mirror of
https://github.com/open-goal/jak-project
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231 lines
13 KiB
Common Lisp
231 lines
13 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(require "engine/ui/text-h.gc")
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(require "pc/pckernel-common.gc")
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(require "engine/game/fact-h.gc")
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(require "engine/debug/debug.gc")
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(require "engine/game/game-info-h.gc")
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#| Entity debugging utilities. |#
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(declare-file (debug))
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(define *debug-temp-string* (new 'debug 'string 4096 (the string #f)))
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(defmethod set-entity! ((obj entity-debug-inspect) (e entity))
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"set the entity to inspect"
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(set! (-> obj entity) e)
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(unless e
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(set! *display-actor-anim* (the string #f)))
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(set! (-> obj scroll-y) 0)
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e)
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;; custom entity functions for pc port
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(defun-debug entity-inspect-draw ((inspect-info entity-debug-inspect))
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"draw text about an entity on screen"
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(update-pad inspect-info 0)
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(let* ((e (-> inspect-info entity))
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(name (res-lump-struct e 'name string)))
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(set! *display-actor-anim* (the string (and (-> inspect-info show-actor-info) name)))
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;; draw trans
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(add-debug-x #t (bucket-id debug-no-zbuf) (-> e trans) (static-rgba 255 255 0 128))
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(if (or (not (-> inspect-info show-actor-info))
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(!= (-> e type) entity-actor)
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(and (= (-> e type) entity-actor) (not (-> (the entity-actor e) extra process))))
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(add-debug-text-3d #t (bucket-id debug-no-zbuf) name (-> e trans) (font-color red) (new 'static 'vector2h :y 8)))
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;; start writing text
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(let* ((begin-y (- 16 (* (-> inspect-info scroll-y) 8)))
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(cur-y begin-y)
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(y-adv 8))
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(with-dma-buffer-add-bucket ((debug-buf (-> (current-frame) debug-buf)) (bucket-id debug-no-zbuf))
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;; basic info, actor id, etc
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(draw-string-xy (string-format "~3L~A~0L ~A~%tags: ~D size: ~D aid: #x~x~%R1/L1 scroll L3 toggle display-actor-info~%UP toggle display-long-info~%--------------------"
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(-> e type)
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name
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(length e)
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(asize-of e)
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(-> e aid))
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debug-buf
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352
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cur-y
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(font-color default)
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(font-flags shadow kerning middle))
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(+! cur-y (* 8 5))
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(cond
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((type-type? (-> e type) entity-actor)
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(let ((actor (the entity-actor e)))
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;; print info for entity-actors
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(draw-string-xy (string-format "etype: ~A~%nav: ~A vis: ~D task: ~S"
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(-> actor etype)
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(!= #f (-> actor nav-mesh))
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(-> actor vis-id)
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(game-task->string (-> actor task)))
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debug-buf
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352
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cur-y
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(font-color default)
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(font-flags shadow kerning middle))
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(+! cur-y (* 8 2)))))
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;; draw each tag in entity
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(dotimes (i (length e))
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(let ((data (get-tag-index-data e i)))
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;; tag info
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(format (clear *debug-temp-string*) "~3L~2D)~0L ~20L~A~0L:" i (-> e tag i name) (-> e tag i elt-type))
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;; tag data - special cases first
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(cond
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;; some water-height info
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((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float))
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(+! y-adv (* 8 1))
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(format *debug-temp-string*
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" ~mm ~mm ~mm~%(~S)"
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(-> (the (pointer float) data) 0)
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(-> (the (pointer float) data) 1)
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(-> (the (pointer float) data) 2)
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(begin
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(bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*))
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*temp-string*)))
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;; some water-height info but with 5 elts
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((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float))
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(+! y-adv (* 8 2))
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(format *debug-temp-string*
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" ~mm ~mm ~mm~%(~S)~%~mm"
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(-> (the (pointer float) data) 0)
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(-> (the (pointer float) data) 1)
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(-> (the (pointer float) data) 2)
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(begin
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(bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*))
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*temp-string*)
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(-> (the (pointer float) data) 4)))
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;; music flava (music ambients)
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((and (= (-> e tag i name) 'flava) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " (music-flava ~S)" (music-flava->string (-> (the (pointer music-flava) data) 0))))
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;; text id (can be hint ambient)
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((and (= (-> e tag i name) 'text-id) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " (text-id ~S)" (text-id->string (-> (the (pointer text-id) data) 0))))
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;; eco-info, like in vents, crates, or collectables in general
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((and (= (-> e tag i name) 'eco-info) (= (-> e tag i elt-count) 2) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " ~S " (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) 0))))
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(if (= (pickup-type fuel-cell) (-> (the (pointer int32) data) 0))
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(format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) 1))))
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(format *debug-temp-string* "~D" (-> (the (pointer int32) data) 1)))
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(if (= (pickup-type buzzer) (-> (the (pointer int32) data) 0))
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(format *debug-temp-string*
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" ~S"
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(game-task->string (the-as game-task (logand #xffff (-> (the (pointer int32) data) 1)))))))
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;; fact options, usually enemies or crates
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((and (= (-> e tag i name) 'options) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) uint32))
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(format *debug-temp-string* " (fact-options ")
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(bit-enum->string fact-options (-> (the (pointer uint32) data) 0) *debug-temp-string*)
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(format *debug-temp-string* ")"))
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;; these can be displayed visually with other tools.
