Add cutsceneAppend/cutsceneAppendNext for mutating a running cutscene
cutsceneAppend adds items to the end of a cutscene_t's item array; cutsceneAppendNext inserts them at a given index instead (e.g. CUTSCENE_SYSTEM.currentItem + 1, to run immediately after the currently-executing item), shifting everything from that index onward to make room. Both are capacity-bounded against the caller- supplied itemsMax, matching cutsceneParseDoc's convention of never assuming ownership of the backing buffer's size. cutscene_t.items drops its const qualifier to allow this in-place mutation; cutsceneitem_t backing arrays in the test fixtures that get assigned into a mutable cutscene_t.items are no longer declared const either, since a const source would otherwise silently violate the field's new type. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -11,7 +11,7 @@
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// Fighter slots as added by test_battleCutsceneForceActionOverridesTarget:
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// 0 = allyA, 1 = allyB, 2 = enemy.
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static const cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
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static cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
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// Waiting BEFORE pausing is the correct order: pausing first would
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// freeze BATTLE.state wherever it happened to be and it would never
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// reach PRE_ROUND on its own to satisfy the wait.
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