; LLVM IR from BrunoLevy/learn-fpga :: LiteX/software/Doom/mc1-doom/src (p_enemy)

; Unoptimized IR (clang -disable-llvm-passes):
target datalayout = "e-m:e-p270:32:32-p271:32:32-p272:64:64-i64:64-i128:128-f80:128-n8:16:32:64-S128"
target triple = "x86_64-unknown-linux-gnu"

%struct.player_s = type { ptr, i32, %struct.ticcmd_t, i32, i32, i32, i32, i32, i32, i32, [6 x i32], [6 x i32], i32, [4 x i32], i32, i32, [9 x i32], [4 x i32], [4 x i32], i32, i32, i32, i32, i32, i32, i32, ptr, i32, i32, ptr, i32, i32, i32, [2 x %struct.pspdef_t], i32 }
%struct.ticcmd_t = type { i8, i8, i16, i16, i8, i8 }
%struct.pspdef_t = type { ptr, i32, i32, i32 }
%struct.mobj_s = type { %struct.thinker_s, i32, i32, i32, ptr, ptr, i32, i32, i32, ptr, ptr, ptr, i32, i32, i32, i32, i32, i32, i32, i32, i32, ptr, i32, ptr, i32, i32, i32, i32, ptr, i32, i32, ptr, i32, %struct.mapthing_t, ptr }
%struct.thinker_s = type { ptr, ptr, %union.actionf_t }
%union.actionf_t = type { ptr }
%struct.mapthing_t = type { i16, i16, i16, i16, i16 }

@playeringame = external global [4 x i32], align 16
@players = external global [4 x %struct.player_s], align 16

; Function Attrs: nocallback nofree nosync nounwind willreturn memory(argmem: readwrite)
declare void @llvm.lifetime.start.p0(i64 immarg, ptr nocapture) #0

; Function Attrs: nocallback nofree nosync nounwind willreturn memory(argmem: readwrite)
declare void @llvm.lifetime.end.p0(i64 immarg, ptr nocapture) #0

declare i32 @P_AproxDistance(i32 noundef, i32 noundef) #1

declare i32 @P_CheckSight(ptr noundef, ptr noundef) #1

; Function Attrs: nounwind uwtable
define dso_local i32 @P_LookForPlayers(ptr noundef %0, i32 noundef %1) #2 {
  %3 = alloca i32, align 4
  %4 = alloca ptr, align 8
  %5 = alloca i32, align 4
  %6 = alloca i32, align 4
  %7 = alloca i32, align 4
  %8 = alloca ptr, align 8
  %9 = alloca i32, align 4
  %10 = alloca i32, align 4
  %11 = alloca i32, align 4
  store ptr %0, ptr %4, align 8, !tbaa !5
  store i32 %1, ptr %5, align 4, !tbaa !9
  call void @llvm.lifetime.start.p0(i64 4, ptr %6) #3
  call void @llvm.lifetime.start.p0(i64 4, ptr %7) #3
  call void @llvm.lifetime.start.p0(i64 8, ptr %8) #3
  call void @llvm.lifetime.start.p0(i64 4, ptr %9) #3
  call void @llvm.lifetime.start.p0(i64 4, ptr %10) #3
  store i32 0, ptr %6, align 4, !tbaa !9
  %12 = load ptr, ptr %4, align 8, !tbaa !5
  %13 = getelementptr inbounds %struct.mobj_s, ptr %12, i32 0, i32 32
  %14 = load i32, ptr %13, align 8, !tbaa !11
  %15 = sub nsw i32 %14, 1
  %16 = and i32 %15, 3
  store i32 %16, ptr %7, align 4, !tbaa !9
  br label %17

17:                                               ; preds = %117, %2
  %18 = load ptr, ptr %4, align 8, !tbaa !5
  %19 = getelementptr inbounds %struct.mobj_s, ptr %18, i32 0, i32 32
  %20 = load i32, ptr %19, align 8, !tbaa !11
  %21 = sext i32 %20 to i64
  %22 = getelementptr inbounds [4 x i32], ptr @playeringame, i64 0, i64 %21
  %23 = load i32, ptr %22, align 4, !tbaa !9
  %24 = icmp ne i32 %23, 0
  br i1 %24, label %26, label %25

