#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*/ Game_Load();
scalar_t__ Game_Loop();
int /*<<< orphan*/ Game_New();
int /*<<< orphan*/ ZeroReturn(char *);
int /*<<< orphan*/ fgets(char *, int, int /*<<< orphan*/);
int /*<<< orphan*/ printf(char *);
int /*<<< orphan*/ srand(int /*<<< orphan*/);
int /*<<< orphan*/ stdin;
int /*<<< orphan*/ strcmp(char *, char *);
int /*<<< orphan*/ time(int /*<<< orphan*/ *);
int main(int args, char *argc[]) {
  char buf[32];
  printf("\n");
  printf("*********************************************************\n");
  printf("Welcome to TAWS (Text Adventure Without Swords) volume 3!\n");
  printf("*********************************************************\n");
  printf("\n");
  srand(time(NULL));
  while (1) {
    while (1) {
      printf("Commands:\n");
      printf("new: Begin a new game.\n");
      printf("load: Load a saved game.\n");
      printf("exit: Exit TAWS v3, but why would you want that?\n");
      printf("Please enter a command: ");
      fgets(buf, 31, stdin);
      ZeroReturn(buf);
      if (!strcmp(buf, "new") || !strcmp(buf, "New")) {
        Game_New();
        break;
      } else if (!strcmp(buf, "load") || !strcmp(buf, "Load")) {
        if (!Game_Load())
          continue;
        else
          break;
      } else if (!strcmp(buf, "exit") || !strcmp(buf, "quit")) {
        printf("Well wasn't that fun? See you next time!\n");
        return 0;
      } else if (!strcmp(buf, "TAWS")) {
        printf(
            "TAWS is most commonly known as Text Adventure Without Swords.\n");
        printf("However, it has other meanings as well, including:\n");
        printf("Terribly Amazing Walrus Strategy\n");
        printf("Torrential Admission of Watery Soup\n");
        printf("Timetable Antithesis Waking Somebody\n");
        printf("Top Ankle Wise Surrender\n");
        printf("... or just TAWS.\n");
      }
    }
    if (Game_Loop() == 0)
      break;
  }
  return 0;
}


x86 assembly (clang, -O0):
<main>:
push   %rbp
mov    %rsp,%rbp
sub    $0x30,%rsp
movl   $0x0,-0x4(%rbp)
mov    %edi,-0x8(%rbp)
mov    %rsi,-0x10(%rbp)
lea    0xec7(%rip),%rdi
call   1050 <printf@plt>
lea    0xe47(%rip),%rdi
call   1050 <printf@plt>
lea    0xe76(%rip),%rdi
call   1050 <printf@plt>
lea    0xe2f(%rip),%rdi
call   1050 <printf@plt>
lea    0xe97(%rip),%rdi
call   1050 <printf@plt>
xor    %eax,%eax
mov    %eax,%edi
call   1090 <time@plt>
mov    %eax,%edi
call   1060 <srand@plt>
jmp    11f7 <main+0x67>
lea    0xe78(%rip),%rdi
call   1050 <printf@plt>
lea    0xe77(%rip),%rdi
call   1050 <printf@plt>
lea    0xe83(%rip),%rdi
call   1050 <printf@plt>
lea    0xe91(%rip),%rdi
call   1050 <printf@plt>
lea    0xeb7(%rip),%rdi
call   1050 <printf@plt>
lea    -0x30(%rbp),%rdi
mov    0x2daa(%rip),%rax
mov    (%rax),%edx
mov    $0x1f,%esi
call   1070 <fgets@plt>
lea    -0x30(%rbp),%rdi
call   10b0 <ZeroReturn@plt>
lea    -0x30(%rbp),%rdi
lea    0xea0(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
je     1285 <main+0xf5>
