	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_checkForAccelerate          ## -- Begin function WI_checkForAccelerate
	.p2align	4, 0x90
_WI_checkForAccelerate:                 ## @WI_checkForAccelerate
	.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), %r11
	cmpl	$0, (%r11)
	jle	LBB0_11
## %bb.1:
	movq	_players@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rdx
	xorl	%esi, %esi
	movq	_BT_ATTACK@GOTPCREL(%rip), %r8
	movq	_BT_USE@GOTPCREL(%rip), %r10
	movq	_acceleratestage@GOTPCREL(%rip), %r9
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%edi, 4(%rcx)
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%rsi
	addq	$12, %rcx
	movslq	(%r11), %rax
	cmpq	%rax, %rsi
	jge	LBB0_11
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	cmpq	$0, (%rdx,%rsi,8)
	je	LBB0_10
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%rcx), %eax
	xorl	%edi, %edi
	movl	$0, %ebx
	testl	%eax, (%r8)
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	$1, %ebx
	cmpl	$0, (%rcx)
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	$1, (%r9)
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%ebx, (%rcx)
	testl	%eax, (%r10)
	je	LBB0_9
## %bb.7:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	$1, %edi
	cmpl	$0, 4(%rcx)
	jne	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	$1, (%r9)
	jmp	LBB0_9
LBB0_11:
	popq	%rbx
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_players,8,3                    ## @players
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_BT_ATTACK,4,2                  ## @BT_ATTACK
	.comm	_acceleratestage,4,2            ## @acceleratestage
	.comm	_BT_USE,4,2                     ## @BT_USE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_checkForAccelerate          ; -- Begin function WI_checkForAccelerate
	.p2align	2
_WI_checkForAccelerate:                 ; @WI_checkForAccelerate
	.cfi_startproc
; %bb.0:
Lloh0:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w9, [x8]
	cmp	w9, #1
	b.lt	LBB0_13
; %bb.1:
	mov	x9, #0
Lloh2:
	adrp	x10, _players@GOTPAGE
Lloh3:
	ldr	x10, [x10, _players@GOTPAGEOFF]
Lloh4:
	ldr	x11, [x10]
Lloh5:
	adrp	x10, _playeringame@GOTPAGE
Lloh6:
	ldr	x10, [x10, _playeringame@GOTPAGEOFF]
Lloh7:
	ldr	x10, [x10]
	add	x11, x11, #4
Lloh8:
	adrp	x12, _BT_ATTACK@GOTPAGE
Lloh9:
	ldr	x12, [x12, _BT_ATTACK@GOTPAGEOFF]
Lloh10:
	adrp	x13, _BT_USE@GOTPAGE
Lloh11:
	ldr	x13, [x13, _BT_USE@GOTPAGEOFF]
Lloh12:
	adrp	x14, _acceleratestage@GOTPAGE
Lloh13:
	ldr	x14, [x14, _acceleratestage@GOTPAGEOFF]
	b	LBB0_5
LBB0_2:                                 ;   in Loop: Header=BB0_5 Depth=1
	mov	w15, #0
LBB0_3:                                 ;   in Loop: Header=BB0_5 Depth=1
	str	w15, [x11]
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x9, x9, #1
	ldrsw	x15, [x8]
	add	x11, x11, #12
	cmp	x9, x15
	b.ge	LBB0_13
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x15, [x10, x9, lsl #3]
	cbz	x15, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	w15, [x11, #4]
	ldr	w16, [x12]
	tst	w16, w15
	b.eq	LBB0_9
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	ldur	w17, [x11, #-4]
	mov	w16, #1
	cbnz	w17, LBB0_10
; %bb.8:                                ;   in Loop: Header=BB0_5 Depth=1
	str	w16, [x14]
	b	LBB0_10
LBB0_9:                                 ;   in Loop: Header=BB0_5 Depth=1
	mov	w16, #0
LBB0_10:                                ;   in Loop: Header=BB0_5 Depth=1
	stur	w16, [x11, #-4]
	ldr	w16, [x13]
	tst	w16, w15
	b.eq	LBB0_2
; %bb.11:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w16, [x11]
	mov	w15, #1
	cbnz	w16, LBB0_3
; %bb.12:                               ;   in Loop: Header=BB0_5 Depth=1
	str	w15, [x14]
	b	LBB0_3
LBB0_13:
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_players,8,3                    ; @players
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_BT_ATTACK,4,2                  ; @BT_ATTACK
	.comm	_acceleratestage,4,2            ; @acceleratestage
	.comm	_BT_USE,4,2                     ; @BT_USE
.subsections_via_symbols