25:                                               ; preds = %17
  br label %117

26:                                               ; preds = %17
  %27 = load i32, ptr %6, align 4, !tbaa !9
  %28 = add nsw i32 %27, 1
  store i32 %28, ptr %6, align 4, !tbaa !9
  %29 = icmp eq i32 %27, 2
  br i1 %29, label %36, label %30

30:                                               ; preds = %26
  %31 = load ptr, ptr %4, align 8, !tbaa !5
  %32 = getelementptr inbounds %struct.mobj_s, ptr %31, i32 0, i32 32
  %33 = load i32, ptr %32, align 8, !tbaa !11
  %34 = load i32, ptr %7, align 4, !tbaa !9
  %35 = icmp eq i32 %33, %34
  br i1 %35, label %36, label %37

36:                                               ; preds = %30, %26
  store i32 0, ptr %3, align 4
  store i32 1, ptr %11, align 4
  br label %125

37:                                               ; preds = %30
  %38 = load ptr, ptr %4, align 8, !tbaa !5
  %39 = getelementptr inbounds %struct.mobj_s, ptr %38, i32 0, i32 32
  %40 = load i32, ptr %39, align 8, !tbaa !11
  %41 = sext i32 %40 to i64
  %42 = getelementptr inbounds [4 x %struct.player_s], ptr @players, i64 0, i64 %41
  store ptr %42, ptr %8, align 8, !tbaa !5
  %43 = load ptr, ptr %8, align 8, !tbaa !5
  %44 = getelementptr inbounds %struct.player_s, ptr %43, i32 0, i32 7
  %45 = load i32, ptr %44, align 4, !tbaa !16
  %46 = icmp sle i32 %45, 0
  br i1 %46, label %47, label %48

47:                                               ; preds = %37
  br label %117

48:                                               ; preds = %37
  %49 = load ptr, ptr %4, align 8, !tbaa !5
  %50 = load ptr, ptr %8, align 8, !tbaa !5
  %51 = getelementptr inbounds %struct.player_s, ptr %50, i32 0, i32 0
  %52 = load ptr, ptr %51, align 8, !tbaa !19
  %53 = call i32 @P_CheckSight(ptr noundef %49, ptr noundef %52)
  %54 = icmp ne i32 %53, 0
  br i1 %54, label %56, label %55

55:                                               ; preds = %48
  br label %117

56:                                               ; preds = %48
  %57 = load i32, ptr %5, align 4, !tbaa !9
  %58 = icmp ne i32 %57, 0
  br i1 %58, label %111, label %59

59:                                               ; preds = %56
  %60 = load ptr, ptr %4, align 8, !tbaa !5
  %61 = getelementptr inbounds %struct.mobj_s, ptr %60, i32 0, i32 1
  %62 = load i32, ptr %61, align 8, !tbaa !20
  %63 = load ptr, ptr %4, align 8, !tbaa !5
  %64 = getelementptr inbounds %struct.mobj_s, ptr %63, i32 0, i32 2
  %65 = load i32, ptr %64, align 4, !tbaa !21
  %66 = load ptr, ptr %8, align 8, !tbaa !5
  %67 = getelementptr inbounds %struct.player_s, ptr %66, i32 0, i32 0
  %68 = load ptr, ptr %67, align 8, !tbaa !19
  %69 = getelementptr inbounds %struct.mobj_s, ptr %68, i32 0, i32 1
  %70 = load i32, ptr %69, align 8, !tbaa !20
  %71 = load ptr, ptr %8, align 8, !tbaa !5
  %72 = getelementptr inbounds %struct.player_s, ptr %71, i32 0, i32 0
  %73 = load ptr, ptr %72, align 8, !tbaa !19
  %74 = getelementptr inbounds %struct.mobj_s, ptr %73, i32 0, i32 2
  %75 = load i32, ptr %74, align 4, !tbaa !21
  %76 = call i32 @R_PointToAngle2(i32 noundef %62, i32 noundef %65, i32 noundef %70, i32 noundef %75)
  %77 = load ptr, ptr %4, align 8, !tbaa !5
  %78 = getelementptr inbounds %struct.mobj_s, ptr %77, i32 0, i32 6
  %79 = load i32, ptr %78, align 8, !tbaa !22
  %80 = sub i32 %76, %79
  store i32 %80, ptr %9, align 4, !tbaa !9
  %81 = load i32, ptr %9, align 4, !tbaa !9
  %82 = icmp ugt i32 %81, 1073741824
  br i1 %82, label %83, label %110

