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1-
cM_rnd_c::get
1+
Mapped from SD Main Executable:
2-
cM_rnd_c::getF
2+
*cM_rnd_c::init ---> TP_rndCameraInit
3-
cM_rnd_c::getFX
3+
*cM_rnd_c::get ---> TP_getRnd 
4-
phase_00(dScnPly_c *i_this)
4+
*cM_rnd_c::getF
5-
dCamera_c::chaseCamera
5+
*cM_rnd_c::getFX
6
*phase_00(dScnPly_c *i_this) ---> TP_phase00
7-
	MAKE_MAGIC(TP_rndCameraInit,					LIB_GAME,DYNAMIC_FUNCTION),
7+
*dCamera_c::chaseCamera ---> TP_chaseCam
8
*cSAngle::cSAngle((short)) --> TP_angleCalc
9
*cSGlobe::Xyz --> TP_applyCamAngle
10-
	MAKE_MAGIC(TP_angleCalc,						LIB_GAME,DYNAMIC_FUNCTION),
10+
*cSGlobe::Val((cXyz const &)) ---> TP_valGlobe
11-
	MAKE_MAGIC(TP_applyCamAngle,					LIB_GAME,DYNAMIC_FUNCTION),
11+
*cXyz::__mi(const(Vec const &)) ---> TP_createXYZ
12-
	MAKE_MAGIC(TP_valGlobe,							LIB_GAME,DYNAMIC_FUNCTION),
12+
*dStage_stagInfoInit ---> TP_dStage_stagInfoInit
13-
	MAKE_MAGIC(TP_createXYZ,						LIB_GAME,DYNAMIC_FUNCTION),
13+
*dScnPly_Create ---> TP_scnPlayCreate
14-
	MAKE_MAGIC(TP_statusCheck,						LIB_GAME,DYNAMIC_FUNCTION),
14+
*dScnPly_Execute ---> TP_scnPlayExecute
15-
	MAKE_MAGIC(TP_pauseAllThreads,					LIB_GAME,DYNAMIC_FUNCTION),
15+
*JPAEmitterManager::JPAEmitterManager ---> TP_JPAEmitterManager
16-
	MAKE_MAGIC(TP_resumeAllThreads,					LIB_GAME,DYNAMIC_FUNCTION),
16+
*JPABaseEmitter::JPABaseEmitter ---> TP_JPABaseEmitter
17-
	MAKE_MAGIC(TP_dStage_stagInfoInit,				LIB_GAME,DYNAMIC_FUNCTION),
17+
*daAlink_c::checkRestartRoom ---> TP_checkRestartRoom
18-
	MAKE_MAGIC(TP_scnPlayCreate,					LIB_GAME,DYNAMIC_FUNCTION),
18+
*daAlink_c::startRestartRoom((unsigned long, int, int, int)) ---> TP_startRestartRoom
19-
	MAKE_MAGIC(TP_scnPlayExecute,					LIB_GAME,DYNAMIC_FUNCTION),
19+
*DVDConvertPathToEntrynum ---> TP_pathToEntryNum
20-
	MAKE_MAGIC(TP_JPAEmitterManager,				LIB_GAME,DYNAMIC_FUNCTION),
20+
*DVDConvertEntrynumToPath ---> TP_entryNumToTableEntryPtr
21-
	MAKE_MAGIC(TP_JPABaseEmitter,					LIB_GAME,DYNAMIC_FUNCTION),
21+
*dRes_info_c::setRes((void)) ---> TP_setRes
22-
	MAKE_MAGIC(TP_GraphicsStuff_WaitForSwap,		LIB_GAME,DYNAMIC_FUNCTION),
22+
*dSv_info_c::putSave ---> TP_putSave
23-
	MAKE_MAGIC(TP_checkRestartRoom,					LIB_GAME,DYNAMIC_FUNCTION),
23+
*daAlink_c::setLastSceneMode ---> TP_setLastSceneMode
24-
	MAKE_MAGIC(TP_startRestartRoom,					LIB_GAME,DYNAMIC_FUNCTION),
24+
*fopAcM_orderDoorEvent ---> TP_orderDoorEvent
25-
	MAKE_MAGIC(TP_pathToEntryNum,					LIB_GAME,DYNAMIC_FUNCTION),
25+
*dStage_playerInit ---> dStage_playerInit
26-
	MAKE_MAGIC(TP_entryNumToTableEntryPtr,			LIB_GAME,DYNAMIC_FUNCTION),
26+
*fpcMtd_Method ---> TP_fpcMtd_Method
27-
	MAKE_MAGIC(TP_setRes,							LIB_GAME,DYNAMIC_FUNCTION),
27+
*dKyeff_c::execute ---> TP_dKyeff_execute
28-
	MAKE_MAGIC(TP_putSave,							LIB_GAME,DYNAMIC_FUNCTION),
28+
*daAlink_c::execute ---> TP_daAlink_execute
29-
	MAKE_MAGIC(TP_procUI_InBackground,				LIB_GAME,DYNAMIC_FUNCTION),
29+
*mDoDvdThd_mountArchive_c::create ---> TP_mountArchive_create
30-
	MAKE_MAGIC(TP_setLastSceneMode,					LIB_GAME,DYNAMIC_FUNCTION),
30+
*dEvent_manager_c::closeProc ---> TP_demoCloseProc
31-
	MAKE_MAGIC(TP_orderDoorEvent,					LIB_GAME,DYNAMIC_FUNCTION),
31+
32-
	MAKE_MAGIC(TP_actionDoorDemo,					LIB_GAME,DYNAMIC_FUNCTION),
32+
33-
	MAKE_MAGIC(dStage_playerInit,					LIB_GAME,DYNAMIC_FUNCTION),
33+
Mapped from SD REL:
34-
	MAKE_MAGIC(TP_demoCloseProc,					LIB_GAME,DYNAMIC_FUNCTION),
34+
*daDoor20_c::actionDemo((void)) ---> TP_actionDoorDemo
35-
	MAKE_MAGIC(TP_fpcMtd_Method,					LIB_GAME,DYNAMIC_FUNCTION),
35+
*daKytag12 ---> TP_kyTag12_twilightMatter (probably not applicable for TWW)
36-
	MAKE_MAGIC(TP_dKyeff_execute,					LIB_GAME,DYNAMIC_FUNCTION),
36+
37-
	MAKE_MAGIC(TP_kyTag12_twilightMatter,			LIB_GAME,DYNAMIC_FUNCTION),
37+
38-
	MAKE_MAGIC(TP_daAlink_execute,					LIB_GAME,DYNAMIC_FUNCTION),
38+
Unique in HD:
39-
	MAKE_MAGIC(TP_mountArchive_create,				LIB_GAME,DYNAMIC_FUNCTION),
39+
*CheckForThreadStatus (called from main01, invokes ProcUIProcessMessages) ---> TP_statusCheck
40
*PauseAllThreads_Safe (called from CheckForThreadStatus, performs OSWaitEvent) ---> TP_pauseAllThreads
41
*wakeUpAllThreads (called from RegisterProcUICallbacks/procUICallback_InForeGround, RegisterProcUICallbacks triggers several ProcUIRegisterCallback, procUICallback_InForeGround performs OSSignalEventAll) ---> TP_resumeAllThreads
42
*GXWaitForSwap (called from GX2Processing, invokes GX2GetSwapInterval and GX2WaitForVsync) ---> TP_GraphicsStuff_WaitForSwap
43
*procUICallback_InBackground (called from RegisterProcUICallbacks) ---> TP_procUI_InBackground