#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*/ A_BOLD;
int /*<<< orphan*/ COLOR_BLACK;
int /*<<< orphan*/ COLOR_BLUE;
int /*<<< orphan*/ COLOR_CYAN;
int /*<<< orphan*/ COLOR_GREEN;
int /*<<< orphan*/ COLOR_MAGENTA;
int /*<<< orphan*/ COLOR_RED;
int /*<<< orphan*/ COLOR_WHITE;
int /*<<< orphan*/ COLOR_YELLOW;
int KEY_DOWN;
int KEY_LEFT;
int KEY_RIGHT;
int KEY_UP;
scalar_t__ LINES;
int /*<<< orphan*/ TRUE;
int /*<<< orphan*/ atexit(void (*)());
int /*<<< orphan*/ attron(int /*<<< orphan*/);
int /*<<< orphan*/ cbreak();
int /*<<< orphan*/ color_set(int, int /*<<< orphan*/);
int /*<<< orphan*/ curs_set(int /*<<< orphan*/);
scalar_t__ endwin;
int game();
int getch();
int /*<<< orphan*/ init_pair(int, int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ initscr();
int /*<<< orphan*/ keypad(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ mvaddstr(scalar_t__, int, char *);
int /*<<< orphan*/ refresh();
int /*<<< orphan*/ start_color();
int /*<<< orphan*/ stdscr;
int main(int argc, char **argv) {
  initscr();
  atexit((void (*)(void))endwin);
  start_color();
  init_pair(1, COLOR_WHITE, COLOR_RED);
  init_pair(2, COLOR_WHITE, COLOR_YELLOW);
  init_pair(3, COLOR_WHITE, COLOR_GREEN);
  init_pair(4, COLOR_WHITE, COLOR_BLUE);
  init_pair(5, COLOR_WHITE, COLOR_MAGENTA);
  init_pair(6, COLOR_YELLOW, COLOR_CYAN);
  init_pair(7, COLOR_YELLOW, COLOR_BLACK);
  init_pair(8, COLOR_GREEN, COLOR_BLACK);
  init_pair(9, COLOR_RED, COLOR_BLACK);
  init_pair(10, COLOR_WHITE, COLOR_BLACK);
  attron(A_BOLD);
  curs_set(0);
  cbreak();
  keypad(stdscr, TRUE);
  int c;
  do {
    int won = game();
    if (won)
      color_set(8, 0);
    else
      color_set(9, 0);
    mvaddstr(LINES - 4, 2, "GAME OVER");
    mvaddstr(LINES - 3, 2, "Press Q to exit");
    mvaddstr(LINES - 2, 2, "Press any other key to play again");
    refresh();
    do
      c = getch();
    while (c == KEY_LEFT || c == KEY_RIGHT || c == KEY_UP || c == KEY_DOWN);
  } while (c != 'q' && c != 'Q');
  return 0;
}


x86 assembly (clang, -O0):
<main>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
movl   $0x0,-0x4(%rbp)
mov    %edi,-0x8(%rbp)
mov    %rsi,-0x10(%rbp)
mov    $0x0,%al
call   1060 <initscr@plt>
mov    0x2dec(%rip),%rax
mov    (%rax),%rdi
call   1480 <atexit>
mov    $0x0,%al
call   1070 <start_color@plt>
mov    0x2d86(%rip),%rax
mov    (%rax),%esi
mov    0x2d4d(%rip),%rax
mov    (%rax),%edx
mov    $0x1,%edi
call   1040 <init_pair@plt>
mov    0x2d6a(%rip),%rax
mov    (%rax),%esi
mov    0x2d59(%rip),%rax
mov    (%rax),%edx
mov    $0x2,%edi
call   1040 <init_pair@plt>
mov    0x2d4e(%rip),%rax
mov    (%rax),%esi
mov    0x2d5d(%rip),%rax
mov    (%rax),%edx
mov    $0x3,%edi
call   1040 <init_pair@plt>
