	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function UI_TorsoSequencing
_UI_TorsoSequencing:                    ## @UI_TorsoSequencing
	.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
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r14
	movq	_ANIM_TOGGLEBIT@GOTPCREL(%rip), %rax
	movl	(%rax), %ebx
	notl	%ebx
	andl	(%rdi), %ebx
	movq	8(%rdi), %rax
	movq	_TORSO_DROP@GOTPCREL(%rip), %r15
	cmpq	16(%rdi), %rax
	je	LBB0_3
## %bb.1:
	movl	(%r15), %esi
	cmpl	%esi, %ebx
	je	LBB0_3
## %bb.2:
	movq	_UI_TIMER_WEAPON_SWITCH@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, 24(%r14)
	movq	%r14, %rdi
	callq	_UI_ForceTorsoAnim
LBB0_3:
	cmpq	$0, 24(%r14)
	jle	LBB0_4
LBB0_11:
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_4:
	movq	_TORSO_GESTURE@GOTPCREL(%rip), %rax
	cmpl	(%rax), %ebx
	je	LBB0_9
## %bb.5:
	movq	_TORSO_ATTACK@GOTPCREL(%rip), %rax
	cmpl	(%rax), %ebx
	je	LBB0_9
## %bb.6:
	movq	_TORSO_ATTACK2@GOTPCREL(%rip), %rax
	cmpl	(%rax), %ebx
	je	LBB0_9
## %bb.7:
	cmpl	(%r15), %ebx
	jne	LBB0_8
## %bb.10:
	movq	8(%r14), %rsi
	movq	%r14, %rdi
	callq	_UI_PlayerInfo_SetWeapon
	movq	_UI_TIMER_WEAPON_SWITCH@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, 24(%r14)
	movq	_TORSO_RAISE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_UI_ForceTorsoAnim              ## TAILCALL
LBB0_8:
	movq	_TORSO_RAISE@GOTPCREL(%rip), %rax
	cmpl	(%rax), %ebx
	jne	LBB0_11
LBB0_9:
	movq	_TORSO_STAND@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_UI_SetTorsoAnim                ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_ANIM_TOGGLEBIT,4,2             ## @ANIM_TOGGLEBIT
	.comm	_TORSO_DROP,4,2                 ## @TORSO_DROP
	.comm	_UI_TIMER_WEAPON_SWITCH,8,3     ## @UI_TIMER_WEAPON_SWITCH
	.comm	_TORSO_GESTURE,4,2              ## @TORSO_GESTURE
	.comm	_TORSO_STAND,4,2                ## @TORSO_STAND
	.comm	_TORSO_ATTACK,4,2               ## @TORSO_ATTACK
	.comm	_TORSO_ATTACK2,4,2              ## @TORSO_ATTACK2
	.comm	_TORSO_RAISE,4,2                ## @TORSO_RAISE
	.no_dead_strip	_UI_TorsoSequencing
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function UI_TorsoSequencing
_UI_TorsoSequencing:                    ; @UI_TorsoSequencing
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.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
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	mov	x19, x0
	ldr	w8, [x0]
Lloh0:
	adrp	x9, _ANIM_TOGGLEBIT@GOTPAGE
Lloh1:
	ldr	x9, [x9, _ANIM_TOGGLEBIT@GOTPAGEOFF]
Lloh2:
	ldr	w9, [x9]
	bic	w20, w8, w9
	ldp	x8, x9, [x0, #8]
Lloh3:
	adrp	x21, _TORSO_DROP@GOTPAGE
Lloh4:
	ldr	x21, [x21, _TORSO_DROP@GOTPAGEOFF]
	ldr	w1, [x21]
	cmp	x8, x9
	ccmp	w20, w1, #4, ne
	b.eq	LBB0_2
; %bb.1:
Lloh5:
	adrp	x8, _UI_TIMER_WEAPON_SWITCH@GOTPAGE
Lloh6:
	ldr	x8, [x8, _UI_TIMER_WEAPON_SWITCH@GOTPAGEOFF]
Lloh7:
	ldr	x8, [x8]
	str	x8, [x19, #24]
	mov	x0, x19
	bl	_UI_ForceTorsoAnim
LBB0_2:
	ldr	x8, [x19, #24]
	cmp	x8, #0
	b.le	LBB0_4
LBB0_3:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
LBB0_4:
Lloh8:
	adrp	x8, _TORSO_GESTURE@GOTPAGE
Lloh9:
	ldr	x8, [x8, _TORSO_GESTURE@GOTPAGEOFF]
Lloh10:
	ldr	w8, [x8]
	cmp	w20, w8
	b.eq	LBB0_9
; %bb.5:
Lloh11:
	adrp	x8, _TORSO_ATTACK@GOTPAGE
Lloh12:
	ldr	x8, [x8, _TORSO_ATTACK@GOTPAGEOFF]
Lloh13:
	ldr	w8, [x8]
Lloh14:
	adrp	x9, _TORSO_ATTACK2@GOTPAGE
Lloh15:
	ldr	x9, [x9, _TORSO_ATTACK2@GOTPAGEOFF]
Lloh16:
	ldr	w9, [x9]
	cmp	w20, w8
	ccmp	w20, w9, #4, ne
	b.eq	LBB0_9
; %bb.6:
	ldr	w8, [x21]
	cmp	w20, w8
	b.ne	LBB0_8
; %bb.7:
	ldr	x1, [x19, #8]
	mov	x0, x19
	bl	_UI_PlayerInfo_SetWeapon
Lloh17:
	adrp	x8, _UI_TIMER_WEAPON_SWITCH@GOTPAGE
Lloh18:
	ldr	x8, [x8, _UI_TIMER_WEAPON_SWITCH@GOTPAGEOFF]
Lloh19:
	ldr	x8, [x8]
	str	x8, [x19, #24]
Lloh20:
	adrp	x8, _TORSO_RAISE@GOTPAGE
Lloh21:
	ldr	x8, [x8, _TORSO_RAISE@GOTPAGEOFF]
Lloh22:
	ldr	w1, [x8]
	mov	x0, x19
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_UI_ForceTorsoAnim
LBB0_8:
Lloh23:
	adrp	x8, _TORSO_RAISE@GOTPAGE
Lloh24:
	ldr	x8, [x8, _TORSO_RAISE@GOTPAGEOFF]
Lloh25:
	ldr	w8, [x8]
	cmp	w20, w8
	b.ne	LBB0_3
LBB0_9:
Lloh26:
	adrp	x8, _TORSO_STAND@GOTPAGE
Lloh27:
	ldr	x8, [x8, _TORSO_STAND@GOTPAGEOFF]
Lloh28:
	ldr	w1, [x8]
	mov	x0, x19
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_UI_SetTorsoAnim
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.cfi_endproc
                                        ; -- End function
	.comm	_ANIM_TOGGLEBIT,4,2             ; @ANIM_TOGGLEBIT
	.comm	_TORSO_DROP,4,2                 ; @TORSO_DROP
	.comm	_UI_TIMER_WEAPON_SWITCH,8,3     ; @UI_TIMER_WEAPON_SWITCH
	.comm	_TORSO_GESTURE,4,2              ; @TORSO_GESTURE
	.comm	_TORSO_STAND,4,2                ; @TORSO_STAND
	.comm	_TORSO_ATTACK,4,2               ; @TORSO_ATTACK
	.comm	_TORSO_ATTACK2,4,2              ; @TORSO_ATTACK2
	.comm	_TORSO_RAISE,4,2                ; @TORSO_RAISE
	.no_dead_strip	_UI_TorsoSequencing
.subsections_via_symbols
