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decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere` - `prim-beam-h` - `cam-start` - `ragdoll` - `light-trails-h` - `light-trails` - `menu` - `water` - `water-flow` - `hud` - `hud-classes` - `progress` - `progress-draw` --- The `get-texture` macro replaces calls to `lookup-texture-by-id` and `lookup-texture-by-id-fast`. The `defpart` macro detection was modified to print a pair like `(texture-name tpage-name)` for the texture field that gets turned into a `texture-id` constant. Only used in Jak 3 at the moment, I'll probably go through the other games at a later point.
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@@ -169,9 +169,10 @@ void decompile(const fs::path& iso_data_path, const std::string& data_subfolder)
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// textures
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decompiler::TextureDB tex_db;
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auto textures_out = out_folder / "textures";
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auto dump_out = out_folder / "import";
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file_util::create_dir_if_needed(textures_out);
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file_util::write_text_file(textures_out / "tpage-dir.txt",
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db.process_tpages(tex_db, textures_out, config));
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db.process_tpages(tex_db, textures_out, config, dump_out));
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// texture merges
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// TODO - put all this stuff in somewhere common
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