mov    0x2d32(%rip),%rax
mov    (%rax),%esi
mov    0x2d11(%rip),%rax
mov    (%rax),%edx
mov    $0x4,%edi
call   1040 <init_pair@plt>
mov    0x2d16(%rip),%rax
mov    (%rax),%esi
mov    0x2d15(%rip),%rax
mov    (%rax),%edx
mov    $0x5,%edi
call   1040 <init_pair@plt>
mov    0x2cf2(%rip),%rax
mov    (%rax),%esi
mov    0x2d11(%rip),%rax
mov    (%rax),%edx
mov    $0x6,%edi
call   1040 <init_pair@plt>
mov    0x2cd6(%rip),%rax
mov    (%rax),%esi
mov    0x2cfd(%rip),%rax
mov    (%rax),%edx
mov    $0x7,%edi
call   1040 <init_pair@plt>
mov    0x2cda(%rip),%rax
mov    (%rax),%esi
mov    0x2ce1(%rip),%rax
mov    (%rax),%edx
mov    $0x8,%edi
call   1040 <init_pair@plt>
mov    0x2c76(%rip),%rax
mov    (%rax),%esi
mov    0x2cc5(%rip),%rax
mov    (%rax),%edx
mov    $0x9,%edi
call   1040 <init_pair@plt>
mov    0x2c8a(%rip),%rax
mov    (%rax),%esi
mov    0x2ca9(%rip),%rax
mov    (%rax),%edx
mov    $0xa,%edi
call   1040 <init_pair@plt>
mov    0x2c46(%rip),%rax
mov    (%rax),%edi
call   1080 <attron@plt>
xor    %edi,%edi
call   10e0 <curs_set@plt>
mov    $0x0,%al
call   1030 <cbreak@plt>
mov    0x2c8a(%rip),%rax
mov    (%rax),%edi
mov    0x2c79(%rip),%rax
mov    (%rax),%esi
call   1050 <keypad@plt>
mov    $0x0,%al
call   10b0 <game@plt>
mov    %eax,-0x18(%rbp)
cmpl   $0x0,-0x18(%rbp)
je     1373 <main+0x1a3>
mov    $0x8,%edi
xor    %esi,%esi
call   10f0 <color_set@plt>
jmp    137f <main+0x1af>
mov    $0x9,%edi
xor    %esi,%esi
call   10f0 <color_set@plt>
mov    0x2c62(%rip),%rax
mov    (%rax),%rdi
sub    $0x4,%rdi
mov    $0x2,%esi
lea    0xc67(%rip),%rdx
call   10d0 <mvaddstr@plt>
mov    0x2c43(%rip),%rax
mov    (%rax),%rdi
sub    $0x3,%rdi
mov    $0x2,%esi
lea    0xc52(%rip),%rdx
call   10d0 <mvaddstr@plt>
mov    0x2c24(%rip),%rax
mov    (%rax),%rdi
sub    $0x2,%rdi
mov    $0x2,%esi
lea    0xc43(%rip),%rdx
call   10d0 <mvaddstr@plt>
mov    $0x0,%al
call   1090 <refresh@plt>
mov    $0x0,%al
call   10a0 <getch@plt>
mov    %eax,-0x14(%rbp)
mov    -0x14(%rbp),%ecx
mov    $0x1,%al
mov    0x2b77(%rip),%rdx
cmp    (%rdx),%ecx
mov    %al,-0x19(%rbp)
je     1444 <main+0x274>
mov    -0x14(%rbp),%ecx
mov    $0x1,%al
mov    0x2b70(%rip),%rdx
cmp    (%rdx),%ecx
mov    %al,-0x19(%rbp)
je     1444 <main+0x274>
mov    -0x14(%rbp),%ecx
mov    $0x1,%al
mov    0x2ba9(%rip),%rdx
cmp    (%rdx),%ecx
mov    %al,-0x19(%rbp)
je     1444 <main+0x274>
mov    -0x14(%rbp),%eax
mov    0x2b9c(%rip),%rcx
cmp    (%rcx),%eax
sete   %al
mov    %al,-0x19(%rbp)
mov    -0x19(%rbp),%al
test   $0x1,%al
jne    13e3 <main+0x213>
jmp    1454 <main+0x284>
xor    %eax,%eax
cmpl   $0x71,-0x14(%rbp)
mov    %al,-0x1a(%rbp)
je     146d <main+0x29d>
cmpl   $0x51,-0x14(%rbp)
setne  %al
mov    %al,-0x1a(%rbp)
