	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_A_FireShotgun2                 ## -- Begin function A_FireShotgun2
	.p2align	4, 0x90
_A_FireShotgun2:                        ## @A_FireShotgun2
	.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
	subq	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	16(%rdi), %rdi
	movq	_sfx_dshtgn@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_S_StartSound
	movq	16(%rbx), %rdi
	movq	_S_PLAY_ATK2@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_P_SetMobjState
	movq	_weaponinfo@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rbx), %rcx
	movq	8(%rbx), %rdx
	shlq	$4, %rdx
	movq	(%rax,%rdx), %rsi
	addl	$-2, (%rcx,%rsi,4)
	movq	_ps_flash@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movl	8(%rax,%rdx), %edx
	movq	%rbx, %rdi
	callq	_P_SetPsprite
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	movq	16(%rbx), %rdi
	callq	_P_BulletSlope
	movl	$20, %r15d
	.p2align	4, 0x90
LBB0_1:                                 ## =>This Inner Loop Header: Depth=1
	xorl	%eax, %eax
	callq	_P_Random
	cltq
	imulq	$1431655766, %rax, %rcx         ## imm = 0x55555556
	movq	%rcx, %rdx
	shrq	$63, %rdx
	shrq	$32, %rcx
	addl	%edx, %ecx
	leal	(%rcx,%rcx,2), %ecx
	subl	%ecx, %eax
	leal	(%rax,%rax,4), %eax
	addl	$5, %eax
	movl	%eax, -48(%rbp)                 ## 4-byte Spill
	movq	-56(%rbp), %r12                 ## 8-byte Reload
	movq	16(%r12), %rax
	movl	(%rax), %r14d
	xorl	%eax, %eax
	callq	_P_Random
	movl	%eax, %ebx
	xorl	%eax, %eax
	callq	_P_Random
	subl	%eax, %ebx
	shll	$19, %ebx
	addl	%r14d, %ebx
	movq	16(%r12), %r12
	movq	_MISSILERANGE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	movq	_bulletslope@GOTPCREL(%rip), %rax
	movq	(%rax), %r13
	xorl	%eax, %eax
	callq	_P_Random
	movl	%eax, %r14d
	xorl	%eax, %eax
	callq	_P_Random
	subl	%eax, %r14d
	shll	$5, %r14d
	movslq	%r14d, %rcx
	addq	%r13, %rcx
	movq	%r12, %rdi
	movl	%ebx, %esi
	movl	-44(%rbp), %edx                 ## 4-byte Reload
	movl	-48(%rbp), %r8d                 ## 4-byte Reload
	callq	_P_LineAttack
	decl	%r15d
	jne	LBB0_1
## %bb.2:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_sfx_dshtgn,4,2                 ## @sfx_dshtgn
	.comm	_S_PLAY_ATK2,4,2                ## @S_PLAY_ATK2
	.comm	_weaponinfo,8,3                 ## @weaponinfo
	.comm	_ps_flash,4,2                   ## @ps_flash
	.comm	_MISSILERANGE,4,2               ## @MISSILERANGE
	.comm	_bulletslope,8,3                ## @bulletslope
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_A_FireShotgun2                 ; -- Begin function A_FireShotgun2
	.p2align	2
_A_FireShotgun2:                        ; @A_FireShotgun2
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x19, x0
	ldr	x0, [x0, #16]
Lloh0:
	adrp	x8, _sfx_dshtgn@GOTPAGE
Lloh1:
	ldr	x8, [x8, _sfx_dshtgn@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	bl	_S_StartSound
	ldr	x0, [x19, #16]
Lloh3:
	adrp	x8, _S_PLAY_ATK2@GOTPAGE
Lloh4:
	ldr	x8, [x8, _S_PLAY_ATK2@GOTPAGEOFF]
Lloh5:
	ldr	w1, [x8]
	bl	_P_SetMobjState
Lloh6:
	adrp	x8, _weaponinfo@GOTPAGE
Lloh7:
	ldr	x8, [x8, _weaponinfo@GOTPAGEOFF]
Lloh8:
	ldr	x8, [x8]
	ldp	x9, x10, [x19]
	add	x8, x8, x10, lsl #4
	ldr	x10, [x8]
	lsl	x10, x10, #2
	ldr	w11, [x9, x10]
	sub	w11, w11, #2
	str	w11, [x9, x10]
Lloh9:
	adrp	x9, _ps_flash@GOTPAGE
Lloh10:
	ldr	x9, [x9, _ps_flash@GOTPAGEOFF]
Lloh11:
	ldr	w1, [x9]
	ldr	w2, [x8, #8]
	mov	x0, x19
	bl	_P_SetPsprite
	ldr	x0, [x19, #16]
	bl	_P_BulletSlope
	mov	w25, #20
Lloh12:
	adrp	x27, _MISSILERANGE@GOTPAGE
Lloh13:
	ldr	x27, [x27, _MISSILERANGE@GOTPAGEOFF]
Lloh14:
	adrp	x28, _bulletslope@GOTPAGE
Lloh15:
	ldr	x28, [x28, _bulletslope@GOTPAGEOFF]
LBB0_1:                                 ; =>This Inner Loop Header: Depth=1
	bl	_P_Random
	mov	w8, #21846
	movk	w8, #21845, lsl #16
	smull	x8, w0, w8
	lsr	x9, x8, #63
	lsr	x8, x8, #32
	add	w8, w8, w9
	add	w8, w8, w8, lsl #1
	sub	w8, w0, w8
	add	w8, w8, w8, lsl #2
	add	w20, w8, #5
	ldr	x8, [x19, #16]
	ldr	w22, [x8]
	bl	_P_Random
	mov	x21, x0
	bl	_P_Random
	sub	w8, w21, w0
	add	w21, w22, w8, lsl #19
	ldr	x22, [x19, #16]
	ldr	w23, [x27]
	ldr	x26, [x28]
	bl	_P_Random
	mov	x24, x0
	bl	_P_Random
	sub	w8, w24, w0
	lsl	w8, w8, #5
	add	x3, x26, w8, sxtw
	mov	x0, x22
	mov	x1, x21
	mov	x2, x23
	mov	x4, x20
	bl	_P_LineAttack
	subs	w25, w25, #1
	b.ne	LBB0_1
; %bb.2:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh12, Lloh13
	.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_dshtgn,4,2                 ; @sfx_dshtgn
	.comm	_S_PLAY_ATK2,4,2                ; @S_PLAY_ATK2
	.comm	_weaponinfo,8,3                 ; @weaponinfo
	.comm	_ps_flash,4,2                   ; @ps_flash
	.comm	_MISSILERANGE,4,2               ; @MISSILERANGE
	.comm	_bulletslope,8,3                ; @bulletslope
.subsections_via_symbols
