	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_MobjThinker                  ## -- Begin function P_MobjThinker
	.p2align	4, 0x90
_P_MobjThinker:                         ## @P_MobjThinker
	.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
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rdi, %rbx
	cmpq	$0, 64(%rdi)
	jne	LBB0_3
## %bb.1:
	cmpq	$0, 56(%rbx)
	jne	LBB0_3
## %bb.2:
	movq	_MF_SKULLFLY@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, (%rbx)
	je	LBB0_4
LBB0_3:
	movq	%rbx, %rdi
	callq	_P_XYMovement
	cmpq	$-1, 40(%rbx)
	je	LBB0_15
LBB0_4:
	movq	8(%rbx), %rax
	cmpq	16(%rbx), %rax
	jne	LBB0_6
## %bb.5:
	cmpq	$0, 48(%rbx)
	je	LBB0_7
LBB0_6:
	movq	%rbx, %rdi
	callq	_P_ZMovement
	cmpq	$-1, 40(%rbx)
	je	LBB0_15
LBB0_7:
	movl	24(%rbx), %eax
	cmpl	$-1, %eax
	je	LBB0_10
## %bb.8:
	decl	%eax
	movl	%eax, 24(%rbx)
	je	LBB0_9
LBB0_15:
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	retq
LBB0_10:
	movq	_MF_COUNTKILL@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, (%rbx)
	je	LBB0_15
## %bb.11:
	movq	_respawnmonsters@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_15
## %bb.12:
	movl	28(%rbx), %eax
	leal	1(%rax), %ecx
	movl	%ecx, 28(%rbx)
	cmpl	$419, %eax                      ## imm = 0x1A3
	jl	LBB0_15
## %bb.13:
	movq	_leveltime@GOTPCREL(%rip), %rax
	testb	$31, (%rax)
	jne	LBB0_15
## %bb.14:
	xorl	%eax, %eax
	callq	_P_Random
	cmpl	$4, %eax
	jg	LBB0_15
## %bb.16:
	movq	%rbx, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_P_NightmareRespawn             ## TAILCALL
LBB0_9:
	movq	32(%rbx), %rax
	movl	(%rax), %esi
	movq	%rbx, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_P_SetMobjState                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_MF_SKULLFLY,4,2                ## @MF_SKULLFLY
	.comm	_MF_COUNTKILL,4,2               ## @MF_COUNTKILL
	.comm	_respawnmonsters,4,2            ## @respawnmonsters
	.comm	_leveltime,4,2                  ## @leveltime
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_MobjThinker                  ; -- Begin function P_MobjThinker
	.p2align	2
_P_MobjThinker:                         ; @P_MobjThinker
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
	ldr	x8, [x0, #64]
	cbnz	x8, LBB0_3
; %bb.1:
	ldr	x8, [x19, #56]
	cbnz	x8, LBB0_3
; %bb.2:
	ldr	w8, [x19]
Lloh0:
	adrp	x9, _MF_SKULLFLY@GOTPAGE
Lloh1:
	ldr	x9, [x9, _MF_SKULLFLY@GOTPAGEOFF]
Lloh2:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_4
LBB0_3:
	mov	x0, x19
	bl	_P_XYMovement
	ldr	x8, [x19, #40]
	cmn	x8, #1
	b.eq	LBB0_14
LBB0_4:
	ldp	x8, x9, [x19, #8]
	cmp	x8, x9
	b.ne	LBB0_6
; %bb.5:
	ldr	x8, [x19, #48]
	cbz	x8, LBB0_7
LBB0_6:
	mov	x0, x19
	bl	_P_ZMovement
	ldr	x8, [x19, #40]
	cmn	x8, #1
	b.eq	LBB0_14
LBB0_7:
	ldr	w8, [x19, #24]
	cmn	w8, #1
	b.eq	LBB0_10
; %bb.8:
	subs	w8, w8, #1
	str	w8, [x19, #24]
	b.ne	LBB0_14
; %bb.9:
	ldr	x8, [x19, #32]
	ldr	w1, [x8]
	mov	x0, x19
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_P_SetMobjState
LBB0_10:
	ldr	w8, [x19]
Lloh3:
	adrp	x9, _MF_COUNTKILL@GOTPAGE
Lloh4:
	ldr	x9, [x9, _MF_COUNTKILL@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
	and	w8, w9, w8
Lloh6:
	adrp	x9, _respawnmonsters@GOTPAGE
Lloh7:
	ldr	x9, [x9, _respawnmonsters@GOTPAGEOFF]
Lloh8:
	ldr	w9, [x9]
	cmp	w8, #0
	ccmp	w9, #0, #4, ne
	b.eq	LBB0_14
; %bb.11:
	ldr	w8, [x19, #28]
	add	w9, w8, #1
	str	w9, [x19, #28]
	cmp	w8, #419
	b.lt	LBB0_14
; %bb.12:
Lloh9:
	adrp	x8, _leveltime@GOTPAGE
Lloh10:
	ldr	x8, [x8, _leveltime@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x1f
	b.ne	LBB0_14
; %bb.13:
	bl	_P_Random
	cmp	w0, #4
	b.le	LBB0_15
LBB0_14:
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	ret
LBB0_15:
	mov	x0, x19
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_P_NightmareRespawn
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh9, Lloh10
	.cfi_endproc
                                        ; -- End function
	.comm	_MF_SKULLFLY,4,2                ; @MF_SKULLFLY
	.comm	_MF_COUNTKILL,4,2               ; @MF_COUNTKILL
	.comm	_respawnmonsters,4,2            ; @respawnmonsters
	.comm	_leveltime,4,2                  ; @leveltime
.subsections_via_symbols
