	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_FireWeapon                     ## -- Begin function FireWeapon
	.p2align	4, 0x90
_FireWeapon:                            ## @FireWeapon
	.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, %rbx
	movq	8(%rdi), %rax
	movq	16(%rax), %rcx
	movq	_PW_QUAD@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	cmpq	$0, (%rcx,%rdx,8)
	movl	$1, %ecx
	je	LBB0_2
## %bb.1:
	movq	_g_quadfactor@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
LBB0_2:
	movq	_s_quadFactor@GOTPCREL(%rip), %rdx
	movl	%ecx, (%rdx)
	movl	$-137, %ecx
	addl	(%rbx), %ecx
	cmpl	$2, %ecx
	jb	LBB0_4
## %bb.3:
	incq	24(%rax)
LBB0_4:
	movl	8(%rax), %edi
	movq	_forward@GOTPCREL(%rip), %r14
	movl	(%r14), %esi
	movq	_right@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	movq	_up@GOTPCREL(%rip), %r12
	movl	(%r12), %ecx
	callq	_AngleVectors
	movq	8(%rbx), %rax
	movl	(%rax), %esi
	movl	(%r14), %edx
	movl	(%r15), %ecx
	movl	(%r12), %r8d
	movq	_muzzle@GOTPCREL(%rip), %rax
	movl	(%rax), %r9d
	movq	%rbx, %rdi
	callq	_CalcMuzzlePointOrigin
	movl	(%rbx), %eax
	addl	$-128, %eax
	cmpl	$12, %eax
	ja	LBB0_19
## %bb.5:
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_8:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_weapon_supershotgun_fire       ## TAILCALL
LBB0_14:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Weapon_RocketLauncher_Fire     ## TAILCALL
LBB0_16:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_weapon_railgun_fire            ## TAILCALL
LBB0_19:
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_15:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Weapon_Plasmagun_Fire          ## TAILCALL
LBB0_9:
	movq	_g_gametype@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_GT_TEAM@GOTPCREL(%rip), %rcx
	movq	_MACHINEGUN_SPREAD@GOTPCREL(%rip), %rdx
	movl	(%rdx), %esi
	cmpl	(%rcx), %eax
	jne	LBB0_10
## %bb.12:
	movq	_MACHINEGUN_TEAM_DAMAGE@GOTPCREL(%rip), %rax
	jmp	LBB0_11
LBB0_7:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Weapon_LightningFire           ## TAILCALL
LBB0_13:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_weapon_grenadelauncher_fire    ## TAILCALL
LBB0_18:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Weapon_GrapplingHook_Fire      ## TAILCALL
LBB0_6:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Weapon_Gauntlet                ## TAILCALL
LBB0_17:
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_BFG_Fire                       ## TAILCALL
LBB0_10:
	movq	_MACHINEGUN_DAMAGE@GOTPCREL(%rip), %rax
LBB0_11:
	movl	(%rax), %edx
	movq	%rbx, %rdi
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Bullet_Fire                    ## TAILCALL
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_8, LBB0_8-LJTI0_0
.set L0_0_set_14, LBB0_14-LJTI0_0
.set L0_0_set_16, LBB0_16-LJTI0_0
.set L0_0_set_19, LBB0_19-LJTI0_0
.set L0_0_set_15, LBB0_15-LJTI0_0
.set L0_0_set_9, LBB0_9-LJTI0_0
.set L0_0_set_7, LBB0_7-LJTI0_0
.set L0_0_set_13, LBB0_13-LJTI0_0