83:                                               ; preds = %59
  %84 = load i32, ptr %9, align 4, !tbaa !9
  %85 = icmp ult i32 %84, -1073741824
  br i1 %85, label %86, label %110

86:                                               ; preds = %83
  %87 = load ptr, ptr %8, align 8, !tbaa !5
  %88 = getelementptr inbounds %struct.player_s, ptr %87, i32 0, i32 0
  %89 = load ptr, ptr %88, align 8, !tbaa !19
  %90 = getelementptr inbounds %struct.mobj_s, ptr %89, i32 0, i32 1
  %91 = load i32, ptr %90, align 8, !tbaa !20
  %92 = load ptr, ptr %4, align 8, !tbaa !5
  %93 = getelementptr inbounds %struct.mobj_s, ptr %92, i32 0, i32 1
  %94 = load i32, ptr %93, align 8, !tbaa !20
  %95 = sub nsw i32 %91, %94
  %96 = load ptr, ptr %8, align 8, !tbaa !5
  %97 = getelementptr inbounds %struct.player_s, ptr %96, i32 0, i32 0
  %98 = load ptr, ptr %97, align 8, !tbaa !19
  %99 = getelementptr inbounds %struct.mobj_s, ptr %98, i32 0, i32 2
  %100 = load i32, ptr %99, align 4, !tbaa !21
  %101 = load ptr, ptr %4, align 8, !tbaa !5
  %102 = getelementptr inbounds %struct.mobj_s, ptr %101, i32 0, i32 2
  %103 = load i32, ptr %102, align 4, !tbaa !21
  %104 = sub nsw i32 %100, %103
  %105 = call i32 @P_AproxDistance(i32 noundef %95, i32 noundef %104)
  store i32 %105, ptr %10, align 4, !tbaa !9
  %106 = load i32, ptr %10, align 4, !tbaa !9
  %107 = icmp sgt i32 %106, 4194304
  br i1 %107, label %108, label %109

108:                                              ; preds = %86
  br label %117

109:                                              ; preds = %86
  br label %110

110:                                              ; preds = %109, %83, %59
  br label %111

111:                                              ; preds = %110, %56
  %112 = load ptr, ptr %8, align 8, !tbaa !5
  %113 = getelementptr inbounds %struct.player_s, ptr %112, i32 0, i32 0
  %114 = load ptr, ptr %113, align 8, !tbaa !19
  %115 = load ptr, ptr %4, align 8, !tbaa !5
  %116 = getelementptr inbounds %struct.mobj_s, ptr %115, i32 0, i32 28
  store ptr %114, ptr %116, align 8, !tbaa !23
  store i32 1, ptr %3, align 4
  store i32 1, ptr %11, align 4
  br label %125

117:                                              ; preds = %108, %55, %47, %25
  %118 = load ptr, ptr %4, align 8, !tbaa !5
  %119 = getelementptr inbounds %struct.mobj_s, ptr %118, i32 0, i32 32
  %120 = load i32, ptr %119, align 8, !tbaa !11
  %121 = add nsw i32 %120, 1
  %122 = and i32 %121, 3
  %123 = load ptr, ptr %4, align 8, !tbaa !5
  %124 = getelementptr inbounds %struct.mobj_s, ptr %123, i32 0, i32 32
  store i32 %122, ptr %124, align 8, !tbaa !11
  br label %17

