	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_ArchivePlayers               ## -- Begin function P_ArchivePlayers
	.p2align	4, 0x90
_P_ArchivePlayers:                      ## @P_ArchivePlayers
	.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
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r14
	cmpl	$0, (%r14)
	jle	LBB0_16
## %bb.1:
	movq	_playeringame@GOTPCREL(%rip), %r15
	movq	_save_p@GOTPCREL(%rip), %r12
	xorl	%r13d, %r13d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r13
	movslq	(%r14), %rax
	cmpq	%rax, %r13
	jge	LBB0_16
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_7 Depth 2
	movq	(%r15), %rax
	cmpl	$0, (%rax,%r13,4)
	je	LBB0_15
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%eax, %eax
	callq	_PADSAVEP
	movq	(%r12), %rbx
	leaq	(,%r13,4), %rsi
	movq	_players@GOTPCREL(%rip), %rax
	addq	(%rax), %rsi
	movq	%rbx, %rdi
	movl	$8, %edx
	callq	_memcpy
	addq	$8, (%r12)
	movq	_NUMPSPRITES@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	testl	%ecx, %ecx
	jle	LBB0_15
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rbx), %rax
	movq	_states@GOTPCREL(%rip), %rdx
	movslq	(%rdx), %rdx
	negq	%rdx
	cmpl	$1, %ecx
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%esi, %esi
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	testb	$1, %cl
	je	LBB0_15
## %bb.13:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rax,%rsi,8), %rcx
	testq	%rcx, %rcx
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_2 Depth=1
	leaq	(%rcx,%rdx,4), %rcx
	movq	%rcx, (%rax,%rsi,8)
	jmp	LBB0_15
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%ecx, %edi
	andl	$-2, %edi
	xorl	%esi, %esi
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_7 Depth=2
	addq	$2, %rsi
	cmpq	%rsi, %rdi
	je	LBB0_12
LBB0_7:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%rax,%rsi,8), %rbx
	testq	%rbx, %rbx
	je	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=2
	leaq	(%rbx,%rdx,4), %rbx
	movq	%rbx, (%rax,%rsi,8)
LBB0_9:                                 ##   in Loop: Header=BB0_7 Depth=2
	movq	8(%rax,%rsi,8), %rbx
	testq	%rbx, %rbx
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_7 Depth=2
	leaq	(%rbx,%rdx,4), %rbx
	movq	%rbx, 8(%rax,%rsi,8)
	jmp	LBB0_11
LBB0_16:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_save_p,8,3                     ## @save_p
	.comm	_players,8,3                    ## @players
	.comm	_NUMPSPRITES,4,2                ## @NUMPSPRITES
	.comm	_states,4,2                     ## @states
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_ArchivePlayers               ; -- Begin function P_ArchivePlayers
	.p2align	2
_P_ArchivePlayers:                      ; @P_ArchivePlayers
	.cfi_startproc
; %bb.0:
	stp	x26, x25, [sp, #-80]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
Lloh0:
	adrp	x20, _MAXPLAYERS@GOTPAGE
Lloh1:
	ldr	x20, [x20, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x20]
	cmp	w8, #1
	b.lt	LBB0_9
; %bb.1:
	mov	x21, #0
Lloh2:
	adrp	x22, _playeringame@GOTPAGE
Lloh3:
	ldr	x22, [x22, _playeringame@GOTPAGEOFF]
Lloh4:
	adrp	x23, _save_p@GOTPAGE
Lloh5:
	ldr	x23, [x23, _save_p@GOTPAGEOFF]
Lloh6:
	adrp	x24, _players@GOTPAGE
Lloh7:
	ldr	x24, [x24, _players@GOTPAGEOFF]
Lloh8:
	adrp	x25, _NUMPSPRITES@GOTPAGE
Lloh9:
	ldr	x25, [x25, _NUMPSPRITES@GOTPAGEOFF]
Lloh10:
	adrp	x26, _states@GOTPAGE
Lloh11:
	ldr	x26, [x26, _states@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x21, x21, #1
	ldrsw	x8, [x20]
	cmp	x21, x8
	b.ge	LBB0_9
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_7 Depth 2
	ldr	x8, [x22]
	ldr	w8, [x8, x21, lsl #2]
	cbz	w8, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	bl	_PADSAVEP
	ldr	x19, [x23]
	ldr	x8, [x24]
	add	x1, x8, x21, lsl #2
	mov	x0, x19
	mov	w2, #8
	bl	_memcpy
	ldr	x8, [x23]
	add	x8, x8, #8
	str	x8, [x23]
	ldr	w8, [x25]
	cmp	w8, #1
	b.lt	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x9, [x19]
	ldrsw	x10, [x26]
	neg	x10, x10
	b	LBB0_7
LBB0_6:                                 ;   in Loop: Header=BB0_7 Depth=2
	add	x9, x9, #8
	subs	x8, x8, #1
	b.eq	LBB0_2
LBB0_7:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x11, [x9]
	cbz	x11, LBB0_6
; %bb.8:                                ;   in Loop: Header=BB0_7 Depth=2
	add	x11, x11, x10, lsl #2
	str	x11, [x9]
	b	LBB0_6
LBB0_9:
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp], #80             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.cfi_endproc
                                        ; -- End function
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_save_p,8,3                     ; @save_p
	.comm	_players,8,3                    ; @players
	.comm	_NUMPSPRITES,4,2                ; @NUMPSPRITES
	.comm	_states,4,2                     ; @states
.subsections_via_symbols
