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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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@@ -1040,8 +1040,8 @@ static int ni_play(ni_class* i_this) {
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sp78.y = 0.0f;
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sp78.z = -i_this->mPadMainStickY;
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camera_class* camera = dComIfGp_getCamera(0);
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sp84 = camera->lookat.center - camera->lookat.eye;
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camera_process_class* camera = dComIfGp_getCamera(0);
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sp84 = camera->view.lookat.center - camera->view.lookat.eye;
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cMtx_YrotS(*calc_mtx, cM_atan2s(-sp84.x, -sp84.z));
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MtxPosition(&sp78, &sp84);
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@@ -1159,7 +1159,7 @@ static int ni_play(ni_class* i_this) {
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static void play_camera(ni_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_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_class* camera0 = (camera_class*)dComIfGp_getCamera(0);
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daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
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cXyz sp1D8;
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@@ -1200,8 +1200,8 @@ static void play_camera(ni_class* i_this) {
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camera->mCamera.Stop();
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i_this->field_0xafc = 500.0f;
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i_this->field_0xac8 = camera0->lookat.eye;
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i_this->field_0xad4 = camera0->lookat.center;
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i_this->field_0xac8 = camera0->view.lookat.eye;
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i_this->field_0xad4 = camera0->view.lookat.center;
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i_this->field_0xaec = dComIfGd_getView()->fovy;
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player->changeOriginalDemo();
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