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Explicit Asset ID refactor
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@@ -100,7 +100,7 @@ CGameState::GameFileStateInfo CGameState::LoadGameFileState(const u8* data) {
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ret.x20_hardMode = stream.ReadEncoded(1);
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stream.ReadEncoded(1);
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CAssetId origMLVL = u32(stream.ReadEncoded(32));
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ret.x8_mlvlId = g_ResFactory->TranslateOriginalToNew(origMLVL);
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ret.x8_mlvlId = origMLVL;
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BitsToDouble conv;
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conv.low = stream.ReadEncoded(32);
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@@ -146,7 +146,7 @@ CGameState::CGameState(CBitStreamReader& stream, u32 saveIdx) : x20c_saveFileIdx
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x228_24_hardMode = stream.ReadEncoded(1);
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x228_25_initPowerupsAtFirstSpawn = stream.ReadEncoded(1);
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x84_mlvlId = g_ResFactory->TranslateOriginalToNew(u32(stream.ReadEncoded(32)));
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x84_mlvlId = u32(stream.ReadEncoded(32));
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MP1::CMain::EnsureWorldPakReady(x84_mlvlId);
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BitsToDouble conv;
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@@ -209,7 +209,7 @@ void CGameState::PutTo(CBitStreamWriter& writer) const {
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writer.WriteEncoded(CBasics::ToWiiTime(std::chrono::system_clock::now()) / CBasics::TICKS_PER_SECOND, 32);
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writer.WriteEncoded(x228_24_hardMode, 1);
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writer.WriteEncoded(x228_25_initPowerupsAtFirstSpawn, 1);
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writer.WriteEncoded(g_ResFactory->TranslateNewToOriginal(x84_mlvlId).Value(), 32);
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writer.WriteEncoded(x84_mlvlId.Value(), 32);
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BitsToDouble conv;
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conv.doub = xa0_playTime;
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