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https://github.com/open-goal/jak-project
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random fixes + support clang-cl on visual studio (#1129)
* delete unused shaders * hide some options in debug menu * change fullscreen logic a bit * add "all actors" toggle * borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?) * fix fuel cell orbit icons in widescreen * fix `curve` types * refs * fix levitator task... * fix some task stuff * update font code a bit (temp) * cmake, third-party and visual studio overhaul * Update .gitmodules * update modules * clone repos * fix encoding in zydis * where did these come from * try again * add submodule * Update 11zip * Update 11zip * Update 11zip * delete * try again * clang * update compiler flags * delete 11zip. go away. * Create memory-dump-p2s.py * properly * fix minimum architecture c++ compiler flags * fix zydis * oops * Update all-types.gc * fix clang-cl tests * make "all actors" work better, entity debug qol * update game-text conversion code to be more modularized * Create vendor.txt * fix typos and minor things * update refs * clang * Attempt to add clang-cl support to vs2019 and CI * vs2022 + clang-cl * srsly? fix clang build * Update launch.vs.json * extend windows CI timer
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@@ -7,7 +7,6 @@
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#include "decompiler/ObjectFile/ObjectFileDB.h"
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#include "common/goos/Reader.h"
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#include "common/util/BitUtils.h"
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#include "common/util/FontUtils.h"
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namespace decompiler {
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namespace {
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@@ -99,9 +98,11 @@ GameTextResult process_game_text(ObjectFileData& data, GameTextVersion version)
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}
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// escape characters
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result.text[text_id] = version == GameTextVersion::JAK1_V1
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? convert_from_jak1_encoding(text.c_str())
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: goos::get_readable_string(text.c_str()); // HACK!
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if (font_bank_exists(version)) {
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result.text[text_id] = get_font_bank(version)->convert_game_to_utf8(text.c_str());
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} else {
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result.text[text_id] = goos::get_readable_string(text.c_str()); // HACK!
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}
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// remember what we read (-1 for the type tag)
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auto string_start = (text_label.offset / 4) - 1;
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@@ -144,7 +145,7 @@ std::string write_game_text(
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// build map
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std::map<int, std::vector<std::string>> text_by_id;
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for (auto lang : langauges) {
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for (auto text : data.at(lang)) {
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for (auto& text : data.at(lang)) {
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text_by_id[text.first].push_back(text.second);
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}
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}
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