lea    -0x30(%rbp),%rdi
lea    0xe8b(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
jne    1291 <main+0x101>
mov    $0x0,%al
call   1030 <Game_New@plt>
jmp    13a8 <main+0x218>
lea    -0x30(%rbp),%rdi
lea    0xe6a(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
je     12c3 <main+0x133>
lea    -0x30(%rbp),%rdi
lea    0xe56(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
jne    12dd <main+0x14d>
mov    $0x0,%al
call   10a0 <Game_Load@plt>
cmp    $0x0,%eax
jne    12d8 <main+0x148>
jmp    11f7 <main+0x67>
jmp    13a8 <main+0x218>
lea    -0x30(%rbp),%rdi
lea    0xe28(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
je     130f <main+0x17f>
lea    -0x30(%rbp),%rdi
lea    0xe14(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
jne    1327 <main+0x197>
lea    0xe04(%rip),%rdi
call   1050 <printf@plt>
movl   $0x0,-0x4(%rbp)
jmp    13ca <main+0x23a>
lea    -0x30(%rbp),%rdi
lea    0xe12(%rip),%rsi
call   1080 <strcmp@plt>
cmp    $0x0,%eax
jne    1394 <main+0x204>
lea    0xe02(%rip),%rdi
call   1050 <printf@plt>
lea    0xe35(%rip),%rdi
call   1050 <printf@plt>
lea    0xe5d(%rip),%rdi
call   1050 <printf@plt>
lea    0xe73(%rip),%rdi
call   1050 <printf@plt>
lea    0xe8c(%rip),%rdi
call   1050 <printf@plt>
lea    0xea6(%rip),%rdi
call   1050 <printf@plt>
lea    0xeb4(%rip),%rdi
call   1050 <printf@plt>
jmp    1399 <main+0x209>
jmp    139e <main+0x20e>
jmp    13a3 <main+0x213>
jmp    11f7 <main+0x67>
mov    $0x0,%al
call   1040 <Game_Loop@plt>
cmp    $0x0,%rax
jne    13be <main+0x22e>
jmp    13c3 <main+0x233>
jmp    11f2 <main+0x62>
movl   $0x0,-0x4(%rbp)
mov    -0x4(%rbp),%eax
add    $0x30,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<main>:
push   %rbp
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
sub    $0x28,%rsp
mov    $0xa,%edi
call   1040 <putchar@plt>
lea    0xead(%rip),%rbx
mov    %rbx,%rdi
call   1060 <puts@plt>
lea    0xe64(%rip),%rdi
call   1060 <puts@plt>
mov    %rbx,%rdi
call   1060 <puts@plt>
mov    $0xa,%edi
call   1040 <putchar@plt>
xor    %edi,%edi
call   10a0 <time@plt>
mov    %eax,%edi
call   1080 <srand@plt>
lea    0xeb6(%rip),%r15
lea    0xec6(%rip),%r12
lea    0xed8(%rip),%r13
lea    0xdf1(%rip),%rbx
mov    0x2dd2(%rip),%r14
mov    %rsp,%rbp
jmp    1237 <main+0x97>
nopl   0x0(%rax,%rax,1)
xor    %eax,%eax
call   1030 <Game_New@plt>
xor    %eax,%eax
call   1050 <Game_Loop@plt>
test   %rax,%rax
je     1380 <main+0x1e0>
lea    0xe68(%rip),%rdi
call   1060 <puts@plt>
mov    %r15,%rdi
call   1060 <puts@plt>
mov    %r12,%rdi
call   1060 <puts@plt>
mov    %r13,%rdi
call   1060 <puts@plt>
mov    %rbx,%rdi
call   1070 <printf@plt>
mov    (%r14),%edx
mov    %rbp,%rdi
mov    $0x1f,%esi
call   1090 <fgets@plt>
mov    %rbp,%rdi
call   10c0 <ZeroReturn@plt>
mov    (%rsp),%eax
or     $0x20,%eax
cmp    $0x77656e,%eax
je     1220 <main+0x80>
mov    (%rsp),%eax
mov    $0x64616f6c,%ecx
xor    %ecx,%eax
movzbl 0x4(%rsp),%ecx
or     %eax,%ecx
je     1360 <main+0x1c0>
mov    (%rsp),%eax
mov    $0x64616f4c,%ecx
