fn hydrate(
assets: Res<'_, AssetServer>,
entities: ResMutInit<'_, Entities>,
transforms: Comp<'_, Transform>,
hydrated: CompMut<'_, MapElementHydrated>,
element_handles: CompMut<'_, ElementHandle>,
respawn_points: CompMut<'_, DehydrateOutOfBounds>,
spawner_manager: SpawnerManager<'_>,
commands: Commands<'_>,
)