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small fixes
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+2
-2
@@ -2194,8 +2194,8 @@ void Scene_DrawConfigMatAnimManualStep(PlayState* play);
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void Scene_DrawConfigGreatBayTemple(PlayState* play);
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EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
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s32 Entrance_GetSceneNum(u16 entrance);
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u32 Entrance_GetSceneNumAbsolute(u16 entrance);
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u32 Entrance_GetSpawnNum(u16 entrance);
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s32 Entrance_GetSceneNumAbsolute(u16 entrance);
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s32 Entrance_GetSpawnNum(u16 entrance);
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s32 Entrance_GetTransitionFlags(u16 entrance);
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s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
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void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
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+1
-6
@@ -848,8 +848,6 @@ void func_8016A268(GameState* thisx, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg
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MREG(68) = arg5;
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}
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// #ifdef NON_MATCHING
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// a1/a2 reg swap around Entrance_GetSpawnNum
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void Play_Init(GameState* thisx) {
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PlayState* this = (PlayState*)thisx;
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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@@ -884,7 +882,7 @@ void Play_Init(GameState* thisx) {
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gSaveContext.unk_3CA7 = 0;
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}
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if ((s32)gSaveContext.save.entrance == -1) {
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if (gSaveContext.save.entrance == -1) {
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gSaveContext.save.entrance = 0;
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this->state.running = false;
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{
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@@ -1124,9 +1122,6 @@ void Play_Init(GameState* thisx) {
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D_801F6DFC = 0;
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func_8016FC78(&D_801F6D50);
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}
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// #else
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// #pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Init.s")
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// #endif
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// play_hireso need to confirm still
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u16 D_801D0D78[] = { 0, 0, 0, 0 };
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