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fix bad defpartgroup decomp and improve entity debug display a bit (#2423)
- Makes very nasty bugs fixed in #2402 print onscreen when detected instead of to the console.  - Fixes `valid?` decomp - Moves `entity-debug.gc` to the end of `COMMON.CGO` so we can check for keys in a few more commonly-used actor types. - Entity debug display (jak 2) now properly parses the `art-name` tag of part spawners, which gets overwritten at runtime. - Fixes #2422 . Decompiler was writing out part group rotation for the scale part, so all of those part groups had a zero in one (or all) of the axes. This "only" affected 38 groups, including all of the flame pots in tomb, jetpack guard, wasp, onin tent seal of mar, dark eco pill and a few other things.  
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@@ -3215,8 +3215,8 @@ goos::Object DefpartgroupElement::to_form_internal(const Env& env) const {
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}
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if (m_static_info.scale != 1) {
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forms.push_back(pretty_print::to_symbol(fmt::format(
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":scale ({} {} {})", float_to_string(m_static_info.rot.x()),
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float_to_string(m_static_info.rot.y()), float_to_string(m_static_info.rot.z()))));
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":scale ({} {} {})", float_to_string(m_static_info.scale.x()),
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float_to_string(m_static_info.scale.y()), float_to_string(m_static_info.scale.z()))));
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}
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}
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