	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_G_WriteSessionData             ## -- Begin function G_WriteSessionData
	.p2align	4, 0x90
_G_WriteSessionData:                    ## @G_WriteSessionData
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r12
	pushq	%rbx
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_g_gametype@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	L_.str.1(%rip), %rdi
	callq	_va
	leaq	L_.str(%rip), %rdi
	movl	%eax, %esi
	callq	_trap_Cvar_Set
	movq	_level@GOTPCREL(%rip), %r14
	movl	(%r14), %eax
	testl	%eax, %eax
	jle	LBB0_5
## %bb.1:
	xorl	%r12d, %r12d
	movq	_CON_CONNECTED@GOTPCREL(%rip), %r15
	xorl	%ebx, %ebx
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	movslq	%eax, %rcx
	addq	$8, %r12
	cmpq	%rcx, %rbx
	jge	LBB0_5
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r14), %rdi
	movq	(%rdi,%r12), %rcx
	cmpq	(%r15), %rcx
	jne	LBB0_4
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	addq	%r12, %rdi
	callq	_G_WriteClientSessionData
	movl	(%r14), %eax
	jmp	LBB0_4
LBB0_5:
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"session"

L_.str.1:                               ## @.str.1
	.asciz	"%i"

	.comm	_g_gametype,4,2                 ## @g_gametype
	.comm	_level,16,3                     ## @level
	.comm	_CON_CONNECTED,8,3              ## @CON_CONNECTED
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_G_WriteSessionData             ; -- Begin function G_WriteSessionData
	.p2align	2
_G_WriteSessionData:                    ; @G_WriteSessionData
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
Lloh0:
	adrp	x8, _g_gametype@GOTPAGE
Lloh1:
	ldr	x8, [x8, _g_gametype@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
Lloh3:
	adrp	x0, l_.str.1@PAGE
Lloh4:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_va
	mov	x1, x0
Lloh5:
	adrp	x0, l_.str@PAGE
Lloh6:
	add	x0, x0, l_.str@PAGEOFF
	bl	_trap_Cvar_Set
Lloh7:
	adrp	x19, _level@GOTPAGE
Lloh8:
	ldr	x19, [x19, _level@GOTPAGEOFF]
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_5
; %bb.1:
	mov	x20, #0
	mov	x21, #0
Lloh9:
	adrp	x22, _CON_CONNECTED@GOTPAGE
Lloh10:
	ldr	x22, [x22, _CON_CONNECTED@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x21, x21, #1
	add	x20, x20, #8
	cmp	x21, w8, sxtw
	b.ge	LBB0_5
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x19, #8]
	add	x0, x9, x20
	ldr	x9, [x0]
	ldr	x10, [x22]
	cmp	x9, x10
	b.ne	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	bl	_G_WriteClientSessionData
	ldr	w8, [x19]
	b	LBB0_2
LBB0_5:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh9, Lloh10
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"session"

l_.str.1:                               ; @.str.1
	.asciz	"%i"

	.comm	_g_gametype,4,2                 ; @g_gametype
	.comm	_level,16,3                     ; @level
	.comm	_CON_CONNECTED,8,3              ; @CON_CONNECTED
.subsections_via_symbols
