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document bugs (#1519)
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@ -1963,6 +1963,9 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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lightRadius = 500.0f * ratio;
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//! @bug One of the conditions for this block checks an entrance index to see if the light ball should draw.
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//! This does not account for the fact that some dungeons have multiple entrances.
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//! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw.
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if ((play->csCtx.state == CS_STATE_IDLE) &&
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(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
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((void)0, gSaveContext.entranceIndex)) &&
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@ -1995,6 +1998,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
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}
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//! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw in
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//! every scene at the same position that it was originally set.
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Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
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((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
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((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
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