	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function InitShooter
LCPI0_0:
	.quad	0x3ff0000000000000              ## double 1
LCPI0_1:
	.quad	0x4066800000000000              ## double 180
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_InitShooter
	.p2align	4, 0x90
_InitShooter:                           ## @InitShooter
	.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
	movq	_Use_Shooter@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 44(%rdi)
	movl	%esi, 36(%rdi)
	movl	%esi, %edi
	callq	_BG_FindItemForWeapon
	movl	%eax, %edi
	callq	_RegisterItem
	movl	32(%rbx), %esi
	movl	40(%rbx), %edi
	callq	_G_SetMovedir
	movsd	(%rbx), %xmm0                   ## xmm0 = mem[0],zero
	xorpd	%xmm1, %xmm1
	ucomisd	%xmm1, %xmm0
	jne	LBB0_2
	jp	LBB0_2
## %bb.1:
	movabsq	$4607182418800017408, %rax      ## imm = 0x3FF0000000000000
	movq	%rax, (%rbx)
	movsd	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero
LBB0_2:
	movq	_M_PI@GOTPCREL(%rip), %rax
	xorps	%xmm1, %xmm1
	cvtsi2sdl	(%rax), %xmm1
	mulsd	%xmm0, %xmm1
	divsd	LCPI0_1(%rip), %xmm1
	cvttsd2si	%xmm1, %edi
	callq	_sin
	movsd	%xmm0, (%rbx)
	cmpq	$0, 24(%rbx)
	je	LBB0_4
## %bb.3:
	movq	_InitShooter_Finish@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 16(%rbx)
	movq	_level@GOTPCREL(%rip), %rax
	movl	$500, %ecx                      ## imm = 0x1F4
	addq	(%rax), %rcx
	movq	%rcx, 8(%rbx)
LBB0_4:
	movq	%rbx, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_trap_LinkEntity                ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_Use_Shooter,4,2                ## @Use_Shooter
	.comm	_M_PI,4,2                       ## @M_PI
	.comm	_InitShooter_Finish,4,2         ## @InitShooter_Finish
	.comm	_level,8,3                      ## @level
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_InitShooter                    ; -- Begin function InitShooter
	.p2align	2
_InitShooter:                           ; @InitShooter
	.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
Lloh0:
	adrp	x8, _Use_Shooter@GOTPAGE
Lloh1:
	ldr	x8, [x8, _Use_Shooter@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	str	w8, [x0, #44]
	str	w1, [x0, #36]
	mov	x0, x1
	bl	_BG_FindItemForWeapon
	bl	_RegisterItem
	ldr	w0, [x19, #40]
	ldr	w1, [x19, #32]
	bl	_G_SetMovedir
	ldr	d0, [x19]
	fcmp	d0, #0.0
	b.ne	LBB0_2
; %bb.1:
	mov	x8, #4607182418800017408
	str	x8, [x19]
	fmov	d0, #1.00000000
LBB0_2:
Lloh3:
	adrp	x8, _M_PI@GOTPAGE
Lloh4:
	ldr	x8, [x8, _M_PI@GOTPAGEOFF]
Lloh5:
	ldr	s1, [x8]
	sshll.2d	v1, v1, #0
	scvtf	d1, d1
	fmul	d0, d0, d1
	mov	x8, #140737488355328
	movk	x8, #16486, lsl #48
	fmov	d1, x8
	fdiv	d0, d0, d1
	fcvtzs	w0, d0
	bl	_sin
	str	d0, [x19]
	ldr	x8, [x19, #24]
	cbz	x8, LBB0_4
; %bb.3:
Lloh6:
	adrp	x8, _InitShooter_Finish@GOTPAGE
Lloh7:
	ldr	x8, [x8, _InitShooter_Finish@GOTPAGEOFF]
Lloh8:
	ldr	w8, [x8]
	str	w8, [x19, #16]
Lloh9:
	adrp	x8, _level@GOTPAGE
Lloh10:
	ldr	x8, [x8, _level@GOTPAGEOFF]
Lloh11:
	ldr	x8, [x8]
	add	x8, x8, #500
	str	x8, [x19, #8]
LBB0_4:
	mov	x0, x19
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_trap_LinkEntity
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.cfi_endproc
                                        ; -- End function
	.comm	_Use_Shooter,4,2                ; @Use_Shooter
	.comm	_M_PI,4,2                       ; @M_PI
	.comm	_InitShooter_Finish,4,2         ; @InitShooter_Finish
	.comm	_level,8,3                      ; @level
.subsections_via_symbols
