Move cutscene item type enum and authoring macros to their own headers
cutsceneitemtype_t moves from cutsceneitem.h into cutsceneitembase.h, alongside a new CUTSCENE_ITEM(TYPE, UNION_NAME, ...) shorthand that fills in a cutsceneitem_t literal's .type and union member together. Every CUTSCENE_* authoring macro (CUTSCENE_WAIT, CUTSCENE_TEXT, CUTSCENE_AUDIO_PLAY, etc.) moves out of the single, ever-growing cutscene.h into the header of the item type it actually authors, built on top of CUTSCENE_ITEM. cutscene.h now only holds cutscene_t itself plus the CUTSCENE/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE macros, which aren't tied to any one item type. Every relocated macro also gained a proper JSDoc-style comment block with @param tags. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -9,6 +9,14 @@
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#include "audio/mixer/audiomixerchannel.h"
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#include "rpg/cutscene/item/cutsceneitembase.h"
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/**
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* Resumes CHANNEL immediately.
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*
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* @param CHANNEL audiomixerchannel_t to resume.
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*/
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#define CUTSCENE_AUDIO_RESUME(CHANNEL) \
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CUTSCENE_ITEM(CUTSCENE_ITEM_TYPE_AUDIO_RESUME, audioResumeChannel, CHANNEL)
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/**
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* Starts an audio resume step (resumes the channel immediately).
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*
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