	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateAnimatedBack          ## -- Begin function WI_updateAnimatedBack
	.p2align	4, 0x90
_WI_updateAnimatedBack:                 ## @WI_updateAnimatedBack
	.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	_gamemode@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_commercial@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	je	LBB0_22
## %bb.1:
	movq	_wbs@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rax
	movslq	(%rax), %rcx
	cmpq	$2, %rcx
	jg	LBB0_22
## %bb.2:
	movq	_NUMANIMS@GOTPCREL(%rip), %r9
	movq	(%r9), %rdx
	cmpl	$0, (%rdx,%rcx,4)
	jle	LBB0_22
## %bb.3:
	xorl	%r8d, %r8d
	movq	_anims@GOTPCREL(%rip), %rbx
	movq	_bcnt@GOTPCREL(%rip), %rdi
	movq	_state@GOTPCREL(%rip), %r10
	movq	_StatCount@GOTPCREL(%rip), %r11
	xorl	%r15d, %r15d
	xorl	%r12d, %r12d
	jmp	LBB0_4
LBB0_14:                                ##   in Loop: Header=BB0_4 Depth=1
	addq	24(%r14,%r15), %r13
LBB0_20:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	%r13, (%r14,%r15)
LBB0_21:                                ##   in Loop: Header=BB0_4 Depth=1
	incq	%r12
	movq	(%r9), %rdx
	movq	(%rsi), %rax
	movslq	(%rax), %rcx
	movslq	(%rdx,%rcx,4), %rdx
	addq	$48, %r15
	cmpq	%rdx, %r12
	jge	LBB0_22
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%rbx), %rdx
	movq	(%rdx,%rcx,8), %r14
	movq	(%rdi), %r13
	cmpq	(%r14,%r15), %r13
	jne	LBB0_21
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movl	8(%r14,%r15), %ecx
	cmpl	$128, %ecx
	je	LBB0_9
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	cmpl	$129, %ecx
	je	LBB0_15
## %bb.7:                               ##   in Loop: Header=BB0_4 Depth=1
	cmpl	$130, %ecx
	jne	LBB0_21
## %bb.8:                               ##   in Loop: Header=BB0_4 Depth=1
	movl	12(%r14,%r15), %eax
	incl	%eax
	cmpl	16(%r14,%r15), %eax
	cmovgel	%r8d, %eax
	movl	%eax, 12(%r14,%r15)
LBB0_19:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	24(%r14,%r15), %r13
	addq	(%rdi), %r13
	jmp	LBB0_20
LBB0_9:                                 ##   in Loop: Header=BB0_4 Depth=1
	movl	12(%r14,%r15), %eax
	incl	%eax
	movl	%eax, 12(%r14,%r15)
	cmpl	16(%r14,%r15), %eax
	jne	LBB0_14
## %bb.10:                              ##   in Loop: Header=BB0_4 Depth=1
	movl	$-1, 12(%r14,%r15)
	addq	32(%r14,%r15), %r13
	xorl	%eax, %eax
	callq	_M_Random
	movq	40(%r14,%r15), %rcx
	movq	%rax, %rdx
	orq	%rcx, %rdx
	shrq	$32, %rdx
	je	LBB0_11
## %bb.12:                              ##   in Loop: Header=BB0_4 Depth=1
	cqto
	idivq	%rcx
	jmp	LBB0_13
LBB0_15:                                ##   in Loop: Header=BB0_4 Depth=1
	movl	(%r10), %ecx
	cmpl	(%r11), %ecx
	jne	LBB0_17
## %bb.16:                              ##   in Loop: Header=BB0_4 Depth=1
	cmpq	$7, %r12
	je	LBB0_21
LBB0_17:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	8(%rax), %rax
	cmpq	40(%r14,%r15), %rax
	jne	LBB0_21
## %bb.18:                              ##   in Loop: Header=BB0_4 Depth=1
	movl	12(%r14,%r15), %eax
	leal	1(%rax), %ecx
	cmpl	16(%r14,%r15), %ecx
	cmovel	%eax, %ecx
	movl	%ecx, 12(%r14,%r15)
	jmp	LBB0_19
LBB0_11:                                ##   in Loop: Header=BB0_4 Depth=1
                                        ## kill: def $eax killed $eax killed $rax
	xorl	%edx, %edx
	divl	%ecx
                                        ## kill: def $edx killed $edx def $rdx
LBB0_13:                                ##   in Loop: Header=BB0_4 Depth=1
	addq	%rdx, %r13
	movq	_wbs@GOTPCREL(%rip), %rsi
	movq	_NUMANIMS@GOTPCREL(%rip), %r9
	xorl	%r8d, %r8d
	movq	_bcnt@GOTPCREL(%rip), %rdi
	movq	_state@GOTPCREL(%rip), %r10
	movq	_StatCount@GOTPCREL(%rip), %r11
	jmp	LBB0_20
LBB0_22:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_gamemode,8,3                   ## @gamemode
	.comm	_commercial,8,3                 ## @commercial
	.comm	_wbs,8,3                        ## @wbs
	.comm	_NUMANIMS,8,3                   ## @NUMANIMS
	.comm	_anims,8,3                      ## @anims
	.comm	_bcnt,8,3                       ## @bcnt
	.comm	_state,4,2                      ## @state
	.comm	_StatCount,4,2                  ## @StatCount
