	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_Cmd_LevelShot_f                ## -- Begin function Cmd_LevelShot_f
	.p2align	4, 0x90
_Cmd_LevelShot_f:                       ## @Cmd_LevelShot_f
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rdi, %rbx
	callq	_CheatsOk
	testl	%eax, %eax
	je	LBB0_5
## %bb.1:
	movq	_g_gametype@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	je	LBB0_3
## %bb.2:
	leaq	L_.str(%rip), %rsi
	jmp	LBB0_4
LBB0_5:
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	retq
LBB0_3:
	xorl	%eax, %eax
	callq	_BeginIntermission
	leaq	L_.str.1(%rip), %rsi
LBB0_4:
	movq	_g_entities@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	shlq	$2, %rax
	subq	%rax, %rbx
	movq	%rbx, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_trap_SendServerCommand         ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_g_gametype,8,3                 ## @g_gametype
	.comm	_g_entities,4,2                 ## @g_entities
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"print \"Must be in g_gametype 0 for levelshot\n\""

L_.str.1:                               ## @.str.1
	.asciz	"clientLevelShot"

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_Cmd_LevelShot_f                ; -- Begin function Cmd_LevelShot_f
	.p2align	2
_Cmd_LevelShot_f:                       ; @Cmd_LevelShot_f
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
	bl	_CheatsOk
	cbz	w0, LBB0_3
; %bb.1:
Lloh0:
	adrp	x8, _g_gametype@GOTPAGE
Lloh1:
	ldr	x8, [x8, _g_gametype@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	cbz	x8, LBB0_4
; %bb.2:
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	b	LBB0_5
LBB0_3:
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	ret
LBB0_4:
	bl	_BeginIntermission
Lloh5:
	adrp	x1, l_.str.1@PAGE
Lloh6:
	add	x1, x1, l_.str.1@PAGEOFF
LBB0_5:
Lloh7:
	adrp	x8, _g_entities@GOTPAGE
Lloh8:
	ldr	x8, [x8, _g_entities@GOTPAGEOFF]
Lloh9:
	ldrsw	x8, [x8]
	sub	x0, x19, x8, lsl #2
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_trap_SendServerCommand
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.cfi_endproc
                                        ; -- End function
	.comm	_g_gametype,8,3                 ; @g_gametype
	.comm	_g_entities,4,2                 ; @g_entities
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"print \"Must be in g_gametype 0 for levelshot\n\""

l_.str.1:                               ; @.str.1
	.asciz	"clientLevelShot"

.subsections_via_symbols