xor    %ecx,%eax
movzbl 0x4(%rsp),%ecx
or     %eax,%ecx
je     1360 <main+0x1c0>
mov    (%rsp),%eax
mov    $0x74697865,%ecx
xor    %ecx,%eax
movzbl 0x4(%rsp),%ecx
or     %eax,%ecx
je     1374 <main+0x1d4>
mov    (%rsp),%eax
mov    $0x74697571,%ecx
xor    %ecx,%eax
movzbl 0x4(%rsp),%ecx
or     %eax,%ecx
je     1374 <main+0x1d4>
mov    (%rsp),%eax
mov    $0x53574154,%ecx
xor    %ecx,%eax
movzbl 0x4(%rsp),%ecx
or     %eax,%ecx
jne    1237 <main+0x97>
lea    0xe38(%rip),%rdi
call   1060 <puts@plt>
lea    0xe6a(%rip),%rdi
call   1060 <puts@plt>
lea    0xe91(%rip),%rdi
call   1060 <puts@plt>
lea    0xea6(%rip),%rdi
call   1060 <puts@plt>
lea    0xebe(%rip),%rdi
call   1060 <puts@plt>
lea    0xed7(%rip),%rdi
call   1060 <puts@plt>
lea    0xee4(%rip),%rdi
call   1060 <puts@plt>
jmp    1237 <main+0x97>
cs nopw 0x0(%rax,%rax,1)
xchg   %ax,%ax
xor    %eax,%eax
call   10b0 <Game_Load@plt>
test   %eax,%eax
jne    1227 <main+0x87>
jmp    1237 <main+0x97>
lea    0xd96(%rip),%rdi
call   1060 <puts@plt>
xor    %eax,%eax
add    $0x28,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
pop    %rbp
ret

LLVM IR (-O0):
@.str = [2 x i8] c"\0A\00"
@.str.1 = [59 x i8] c"*********************************************************\0A\00"
@.str.2 = [59 x i8] c"Welcome to TAWS (Text Adventure Without Swords) volume 3!\0A\00"
@.str.3 = [11 x i8] c"Commands:\0A\00"
@.str.4 = [24 x i8] c"new: Begin a new game.\0A\00"
@.str.5 = [26 x i8] c"load: Load a saved game.\0A\00"
@.str.6 = [50 x i8] c"exit: Exit TAWS v3, but why would you want that?\0A\00"
@.str.7 = [25 x i8] c"Please enter a command: \00"
@stdin = global i32 0
@.str.8 = [4 x i8] c"new\00"
@.str.9 = [4 x i8] c"New\00"
@.str.10 = [5 x i8] c"load\00"
@.str.11 = [5 x i8] c"Load\00"
@.str.12 = [5 x i8] c"exit\00"
@.str.13 = [5 x i8] c"quit\00"
@.str.14 = [42 x i8] c"Well wasn't that fun? See you next time!\0A\00"
@.str.15 = [5 x i8] c"TAWS\00"
@.str.16 = [63 x i8] c"TAWS is most commonly known as Text Adventure Without Swords.\0A\00"
@.str.17 = [52 x i8] c"However, it has other meanings as well, including:\0A\00"
@.str.18 = [34 x i8] c"Terribly Amazing Walrus Strategy\0A\00"
@.str.19 = [37 x i8] c"Torrential Admission of Watery Soup\0A\00"
@.str.20 = [38 x i8] c"Timetable Antithesis Waking Somebody\0A\00"
@.str.21 = [26 x i8] c"Top Ankle Wise Surrender\0A\00"
@.str.22 = [19 x i8] c"... or just TAWS.\0A\00"
define i32 @main(i32 %0, i8** %1) {
%3 = alloca i32
%4 = alloca i32
%5 = alloca i8**
%6 = alloca [32 x i8]
store i32 0, i32* %3
store i32 %0, i32* %4
store i8** %1, i8*** %5
%7 = call i32 @printf(i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0))
%8 = call i32 @printf(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.1, i64 0, i64 0))
%9 = call i32 @printf(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.2, i64 0, i64 0))
%10 = call i32 @printf(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.1, i64 0, i64 0))
%11 = call i32 @printf(i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0))