.set L0_0_set_18, LBB0_18-LJTI0_0
.set L0_0_set_6, LBB0_6-LJTI0_0
.set L0_0_set_17, LBB0_17-LJTI0_0
LJTI0_0:
	.long	L0_0_set_8
	.long	L0_0_set_14
	.long	L0_0_set_16
	.long	L0_0_set_19
	.long	L0_0_set_15
	.long	L0_0_set_19
	.long	L0_0_set_9
	.long	L0_0_set_7
	.long	L0_0_set_13
	.long	L0_0_set_18
	.long	L0_0_set_6
	.long	L0_0_set_19
	.long	L0_0_set_17
	.end_data_region
                                        ## -- End function
	.comm	_PW_QUAD,8,3                    ## @PW_QUAD
	.comm	_g_quadfactor,4,2               ## @g_quadfactor
	.comm	_s_quadFactor,4,2               ## @s_quadFactor
	.comm	_forward,4,2                    ## @forward
	.comm	_right,4,2                      ## @right
	.comm	_up,4,2                         ## @up
	.comm	_muzzle,4,2                     ## @muzzle
	.comm	_g_gametype,4,2                 ## @g_gametype
	.comm	_GT_TEAM,4,2                    ## @GT_TEAM
	.comm	_MACHINEGUN_SPREAD,4,2          ## @MACHINEGUN_SPREAD
	.comm	_MACHINEGUN_DAMAGE,4,2          ## @MACHINEGUN_DAMAGE
	.comm	_MACHINEGUN_TEAM_DAMAGE,4,2     ## @MACHINEGUN_TEAM_DAMAGE
	.comm	_CHAINGUN_SPREAD,4,2            ## @CHAINGUN_SPREAD
	.comm	_NUM_NAILSHOTS,8,3              ## @NUM_NAILSHOTS
	.comm	_PW_DOUBLER,8,3                 ## @PW_DOUBLER
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_FireWeapon                     ; -- Begin function FireWeapon
	.p2align	2
_FireWeapon:                            ; @FireWeapon
	.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
	mov	x19, x0
	ldr	x8, [x0, #8]
	ldr	x9, [x8, #16]
Lloh0:
	adrp	x10, _PW_QUAD@GOTPAGE
Lloh1:
	ldr	x10, [x10, _PW_QUAD@GOTPAGEOFF]
Lloh2:
	ldr	x10, [x10]
	ldr	x9, [x9, x10, lsl #3]
Lloh3:
	adrp	x10, _g_quadfactor@GOTPAGE
Lloh4:
	ldr	x10, [x10, _g_quadfactor@GOTPAGEOFF]
Lloh5:
	ldr	w10, [x10]
	cmp	x9, #0
	csinc	w9, w10, wzr, ne
Lloh6:
	adrp	x10, _s_quadFactor@GOTPAGE
Lloh7:
	ldr	x10, [x10, _s_quadFactor@GOTPAGEOFF]
Lloh8:
	str	w9, [x10]
	ldr	w9, [x0]
	sub	w9, w9, #137
	cmp	w9, #2
	b.lo	LBB0_2
; %bb.1:
	ldr	x9, [x8, #24]
	add	x9, x9, #1
	str	x9, [x8, #24]
LBB0_2:
	ldr	w0, [x8, #8]
Lloh9:
	adrp	x20, _forward@GOTPAGE
Lloh10:
	ldr	x20, [x20, _forward@GOTPAGEOFF]
	ldr	w1, [x20]
Lloh11:
	adrp	x21, _right@GOTPAGE
Lloh12:
	ldr	x21, [x21, _right@GOTPAGEOFF]
	ldr	w2, [x21]
Lloh13:
	adrp	x22, _up@GOTPAGE
Lloh14:
	ldr	x22, [x22, _up@GOTPAGEOFF]
	ldr	w3, [x22]
	bl	_AngleVectors
	ldr	x8, [x19, #8]
	ldr	w1, [x8]
	ldr	w2, [x20]
	ldr	w3, [x21]
	ldr	w4, [x22]
Lloh15:
	adrp	x8, _muzzle@GOTPAGE
Lloh16:
	ldr	x8, [x8, _muzzle@GOTPAGEOFF]
Lloh17:
	ldr	w5, [x8]
	mov	x0, x19
	bl	_CalcMuzzlePointOrigin
	ldr	w8, [x19]
	sub	w8, w8, #128
	cmp	w8, #12
	b.hi	LBB0_7
; %bb.3:
Lloh18:
	adrp	x9, lJTI0_0@PAGE
Lloh19:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_4
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_4:
	mov	x0, x19
	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
	b	_weapon_supershotgun_fire
LBB0_5:
	mov	x0, x19
