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https://github.com/open-goal/jak-project.git
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99866cec88
- `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.
21 lines
825 B
C++
21 lines
825 B
C++
#pragma once
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#include "common/common_types.h"
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#include "common/goos/Object.h"
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#include "common/type_system/TypeSystem.h"
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#include "common/versions/versions.h"
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#include "decompiler/IR2/Env.h"
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#include "decompiler/ObjectFile/LinkedWord.h"
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namespace decompiler {
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goos::Object decompile_sparticle_field_init(const std::vector<decompiler::LinkedWord>& words,
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u16 field_id,
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u16 flags,
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goos::Object sound_spec,
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goos::Object userdata,
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const TypeSystem& ts,
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GameVersion version,
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const Env& env);
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} // namespace decompiler
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