#define NULL ((void *)0)
typedef unsigned long size_t; // Customize by platform.
typedef long intptr_t;
typedef unsigned long uintptr_t;
typedef long scalar_t__; // Either arithmetic or pointer type.
/* By default, we understand bool (as a convenience). */
typedef int bool;
#define false 0
#define true 1

/* Forward declarations */

/* Type definitions */

/* Variables and functions */
int /*<<< orphan*/ mvaddstr(int, int, char *);
void meniu1() {
  mvaddstr(1, 3, "New Game");
  mvaddstr(2, 3, "Set Starting Level");
  mvaddstr(3, 3, "Challenge Mode");
  mvaddstr(4, 3, "Load Game");
  mvaddstr(5, 3, "Quit");
}


x86 assembly (clang, -O0):
<meniu1>:
push   %rbp
mov    %rsp,%rbp
mov    $0x1,%edi
mov    $0x3,%esi
lea    0xedb(%rip),%rdx
call   1030 <mvaddstr@plt>
mov    $0x2,%edi
mov    $0x3,%esi
lea    0xece(%rip),%rdx
call   1030 <mvaddstr@plt>
mov    $0x3,%esi
lea    0xed0(%rip),%rdx
mov    %esi,%edi
call   1030 <mvaddstr@plt>
mov    $0x4,%edi
mov    $0x3,%esi
lea    0xec7(%rip),%rdx
call   1030 <mvaddstr@plt>
mov    $0x5,%edi
mov    $0x3,%esi
lea    0xebb(%rip),%rdx
call   1030 <mvaddstr@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<meniu1>:
push   %rax
lea    0xee8(%rip),%rdx
mov    $0x1,%edi
mov    $0x3,%esi
call   1030 <mvaddstr@plt>
lea    0xedb(%rip),%rdx
mov    $0x2,%edi
mov    $0x3,%esi
call   1030 <mvaddstr@plt>
lea    0xed8(%rip),%rdx
mov    $0x3,%edi
mov    $0x3,%esi
call   1030 <mvaddstr@plt>
lea    0xed1(%rip),%rdx
mov    $0x4,%edi
mov    $0x3,%esi
call   1030 <mvaddstr@plt>
lea    0xec5(%rip),%rdx
mov    $0x5,%edi
mov    $0x3,%esi
pop    %rax
jmp    1030 <mvaddstr@plt>

LLVM IR (-O0):
@.str = [9 x i8] c"New Game\00"
@.str.1 = [19 x i8] c"Set Starting Level\00"
@.str.2 = [15 x i8] c"Challenge Mode\00"
@.str.3 = [10 x i8] c"Load Game\00"
@.str.4 = [5 x i8] c"Quit\00"
define void @meniu1() {
%1 = call i32 @mvaddstr(i32 1, i32 3, i8* getelementptr inbounds ([9 x i8], [9 x i8]* @.str, i64 0, i64 0))
%2 = call i32 @mvaddstr(i32 2, i32 3, i8* getelementptr inbounds ([19 x i8], [19 x i8]* @.str.1, i64 0, i64 0))
%3 = call i32 @mvaddstr(i32 3, i32 3, i8* getelementptr inbounds ([15 x i8], [15 x i8]* @.str.2, i64 0, i64 0))
%4 = call i32 @mvaddstr(i32 4, i32 3, i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str.3, i64 0, i64 0))
%5 = call i32 @mvaddstr(i32 5, i32 3, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.4, i64 0, i64 0))
ret void
}

LLVM IR (-O2):
@.str = [9 x i8] c"New Game\00"
@.str.1 = [19 x i8] c"Set Starting Level\00"
@.str.2 = [15 x i8] c"Challenge Mode\00"
@.str.3 = [10 x i8] c"Load Game\00"
@.str.4 = [5 x i8] c"Quit\00"
define void @meniu1() {
%1 = tail call i32 @mvaddstr(i32 1, i32 3, i8* getelementptr inbounds ([9 x i8], [9 x i8]* @.str, i64 0, i64 0))
%2 = tail call i32 @mvaddstr(i32 2, i32 3, i8* getelementptr inbounds ([19 x i8], [19 x i8]* @.str.1, i64 0, i64 0))
%3 = tail call i32 @mvaddstr(i32 3, i32 3, i8* getelementptr inbounds ([15 x i8], [15 x i8]* @.str.2, i64 0, i64 0))
%4 = tail call i32 @mvaddstr(i32 4, i32 3, i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str.3, i64 0, i64 0))
%5 = tail call i32 @mvaddstr(i32 5, i32 3, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.4, i64 0, i64 0))
ret void
}