	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function Bullet_Fire
LCPI0_0:
	.long	0x41800000                      ## float 16
LCPI0_1:
	.long	0x48000000                      ## float 131072
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_Bullet_Fire
	.p2align	4, 0x90
_Bullet_Fire:                           ## @Bullet_Fire
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%esi, %r12d
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movq	%rdi, %r14
	movq	_s_quadFactor@GOTPCREL(%rip), %rax
	imull	(%rax), %r12d
	xorl	%eax, %eax
	callq	_random
	movq	_M_PI@GOTPCREL(%rip), %rax
	mulss	(%rax), %xmm0
	addss	%xmm0, %xmm0
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	callq	_sin
	movss	%xmm0, -64(%rbp)                ## 4-byte Spill
	xorl	%eax, %eax
	callq	_crandom
	mulss	-64(%rbp), %xmm0                ## 4-byte Folded Reload
	mulss	-48(%rbp), %xmm0                ## 4-byte Folded Reload
	mulss	LCPI0_0(%rip), %xmm0
	movss	%xmm0, -64(%rbp)                ## 4-byte Spill
	movss	-52(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_cos
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	xorl	%eax, %eax
	callq	_crandom
	mulss	-52(%rbp), %xmm0                ## 4-byte Folded Reload
	mulss	-48(%rbp), %xmm0                ## 4-byte Folded Reload
	mulss	LCPI0_0(%rip), %xmm0
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movq	_muzzle@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	movq	_forward@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movss	LCPI0_1(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movq	_right@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movq	_up@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movss	-64(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movl	(%r14), %r9d
	movl	(%rbx), %esi
	movq	_MASK_SHOT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	subq	$8, %rsp
	leaq	-88(%rbp), %rdi
	xorl	%edx, %edx
	xorl	%ecx, %ecx
	pushq	%rax
	callq	_trap_Trace
	addq	$16, %rsp
	movq	_SURF_NOIMPACT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, -88(%rbp)
	jne	LBB0_9
## %bb.1:
	movq	_g_entities@GOTPCREL(%rip), %rax
	movq	(%rax), %r13
	movq	-80(%rbp), %r15
	shlq	$5, %r15
	leaq	(%r15,%r13), %rax
	movq	%rax, -48(%rbp)                 ## 8-byte Spill
	movl	-72(%rbp), %edi
	movl	(%rbx), %esi
	callq	_SnapVectorTowards
	leaq	(%r15,%r13), %rax
	addq	$24, %rax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	cmpq	$0, 24(%r13,%r15)
	je	LBB0_5
## %bb.2:
	cmpq	$0, 16(%r13,%r15)
	je	LBB0_5
## %bb.3:
	movl	-72(%rbp), %edi
	movq	_EV_BULLET_HIT_FLESH@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_G_TempEntity
	movq	%rax, %rbx
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	movl	(%r15), %eax
	movl	%eax, 4(%rbx)
	movq	%r15, %rdi
	movq	%r14, %rsi
	callq	_LogAccuracyHit
	testq	%rax, %rax
	je	LBB0_6
## %bb.4:
	movq	16(%r14), %rax
	incl	8(%rax)
LBB0_6:
	movq	_forward@GOTPCREL(%rip), %rcx
	jmp	LBB0_7
LBB0_5:
	movl	-72(%rbp), %edi
	movq	_EV_BULLET_HIT_WALL@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_G_TempEntity
	movq	%rax, %rbx
	movl	-68(%rbp), %edi
	callq	_DirToByte
	movl	%eax, 4(%rbx)
	movq	_forward@GOTPCREL(%rip), %rcx
	movq	-48(%rbp), %r15                 ## 8-byte Reload
LBB0_7:
	movl	(%r14), %eax
	movl	%eax, 8(%rbx)
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	cmpq	$0, (%rax)
	je	LBB0_9
## %bb.8:
	movl	(%rcx), %ecx
	movl	-72(%rbp), %r8d
