#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*/ zlBeginQuads();
int /*<<< orphan*/ zlEndQuads();
int /*<<< orphan*/ zlTexCoord2x(int, int);
int /*<<< orphan*/ zlVertex3x(int, int, int);
void rendermobrhand(void) {
  zlBeginQuads();
  zlTexCoord2x(5 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, -8192);
  zlTexCoord2x(5 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, -8192);
  zlTexCoord2x(6 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, 8192);
  zlTexCoord2x(6 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, 8192);
  zlTexCoord2x(8 * 4096, 1 * 4096);
  zlVertex3x(8192, 8192, -8192);
  zlTexCoord2x(8 * 4096, 4 * 4096);
  zlVertex3x(8192, -40960, -8192);
  zlTexCoord2x(7 * 4096, 4 * 4096);
  zlVertex3x(8192, -40960, 8192);
  zlTexCoord2x(7 * 4096, 1 * 4096);
  zlVertex3x(8192, 8192, 8192);
  zlTexCoord2x(5 * 4096, 0 * 4096);
  zlVertex3x(8192, 8192, -8192);
  zlTexCoord2x(5 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, -8192);
  zlTexCoord2x(6 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, 8192);
  zlTexCoord2x(6 * 4096, 0 * 4096);
  zlVertex3x(8192, 8192, 8192);
  zlTexCoord2x(5 * 4096, 5 * 4096);
  zlVertex3x(8192, -40960, -8192);
  zlTexCoord2x(5 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, -8192);
  zlTexCoord2x(6 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, 8192);
  zlTexCoord2x(6 * 4096, 5 * 4096);
  zlVertex3x(8192, -40960, 8192);
  zlTexCoord2x(5 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, -8192);
  zlTexCoord2x(5 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, -8192);
  zlTexCoord2x(4 * 4096, 4 * 4096);
  zlVertex3x(8192, -40960, -8192);
  zlTexCoord2x(4 * 4096, 1 * 4096);
  zlVertex3x(8192, 8192, -8192);
  zlTexCoord2x(6 * 4096, 1 * 4096);
  zlVertex3x(-8192, 8192, 8192);
  zlTexCoord2x(6 * 4096, 4 * 4096);
  zlVertex3x(-8192, -40960, 8192);
  zlTexCoord2x(7 * 4096, 4 * 4096);
  zlVertex3x(8192, -40960, 8192);
  zlTexCoord2x(7 * 4096, 1 * 4096);
  zlVertex3x(8192, 8192, 8192);
  zlEndQuads();
}


x86 assembly (clang, -O0):
<rendermobrhand>:
push   %rbp
mov    %rsp,%rbp
mov    $0x0,%al
call   1030 <zlBeginQuads@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0x2000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%edx
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x8000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%esi
mov    $0xffffe000,%edx
mov    %esi,%edi
call   1050 <zlVertex3x@plt>
mov    $0x8000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    %edx,%edi
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
xor    %esi,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%esi
mov    $0xffffe000,%edx
mov    %esi,%edi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0x2000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%edx
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
xor    %esi,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    %edx,%edi
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%esi
mov    %esi,%edi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x5000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0x2000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x4000,%esi
mov    %esi,%edi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x4000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%esi
mov    $0xffffe000,%edx
mov    %esi,%edi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%edx
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    $0xffff6000,%esi
mov    %edx,%edi
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edx
mov    %edx,%edi
mov    %edx,%esi
call   1050 <zlVertex3x@plt>
mov    $0x0,%al
call   1040 <zlEndQuads@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<rendermobrhand>:
push   %rax
xor    %eax,%eax
call   1030 <zlBeginQuads@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x8000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x8000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
xor    %esi,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
xor    %esi,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x5000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x5000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x5000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x4000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x4000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0xffffe000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x6000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0xffffe000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x4000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0xffff6000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
mov    $0x7000,%edi
mov    $0x1000,%esi
call   1060 <zlTexCoord2x@plt>
mov    $0x2000,%edi
mov    $0x2000,%esi
mov    $0x2000,%edx
call   1050 <zlVertex3x@plt>
xor    %eax,%eax
pop    %rcx
jmp    1040 <zlEndQuads@plt>