mov    -0x1a(%rbp),%al
test   $0x1,%al
jne    134e <main+0x17e>
xor    %eax,%eax
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<main>:
push   %rbp
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
push   %rax
xor    %eax,%eax
call   1060 <initscr@plt>
mov    0x2df7(%rip),%rax
mov    (%rax),%rdi
call   13e0 <atexit>
xor    %eax,%eax
call   1070 <start_color@plt>
mov    0x2d91(%rip),%rbx
mov    (%rbx),%esi
mov    0x2d58(%rip),%r14
mov    (%r14),%edx
mov    $0x1,%edi
call   1040 <init_pair@plt>
mov    (%rbx),%esi
mov    0x2d6a(%rip),%rbp
mov    0x0(%rbp),%edx
mov    $0x2,%edi
call   1040 <init_pair@plt>
mov    (%rbx),%esi
mov    0x2d74(%rip),%r15
mov    (%r15),%edx
mov    $0x3,%edi
call   1040 <init_pair@plt>
mov    (%rbx),%esi
mov    0x2d2e(%rip),%rax
mov    (%rax),%edx
mov    $0x4,%edi
call   1040 <init_pair@plt>
mov    (%rbx),%esi
mov    0x2d39(%rip),%rax
mov    (%rax),%edx
mov    $0x5,%edi
call   1040 <init_pair@plt>
mov    0x0(%rbp),%esi
mov    0x2d3b(%rip),%rax
mov    (%rax),%edx
mov    $0x6,%edi
call   1040 <init_pair@plt>
mov    0x0(%rbp),%esi
mov    0x2d2d(%rip),%rbp
mov    0x0(%rbp),%edx
mov    $0x7,%edi
call   1040 <init_pair@plt>
mov    (%r15),%esi
mov    0x0(%rbp),%edx
mov    $0x8,%edi
call   1040 <init_pair@plt>
mov    (%r14),%esi
mov    0x0(%rbp),%edx
mov    $0x9,%edi
call   1040 <init_pair@plt>
mov    (%rbx),%esi
mov    0x0(%rbp),%edx
mov    $0xa,%edi
call   1040 <init_pair@plt>
mov    0x2c9a(%rip),%rax
mov    (%rax),%edi
call   1080 <attron@plt>
xor    %edi,%edi
call   10e0 <curs_set@plt>
xor    %eax,%eax
call   1030 <cbreak@plt>
mov    0x2cde(%rip),%rax
mov    (%rax),%edi
mov    0x2ccd(%rip),%rax
mov    (%rax),%esi
call   1050 <keypad@plt>
mov    0x2ce7(%rip),%r13
lea    0xd12(%rip),%r12
mov    0x2c61(%rip),%rbx
mov    0x2c6a(%rip),%rbp
mov    0x2cb3(%rip),%r14
mov    0x2cb4(%rip),%r15
cs nopw 0x0(%rax,%rax,1)
xchg   %ax,%ax
xor    %eax,%eax
call   10b0 <game@plt>
xor    %edi,%edi
test   %eax,%eax
sete   %dil
or     $0x8,%edi
xor    %esi,%esi
call   10f0 <color_set@plt>
mov    0x0(%r13),%rdi
add    $0xfffffffffffffffc,%rdi
mov    $0x2,%esi
lea    0xca3(%rip),%rdx
call   10d0 <mvaddstr@plt>
mov    0x0(%r13),%rdi
add    $0xfffffffffffffffd,%rdi
mov    $0x2,%esi
lea    0xc94(%rip),%rdx
call   10d0 <mvaddstr@plt>
mov    0x0(%r13),%rdi
add    $0xfffffffffffffffe,%rdi
mov    $0x2,%esi
mov    %r12,%rdx
call   10d0 <mvaddstr@plt>
xor    %eax,%eax
call   1090 <refresh@plt>
nopw   0x0(%rax,%rax,1)
xor    %eax,%eax
call   10a0 <getch@plt>
cmp    (%rbx),%eax
je     13a0 <main+0x1d0>
cmp    0x0(%rbp),%eax
je     13a0 <main+0x1d0>
cmp    (%r14),%eax
je     13a0 <main+0x1d0>
cmp    (%r15),%eax
je     13a0 <main+0x1d0>
and    $0xffffffdf,%eax
cmp    $0x51,%eax
