	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CG_OutOfAmmoChange             ## -- Begin function CG_OutOfAmmoChange
	.p2align	4, 0x90
_CG_OutOfAmmoChange:                    ## @CG_OutOfAmmoChange
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r14
	pushq	%rbx
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	_cg@GOTPCREL(%rip), %r14
	movl	4(%r14), %eax
	movl	%eax, 8(%r14)
	movq	_MAX_WEAPONS@GOTPCREL(%rip), %rax
	movl	(%rax), %ebx
	.p2align	4, 0x90
LBB0_1:                                 ## =>This Inner Loop Header: Depth=1
	cmpl	$2, %ebx
	jl	LBB0_4
## %bb.2:                               ##   in Loop: Header=BB0_1 Depth=1
	decl	%ebx
	movl	%ebx, %edi
	callq	_CG_WeaponSelectable
	testq	%rax, %rax
	je	LBB0_1
## %bb.3:
	movl	%ebx, (%r14)
LBB0_4:
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_cg,12,2                        ## @cg
	.comm	_MAX_WEAPONS,4,2                ## @MAX_WEAPONS
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CG_OutOfAmmoChange             ; -- Begin function CG_OutOfAmmoChange
	.p2align	2
_CG_OutOfAmmoChange:                    ; @CG_OutOfAmmoChange
	.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
Lloh0:
	adrp	x20, _cg@GOTPAGE
Lloh1:
	ldr	x20, [x20, _cg@GOTPAGEOFF]
	ldr	w8, [x20, #4]
	str	w8, [x20, #8]
Lloh2:
	adrp	x8, _MAX_WEAPONS@GOTPAGE
Lloh3:
	ldr	x8, [x8, _MAX_WEAPONS@GOTPAGEOFF]
Lloh4:
	ldr	w19, [x8]
LBB0_1:                                 ; =>This Inner Loop Header: Depth=1
	cmp	w19, #2
	b.lt	LBB0_4
; %bb.2:                                ;   in Loop: Header=BB0_1 Depth=1
	sub	w19, w19, #1
	mov	x0, x19
	bl	_CG_WeaponSelectable
	cbz	x0, LBB0_1
; %bb.3:
	str	w19, [x20]
LBB0_4:
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_cg,12,2                        ; @cg
	.comm	_MAX_WEAPONS,4,2                ; @MAX_WEAPONS
.subsections_via_symbols
