#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*/ allocate_flood_map_memory();
int /*<<< orphan*/ allocate_map_memory();
int /*<<< orphan*/ allocate_pathfinding_memory();
int /*<<< orphan*/ allocate_render_memory();
int /*<<< orphan*/ allocate_texture_tables();
int /*<<< orphan*/ build_trig_tables();
int /*<<< orphan*/ initialize_game_window();
int /*<<< orphan*/ initialize_scenery();
int /*<<< orphan*/ initialize_weapon_manager();
void initialize_marathon(void) {
  build_trig_tables();
  allocate_map_memory();
  allocate_render_memory();
  allocate_pathfinding_memory();
  allocate_flood_map_memory();
  allocate_texture_tables();
  initialize_weapon_manager();
  initialize_game_window();
  initialize_scenery();
  return;
}


x86 assembly (clang, -O0):
<initialize_marathon>:
push   %rbp
mov    %rsp,%rbp
mov    $0x0,%al
call   1050 <build_trig_tables@plt>
mov    $0x0,%al
call   1040 <allocate_map_memory@plt>
mov    $0x0,%al
call   1060 <allocate_render_memory@plt>
mov    $0x0,%al
call   1080 <allocate_pathfinding_memory@plt>
mov    $0x0,%al
call   1090 <allocate_flood_map_memory@plt>
mov    $0x0,%al
call   10a0 <allocate_texture_tables@plt>
mov    $0x0,%al
call   1030 <initialize_weapon_manager@plt>
mov    $0x0,%al
call   1070 <initialize_game_window@plt>
mov    $0x0,%al
call   10b0 <initialize_scenery@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<initialize_marathon>:
push   %rax
xor    %eax,%eax
call   1050 <build_trig_tables@plt>
xor    %eax,%eax
call   1040 <allocate_map_memory@plt>
xor    %eax,%eax
call   1060 <allocate_render_memory@plt>
xor    %eax,%eax
call   1080 <allocate_pathfinding_memory@plt>
xor    %eax,%eax
call   1090 <allocate_flood_map_memory@plt>
xor    %eax,%eax
call   10a0 <allocate_texture_tables@plt>
xor    %eax,%eax
call   1030 <initialize_weapon_manager@plt>
xor    %eax,%eax
call   1070 <initialize_game_window@plt>
xor    %eax,%eax
pop    %rcx
jmp    10b0 <initialize_scenery@plt>

LLVM IR (-O0):
define void @initialize_marathon() {
%1 = call i32 (...) @build_trig_tables()
%2 = call i32 (...) @allocate_map_memory()
%3 = call i32 (...) @allocate_render_memory()
%4 = call i32 (...) @allocate_pathfinding_memory()
%5 = call i32 (...) @allocate_flood_map_memory()
%6 = call i32 (...) @allocate_texture_tables()
%7 = call i32 (...) @initialize_weapon_manager()
%8 = call i32 (...) @initialize_game_window()
%9 = call i32 (...) @initialize_scenery()
ret void
}

LLVM IR (-O2):
define void @initialize_marathon() {
%1 = tail call i32 (...) @build_trig_tables()
%2 = tail call i32 (...) @allocate_map_memory()
%3 = tail call i32 (...) @allocate_render_memory()
%4 = tail call i32 (...) @allocate_pathfinding_memory()
%5 = tail call i32 (...) @allocate_flood_map_memory()
%6 = tail call i32 (...) @allocate_texture_tables()
%7 = tail call i32 (...) @initialize_weapon_manager()
%8 = tail call i32 (...) @initialize_game_window()
%9 = tail call i32 (...) @initialize_scenery()
ret void
}