jne    1330 <main+0x160>
xor    %eax,%eax
add    $0x8,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
pop    %rbp
ret
nopw   0x0(%rax,%rax,1)

LLVM IR (-O0):
@endwin = global i64 0
@COLOR_WHITE = global i32 0
@COLOR_RED = global i32 0
@COLOR_YELLOW = global i32 0
@COLOR_GREEN = global i32 0
@COLOR_BLUE = global i32 0
@COLOR_MAGENTA = global i32 0
@COLOR_CYAN = global i32 0
@COLOR_BLACK = global i32 0
@A_BOLD = global i32 0
@stdscr = global i32 0
@TRUE = global i32 0
@LINES = global i64 0
@.str = [10 x i8] c"GAME OVER\00"
@.str.1 = [16 x i8] c"Press Q to exit\00"
@.str.2 = [34 x i8] c"Press any other key to play again\00"
@KEY_LEFT = global i32 0
@KEY_RIGHT = global i32 0
@KEY_UP = global i32 0
@KEY_DOWN = global i32 0
define i32 @main(i32 %0, i8** %1) {
%3 = alloca i32
%4 = alloca i32
%5 = alloca i8**
%6 = alloca i32
%7 = alloca i32
store i32 0, i32* %3
store i32 %0, i32* %4
store i8** %1, i8*** %5
%8 = call i32 (...) @initscr()
%9 = load i64, i64* @endwin
%10 = inttoptr i64 %9 to void ()*
%11 = bitcast void ()* %10 to void (...)*
%12 = call i32 @atexit(void (...)* %11)
%13 = call i32 (...) @start_color()
%14 = load i32, i32* @COLOR_WHITE
%15 = load i32, i32* @COLOR_RED
%16 = call i32 @init_pair(i32 1, i32 %14, i32 %15)
%17 = load i32, i32* @COLOR_WHITE
%18 = load i32, i32* @COLOR_YELLOW
%19 = call i32 @init_pair(i32 2, i32 %17, i32 %18)
%20 = load i32, i32* @COLOR_WHITE
%21 = load i32, i32* @COLOR_GREEN
%22 = call i32 @init_pair(i32 3, i32 %20, i32 %21)
%23 = load i32, i32* @COLOR_WHITE
%24 = load i32, i32* @COLOR_BLUE
%25 = call i32 @init_pair(i32 4, i32 %23, i32 %24)
%26 = load i32, i32* @COLOR_WHITE
%27 = load i32, i32* @COLOR_MAGENTA
%28 = call i32 @init_pair(i32 5, i32 %26, i32 %27)
%29 = load i32, i32* @COLOR_YELLOW
%30 = load i32, i32* @COLOR_CYAN
%31 = call i32 @init_pair(i32 6, i32 %29, i32 %30)
%32 = load i32, i32* @COLOR_YELLOW
%33 = load i32, i32* @COLOR_BLACK
%34 = call i32 @init_pair(i32 7, i32 %32, i32 %33)
%35 = load i32, i32* @COLOR_GREEN
%36 = load i32, i32* @COLOR_BLACK
%37 = call i32 @init_pair(i32 8, i32 %35, i32 %36)
%38 = load i32, i32* @COLOR_RED
%39 = load i32, i32* @COLOR_BLACK
%40 = call i32 @init_pair(i32 9, i32 %38, i32 %39)
%41 = load i32, i32* @COLOR_WHITE
%42 = load i32, i32* @COLOR_BLACK
%43 = call i32 @init_pair(i32 10, i32 %41, i32 %42)
%44 = load i32, i32* @A_BOLD
%45 = call i32 @attron(i32 %44)
%46 = call i32 @curs_set(i32 0)
%47 = call i32 (...) @cbreak()
%48 = load i32, i32* @stdscr
%49 = load i32, i32* @TRUE
%50 = call i32 @keypad(i32 %48, i32 %49)
br label %51
51: ; preds = %97, %2
%52 = call i32 (...) @game()
store i32 %52, i32* %7
%53 = load i32, i32* %7
%54 = icmp ne i32 %53, 0
br i1 %54, label %55, label %57