%12 = call i32 @time(i32* null)
%13 = call i32 @srand(i32 %12)
br label %14
14: ; preds = %2, %78
br label %15
15: ; preds = %14, %46, %73
%16 = call i32 @printf(i8* getelementptr inbounds ([11 x i8], [11 x i8]* @.str.3, i64 0, i64 0))
%17 = call i32 @printf(i8* getelementptr inbounds ([24 x i8], [24 x i8]* @.str.4, i64 0, i64 0))
%18 = call i32 @printf(i8* getelementptr inbounds ([26 x i8], [26 x i8]* @.str.5, i64 0, i64 0))
%19 = call i32 @printf(i8* getelementptr inbounds ([50 x i8], [50 x i8]* @.str.6, i64 0, i64 0))
%20 = call i32 @printf(i8* getelementptr inbounds ([25 x i8], [25 x i8]* @.str.7, i64 0, i64 0))
%21 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%22 = load i32, i32* @stdin
%23 = call i32 @fgets(i8* %21, i32 31, i32 %22)
%24 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%25 = call i32 @ZeroReturn(i8* %24)
%26 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%27 = call i32 @strcmp(i8* %26, i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.8, i64 0, i64 0))
%28 = icmp ne i32 %27, 0
br i1 %28, label %29, label %33
29: ; preds = %15
%30 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%31 = call i32 @strcmp(i8* %30, i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.9, i64 0, i64 0))
%32 = icmp ne i32 %31, 0
br i1 %32, label %35, label %33
33: ; preds = %29, %15
%34 = call i32 (...) @Game_New()
br label %74
35: ; preds = %29
%36 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%37 = call i32 @strcmp(i8* %36, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.10, i64 0, i64 0))
%38 = icmp ne i32 %37, 0
br i1 %38, label %39, label %43
39: ; preds = %35
%40 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%41 = call i32 @strcmp(i8* %40, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.11, i64 0, i64 0))
%42 = icmp ne i32 %41, 0
br i1 %42, label %48, label %43
43: ; preds = %39, %35
%44 = call i32 (...) @Game_Load()
%45 = icmp ne i32 %44, 0
br i1 %45, label %47, label %46
46: ; preds = %43
br label %15
47: ; preds = %43
br label %74
48: ; preds = %39
%49 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%50 = call i32 @strcmp(i8* %49, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.12, i64 0, i64 0))
%51 = icmp ne i32 %50, 0
br i1 %51, label %52, label %56
52: ; preds = %48
%53 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%54 = call i32 @strcmp(i8* %53, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.13, i64 0, i64 0))
%55 = icmp ne i32 %54, 0
br i1 %55, label %58, label %56
56: ; preds = %52, %48
%57 = call i32 @printf(i8* getelementptr inbounds ([42 x i8], [42 x i8]* @.str.14, i64 0, i64 0))
store i32 0, i32* %3
br label %80
58: ; preds = %52
%59 = getelementptr inbounds [32 x i8], [32 x i8]* %6, i64 0, i64 0
%60 = call i32 @strcmp(i8* %59, i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.15, i64 0, i64 0))
%61 = icmp ne i32 %60, 0
br i1 %61, label %70, label %62
62: ; preds = %58
%63 = call i32 @printf(i8* getelementptr inbounds ([63 x i8], [63 x i8]* @.str.16, i64 0, i64 0))
