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Init
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+8
-8
@@ -2064,12 +2064,12 @@ 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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s32 pad;
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u32 temp_v0_12;
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s32 sp94;
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uintptr_t zAlloc;
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s32 zAllocSize;
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Player* player;
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s32 i;
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s32 spawn;
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u8 sp87;
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u8 sceneLayer;
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s32 scene;
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if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
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@@ -2209,7 +2209,7 @@ void Play_Init(GameState* thisx) {
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gSaveContext.sceneLayer = 0;
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}
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sp87 = gSaveContext.sceneLayer;
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sceneLayer = gSaveContext.sceneLayer;
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Play_SpawnScene(
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this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)),
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@@ -2262,7 +2262,7 @@ void Play_Init(GameState* thisx) {
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if (gSaveContext.gameMode != 1) {
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if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
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this->transitionType =
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(Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sp87) >> 7) & 0x7F;
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(Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sceneLayer) >> 7) & 0x7F;
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} else {
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this->transitionType = gSaveContext.nextTransitionType;
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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@@ -2292,9 +2292,9 @@ void Play_Init(GameState* thisx) {
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D_801F6D4C->envColor.a = 0;
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EnvFlags_UnsetAll(this);
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THA_GetSize(&this->state.heap);
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sp94 = THA_GetSize(&this->state.heap);
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temp_v0_12 = (u32)THA_AllocEndAlign16(&this->state.heap, sp94);
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ZeldaArena_Init(((temp_v0_12 + 8) & ~0xF), (sp94 - ((temp_v0_12 + 8) & ~0xF)) + temp_v0_12);
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zAllocSize = THA_GetSize(&this->state.heap);
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zAlloc = (uintptr_t)THA_AllocEndAlign16(&this->state.heap, zAllocSize);
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ZeldaArena_Init(((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc);
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Actor_InitContext(this, &this->actorCtx, this->linkActorEntry);
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while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {
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