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((and (= (-> e tag i name) 'visvol)
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(= (-> e tag i elt-count) 2)
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(= (-> e tag i elt-type) vector)
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(not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display actor-vis!"))
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((and (= (-> e tag i name) 'path) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display path marks!"))
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((and (= (-> e tag i name) 'vol) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display vol marks!"))
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(else
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;; more generic tag info
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(dotimes (ii (-> e tag i elt-count))
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(format *debug-temp-string* " ")
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(case (-> e tag i elt-type)
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((string symbol type) (format *debug-temp-string* "~A" (-> (the (pointer basic) data) ii)))
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((float)
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(case (-> e tag i name)
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;; meters are better here
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(('spring-height 'vis-dist
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'height-info
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'distance
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'cam-notice-dist
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'cam-vert
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'cam-horz
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'idle-distance
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'nearest-y-threshold
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'center-point
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'center-radius
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'notice-dist
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'trigger-height
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'notice-top)
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(format *debug-temp-string* "~mm" (-> (the (pointer float) data) ii)))
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;; degrees are better for these
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(('rotoffset 'fov 'rotmin 'rotmax 'tiltmin 'tiltmax 'rotspeed)
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(format *debug-temp-string* "~rdeg" (-> (the (pointer float) data) ii)))
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(else (format *debug-temp-string* "~f" (-> (the (pointer float) data) ii)))))
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((int8) (format *debug-temp-string* "~D" (-> (the (pointer int8) data) ii)))
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((int16) (format *debug-temp-string* "~D" (-> (the (pointer int16) data) ii)))
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((int32)
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(case (-> e tag i name)
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(('final-pickup 'pickup-type)
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(format *debug-temp-string* "~S" (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) ii)))))
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(('alt-task) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) ii)))))
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(else (format *debug-temp-string* "~D" (-> (the (pointer int32) data) ii)))))
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((uint8)
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(case (-> e tag i name)
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;; not sure
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(('shadow-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint8) data) ii)))
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(else (format *debug-temp-string* "#x~x" (-> (the (pointer uint8) data) ii)))))
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((uint16) (format *debug-temp-string* "#x~x" (-> (the (pointer uint16) data) ii)))
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((uint32)
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(case (-> e tag i name)
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;; actually actor-id
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(('nav-mesh-actor 'open-actor
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'trigger-actor
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'path-actor
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'state-actor
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'alt-actor
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'next-actor
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'prev-actor
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'spawner-blocker-actor
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'spawner-trigger-actor
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'kill-actor
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'fade-actor
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'water-actor
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'target-actor)
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(format *debug-temp-string*
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"~%#x~x (~S)"
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(-> (the (pointer uint32) data) ii)
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(res-lump-struct (entity-by-aid (-> (the (pointer uint32) data) ii)) 'name string))
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(+! y-adv 8))
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;; used for fuel-cell
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(('movie-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint32) data) ii)))
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(else (format *debug-temp-string* "#x~x" (-> (the (pointer uint32) data) ii)))))
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((vector)
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(case (-> e tag i name)
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;; guess
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(('movie-pos)
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(format *debug-temp-string*
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"~%(~mm ~mm ~mm ~rdeg)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w)))
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;; not super useful
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(('nav-mesh-sphere)
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(format *debug-temp-string*
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"~%(~mm ~mm ~mm ~mm)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w)))
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(else
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(format *debug-temp-string*
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"~%(~f ~f ~f ~f)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w))))
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(+! y-adv 8))
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;; no clue! please report this.
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(else
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(format *debug-temp-string* "<unknown res-tag type ~A>" (-> e tag i elt-type))
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(set! ii (the int (-> e tag i elt-count))))))))
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;; draw a string for each tag instead of all at once. allows using smaller strings.
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(draw-string-xy *debug-temp-string* debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle))
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(+! cur-y y-adv)
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(set! y-adv 8)))
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;; set max scroll based on how large the whole text was, ignore first 20 lines.
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(set! (-> inspect-info scroll-y-max) (max 0 (+ -20 (/ (- cur-y begin-y) 8))))))))
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