	movq	_MOD_MACHINEGUN@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	%r15, %rdi
	movq	%r14, %rsi
	movq	%r14, %rdx
	movl	%r12d, %r9d
	pushq	%rax
	pushq	$0
	callq	_G_Damage
	addq	$16, %rsp
LBB0_9:
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_s_quadFactor,4,2               ## @s_quadFactor
	.comm	_M_PI,4,2                       ## @M_PI
	.comm	_muzzle,4,2                     ## @muzzle
	.comm	_forward,4,2                    ## @forward
	.comm	_right,4,2                      ## @right
	.comm	_up,4,2                         ## @up
	.comm	_MASK_SHOT,4,2                  ## @MASK_SHOT
	.comm	_SURF_NOIMPACT,4,2              ## @SURF_NOIMPACT
	.comm	_g_entities,8,3                 ## @g_entities
	.comm	_EV_BULLET_HIT_FLESH,4,2        ## @EV_BULLET_HIT_FLESH
	.comm	_EV_BULLET_HIT_WALL,4,2         ## @EV_BULLET_HIT_WALL
	.comm	_MOD_MACHINEGUN,4,2             ## @MOD_MACHINEGUN
	.comm	_ENTITYNUM_NONE,4,2             ## @ENTITYNUM_NONE
	.comm	_level,8,3                      ## @level
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_Bullet_Fire                    ; -- Begin function Bullet_Fire
	.p2align	2
_Bullet_Fire:                           ; @Bullet_Fire
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	stp	d11, d10, [sp, #32]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #48]               ; 16-byte Folded Spill
	stp	x26, x25, [sp, #64]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #80]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #96]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #112]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #128]            ; 16-byte Folded Spill
	add	x29, sp, #128
	.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 b8, -88
	.cfi_offset b9, -96
	.cfi_offset b10, -104
	.cfi_offset b11, -112
	mov	x20, x1
	fmov	s8, s0
	mov	x19, x0
Lloh0:
	adrp	x8, _s_quadFactor@GOTPAGE
Lloh1:
	ldr	x8, [x8, _s_quadFactor@GOTPAGEOFF]
Lloh2:
	ldr	w23, [x8]
	bl	_random
Lloh3:
	adrp	x8, _M_PI@GOTPAGE
Lloh4:
	ldr	x8, [x8, _M_PI@GOTPAGEOFF]
Lloh5:
	ldr	s1, [x8]
	fmul	s0, s0, s1
	fadd	s9, s0, s0
	fmov	s0, s9
	bl	_sin
	fmov	s10, s0
	bl	_crandom
	fmul	s0, s10, s0
	fmul	s0, s0, s8
	fmov	s11, #16.00000000
	fmul	s10, s0, s11
	fmov	s0, s9
	bl	_cos
	fmov	s9, s0
	bl	_crandom
	fmul	s0, s9, s0
	fmul	s0, s0, s8
	fmul	s8, s0, s11
Lloh6:
	adrp	x22, _muzzle@GOTPAGE
Lloh7:
	ldr	x22, [x22, _muzzle@GOTPAGEOFF]
	ldr	w0, [x22]
Lloh8:
	adrp	x24, _forward@GOTPAGE
Lloh9:
	ldr	x24, [x24, _forward@GOTPAGEOFF]
	ldr	w1, [x24]
	movi.2s	v0, #72, lsl #24
	bl	_VectorMA
Lloh10:
	adrp	x8, _right@GOTPAGE
Lloh11:
	ldr	x8, [x8, _right@GOTPAGEOFF]
Lloh12:
	ldr	w1, [x8]
	fmov	s0, s8
	bl	_VectorMA
Lloh13:
	adrp	x8, _up@GOTPAGE
Lloh14:
	ldr	x8, [x8, _up@GOTPAGEOFF]
Lloh15:
	ldr	w1, [x8]
	fmov	s0, s10
	bl	_VectorMA
	ldr	w5, [x19]
	ldr	w1, [x22]
Lloh16:
	adrp	x8, _MASK_SHOT@GOTPAGE
Lloh17:
	ldr	x8, [x8, _MASK_SHOT@GOTPAGEOFF]
Lloh18:
	ldr	w6, [x8]
	add	x0, sp, #8
	mov	x2, #0
	mov	x3, #0
	bl	_trap_Trace
	ldr	w8, [sp, #8]
Lloh19:
	adrp	x9, _SURF_NOIMPACT@GOTPAGE
Lloh20:
	ldr	x9, [x9, _SURF_NOIMPACT@GOTPAGEOFF]
Lloh21:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_8
; %bb.1:
Lloh22:
	adrp	x8, _g_entities@GOTPAGE
Lloh23:
	ldr	x8, [x8, _g_entities@GOTPAGEOFF]
Lloh24:
	ldr	x8, [x8]
	ldr	x9, [sp, #16]
	add	x21, x8, x9, lsl #5
	ldr	w0, [sp, #24]
	ldr	w1, [x22]
	bl	_SnapVectorTowards
	mov	x25, x21
	ldr	x8, [x25, #24]!