125:                                              ; preds = %111, %36
  call void @llvm.lifetime.end.p0(i64 4, ptr %10) #3
  call void @llvm.lifetime.end.p0(i64 4, ptr %9) #3
  call void @llvm.lifetime.end.p0(i64 8, ptr %8) #3
  call void @llvm.lifetime.end.p0(i64 4, ptr %7) #3
  call void @llvm.lifetime.end.p0(i64 4, ptr %6) #3
  %126 = load i32, ptr %3, align 4
  ret i32 %126
}

declare i32 @R_PointToAngle2(i32 noundef, i32 noundef, i32 noundef, i32 noundef) #1

attributes #0 = { nocallback nofree nosync nounwind willreturn memory(argmem: readwrite) }
attributes #1 = { "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #2 = { nounwind uwtable "min-legal-vector-width"="0" "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #3 = { nounwind }

!llvm.module.flags = !{!0, !1, !2, !3}
!llvm.ident = !{!4}

!0 = !{i32 1, !"wchar_size", i32 4}
!1 = !{i32 8, !"PIC Level", i32 2}
!2 = !{i32 7, !"PIE Level", i32 2}
!3 = !{i32 7, !"uwtable", i32 2}
!4 = !{!"clang version 19.1.0 (git@github.com:llvm/llvm-project.git a4bf6cd7cfb1a1421ba92bca9d017b49936c55e4)"}
!5 = !{!6, !6, i64 0}
!6 = !{!"any pointer", !7, i64 0}
!7 = !{!"omnipotent char", !8, i64 0}
!8 = !{!"Simple C/C++ TBAA"}
!9 = !{!10, !10, i64 0}
!10 = !{!"int", !7, i64 0}
!11 = !{!12, !10, i64 200}
!12 = !{!"mobj_s", !13, i64 0, !10, i64 24, !10, i64 28, !10, i64 32, !6, i64 40, !6, i64 48, !10, i64 56, !10, i64 60, !10, i64 64, !6, i64 72, !6, i64 80, !6, i64 88, !10, i64 96, !10, i64 100, !10, i64 104, !10, i64 108, !10, i64 112, !10, i64 116, !10, i64 120, !10, i64 124, !10, i64 128, !6, i64 136, !10, i64 144, !6, i64 152, !10, i64 160, !10, i64 164, !10, i64 168, !10, i64 172, !6, i64 176, !10, i64 184, !10, i64 188, !6, i64 192, !10, i64 200, !14, i64 204, !6, i64 216}
!13 = !{!"thinker_s", !6, i64 0, !6, i64 8, !7, i64 16}
!14 = !{!"", !15, i64 0, !15, i64 2, !15, i64 4, !15, i64 6, !15, i64 8}
!15 = !{!"short", !7, i64 0}
!16 = !{!17, !10, i64 36}
!17 = !{!"player_s", !6, i64 0, !10, i64 8, !18, i64 12, !10, i64 20, !10, i64 24, !10, i64 28, !10, i64 32, !10, i64 36, !10, i64 40, !10, i64 44, !7, i64 48, !7, i64 72, !10, i64 96, !7, i64 100, !10, i64 116, !10, i64 120, !7, i64 124, !7, i64 160, !7, i64 176, !10, i64 192, !10, i64 196, !10, i64 200, !10, i64 204, !10, i64 208, !10, i64 212, !10, i64 216, !6, i64 224, !10, i64 232, !10, i64 236, !6, i64 240, !10, i64 248, !10, i64 252, !10, i64 256, !7, i64 264, !10, i64 312}
!18 = !{!"", !7, i64 0, !7, i64 1, !15, i64 2, !15, i64 4, !7, i64 6, !7, i64 7}
!19 = !{!17, !6, i64 0}
!20 = !{!12, !10, i64 24}
!21 = !{!12, !10, i64 28}
!22 = !{!12, !10, i64 56}
!23 = !{!12, !6, i64 176}


