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d_s_room / d_s_name / d_a_title debug work (#3123)
* d_s_room / d_s_name debug work * camera_class rtti fix * d_a_title debug / handle shield rel changes * fix shield build * fix regressions
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@@ -1195,8 +1195,8 @@ static void fish_set(b_bq_class* i_this) {
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static void demo_camera(b_bq_class* i_this) {
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fopAc_ac_c* a_this = (fopAc_ac_c*)i_this;
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camera_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_class* camera0 = dComIfGp_getCamera(0);
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera0 = dComIfGp_getCamera(0);
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daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
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fopAc_ac_c* tentacle = fopAcM_SearchByID(i_this->mTentacleIDs[i_this->field_0x123c]);
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e_mb_class* monkeybomb = (e_mb_class*)fopAcM_SearchByID(i_this->mMonkeyBombID);
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@@ -1420,8 +1420,8 @@ static void demo_camera(b_bq_class* i_this) {
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daPy_getPlayerActorClass()->changeOriginalDemo();
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i_this->mDemoCamEye = camera0->lookat.eye;
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i_this->mDemoCamCenter = camera0->lookat.center;
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i_this->mDemoCamEye = camera0->view.lookat.eye;
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i_this->mDemoCamCenter = camera0->view.lookat.center;
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dComIfGp_getEvent()->startCheckSkipEdge(a_this);
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// fallthrough
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