	cbz	x8, LBB0_5
; %bb.2:
	ldr	x8, [x21, #16]
	cbz	x8, LBB0_5
; %bb.3:
	ldr	w0, [sp, #24]
Lloh25:
	adrp	x8, _EV_BULLET_HIT_FLESH@GOTPAGE
Lloh26:
	ldr	x8, [x8, _EV_BULLET_HIT_FLESH@GOTPAGEOFF]
Lloh27:
	ldr	w1, [x8]
	bl	_G_TempEntity
	mov	x22, x0
	ldr	w8, [x21]
	str	w8, [x0, #4]
	mov	x0, x21
	mov	x1, x19
	bl	_LogAccuracyHit
	cbz	x0, LBB0_6
; %bb.4:
	ldr	x8, [x19, #16]
	ldr	w9, [x8, #8]
	add	w9, w9, #1
	str	w9, [x8, #8]
	b	LBB0_6
LBB0_5:
	ldr	w0, [sp, #24]
Lloh28:
	adrp	x8, _EV_BULLET_HIT_WALL@GOTPAGE
Lloh29:
	ldr	x8, [x8, _EV_BULLET_HIT_WALL@GOTPAGEOFF]
Lloh30:
	ldr	w1, [x8]
	bl	_G_TempEntity
	mov	x22, x0
	ldr	w0, [sp, #28]
	bl	_DirToByte
	str	w0, [x22, #4]
LBB0_6:
	ldr	w8, [x19]
	str	w8, [x22, #8]
	ldr	x8, [x25]
	cbz	x8, LBB0_8
; %bb.7:
	mul	w5, w23, w20
	ldr	w3, [x24]
	ldr	w4, [sp, #24]
Lloh31:
	adrp	x8, _MOD_MACHINEGUN@GOTPAGE
Lloh32:
	ldr	x8, [x8, _MOD_MACHINEGUN@GOTPAGEOFF]
Lloh33:
	ldr	w7, [x8]
	mov	x0, x21
	mov	x1, x19
	mov	x2, x19
	mov	w6, #0
	bl	_G_Damage
LBB0_8:
	ldp	x29, x30, [sp, #128]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #112]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #96]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #80]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #64]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #48]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #144
	ret
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpLdrGotLdr	Lloh28, Lloh29, Lloh30
	.loh AdrpLdrGotLdr	Lloh31, Lloh32, Lloh33
	.cfi_endproc
                                        ; -- End function
	.comm	_s_quadFactor,4,2               ; @s_quadFactor
	.comm	_M_PI,4,2                       ; @M_PI
	.comm	_muzzle,4,2                     ; @muzzle
	.comm	_forward,4,2                    ; @forward
	.comm	_right,4,2                      ; @right
	.comm	_up,4,2                         ; @up
	.comm	_MASK_SHOT,4,2                  ; @MASK_SHOT
	.comm	_SURF_NOIMPACT,4,2              ; @SURF_NOIMPACT
	.comm	_g_entities,8,3                 ; @g_entities
	.comm	_EV_BULLET_HIT_FLESH,4,2        ; @EV_BULLET_HIT_FLESH
	.comm	_EV_BULLET_HIT_WALL,4,2         ; @EV_BULLET_HIT_WALL
	.comm	_MOD_MACHINEGUN,4,2             ; @MOD_MACHINEGUN
	.comm	_ENTITYNUM_NONE,4,2             ; @ENTITYNUM_NONE
	.comm	_level,8,3                      ; @level
.subsections_via_symbols
