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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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@@ -84,13 +84,13 @@ static BOOL other_bg_check(daE_PH_c* i_this, fopAc_ac_c* i_other) {
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}
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void daE_PH_c::SetStopingCam() {
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camera_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_p->mCamera.Set(mCamCenter, mCamEye, mCamFovY, 0);
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}
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void daE_PH_c::SetStopCam(cXyz i_center, f32 i_offsetZ, f32 i_offsetY, s16 i_offsetAngle) {
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camera_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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cXyz offset(0.0f, i_offsetY, i_offsetZ);
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cXyz eye_offset(0.0f, 0.0f, 0.0f);
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@@ -110,7 +110,7 @@ void daE_PH_c::SetCMoveCam(cXyz i_target, f32 i_scale, f32 i_maxStep) {
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}
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void daE_PH_c::SetReleaseCam() {
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camera_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera_p = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_p->mCamera.Reset(mCamCenter, mCamEye);
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camera_p->mCamera.Start();
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