Sunset the dedicated cutscene asset loader and the item pool
Cutscenes now load through the generic ASSET_LOADER_TYPE_JSON loader and parse straight into fixed static buffers via new cutsceneParseDoc/ cutsceneParseItem/cutsceneCountItems helpers (cutscene.c), removing the bespoke ASSET_LOADER_TYPE_CUTSCENE pipeline entirely. Only one cutscene (plus one INSERT target) is ever resident, so each resolve locks, steals the parsed doc, unlocks, and force-reaps immediately - fixing a stale-cache-reuse bug where revisiting a cutscene name after a different one could return data from the shared buffer's previous occupant. ENTITY_WALK_TO and MAP_AREA_WAIT now store their waypoints/area ids in fixed-size arrays inline on their own item struct instead of a shared bump-allocated pool, so pool/poolOffset are gone from every item type's Load callback. cutscene_t.dataSize (and the CUTSCENE(...) macro's SIZE parameter) is removed along with it - it sized entries out of that same now-deleted pool and had no other reader. NPC #4's battletest cutscene and the main menu's cutscene now resolve their target by name on interact instead of eagerly at init, so a resolved-once pointer is never held past the point its backing buffer can be reused for something else. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -45,13 +45,9 @@ bool_t cutsceneAudioResumeUpdate(
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*
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* @param itemObj The item's JSON object.
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* @param item Destination item, already zeroed by the caller.
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* @param pool Unused (AUDIO_RESUME needs no pool storage).
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* @param poolOffset Unused (AUDIO_RESUME needs no pool storage).
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* @return Error code indicating success or failure of the parse.
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*/
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errorret_t cutsceneAudioResumeLoad(
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yyjson_val *itemObj,
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cutsceneitem_t *item,
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uint8_t *pool,
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size_t *poolOffset
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cutsceneitem_t *item
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);
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