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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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