; Optimized IR (opt -passes='default<O3>'):
target datalayout = "e-m:e-p270:32:32-p271:32:32-p272:64:64-i64:64-i128:128-f80:128-n8:16:32:64-S128"
target triple = "x86_64-unknown-linux-gnu"

%struct.player_s = type { ptr, i32, %struct.ticcmd_t, i32, i32, i32, i32, i32, i32, i32, [6 x i32], [6 x i32], i32, [4 x i32], i32, i32, [9 x i32], [4 x i32], [4 x i32], i32, i32, i32, i32, i32, i32, i32, ptr, i32, i32, ptr, i32, i32, i32, [2 x %struct.pspdef_t], i32 }
%struct.ticcmd_t = type { i8, i8, i16, i16, i8, i8 }
%struct.pspdef_t = type { ptr, i32, i32, i32 }

@playeringame = external local_unnamed_addr global [4 x i32], align 16
@players = external local_unnamed_addr global [4 x %struct.player_s], align 16

declare i32 @P_AproxDistance(i32 noundef, i32 noundef) local_unnamed_addr #0

declare i32 @P_CheckSight(ptr noundef, ptr noundef) local_unnamed_addr #0

; Function Attrs: nounwind uwtable
define dso_local range(i32 0, 2) i32 @P_LookForPlayers(ptr noundef %0, i32 noundef %1) local_unnamed_addr #1 {
  %3 = getelementptr inbounds i8, ptr %0, i64 200
  %4 = load i32, ptr %3, align 8, !tbaa !5
  %5 = add i32 %4, 3
  %6 = and i32 %5, 3
  %.not29 = icmp eq i32 %1, 0
  %7 = getelementptr inbounds i8, ptr %0, i64 24
  %8 = getelementptr inbounds i8, ptr %0, i64 28
  %9 = getelementptr inbounds i8, ptr %0, i64 56
  br i1 %.not29, label %.split.us, label %.split

.split.us:                                        ; preds = %2, %50
  %10 = phi i32 [ %53, %50 ], [ %4, %2 ]
  %.027.us = phi i32 [ %.1.us, %50 ], [ 0, %2 ]
  %11 = sext i32 %10 to i64
  %12 = getelementptr inbounds [4 x i32], ptr @playeringame, i64 0, i64 %11
  %13 = load i32, ptr %12, align 4, !tbaa !14
  %.not.us = icmp eq i32 %13, 0
  br i1 %.not.us, label %50, label %14

14:                                               ; preds = %.split.us
  %15 = add nsw i32 %.027.us, 1
  %16 = icmp eq i32 %.027.us, 2
  %17 = icmp eq i32 %10, %6
  %or.cond30.us = select i1 %16, i1 true, i1 %17
  br i1 %or.cond30.us, label %.loopexit, label %18

18:                                               ; preds = %14
  %19 = getelementptr inbounds [4 x %struct.player_s], ptr @players, i64 0, i64 %11
  %20 = getelementptr inbounds i8, ptr %19, i64 36
  %21 = load i32, ptr %20, align 4, !tbaa !15
  %22 = icmp slt i32 %21, 1
  br i1 %22, label %50, label %23

23:                                               ; preds = %18
  %24 = load ptr, ptr %19, align 16, !tbaa !18
  %25 = tail call i32 @P_CheckSight(ptr noundef nonnull %0, ptr noundef %24) #2
  %.not28.us = icmp eq i32 %25, 0
  br i1 %.not28.us, label %50, label %26

26:                                               ; preds = %23
  %27 = load i32, ptr %7, align 8, !tbaa !19
  %28 = load i32, ptr %8, align 4, !tbaa !20
  %29 = load ptr, ptr %19, align 16, !tbaa !18
  %30 = getelementptr inbounds i8, ptr %29, i64 24
  %31 = load i32, ptr %30, align 8, !tbaa !19
  %32 = getelementptr inbounds i8, ptr %29, i64 28
  %33 = load i32, ptr %32, align 4, !tbaa !20
  %34 = tail call i32 @R_PointToAngle2(i32 noundef %27, i32 noundef %28, i32 noundef %31, i32 noundef %33) #2
  %35 = load i32, ptr %9, align 8, !tbaa !21
  %36 = add i32 %34, -1073741825
  %37 = sub i32 %36, %35
  %or.cond.us = icmp ult i32 %37, 2147483647
  br i1 %or.cond.us, label %38, label %.split32.us