LLVM IR (-O0):
define void @rendermobrhand() {
%1 = call i32 (...) @zlBeginQuads()
%2 = call i32 @zlTexCoord2x(i32 20480, i32 4096)
%3 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%4 = call i32 @zlTexCoord2x(i32 20480, i32 16384)
%5 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%6 = call i32 @zlTexCoord2x(i32 24576, i32 16384)
%7 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%8 = call i32 @zlTexCoord2x(i32 24576, i32 4096)
%9 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%10 = call i32 @zlTexCoord2x(i32 32768, i32 4096)
%11 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%12 = call i32 @zlTexCoord2x(i32 32768, i32 16384)
%13 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%14 = call i32 @zlTexCoord2x(i32 28672, i32 16384)
%15 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%16 = call i32 @zlTexCoord2x(i32 28672, i32 4096)
%17 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%18 = call i32 @zlTexCoord2x(i32 20480, i32 0)
%19 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%20 = call i32 @zlTexCoord2x(i32 20480, i32 4096)
%21 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%22 = call i32 @zlTexCoord2x(i32 24576, i32 4096)
%23 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%24 = call i32 @zlTexCoord2x(i32 24576, i32 0)
%25 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%26 = call i32 @zlTexCoord2x(i32 20480, i32 20480)
%27 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%28 = call i32 @zlTexCoord2x(i32 20480, i32 16384)
%29 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%30 = call i32 @zlTexCoord2x(i32 24576, i32 16384)
%31 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%32 = call i32 @zlTexCoord2x(i32 24576, i32 20480)
%33 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%34 = call i32 @zlTexCoord2x(i32 20480, i32 4096)
%35 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%36 = call i32 @zlTexCoord2x(i32 20480, i32 16384)
%37 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%38 = call i32 @zlTexCoord2x(i32 16384, i32 16384)
%39 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%40 = call i32 @zlTexCoord2x(i32 16384, i32 4096)
%41 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%42 = call i32 @zlTexCoord2x(i32 24576, i32 4096)
%43 = call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%44 = call i32 @zlTexCoord2x(i32 24576, i32 16384)
%45 = call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%46 = call i32 @zlTexCoord2x(i32 28672, i32 16384)
%47 = call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%48 = call i32 @zlTexCoord2x(i32 28672, i32 4096)
%49 = call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%50 = call i32 (...) @zlEndQuads()
ret void
}

LLVM IR (-O2):
define void @rendermobrhand() {
%1 = tail call i32 (...) @zlBeginQuads()
%2 = tail call i32 @zlTexCoord2x(i32 20480, i32 4096)
%3 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%4 = tail call i32 @zlTexCoord2x(i32 20480, i32 16384)
%5 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%6 = tail call i32 @zlTexCoord2x(i32 24576, i32 16384)
%7 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%8 = tail call i32 @zlTexCoord2x(i32 24576, i32 4096)
%9 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%10 = tail call i32 @zlTexCoord2x(i32 32768, i32 4096)
%11 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%12 = tail call i32 @zlTexCoord2x(i32 32768, i32 16384)
%13 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%14 = tail call i32 @zlTexCoord2x(i32 28672, i32 16384)
%15 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%16 = tail call i32 @zlTexCoord2x(i32 28672, i32 4096)
%17 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%18 = tail call i32 @zlTexCoord2x(i32 20480, i32 0)
%19 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%20 = tail call i32 @zlTexCoord2x(i32 20480, i32 4096)
%21 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%22 = tail call i32 @zlTexCoord2x(i32 24576, i32 4096)
%23 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%24 = tail call i32 @zlTexCoord2x(i32 24576, i32 0)
%25 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%26 = tail call i32 @zlTexCoord2x(i32 20480, i32 20480)
%27 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%28 = tail call i32 @zlTexCoord2x(i32 20480, i32 16384)
%29 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%30 = tail call i32 @zlTexCoord2x(i32 24576, i32 16384)
%31 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%32 = tail call i32 @zlTexCoord2x(i32 24576, i32 20480)
%33 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%34 = tail call i32 @zlTexCoord2x(i32 20480, i32 4096)
%35 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 -8192)
%36 = tail call i32 @zlTexCoord2x(i32 20480, i32 16384)
%37 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 -8192)
%38 = tail call i32 @zlTexCoord2x(i32 16384, i32 16384)
%39 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 -8192)
%40 = tail call i32 @zlTexCoord2x(i32 16384, i32 4096)
%41 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 -8192)
%42 = tail call i32 @zlTexCoord2x(i32 24576, i32 4096)
%43 = tail call i32 @zlVertex3x(i32 -8192, i32 8192, i32 8192)
%44 = tail call i32 @zlTexCoord2x(i32 24576, i32 16384)
%45 = tail call i32 @zlVertex3x(i32 -8192, i32 -40960, i32 8192)
%46 = tail call i32 @zlTexCoord2x(i32 28672, i32 16384)
%47 = tail call i32 @zlVertex3x(i32 8192, i32 -40960, i32 8192)
%48 = tail call i32 @zlTexCoord2x(i32 28672, i32 4096)
%49 = tail call i32 @zlVertex3x(i32 8192, i32 8192, i32 8192)
%50 = tail call i32 (...) @zlEndQuads()
ret void
}