	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function ShotgunPattern
LCPI0_0:
	.long	0x48000000                      ## float 131072
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_ShotgunPattern
	.p2align	4, 0x90
_ShotgunPattern:                        ## @ShotgunPattern
	.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
	subq	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %r14
	movl	%edi, %ebx
	movl	%edx, -52(%rbp)
	movq	_qfalse@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	movl	%esi, %edi
	callq	_VectorNormalize2
	callq	_PerpendicularVector
	callq	_CrossProduct
	movq	_DEFAULT_SHOTGUN_COUNT@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_6
## %bb.1:
	xorl	%r13d, %r13d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	incl	%r13d
	movq	_DEFAULT_SHOTGUN_COUNT@GOTPCREL(%rip), %rax
	cmpl	(%rax), %r13d
	jge	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	leaq	-52(%rbp), %r15
	movq	%r15, %rdi
	callq	_Q_crandom
	movq	_DEFAULT_SHOTGUN_SPREAD@GOTPCREL(%rip), %r12
	imull	(%r12), %eax
	shll	$4, %eax
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movq	%r15, %rdi
	callq	_Q_crandom
	imull	(%r12), %eax
	shll	$4, %eax
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movl	%ebx, %edi
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_VectorMA
	movl	%ebx, %edi
	movq	%r14, %rdx
	callq	_ShotgunPellet
	testq	%rax, %rax
	je	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, -64(%rbp)                   ## 8-byte Folded Reload
	jne	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_qtrue@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	movq	(%r14), %rax
	incl	(%rax)
	jmp	LBB0_5
LBB0_6:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_qfalse,8,3                     ## @qfalse
	.comm	_DEFAULT_SHOTGUN_COUNT,4,2      ## @DEFAULT_SHOTGUN_COUNT
	.comm	_DEFAULT_SHOTGUN_SPREAD,4,2     ## @DEFAULT_SHOTGUN_SPREAD
	.comm	_qtrue,8,3                      ## @qtrue
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_ShotgunPattern                 ; -- Begin function ShotgunPattern
	.p2align	2
_ShotgunPattern:                        ; @ShotgunPattern
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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
	.cfi_offset b8, -88
	.cfi_offset b9, -96
	mov	x19, x3
	mov	x20, x0
	str	w2, [sp, #12]
Lloh0:
	adrp	x8, _qfalse@GOTPAGE
Lloh1:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh2:
	ldr	x21, [x8]
	mov	x0, x1
	bl	_VectorNormalize2
	bl	_PerpendicularVector
	bl	_CrossProduct
Lloh3:
	adrp	x22, _DEFAULT_SHOTGUN_COUNT@GOTPAGE
Lloh4:
	ldr	x22, [x22, _DEFAULT_SHOTGUN_COUNT@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_6
; %bb.1:
	mov	w23, #0
Lloh5:
	adrp	x24, _DEFAULT_SHOTGUN_SPREAD@GOTPAGE
Lloh6:
	ldr	x24, [x24, _DEFAULT_SHOTGUN_SPREAD@GOTPAGEOFF]
Lloh7:
	adrp	x25, _qtrue@GOTPAGE
Lloh8:
	ldr	x25, [x25, _qtrue@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	w23, w23, #1
	ldr	w8, [x22]
	cmp	w23, w8
	b.ge	LBB0_6
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	add	x0, sp, #12
	bl	_Q_crandom
	ldr	w8, [x24]
	mul	w8, w0, w8
	lsl	w8, w8, #4
	scvtf	s8, w8
	add	x0, sp, #12
	bl	_Q_crandom
	ldr	w8, [x24]
	mul	w8, w0, w8
	lsl	w8, w8, #4
	scvtf	s9, w8
	movi.2s	v0, #72, lsl #24
	mov	x0, x20
	bl	_VectorMA
	fmov	s0, s8
	bl	_VectorMA
	fmov	s0, s9
	bl	_VectorMA
	mov	x0, x20
	mov	x2, x19
	bl	_ShotgunPellet
	cbz	x0, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	cbnz	x21, LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x21, [x25]
	ldr	x8, [x19]
	ldr	w9, [x8]
	add	w9, w9, #1
	str	w9, [x8]
	b	LBB0_2
LBB0_6:
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.cfi_endproc
                                        ; -- End function
	.comm	_qfalse,8,3                     ; @qfalse
	.comm	_DEFAULT_SHOTGUN_COUNT,4,2      ; @DEFAULT_SHOTGUN_COUNT
	.comm	_DEFAULT_SHOTGUN_SPREAD,4,2     ; @DEFAULT_SHOTGUN_SPREAD
	.comm	_qtrue,8,3                      ; @qtrue
.subsections_via_symbols
