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cleanup, fake match Play_Init
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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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s32 Entrance_GetSceneNumAbsolute(u16 entrance);
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s32 Entrance_GetSpawnNum(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_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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@@ -123,6 +123,8 @@ extern GraphicsContext* __gfxCtx;
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#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
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#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
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#define RGBA8(r, g, b, a) (((r & 0xFF) << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | ((a & 0xFF) << 0))
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#define ROUND(x) (s32)(((x) >= 0.0) ? ((x) + 0.5) : ((x) - 0.5))
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#define SWAP(type, a, b) \
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+1
-1
@@ -1479,7 +1479,7 @@ extern const TransitionInit TransitionCircle_InitVars;
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extern s32 gDbgCamEnabled;
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// extern UNK_TYPE1 D_801D0D54;
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// extern UNK_TYPE2 D_801D0D58;
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// extern UNK_TYPE2 D_801D0D5C;
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// extern UNK_TYPE2 sIsCameraUnderwater;
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extern Input* D_801D0D60;
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// extern UNK_TYPE2 D_801D0D64;
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// extern UNK_TYPE1 D_801D0D7A;
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