%64 = call i32 @printf(i8* getelementptr inbounds ([52 x i8], [52 x i8]* @.str.17, i64 0, i64 0))
%65 = call i32 @printf(i8* getelementptr inbounds ([34 x i8], [34 x i8]* @.str.18, i64 0, i64 0))
%66 = call i32 @printf(i8* getelementptr inbounds ([37 x i8], [37 x i8]* @.str.19, i64 0, i64 0))
%67 = call i32 @printf(i8* getelementptr inbounds ([38 x i8], [38 x i8]* @.str.20, i64 0, i64 0))
%68 = call i32 @printf(i8* getelementptr inbounds ([26 x i8], [26 x i8]* @.str.21, i64 0, i64 0))
%69 = call i32 @printf(i8* getelementptr inbounds ([19 x i8], [19 x i8]* @.str.22, i64 0, i64 0))
br label %70
70: ; preds = %62, %58
br label %71
71: ; preds = %70
br label %72
72: ; preds = %71
br label %73
73: ; preds = %72
br label %15
74: ; preds = %47, %33
%75 = call i64 (...) @Game_Loop()
%76 = icmp eq i64 %75, 0
br i1 %76, label %77, label %78
77: ; preds = %74
br label %79
78: ; preds = %74
br label %14
79: ; preds = %77
store i32 0, i32* %3
br label %80
80: ; preds = %79, %56
%81 = load i32, i32* %3
ret i32 %81
}

LLVM IR (-O2):
@.str.7 = [25 x i8] c"Please enter a command: \00"
@stdin = global i32 0
@.str.10 = [5 x i8] c"load\00"
@.str.11 = [5 x i8] c"Load\00"
@.str.12 = [5 x i8] c"exit\00"
@.str.13 = [5 x i8] c"quit\00"
@.str.15 = [5 x i8] c"TAWS\00"
@str.23 = [58 x i8] c"Welcome to TAWS (Text Adventure Without Swords) volume 3!\00"
@str.24 = [58 x i8] c"*********************************************************\00"
@str.25 = [10 x i8] c"Commands:\00"
@str.26 = [23 x i8] c"new: Begin a new game.\00"
@str.27 = [25 x i8] c"load: Load a saved game.\00"
@str.28 = [49 x i8] c"exit: Exit TAWS v3, but why would you want that?\00"
@str.29 = [41 x i8] c"Well wasn't that fun? See you next time!\00"
@str.30 = [62 x i8] c"TAWS is most commonly known as Text Adventure Without Swords.\00"
@str.31 = [51 x i8] c"However, it has other meanings as well, including:\00"
@str.32 = [33 x i8] c"Terribly Amazing Walrus Strategy\00"
@str.33 = [36 x i8] c"Torrential Admission of Watery Soup\00"
@str.34 = [37 x i8] c"Timetable Antithesis Waking Somebody\00"
@str.35 = [25 x i8] c"Top Ankle Wise Surrender\00"
@str.36 = [18 x i8] c"... or just TAWS.\00"
define i32 @main(i32 %0, i8** nocapture readnone %1) {
%3 = alloca [32 x i8]
%4 = getelementptr inbounds [32 x i8], [32 x i8]* %3, i64 0, i64 0
%5 = tail call i32 @putchar(i32 10)
%6 = tail call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([58 x i8], [58 x i8]* @str.24, i64 0, i64 0))
%7 = tail call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([58 x i8], [58 x i8]* @str.23, i64 0, i64 0))
%8 = tail call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([58 x i8], [58 x i8]* @str.24, i64 0, i64 0))
%9 = tail call i32 @putchar(i32 10)
%10 = tail call i32 @time(i32* null)
%11 = tail call i32 @srand(i32 %10)
%12 = bitcast [32 x i8]* %3 to i32*
br label %13
13: ; preds = %56, %2
%14 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([10 x i8], [10 x i8]* @str.25, i64 0, i64 0))
