	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_LoadThings                   ## -- Begin function P_LoadThings
	.p2align	4, 0x90
_P_LoadThings:                          ## @P_LoadThings
	.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
	movl	%edi, %ebx
	movq	_PU_STATIC@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_W_CacheLumpNum
	movq	%rax, %r14
	movl	%ebx, %edi
	callq	_W_LumpLength
	cltq
	movabsq	$-3689348814741910323, %rcx     ## imm = 0xCCCCCCCCCCCCCCCD
	mulq	%rcx
	movq	%rdx, %r15
	shrq	$4, %r15
	testl	%r15d, %r15d
	jle	LBB0_6
## %bb.1:
	movq	_gamemode@GOTPCREL(%rip), %r12
	movq	_commercial@GOTPCREL(%rip), %r13
	movq	%r14, %rbx
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	4(%rbx), %edi
	callq	_SHORT
	movl	%eax, 4(%rbx)
	movl	8(%rbx), %edi
	callq	_SHORT
	movl	%eax, 8(%rbx)
	movl	12(%rbx), %edi
	callq	_SHORT
	movl	%eax, 12(%rbx)
	movl	(%rbx), %edi
	callq	_SHORT
	movl	%eax, (%rbx)
	movl	16(%rbx), %edi
	callq	_SHORT
	movl	%eax, 16(%rbx)
	movq	%rbx, %rdi
	callq	_P_SpawnMapThing
	addq	$20, %rbx
	decl	%r15d
	je	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r12), %rax
	cmpq	(%r13), %rax
	je	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx), %eax
	addl	$-64, %eax
	cmpl	$25, %eax
	ja	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	$51380415, %ecx                 ## imm = 0x31000BF
	btl	%eax, %ecx
	jae	LBB0_5
LBB0_6:
	movq	%r14, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_Z_Free                         ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_PU_STATIC,4,2                  ## @PU_STATIC
	.comm	_gamemode,8,3                   ## @gamemode
	.comm	_commercial,8,3                 ## @commercial
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_LoadThings                   ; -- Begin function P_LoadThings
	.p2align	2
_P_LoadThings:                          ; @P_LoadThings
	.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
	mov	x20, x0
Lloh0:
	adrp	x8, _PU_STATIC@GOTPAGE
Lloh1:
	ldr	x8, [x8, _PU_STATIC@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	bl	_W_CacheLumpNum
	mov	x19, x0
	mov	x0, x20
	bl	_W_LumpLength
                                        ; kill: def $w0 killed $w0 def $x0
	sxtw	x8, w0
	mov	x9, #-3689348814741910324
	movk	x9, #52429
	umulh	x8, x8, x9
	lsr	x21, x8, #4
	cmp	w21, #1
	b.lt	LBB0_5
; %bb.1:
Lloh3:
	adrp	x22, _gamemode@GOTPAGE
Lloh4:
	ldr	x22, [x22, _gamemode@GOTPAGEOFF]
Lloh5:
	adrp	x23, _commercial@GOTPAGE
Lloh6:
	ldr	x23, [x23, _commercial@GOTPAGEOFF]
	mov	w24, #1
	mov	w25, #191
	movk	w25, #784, lsl #16
	mov	x20, x19
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	w0, [x20, #4]
	bl	_SHORT
	str	w0, [x20, #4]
	ldr	w0, [x20, #8]
	bl	_SHORT
	str	w0, [x20, #8]
	ldr	w0, [x20, #12]
	bl	_SHORT
	str	w0, [x20, #12]
	ldr	w0, [x20]
	bl	_SHORT
	str	w0, [x20]
	ldr	w0, [x20, #16]
	bl	_SHORT
	str	w0, [x20, #16]
	mov	x0, x20
	bl	_P_SpawnMapThing
	add	x20, x20, #20
	subs	w21, w21, #1
	b.eq	LBB0_5
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22]
	ldr	x9, [x23]
	cmp	x8, x9
	b.eq	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x20]
	sub	w8, w8, #64
	cmp	w8, #25
	lsl	w8, w24, w8
	and	w8, w8, w25
	ccmp	w8, #0, #4, ls
	b.eq	LBB0_2
LBB0_5:
	mov	x0, x19
	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
	b	_Z_Free
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_PU_STATIC,4,2                  ; @PU_STATIC
	.comm	_gamemode,8,3                   ; @gamemode
	.comm	_commercial,8,3                 ; @commercial
.subsections_via_symbols
