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Runtime/MP1: Replace bitfield unions with constructor initializers
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@@ -14,13 +14,16 @@ namespace urde::MP1 {
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CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&)
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: CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock()) {
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x2a_25_samusAlive = true;
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: CMFGameBase("CMFGame")
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, x14_stateManager(stateMgr.lock())
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, x18_guiManager(guiMgr.lock())
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, x2a_24_initialized(false)
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, x2a_25_samusAlive(true) {
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static_cast<CMain&>(*g_Main).SetMFGameBuilt(true);
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}
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CMFGame::~CMFGame() {
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CMain& main = static_cast<CMain&>(*g_Main);
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auto& main = static_cast<CMain&>(*g_Main);
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main.SetMFGameBuilt(false);
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main.SetScreenFading(false);
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CDecalManager::Reinitialize();
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@@ -253,8 +256,9 @@ void CMFGame::EnterMapScreen() {
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x14_stateManager->SetInMapScreen(true);
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}
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CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader") {
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CMain* m = static_cast<CMain*>(g_Main);
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CMFGameLoader::CMFGameLoader()
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: CMFGameLoaderBase("CMFGameLoader"), x2c_24_initialized(false), x2c_25_transitionFinished(false) {
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auto* m = static_cast<CMain*>(g_Main);
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switch (m->GetFlowState()) {
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case EFlowState::Default:
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case EFlowState::StateSetter: {
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