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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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@@ -650,7 +650,7 @@ static cXyz create_pos[15] = {
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};
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void daE_WW_c::executeMaster() {
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camera_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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cXyz sp48 = daPy_getPlayerActorClass()->current.pos;
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f32 temp_f30 = sp48.absXZ(current.pos);
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cXyz sp3C;
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@@ -1055,7 +1055,7 @@ void daE_WW_c::executeAttack() {
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bool daE_WW_c::checkAttackStart() {
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if (field_0x734 == 0) {
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camera_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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s16 temp_r28 = (fopCamM_GetAngleY(camera) + 0x8000) - fopAcM_searchPlayerAngleY(this);
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cXyz sp14 = daPy_getPlayerActorClass()->current.pos;
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@@ -1880,7 +1880,7 @@ void daE_WW_c::action() {
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if (field_0x75d) {
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dBgS_LinChk lin_chk;
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lin_chk.Set(&dComIfGp_getCamera(0)->lookat.eye, &attention_info.position, this);
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lin_chk.Set(&dComIfGp_getCamera(0)->view.lookat.eye, &attention_info.position, this);
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if (dComIfG_Bgsp().LineCross(&lin_chk)) {
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attention_info.flags &= ~fopAc_AttnFlag_BATTLE_e;
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