	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SceneInit_b5                   ## -- Begin function SceneInit_b5
	.p2align	4, 0x90
_SceneInit_b5:                          ## @SceneInit_b5
	.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	%rbx
	subq	$24, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_DATA_PTRS_BANK@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_sprite_bank_ptrs@GOTPCREL(%rip), %rax
	movq	_map_next_sprite@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	shlq	$2, %rdx
	addq	(%rax), %rdx
	leaq	-40(%rbp), %rsi
	callq	_ReadBankedBankPtr
	movq	_bank_data_ptrs@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	-40(%rbp), %rdi
	movq	-32(%rbp), %r14
	movq	(%rax,%rdi,8), %r15
	leaq	(%r14,%r15), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %ebx
	movl	%eax, %edi
	callq	_MUL_4
	movq	-40(%rbp), %rdi
	leaq	(%r14,%r15), %rcx
	incq	%rcx
	xorl	%esi, %esi
	movl	%eax, %edx
	callq	_SetBankedSpriteData
	movq	_actors@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	xorps	%xmm0, %xmm0
	movups	%xmm0, 16(%rax)
	movq	_FALSE@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	movl	%ecx, 8(%rax)
	cmpl	$6, %ebx
	jne	LBB0_2
## %bb.1:
	movq	_SPRITE_ACTOR_ANIMATED@GOTPCREL(%rip), %rcx
	jmp	LBB0_5
LBB0_2:
	cmpl	$3, %ebx
	jne	LBB0_3
## %bb.4:
	movq	_SPRITE_ACTOR@GOTPCREL(%rip), %rcx
	jmp	LBB0_5
LBB0_3:
	movq	_SPRITE_STATIC@GOTPCREL(%rip), %rcx
LBB0_5:
	movl	(%rcx), %ecx
	cmpl	$3, %ebx
	movl	$1, %edx
	cmovnel	%ebx, %edx
	cmpl	$6, %ebx
	movl	%ecx, 4(%rax)
	movl	$2, %ecx
	cmovnel	%edx, %ecx
	movl	%ecx, (%rax)
	xorl	%edi, %edi
	callq	_SceneRenderActor_b
	addq	$24, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_DATA_PTRS_BANK,4,2             ## @DATA_PTRS_BANK
	.comm	_sprite_bank_ptrs,8,3           ## @sprite_bank_ptrs
	.comm	_map_next_sprite,8,3            ## @map_next_sprite
	.comm	_bank_data_ptrs,8,3             ## @bank_data_ptrs
	.comm	_actors,8,3                     ## @actors
	.comm	_FALSE,4,2                      ## @FALSE
	.comm	_SPRITE_ACTOR_ANIMATED,4,2      ## @SPRITE_ACTOR_ANIMATED
	.comm	_SPRITE_ACTOR,4,2               ## @SPRITE_ACTOR
	.comm	_SPRITE_STATIC,4,2              ## @SPRITE_STATIC
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SceneInit_b5                   ; -- Begin function SceneInit_b5
	.p2align	2
_SceneInit_b5:                          ; @SceneInit_b5
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #48
	.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
Lloh0:
	adrp	x8, _DATA_PTRS_BANK@GOTPAGE
Lloh1:
	ldr	x8, [x8, _DATA_PTRS_BANK@GOTPAGEOFF]
Lloh2:
	adrp	x9, _sprite_bank_ptrs@GOTPAGE
Lloh3:
	ldr	x9, [x9, _sprite_bank_ptrs@GOTPAGEOFF]
Lloh4:
	ldr	w0, [x8]
Lloh5:
	ldr	x8, [x9]
Lloh6:
	adrp	x9, _map_next_sprite@GOTPAGE
Lloh7:
	ldr	x9, [x9, _map_next_sprite@GOTPAGEOFF]
Lloh8:
	ldr	x9, [x9]
	add	x2, x8, x9, lsl #2
	mov	x1, sp
	bl	_ReadBankedBankPtr
Lloh9:
	adrp	x8, _bank_data_ptrs@GOTPAGE
Lloh10:
	ldr	x8, [x8, _bank_data_ptrs@GOTPAGEOFF]
Lloh11:
	ldr	x8, [x8]
	ldp	x0, x9, [sp]
	ldr	x8, [x8, x0, lsl #3]
	add	x20, x9, x8
	mov	x1, x20
	bl	_ReadBankedUBYTE
	mov	x19, x0
	bl	_MUL_4
	mov	x2, x0
	ldr	x0, [sp]
	add	x3, x20, #1
	mov	w1, #0
	bl	_SetBankedSpriteData
Lloh12:
	adrp	x8, _actors@GOTPAGE
Lloh13:
	ldr	x8, [x8, _actors@GOTPAGEOFF]
Lloh14:
	ldr	x8, [x8]
	stp	xzr, xzr, [x8, #16]
Lloh15:
	adrp	x9, _FALSE@GOTPAGE
Lloh16:
	ldr	x9, [x9, _FALSE@GOTPAGEOFF]
Lloh17:
	ldr	w9, [x9]
	str	w9, [x8, #8]
	cmp	w19, #6
	b.ne	LBB0_2
; %bb.1:
Lloh18:
	adrp	x9, _SPRITE_ACTOR_ANIMATED@GOTPAGE
Lloh19:
	ldr	x9, [x9, _SPRITE_ACTOR_ANIMATED@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:
Lloh20:
	adrp	x9, _SPRITE_ACTOR@GOTPAGE
Lloh21:
	ldr	x9, [x9, _SPRITE_ACTOR@GOTPAGEOFF]
Lloh22:
	adrp	x10, _SPRITE_STATIC@GOTPAGE
Lloh23:
	ldr	x10, [x10, _SPRITE_STATIC@GOTPAGEOFF]
	cmp	w19, #3
	csel	x9, x9, x10, eq
LBB0_3:
	ldr	w9, [x9]
	cmp	w19, #3
	csinc	w10, w19, wzr, ne
	mov	w11, #2
	cmp	w19, #6
	csel	w10, w11, w10, eq
	stp	w10, w9, [x8]
	mov	w0, #0
	bl	_SceneRenderActor_b
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #48
	ret
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh4
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpLdrGot	Lloh20, Lloh21
	.cfi_endproc
                                        ; -- End function
	.comm	_DATA_PTRS_BANK,4,2             ; @DATA_PTRS_BANK
	.comm	_sprite_bank_ptrs,8,3           ; @sprite_bank_ptrs
	.comm	_map_next_sprite,8,3            ; @map_next_sprite
	.comm	_bank_data_ptrs,8,3             ; @bank_data_ptrs
	.comm	_actors,8,3                     ; @actors
	.comm	_FALSE,4,2                      ; @FALSE
	.comm	_SPRITE_ACTOR_ANIMATED,4,2      ; @SPRITE_ACTOR_ANIMATED
	.comm	_SPRITE_ACTOR,4,2               ; @SPRITE_ACTOR
	.comm	_SPRITE_STATIC,4,2              ; @SPRITE_STATIC
.subsections_via_symbols
