function WI_fragSum
	.p2align	4, 0x90
_WI_fragSum:                            ## @WI_fragSum
	.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
	.cfi_offset %rbx, -24
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %r8d
	testl	%r8d, %r8d
	jle	LBB0_1
## %bb.2:
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rsi
	movq	_plrs@GOTPCREL(%rip), %rax
	movq	(%rax), %r9
	movslq	%edi, %r10
	movl	%edi, %edi
	cmpl	$1, %r8d
	jne	LBB0_4
## %bb.3:
	xorl	%ecx, %ecx
	xorl	%eax, %eax
	testb	$1, %r8b
	jne	LBB0_14
	jmp	LBB0_17
LBB0_1:
	movq	_plrs@GOTPCREL(%rip), %rax
	movq	(%rax), %r9
	movslq	%edi, %r10
	xorl	%eax, %eax
	jmp	LBB0_17
LBB0_4:
	movl	%r8d, %r11d
	andl	$-2, %r11d
	xorl	%edx, %edx
	xorl	%eax, %eax
	jmp	LBB0_5
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_5 Depth=1
	incq	%rdx
	cmpq	%r11, %rdx
	je	LBB0_12
LBB0_5:                                 ## =>This Inner Loop Header: Depth=1
	movq	%rdx, %rcx
	cmpq	$0, (%rsi,%rdx,8)
	je	LBB0_8
## %bb.6:                               ##   in Loop: Header=BB0_5 Depth=1
	cmpq	%rcx, %rdi
	je	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_5 Depth=1
	movq	(%r9,%r10,8), %rdx
	addl	(%rdx,%rcx,8), %eax
LBB0_8:                                 ##   in Loop: Header=BB0_5 Depth=1
	leaq	1(%rcx), %rdx
	cmpq	$0, 8(%rsi,%rcx,8)
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_5 Depth=1
	cmpq	%rdi, %rdx
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_5 Depth=1
	movq	(%r9,%r10,8), %rbx
	addl	8(%rbx,%rcx,8), %eax
	jmp	LBB0_11
LBB0_12:
	addq	$2, %rcx
	testb	$1, %r8b
	je	LBB0_17
LBB0_14:
	cmpq	$0, (%rsi,%rcx,8)
	je	LBB0_17
## %bb.15:
	cmpq	%rdi, %rcx
	je	LBB0_17
## %bb.16:
	movq	(%r9,%r10,8), %rdx
	addl	(%rdx,%rcx,8), %eax
LBB0_17:
	movq	(%r9,%r10,8), %rcx
	subl	(%rcx,%r10,8), %eax
	popq	%rbx
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_plrs,8,3                       ## @plrs
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_fragSum                     ; -- Begin function WI_fragSum
	.p2align	2
_WI_fragSum:                            ; @WI_fragSum
	.cfi_startproc
; %bb.0:
                                        ; kill: def $w0 killed $w0 def $x0
Lloh0:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
Lloh2:
	ldr	w14, [x8]
	cmp	w14, #0
	b.le	LBB0_5
; %bb.1:
	mov	x11, #0
	mov	w8, #0
Lloh3:
	adrp	x9, _playeringame@GOTPAGE
Lloh4:
	ldr	x9, [x9, _playeringame@GOTPAGEOFF]
Lloh5:
	ldr	x12, [x9]
Lloh6:
	adrp	x9, _plrs@GOTPAGE
Lloh7:
	ldr	x9, [x9, _plrs@GOTPAGEOFF]
	mov	x10, x0
	sxtw	x10, w10
	mov	w13, w0
Lloh8:
	ldr	x9, [x9]
	lsl	x13, x13, #3
	lsl	x14, x14, #3
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x11, x11, #8
	cmp	x14, x11
	b.eq	LBB0_6
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x15, [x12, x11]
	cmp	x15, #0
	ccmp	x13, x11, #4, ne
	b.eq	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x15, [x9, x10, lsl #3]
	ldr	w15, [x15, x11]
	add	w8, w8, w15
	b	LBB0_2
LBB0_5:
	mov	w8, #0
Lloh9:
	adrp	x9, _plrs@GOTPAGE
Lloh10:
	ldr	x9, [x9, _plrs@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	sxtw	x10, w0
LBB0_6:
	lsl	x10, x10, #3
	ldr	x9, [x9, x10]
	ldr	w9, [x9, x10]
	sub	w0, w8, w9
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_plrs,8,3                       ; @plrs
.subsections_via_symbols