38:                                               ; preds = %26
  %39 = load ptr, ptr %19, align 16, !tbaa !18
  %40 = getelementptr inbounds i8, ptr %39, i64 24
  %41 = load i32, ptr %40, align 8, !tbaa !19
  %42 = load i32, ptr %7, align 8, !tbaa !19
  %43 = sub nsw i32 %41, %42
  %44 = getelementptr inbounds i8, ptr %39, i64 28
  %45 = load i32, ptr %44, align 4, !tbaa !20
  %46 = load i32, ptr %8, align 4, !tbaa !20
  %47 = sub nsw i32 %45, %46
  %48 = tail call i32 @P_AproxDistance(i32 noundef %43, i32 noundef %47) #2
  %49 = icmp sgt i32 %48, 4194304
  br i1 %49, label %50, label %.split32.us

50:                                               ; preds = %38, %23, %18, %.split.us
  %.1.us = phi i32 [ %15, %18 ], [ %15, %38 ], [ %15, %23 ], [ %.027.us, %.split.us ]
  %51 = load i32, ptr %3, align 8, !tbaa !5
  %52 = add nsw i32 %51, 1
  %53 = and i32 %52, 3
  store i32 %53, ptr %3, align 8, !tbaa !5
  br label %.split.us

.split:                                           ; preds = %2, %72
  %54 = phi i32 [ %75, %72 ], [ %4, %2 ]
  %.027 = phi i32 [ %.1, %72 ], [ 0, %2 ]
  %55 = sext i32 %54 to i64
  %56 = getelementptr inbounds [4 x i32], ptr @playeringame, i64 0, i64 %55
  %57 = load i32, ptr %56, align 4, !tbaa !14
  %.not = icmp eq i32 %57, 0
  br i1 %.not, label %72, label %58

58:                                               ; preds = %.split
  %59 = add nsw i32 %.027, 1
  %60 = icmp eq i32 %.027, 2
  %61 = icmp eq i32 %54, %6
  %or.cond30 = select i1 %60, i1 true, i1 %61
  br i1 %or.cond30, label %.loopexit, label %62

62:                                               ; preds = %58
  %63 = getelementptr inbounds [4 x %struct.player_s], ptr @players, i64 0, i64 %55
  %64 = getelementptr inbounds i8, ptr %63, i64 36
  %65 = load i32, ptr %64, align 4, !tbaa !15
  %66 = icmp slt i32 %65, 1
  br i1 %66, label %72, label %67

67:                                               ; preds = %62
  %68 = load ptr, ptr %63, align 16, !tbaa !18
  %69 = tail call i32 @P_CheckSight(ptr noundef nonnull %0, ptr noundef %68) #2
  %.not28 = icmp eq i32 %69, 0
  br i1 %.not28, label %._crit_edge, label %.split32.us

._crit_edge:                                      ; preds = %67
  %.pre = load i32, ptr %3, align 8, !tbaa !5
  br label %72

.split32.us:                                      ; preds = %67, %26, %38
  %.us-phi = phi ptr [ %19, %38 ], [ %19, %26 ], [ %63, %67 ]
  %70 = load ptr, ptr %.us-phi, align 8, !tbaa !18
  %71 = getelementptr inbounds i8, ptr %0, i64 176
  store ptr %70, ptr %71, align 8, !tbaa !22
  br label %.loopexit

72:                                               ; preds = %._crit_edge, %62, %.split
  %73 = phi i32 [ %54, %62 ], [ %.pre, %._crit_edge ], [ %54, %.split ]
  %.1 = phi i32 [ %59, %62 ], [ %59, %._crit_edge ], [ %.027, %.split ]
  %74 = add nsw i32 %73, 1
  %75 = and i32 %74, 3
  store i32 %75, ptr %3, align 8, !tbaa !5
  br label %.split

