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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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@@ -53,6 +53,7 @@ OfflineTestDecompiler setup_decompiler(const OfflineTestWorkGroup& work,
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std::vector<fs::path>{}, std::vector<fs::path>{}, *dc.config);
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dc.db->dts.art_group_info = dc.config->art_group_info_dump;
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dc.db->dts.jg_info = dc.config->jg_info_dump;
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dc.db->dts.textures = dc.config->texture_info_dump;
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std::unordered_set<std::string> db_files;
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for (auto& files_by_name : dc.db->obj_files_by_name) {
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