	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_ShotgunPellet
_CG_ShotgunPellet:                      ## @CG_ShotgunPellet
	.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	$56, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%edx, %r9d
	movl	%esi, %r14d
	movl	%edi, %r15d
	movq	_MASK_SHOT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, (%rsp)
	leaq	-48(%rbp), %rdi
	movl	%r15d, %esi
	xorl	%edx, %edx
	xorl	%ecx, %ecx
	movl	%r14d, %r8d
	callq	_CG_Trace
	movl	%r15d, %edi
	xorl	%esi, %esi
	callq	_CG_PointContents
	movl	%eax, %ebx
	movl	-28(%rbp), %edi
	xorl	%esi, %esi
	callq	_CG_PointContents
	movq	_CONTENTS_WATER@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	cmpl	%eax, %ebx
	jne	LBB0_4
## %bb.1:
	testl	%ebx, %ecx
	je	LBB0_9
## %bb.2:
	movl	-28(%rbp), %esi
	movl	%r15d, %edi
	jmp	LBB0_8
LBB0_4:
	testl	%ebx, %ecx
	je	LBB0_6
## %bb.5:
	movl	%ecx, (%rsp)
	leaq	-72(%rbp), %rdi
	movl	%r14d, %esi
	movl	%r15d, %edx
	xorl	%ecx, %ecx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_trap_CM_BoxTrace
	movl	-52(%rbp), %esi
	movl	%r15d, %edi
	jmp	LBB0_8
LBB0_6:
	testl	%eax, %ecx
	je	LBB0_9
## %bb.7:
	movl	%ecx, (%rsp)
	leaq	-72(%rbp), %rdi
	movl	%r15d, %esi
	movl	%r14d, %edx
	xorl	%ecx, %ecx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_trap_CM_BoxTrace
	movl	-28(%rbp), %edi
	movl	-52(%rbp), %esi
LBB0_8:
	movl	$32, %edx
	callq	_CG_BubbleTrail
LBB0_9:
	movl	-48(%rbp), %eax
	movq	_SURF_NOIMPACT@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_16
## %bb.10:
	movq	_cg_entities@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	movq	-40(%rbp), %rcx
	movq	(%rdx,%rcx,8), %rdx
	movq	_ET_PLAYER@GOTPCREL(%rip), %rsi
	cmpq	(%rsi), %rdx
	jne	LBB0_12
## %bb.11:
	movq	_WP_SHOTGUN@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movl	-32(%rbp), %edx
	movl	-28(%rbp), %esi
	callq	_CG_MissileHitPlayer
	jmp	LBB0_16
LBB0_12:
	movq	_SURF_METALSTEPS@GOTPCREL(%rip), %rsi
	movq	_WP_SHOTGUN@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edi
	movl	-32(%rbp), %ecx
	movl	-28(%rbp), %edx
	testl	%eax, (%rsi)
	je	LBB0_14
## %bb.13:
	movq	_IMPACTSOUND_METAL@GOTPCREL(%rip), %rax
	jmp	LBB0_15
LBB0_14:
	movq	_IMPACTSOUND_DEFAULT@GOTPCREL(%rip), %rax
LBB0_15:
	movl	(%rax), %r8d
	xorl	%esi, %esi
	callq	_CG_MissileHitWall
LBB0_16:
	addq	$56, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MASK_SHOT,4,2                  ## @MASK_SHOT
	.comm	_CONTENTS_WATER,4,2             ## @CONTENTS_WATER
	.comm	_SURF_NOIMPACT,4,2              ## @SURF_NOIMPACT
	.comm	_cg_entities,8,3                ## @cg_entities
	.comm	_ET_PLAYER,8,3                  ## @ET_PLAYER
	.comm	_WP_SHOTGUN,4,2                 ## @WP_SHOTGUN
	.comm	_SURF_METALSTEPS,4,2            ## @SURF_METALSTEPS
	.comm	_IMPACTSOUND_METAL,4,2          ## @IMPACTSOUND_METAL
	.comm	_IMPACTSOUND_DEFAULT,4,2        ## @IMPACTSOUND_DEFAULT
	.no_dead_strip	_CG_ShotgunPellet
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_ShotgunPellet
_CG_ShotgunPellet:                      ; @CG_ShotgunPellet