55: ; preds = %51
%56 = call i32 @color_set(i32 8, i32 0)
br label %59
57: ; preds = %51
%58 = call i32 @color_set(i32 9, i32 0)
br label %59
59: ; preds = %57, %55
%60 = load i64, i64* @LINES
%61 = sub nsw i64 %60, 4
%62 = call i32 @mvaddstr(i64 %61, i32 2, i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str, i64 0, i64 0))
%63 = load i64, i64* @LINES
%64 = sub nsw i64 %63, 3
%65 = call i32 @mvaddstr(i64 %64, i32 2, i8* getelementptr inbounds ([16 x i8], [16 x i8]* @.str.1, i64 0, i64 0))
%66 = load i64, i64* @LINES
%67 = sub nsw i64 %66, 2
%68 = call i32 @mvaddstr(i64 %67, i32 2, i8* getelementptr inbounds ([34 x i8], [34 x i8]* @.str.2, i64 0, i64 0))
%69 = call i32 (...) @refresh()
br label %70
70: ; preds = %88, %59
%71 = call i32 (...) @getch()
store i32 %71, i32* %6
br label %72
72: ; preds = %70
%73 = load i32, i32* %6
%74 = load i32, i32* @KEY_LEFT
%75 = icmp eq i32 %73, %74
br i1 %75, label %88, label %76
76: ; preds = %72
%77 = load i32, i32* %6
%78 = load i32, i32* @KEY_RIGHT
%79 = icmp eq i32 %77, %78
br i1 %79, label %88, label %80
80: ; preds = %76
%81 = load i32, i32* %6
%82 = load i32, i32* @KEY_UP
%83 = icmp eq i32 %81, %82
br i1 %83, label %88, label %84
84: ; preds = %80
%85 = load i32, i32* %6
%86 = load i32, i32* @KEY_DOWN
%87 = icmp eq i32 %85, %86
br label %88
88: ; preds = %84, %80, %76, %72
%89 = phi i1 [ true, %80 ], [ true, %76 ], [ true, %72 ], [ %87, %84 ]
br i1 %89, label %70, label %90
90: ; preds = %88
br label %91
91: ; preds = %90
%92 = load i32, i32* %6
%93 = icmp ne i32 %92, 113
br i1 %93, label %94, label %97
94: ; preds = %91
%95 = load i32, i32* %6
%96 = icmp ne i32 %95, 81
br label %97
97: ; preds = %94, %91
%98 = phi i1 [ false, %91 ], [ %96, %94 ]
br i1 %98, label %51, label %99
99: ; preds = %97
ret i32 0
}

LLVM IR (-O2):
@endwin = global i64 0
@COLOR_WHITE = global i32 0
@COLOR_RED = global i32 0
@COLOR_YELLOW = global i32 0
@COLOR_GREEN = global i32 0
@COLOR_BLUE = global i32 0
@COLOR_MAGENTA = global i32 0
@COLOR_CYAN = global i32 0
@COLOR_BLACK = global i32 0
@A_BOLD = global i32 0
@stdscr = global i32 0
@TRUE = global i32 0
@LINES = global i64 0
@.str = [10 x i8] c"GAME OVER\00"
@.str.1 = [16 x i8] c"Press Q to exit\00"
@.str.2 = [34 x i8] c"Press any other key to play again\00"
@KEY_LEFT = global i32 0
@KEY_RIGHT = global i32 0
@KEY_UP = global i32 0
@KEY_DOWN = global i32 0
define i32 @main(i32 %0, i8** nocapture readnone %1) {
%3 = tail call i32 (...) @initscr()
%4 = load i64, i64* @endwin
%5 = inttoptr i64 %4 to void (...)*
%6 = tail call i32 @atexit(void (...)* %5)
%7 = tail call i32 (...) @start_color()
%8 = load i32, i32* @COLOR_WHITE
%9 = load i32, i32* @COLOR_RED