	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
	b	_Weapon_RocketLauncher_Fire
LBB0_6:
	mov	x0, x19
	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
	b	_weapon_railgun_fire
LBB0_7:
	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
LBB0_8:
	mov	x0, x19
	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
	b	_Weapon_Plasmagun_Fire
LBB0_9:
Lloh20:
	adrp	x8, _g_gametype@GOTPAGE
Lloh21:
	ldr	x8, [x8, _g_gametype@GOTPAGEOFF]
Lloh22:
	adrp	x9, _GT_TEAM@GOTPAGE
Lloh23:
	ldr	x9, [x9, _GT_TEAM@GOTPAGEOFF]
Lloh24:
	ldr	w8, [x8]
Lloh25:
	ldr	w9, [x9]
Lloh26:
	adrp	x10, _MACHINEGUN_SPREAD@GOTPAGE
Lloh27:
	ldr	x10, [x10, _MACHINEGUN_SPREAD@GOTPAGEOFF]
Lloh28:
	ldr	w1, [x10]
	cmp	w8, w9
	b.ne	LBB0_16
; %bb.10:
Lloh29:
	adrp	x8, _MACHINEGUN_TEAM_DAMAGE@GOTPAGE
Lloh30:
	ldr	x8, [x8, _MACHINEGUN_TEAM_DAMAGE@GOTPAGEOFF]
	b	LBB0_17
LBB0_11:
	mov	x0, x19
	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
	b	_Weapon_LightningFire
LBB0_12:
	mov	x0, x19
	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
	b	_weapon_grenadelauncher_fire
LBB0_13:
	mov	x0, x19
	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
	b	_Weapon_GrapplingHook_Fire
LBB0_14:
	mov	x0, x19
	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
	b	_Weapon_Gauntlet
LBB0_15:
	mov	x0, x19
	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
	b	_BFG_Fire
LBB0_16:
Lloh31:
	adrp	x8, _MACHINEGUN_DAMAGE@GOTPAGE
Lloh32:
	ldr	x8, [x8, _MACHINEGUN_DAMAGE@GOTPAGEOFF]
LBB0_17:
	ldr	w2, [x8]
	mov	x0, x19
	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
	b	_Bullet_Fire
	.loh AdrpLdrGotStr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh24
	.loh AdrpLdrGot	Lloh29, Lloh30
	.loh AdrpLdrGot	Lloh31, Lloh32
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_4-LBB0_4)>>2
	.byte	(LBB0_5-LBB0_4)>>2
	.byte	(LBB0_6-LBB0_4)>>2
	.byte	(LBB0_7-LBB0_4)>>2
	.byte	(LBB0_8-LBB0_4)>>2
	.byte	(LBB0_7-LBB0_4)>>2
	.byte	(LBB0_9-LBB0_4)>>2
	.byte	(LBB0_11-LBB0_4)>>2
	.byte	(LBB0_12-LBB0_4)>>2
	.byte	(LBB0_13-LBB0_4)>>2
	.byte	(LBB0_14-LBB0_4)>>2
	.byte	(LBB0_7-LBB0_4)>>2
	.byte	(LBB0_15-LBB0_4)>>2
                                        ; -- End function
	.comm	_PW_QUAD,8,3                    ; @PW_QUAD
	.comm	_g_quadfactor,4,2               ; @g_quadfactor
	.comm	_s_quadFactor,4,2               ; @s_quadFactor
	.comm	_forward,4,2                    ; @forward
	.comm	_right,4,2                      ; @right
	.comm	_up,4,2                         ; @up
	.comm	_muzzle,4,2                     ; @muzzle
	.comm	_g_gametype,4,2                 ; @g_gametype
	.comm	_GT_TEAM,4,2                    ; @GT_TEAM
	.comm	_MACHINEGUN_SPREAD,4,2          ; @MACHINEGUN_SPREAD
	.comm	_MACHINEGUN_DAMAGE,4,2          ; @MACHINEGUN_DAMAGE
	.comm	_MACHINEGUN_TEAM_DAMAGE,4,2     ; @MACHINEGUN_TEAM_DAMAGE
	.comm	_CHAINGUN_SPREAD,4,2            ; @CHAINGUN_SPREAD
	.comm	_NUM_NAILSHOTS,8,3              ; @NUM_NAILSHOTS
	.comm	_PW_DOUBLER,8,3                 ; @PW_DOUBLER
.subsections_via_symbols