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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	x5, x2
	mov	x20, x1
	mov	x19, x0
Lloh0:
	adrp	x8, _MASK_SHOT@GOTPAGE
Lloh1:
	ldr	x8, [x8, _MASK_SHOT@GOTPAGEOFF]
Lloh2:
	ldr	w6, [x8]
	add	x0, sp, #24
	mov	x1, x19
	mov	x2, #0
	mov	x3, #0
	mov	x4, x20
	bl	_CG_Trace
	mov	x0, x19
	mov	w1, #0
	bl	_CG_PointContents
	mov	x21, x0
	ldr	w0, [sp, #44]
	mov	w1, #0
	bl	_CG_PointContents
Lloh3:
	adrp	x8, _CONTENTS_WATER@GOTPAGE
Lloh4:
	ldr	x8, [x8, _CONTENTS_WATER@GOTPAGEOFF]
Lloh5:
	ldr	w6, [x8]
	and	w8, w6, w21
	cmp	w21, w0
	b.ne	LBB0_3
; %bb.1:
	cbz	w8, LBB0_8
; %bb.2:
	ldr	w1, [sp, #44]
	mov	x0, x19
	b	LBB0_7
LBB0_3:
	cbz	w8, LBB0_5
; %bb.4:
	mov	x0, sp
	mov	x1, x20
	mov	x2, x19
	mov	x3, #0
	mov	x4, #0
	mov	w5, #0
	bl	_trap_CM_BoxTrace
	ldr	w1, [sp, #20]
	mov	x0, x19
	b	LBB0_7
LBB0_5:
	tst	w6, w0
	b.eq	LBB0_8
; %bb.6:
	mov	x0, sp
	mov	x1, x19
	mov	x2, x20
	mov	x3, #0
	mov	x4, #0
	mov	w5, #0
	bl	_trap_CM_BoxTrace
	ldr	w0, [sp, #44]
	ldr	w1, [sp, #20]
LBB0_7:
	mov	w2, #32
	bl	_CG_BubbleTrail
LBB0_8:
	ldr	w8, [sp, #24]
Lloh6:
	adrp	x9, _SURF_NOIMPACT@GOTPAGE
Lloh7:
	ldr	x9, [x9, _SURF_NOIMPACT@GOTPAGEOFF]
Lloh8:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_15
; %bb.9:
Lloh9:
	adrp	x9, _cg_entities@GOTPAGE
Lloh10:
	ldr	x9, [x9, _cg_entities@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	ldr	x3, [sp, #32]
	ldr	x9, [x9, x3, lsl #3]
Lloh12:
	adrp	x10, _ET_PLAYER@GOTPAGE
Lloh13:
	ldr	x10, [x10, _ET_PLAYER@GOTPAGEOFF]
Lloh14:
	ldr	x10, [x10]
	cmp	x9, x10
	b.ne	LBB0_11
; %bb.10:
Lloh15:
	adrp	x8, _WP_SHOTGUN@GOTPAGE
Lloh16:
	ldr	x8, [x8, _WP_SHOTGUN@GOTPAGEOFF]
Lloh17:
	ldr	w0, [x8]
	ldp	w2, w1, [sp, #40]
	bl	_CG_MissileHitPlayer
	b	LBB0_15
LBB0_11:
Lloh18:
	adrp	x9, _SURF_METALSTEPS@GOTPAGE
Lloh19:
	ldr	x9, [x9, _SURF_METALSTEPS@GOTPAGEOFF]
Lloh20:
	ldr	w9, [x9]
Lloh21:
	adrp	x10, _WP_SHOTGUN@GOTPAGE
Lloh22:
	ldr	x10, [x10, _WP_SHOTGUN@GOTPAGEOFF]
Lloh23:
	ldr	w0, [x10]
	ldp	w3, w2, [sp, #40]
	tst	w9, w8
	b.eq	LBB0_13
; %bb.12:
Lloh24:
	adrp	x8, _IMPACTSOUND_METAL@GOTPAGE
Lloh25:
	ldr	x8, [x8, _IMPACTSOUND_METAL@GOTPAGEOFF]
	b	LBB0_14
LBB0_13:
Lloh26:
	adrp	x8, _IMPACTSOUND_DEFAULT@GOTPAGE
Lloh27:
	ldr	x8, [x8, _IMPACTSOUND_DEFAULT@GOTPAGEOFF]
LBB0_14:
	ldr	w4, [x8]
	mov	w1, #0
	bl	_CG_MissileHitWall
LBB0_15:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGot	Lloh24, Lloh25
	.loh AdrpLdrGot	Lloh26, Lloh27
	.cfi_endproc
                                        ; -- End function
	.comm	_MASK_SHOT,4,2                  ; @MASK_SHOT
	.comm	_CONTENTS_WATER,4,2             ; @CONTENTS_WATER
	.comm	_SURF_NOIMPACT,4,2              ; @SURF_NOIMPACT
	.comm	_cg_entities,8,3                ; @cg_entities
	.comm	_ET_PLAYER,8,3                  ; @ET_PLAYER
	.comm	_WP_SHOTGUN,4,2                 ; @WP_SHOTGUN
	.comm	_SURF_METALSTEPS,4,2            ; @SURF_METALSTEPS
	.comm	_IMPACTSOUND_METAL,4,2          ; @IMPACTSOUND_METAL
	.comm	_IMPACTSOUND_DEFAULT,4,2        ; @IMPACTSOUND_DEFAULT
	.no_dead_strip	_CG_ShotgunPellet
.subsections_via_symbols
