fn hydrate(
game_meta: Root<'_, GameMeta>,
entities: ResMutInit<'_, Entities>,
hydrated: CompMut<'_, MapElementHydrated>,
element_handles: CompMut<'_, ElementHandle>,
assets: Res<'_, AssetServer>,
busses: CompMut<'_, Buss>,
atlas_sprites: CompMut<'_, AtlasSprite>,
bodies: CompMut<'_, KinematicBody>,
transforms: CompMut<'_, Transform>,
items: CompMut<'_, Item>,
item_throws: CompMut<'_, ItemThrow>,
item_grabs: CompMut<'_, ItemGrab>,
respawn_points: CompMut<'_, DehydrateOutOfBounds>,
spawner_manager: SpawnerManager<'_>,
)