	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_G_SecretExitLevel              ## -- Begin function G_SecretExitLevel
	.p2align	4, 0x90
_G_SecretExitLevel:                     ## @G_SecretExitLevel
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	movq	_gamemode@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_commercial@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_3
## %bb.1:
	leaq	L_.str(%rip), %rdi
	callq	_W_CheckNumForName
	testq	%rax, %rax
	js	LBB0_2
LBB0_3:
	movl	$1, %eax
	jmp	LBB0_4
LBB0_2:
	xorl	%eax, %eax
LBB0_4:
	movq	_secretexit@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	movq	_ga_completed@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_gameaction@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_gamemode,8,3                   ## @gamemode
	.comm	_commercial,8,3                 ## @commercial
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"map31"

	.comm	_secretexit,4,2                 ## @secretexit
	.comm	_ga_completed,4,2               ## @ga_completed
	.comm	_gameaction,4,2                 ## @gameaction
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_G_SecretExitLevel              ; -- Begin function G_SecretExitLevel
	.p2align	2
_G_SecretExitLevel:                     ; @G_SecretExitLevel
	.cfi_startproc
; %bb.0:
	stp	x29, x30, [sp, #-16]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 16
	mov	x29, sp
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
Lloh0:
	adrp	x8, _gamemode@GOTPAGE
Lloh1:
	ldr	x8, [x8, _gamemode@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
Lloh3:
	adrp	x9, _commercial@GOTPAGE
Lloh4:
	ldr	x9, [x9, _commercial@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_2
; %bb.1:
Lloh6:
	adrp	x0, l_.str@PAGE
Lloh7:
	add	x0, x0, l_.str@PAGEOFF
	bl	_W_CheckNumForName
	tbnz	x0, #63, LBB0_3
LBB0_2:
	mov	w8, #1
	b	LBB0_4
LBB0_3:
	mov	w8, #0
LBB0_4:
Lloh8:
	adrp	x9, _secretexit@GOTPAGE
Lloh9:
	ldr	x9, [x9, _secretexit@GOTPAGEOFF]
Lloh10:
	str	w8, [x9]
Lloh11:
	adrp	x8, _ga_completed@GOTPAGE
Lloh12:
	ldr	x8, [x8, _ga_completed@GOTPAGEOFF]
Lloh13:
	ldr	w8, [x8]
Lloh14:
	adrp	x9, _gameaction@GOTPAGE
Lloh15:
	ldr	x9, [x9, _gameaction@GOTPAGEOFF]
Lloh16:
	str	w8, [x9]
	ldp	x29, x30, [sp], #16             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotStr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotStr	Lloh8, Lloh9, Lloh10
	.cfi_endproc
                                        ; -- End function
	.comm	_gamemode,8,3                   ; @gamemode
	.comm	_commercial,8,3                 ; @commercial
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"map31"

	.comm	_secretexit,4,2                 ; @secretexit
	.comm	_ga_completed,4,2               ; @ga_completed
	.comm	_gameaction,4,2                 ; @gameaction
.subsections_via_symbols