%15 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([23 x i8], [23 x i8]* @str.26, i64 0, i64 0))
%16 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([25 x i8], [25 x i8]* @str.27, i64 0, i64 0))
%17 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([49 x i8], [49 x i8]* @str.28, i64 0, i64 0))
%18 = call i32 @printf(i8* dereferenceable(1) getelementptr inbounds ([25 x i8], [25 x i8]* @.str.7, i64 0, i64 0))
%19 = load i32, i32* @stdin
%20 = call i32 @fgets(i8* %4, i32 31, i32 %19)
%21 = call i32 @ZeroReturn(i8* %4)
%22 = load i32, i32* %12
switch i32 %22, label %25 [
i32 7824750, label %23
i32 7824718, label %23
]
23: ; preds = %13, %13
%24 = call i32 (...) @Game_New()
br label %53
25: ; preds = %13
%26 = call i32 @bcmp(i8* dereferenceable(5) %4, i8* dereferenceable(5) getelementptr inbounds ([5 x i8], [5 x i8]* @.str.10, i64 0, i64 0), i64 5)
%27 = icmp eq i32 %26, 0
br i1 %27, label %31, label %28
28: ; preds = %25
%29 = call i32 @bcmp(i8* dereferenceable(5) %4, i8* dereferenceable(5) getelementptr inbounds ([5 x i8], [5 x i8]* @.str.11, i64 0, i64 0), i64 5)
%30 = icmp eq i32 %29, 0
br i1 %30, label %31, label %34
31: ; preds = %28, %25
%32 = call i32 (...) @Game_Load()
%33 = icmp eq i32 %32, 0
br i1 %33, label %56, label %53
34: ; preds = %28
%35 = call i32 @bcmp(i8* dereferenceable(5) %4, i8* dereferenceable(5) getelementptr inbounds ([5 x i8], [5 x i8]* @.str.12, i64 0, i64 0), i64 5)
%36 = icmp eq i32 %35, 0
br i1 %36, label %40, label %37
37: ; preds = %34
%38 = call i32 @bcmp(i8* dereferenceable(5) %4, i8* dereferenceable(5) getelementptr inbounds ([5 x i8], [5 x i8]* @.str.13, i64 0, i64 0), i64 5)
%39 = icmp eq i32 %38, 0
br i1 %39, label %40, label %42
40: ; preds = %37, %34
%41 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([41 x i8], [41 x i8]* @str.29, i64 0, i64 0))
br label %57
42: ; preds = %37
%43 = call i32 @bcmp(i8* dereferenceable(5) %4, i8* dereferenceable(5) getelementptr inbounds ([5 x i8], [5 x i8]* @.str.15, i64 0, i64 0), i64 5)
%44 = icmp eq i32 %43, 0
br i1 %44, label %45, label %56
45: ; preds = %42
%46 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([62 x i8], [62 x i8]* @str.30, i64 0, i64 0))
%47 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([51 x i8], [51 x i8]* @str.31, i64 0, i64 0))
%48 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([33 x i8], [33 x i8]* @str.32, i64 0, i64 0))
%49 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([36 x i8], [36 x i8]* @str.33, i64 0, i64 0))
%50 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([37 x i8], [37 x i8]* @str.34, i64 0, i64 0))
%51 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([25 x i8], [25 x i8]* @str.35, i64 0, i64 0))
%52 = call i32 @puts(i8* dereferenceable(1) getelementptr inbounds ([18 x i8], [18 x i8]* @str.36, i64 0, i64 0))
br label %56
53: ; preds = %31, %23
%54 = call i64 (...) @Game_Loop()
%55 = icmp eq i64 %54, 0
br i1 %55, label %57, label %56
56: ; preds = %53, %45, %42, %31
br label %13
57: ; preds = %53, %40
ret i32 0
}