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateAnimatedBack          ; -- Begin function WI_updateAnimatedBack
	.p2align	2
_WI_updateAnimatedBack:                 ; @WI_updateAnimatedBack
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x28, x27, [sp, #16]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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 w27, -88
	.cfi_offset w28, -96
Lloh0:
	adrp	x8, _gamemode@GOTPAGE
Lloh1:
	ldr	x8, [x8, _gamemode@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
Lloh3:
	adrp	x9, _commercial@GOTPAGE
Lloh4:
	ldr	x9, [x9, _commercial@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	cmp	x8, x9
	b.eq	LBB0_19
; %bb.1:
Lloh6:
	adrp	x26, _wbs@GOTPAGE
Lloh7:
	ldr	x26, [x26, _wbs@GOTPAGEOFF]
	ldr	x8, [x26]
	ldrsw	x9, [x8]
	cmp	w9, #2
	b.gt	LBB0_19
; %bb.2:
Lloh8:
	adrp	x23, _NUMANIMS@GOTPAGE
Lloh9:
	ldr	x23, [x23, _NUMANIMS@GOTPAGEOFF]
	ldr	x10, [x23]
	ldr	w10, [x10, x9, lsl #2]
	cmp	w10, #1
	b.lt	LBB0_19
; %bb.3:
	mov	x21, #0
	mov	x22, #0
Lloh10:
	adrp	x19, _anims@GOTPAGE
Lloh11:
	ldr	x19, [x19, _anims@GOTPAGEOFF]
Lloh12:
	adrp	x24, _bcnt@GOTPAGE
Lloh13:
	ldr	x24, [x24, _bcnt@GOTPAGEOFF]
Lloh14:
	adrp	x27, _state@GOTPAGE
Lloh15:
	ldr	x27, [x27, _state@GOTPAGEOFF]
Lloh16:
	adrp	x20, _StatCount@GOTPAGE
Lloh17:
	ldr	x20, [x20, _StatCount@GOTPAGEOFF]
	b	LBB0_8
LBB0_4:                                 ;   in Loop: Header=BB0_8 Depth=1
	add	x8, x28, x21
LBB0_5:                                 ;   in Loop: Header=BB0_8 Depth=1
	ldr	x8, [x8, #24]
	add	x8, x8, x9
LBB0_6:                                 ;   in Loop: Header=BB0_8 Depth=1
	str	x8, [x28, x21]
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=1
	add	x22, x22, #1
	ldr	x10, [x23]
	ldr	x8, [x26]
	ldrsw	x9, [x8]
	ldrsw	x10, [x10, x9, lsl #2]
	add	x21, x21, #48
	cmp	x22, x10
	b.ge	LBB0_19
LBB0_8:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x10, [x19]
	ldr	x28, [x10, x9, lsl #3]
	ldr	x9, [x24]
	ldr	x10, [x28, x21]
	cmp	x9, x10
	b.ne	LBB0_7
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=1
	add	x10, x28, x21
	ldr	w11, [x10, #8]
	cmp	w11, #128
	b.eq	LBB0_17
; %bb.10:                               ;   in Loop: Header=BB0_8 Depth=1
	cmp	w11, #129
	b.eq	LBB0_13
; %bb.11:                               ;   in Loop: Header=BB0_8 Depth=1
	cmp	w11, #130
	b.ne	LBB0_7
; %bb.12:                               ;   in Loop: Header=BB0_8 Depth=1
	add	x8, x28, x21
	ldp	w9, w10, [x8, #12]
	add	w11, w9, #1
	cmp	w11, w10
	csinc	w9, wzr, w9, ge
	b	LBB0_16
LBB0_13:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w9, [x27]
	ldr	w10, [x20]
	cmp	w9, w10
	ccmp	x22, #7, #0, eq
	b.eq	LBB0_7
; %bb.14:                               ;   in Loop: Header=BB0_8 Depth=1
	ldr	x9, [x8, #8]
	add	x8, x28, x21
	ldr	x10, [x8, #40]
	cmp	x9, x10
	b.ne	LBB0_7
; %bb.15:                               ;   in Loop: Header=BB0_8 Depth=1
	ldp	w9, w10, [x8, #12]
	add	w11, w9, #1
	cmp	w11, w10
	cinc	w9, w9, ne
LBB0_16:                                ;   in Loop: Header=BB0_8 Depth=1
	str	w9, [x8, #12]
	ldr	x9, [x24]
	b	LBB0_5
LBB0_17:                                ;   in Loop: Header=BB0_8 Depth=1
	ldp	w8, w11, [x10, #12]
	add	w8, w8, #1
	str	w8, [x10, #12]
	cmp	w8, w11
	b.ne	LBB0_4
; %bb.18:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	w8, #-1
	str	w8, [x10, #12]
	add	x25, x28, x21
	ldr	x8, [x25, #32]
	add	x8, x8, x9
	str	x8, [sp, #8]                    ; 8-byte Folded Spill
	bl	_M_Random
	ldr	x8, [x25, #40]
	sdiv	x9, x0, x8
	msub	x8, x9, x8, x0
	ldr	x9, [sp, #8]                    ; 8-byte Folded Reload
	add	x8, x9, x8
	b	LBB0_6
LBB0_19:
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_gamemode,8,3                   ; @gamemode
	.comm	_commercial,8,3                 ; @commercial
	.comm	_wbs,8,3                        ; @wbs
	.comm	_NUMANIMS,8,3                   ; @NUMANIMS
	.comm	_anims,8,3                      ; @anims
	.comm	_bcnt,8,3                       ; @bcnt
	.comm	_state,4,2                      ; @state
	.comm	_StatCount,4,2                  ; @StatCount
.subsections_via_symbols