.loopexit:                                        ; preds = %58, %14, %.split32.us
  %.0 = phi i32 [ 1, %.split32.us ], [ 0, %14 ], [ 0, %58 ]
  ret i32 %.0
}

declare i32 @R_PointToAngle2(i32 noundef, i32 noundef, i32 noundef, i32 noundef) local_unnamed_addr #0

attributes #0 = { "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #1 = { nounwind uwtable "min-legal-vector-width"="0" "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #2 = { nounwind }

!llvm.module.flags = !{!0, !1, !2, !3}
!llvm.ident = !{!4}

!0 = !{i32 1, !"wchar_size", i32 4}
!1 = !{i32 8, !"PIC Level", i32 2}
!2 = !{i32 7, !"PIE Level", i32 2}
!3 = !{i32 7, !"uwtable", i32 2}
!4 = !{!"clang version 19.1.0 (git@github.com:llvm/llvm-project.git a4bf6cd7cfb1a1421ba92bca9d017b49936c55e4)"}
!5 = !{!6, !11, i64 200}
!6 = !{!"mobj_s", !7, i64 0, !11, i64 24, !11, i64 28, !11, i64 32, !8, i64 40, !8, i64 48, !11, i64 56, !11, i64 60, !11, i64 64, !8, i64 72, !8, i64 80, !8, i64 88, !11, i64 96, !11, i64 100, !11, i64 104, !11, i64 108, !11, i64 112, !11, i64 116, !11, i64 120, !11, i64 124, !11, i64 128, !8, i64 136, !11, i64 144, !8, i64 152, !11, i64 160, !11, i64 164, !11, i64 168, !11, i64 172, !8, i64 176, !11, i64 184, !11, i64 188, !8, i64 192, !11, i64 200, !12, i64 204, !8, i64 216}
!7 = !{!"thinker_s", !8, i64 0, !8, i64 8, !9, i64 16}
!8 = !{!"any pointer", !9, i64 0}
!9 = !{!"omnipotent char", !10, i64 0}
!10 = !{!"Simple C/C++ TBAA"}
!11 = !{!"int", !9, i64 0}
!12 = !{!"", !13, i64 0, !13, i64 2, !13, i64 4, !13, i64 6, !13, i64 8}
!13 = !{!"short", !9, i64 0}
!14 = !{!11, !11, i64 0}
!15 = !{!16, !11, i64 36}
!16 = !{!"player_s", !8, i64 0, !11, i64 8, !17, i64 12, !11, i64 20, !11, i64 24, !11, i64 28, !11, i64 32, !11, i64 36, !11, i64 40, !11, i64 44, !9, i64 48, !9, i64 72, !11, i64 96, !9, i64 100, !11, i64 116, !11, i64 120, !9, i64 124, !9, i64 160, !9, i64 176, !11, i64 192, !11, i64 196, !11, i64 200, !11, i64 204, !11, i64 208, !11, i64 212, !11, i64 216, !8, i64 224, !11, i64 232, !11, i64 236, !8, i64 240, !11, i64 248, !11, i64 252, !11, i64 256, !9, i64 264, !11, i64 312}
!17 = !{!"", !9, i64 0, !9, i64 1, !13, i64 2, !13, i64 4, !9, i64 6, !9, i64 7}
!18 = !{!16, !8, i64 0}
!19 = !{!6, !11, i64 24}
!20 = !{!6, !11, i64 28}
!21 = !{!6, !11, i64 56}
!22 = !{!6, !8, i64 176}


; Effective O3 passes: CorrelatedValuePropagationPass,EarlyCSEPass,GVNPass,GlobalOptPass,IPSCCPPass,InferAlignmentPass,InferFunctionAttrsPass,InstCombinePass,InstSimplifyPass,JumpThreadingPass,LCSSAPass,LICMPass,LoopSimplifyCFGPass,LoopSimplifyPass,LoopUnrollPass,ReassociatePass,SROAPass,SimplifyCFGPass,TailCallElimPass