fix init event to not be terrible
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946fbb1fa2
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@ -4,7 +4,6 @@
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extern Input D_801F6C18;
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RECOMP_DECLARE_EVENT(recomp_on_init(PlayState* play));
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RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
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RECOMP_DECLARE_EVENT(recomp_before_play_update(PlayState* play));
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RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play));
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@ -13,18 +12,11 @@ void controls_play_update(PlayState* play) {
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gSaveContext.options.zTargetSetting = recomp_get_targeting_mode();
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}
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bool inited = false;
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// @recomp Patched to add hooks for various added functionality.
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RECOMP_PATCH void Play_Main(GameState* thisx) {
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static Input* prevInput = NULL;
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PlayState* this = (PlayState*)thisx;
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if (!inited) {
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recomp_on_init(this);
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inited = true;
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}
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recomp_on_play_main(this);
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// @recomp
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@ -7,6 +7,8 @@ void Main_InitMemory(void);
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void Main_InitScreen(void);
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RECOMP_DECLARE_EVENT(recomp_on_init());
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// @recomp Patched to load the code segment in the recomp runtime.
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RECOMP_PATCH void Main_Init(void) {
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DmaRequest dmaReq;
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@ -14,6 +16,8 @@ RECOMP_PATCH void Main_Init(void) {
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OSMesg msg[1];
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size_t prevSize;
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recomp_on_init();
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osCreateMesgQueue(&mq, msg, ARRAY_COUNT(msg));
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prevSize = gDmaMgrDmaBuffSize;
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