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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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@@ -213,9 +213,9 @@ static int land_check(bd_class* i_this) {
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}
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fopEn_enemy_c* a_this = (fopEn_enemy_c*)i_this;
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camera_class* camera = dComIfGp_getCamera(0);
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camera_process_class* camera = dComIfGp_getCamera(0);
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cXyz sp30;
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sp30 = camera->lookat.center - camera->lookat.eye;
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sp30 = camera->view.lookat.center - camera->view.lookat.eye;
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s16 spA = cM_atan2s(sp30.x, sp30.z);
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if (strcmp(dComIfGp_getStartStageName(), "F_SP103") == 0) {
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@@ -238,15 +238,15 @@ static int land_check(bd_class* i_this) {
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if (temp_r1[j] != 0) {
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continue;
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}
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sp30.x = land_pos[j].x - camera->lookat.eye.x;
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sp30.z = land_pos[j].z - camera->lookat.eye.z;
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sp30.x = land_pos[j].x - camera->view.lookat.eye.x;
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sp30.z = land_pos[j].z - camera->view.lookat.eye.z;
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s16 sVar2 = cM_atan2s(sp30.x, sp30.z) - spA;
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if (sVar2 >= 0x2000 || sVar2 <= -0x2000) {
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continue;
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}
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sp30.x = camera->lookat.eye.x - land_pos[j].x;
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sp30.z = camera->lookat.eye.z - land_pos[j].z;
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sp30.x = camera->view.lookat.eye.x - land_pos[j].x;
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sp30.z = camera->view.lookat.eye.z - land_pos[j].z;
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f32 temp_f1 = JMAFastSqrt((sp30.x * sp30.x) + (sp30.z * sp30.z));
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if (!(temp_f1 >= 600.0f) || !(temp_f1 < var_f31)) {
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