jak-project/decompiler/util/sparticle_decompile.h
Hat Kid 99866cec88
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.
2024-03-23 09:25:11 -04:00

21 lines
825 B
C++

#pragma once
#include "common/common_types.h"
#include "common/goos/Object.h"
#include "common/type_system/TypeSystem.h"
#include "common/versions/versions.h"
#include "decompiler/IR2/Env.h"
#include "decompiler/ObjectFile/LinkedWord.h"
namespace decompiler {
goos::Object decompile_sparticle_field_init(const std::vector<decompiler::LinkedWord>& words,
u16 field_id,
u16 flags,
goos::Object sound_spec,
goos::Object userdata,
const TypeSystem& ts,
GameVersion version,
const Env& env);
} // namespace decompiler