%10 = tail call i32 @init_pair(i32 1, i32 %8, i32 %9)
%11 = load i32, i32* @COLOR_WHITE
%12 = load i32, i32* @COLOR_YELLOW
%13 = tail call i32 @init_pair(i32 2, i32 %11, i32 %12)
%14 = load i32, i32* @COLOR_WHITE
%15 = load i32, i32* @COLOR_GREEN
%16 = tail call i32 @init_pair(i32 3, i32 %14, i32 %15)
%17 = load i32, i32* @COLOR_WHITE
%18 = load i32, i32* @COLOR_BLUE
%19 = tail call i32 @init_pair(i32 4, i32 %17, i32 %18)
%20 = load i32, i32* @COLOR_WHITE
%21 = load i32, i32* @COLOR_MAGENTA
%22 = tail call i32 @init_pair(i32 5, i32 %20, i32 %21)
%23 = load i32, i32* @COLOR_YELLOW
%24 = load i32, i32* @COLOR_CYAN
%25 = tail call i32 @init_pair(i32 6, i32 %23, i32 %24)
%26 = load i32, i32* @COLOR_YELLOW
%27 = load i32, i32* @COLOR_BLACK
%28 = tail call i32 @init_pair(i32 7, i32 %26, i32 %27)
%29 = load i32, i32* @COLOR_GREEN
%30 = load i32, i32* @COLOR_BLACK
%31 = tail call i32 @init_pair(i32 8, i32 %29, i32 %30)
%32 = load i32, i32* @COLOR_RED
%33 = load i32, i32* @COLOR_BLACK
%34 = tail call i32 @init_pair(i32 9, i32 %32, i32 %33)
%35 = load i32, i32* @COLOR_WHITE
%36 = load i32, i32* @COLOR_BLACK
%37 = tail call i32 @init_pair(i32 10, i32 %35, i32 %36)
%38 = load i32, i32* @A_BOLD
%39 = tail call i32 @attron(i32 %38)
%40 = tail call i32 @curs_set(i32 0)
%41 = tail call i32 (...) @cbreak()
%42 = load i32, i32* @stdscr
%43 = load i32, i32* @TRUE
%44 = tail call i32 @keypad(i32 %42, i32 %43)
br label %45
45: ; preds = %73, %2
%46 = tail call i32 (...) @game()
%47 = icmp eq i32 %46, 0
%48 = select i1 %47, i32 9, i32 8
%49 = tail call i32 @color_set(i32 %48, i32 0)
%50 = load i64, i64* @LINES
%51 = add nsw i64 %50, -4
%52 = tail call i32 @mvaddstr(i64 %51, i32 2, i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str, i64 0, i64 0))
%53 = load i64, i64* @LINES
%54 = add nsw i64 %53, -3
%55 = tail call i32 @mvaddstr(i64 %54, i32 2, i8* getelementptr inbounds ([16 x i8], [16 x i8]* @.str.1, i64 0, i64 0))
%56 = load i64, i64* @LINES
%57 = add nsw i64 %56, -2
%58 = tail call i32 @mvaddstr(i64 %57, i32 2, i8* getelementptr inbounds ([34 x i8], [34 x i8]* @.str.2, i64 0, i64 0))
%59 = tail call i32 (...) @refresh()
br label %60
60: ; preds = %60, %45
%61 = tail call i32 (...) @getch()
%62 = load i32, i32* @KEY_LEFT
%63 = icmp eq i32 %61, %62
%64 = load i32, i32* @KEY_RIGHT
%65 = icmp eq i32 %61, %64
%66 = select i1 %63, i1 true, i1 %65
%67 = load i32, i32* @KEY_UP
%68 = icmp eq i32 %61, %67
%69 = select i1 %66, i1 true, i1 %68
%70 = load i32, i32* @KEY_DOWN
%71 = icmp eq i32 %61, %70
%72 = select i1 %69, i1 true, i1 %71
br i1 %72, label %60, label %73
73: ; preds = %60
%74 = and i32 %61, -33
%75 = icmp eq i32 %74, 81
br i1 %75, label %76, label %45
76: ; preds = %73
ret i32 0
}