Move global item collected-state, deadzone, and story flags into save file
Adds three new pieces of save-file state, all following the same shape: the save file is the single source of truth, not a separate live runtime copy that gets synced in/out. - globalitemstore.h/.c: per-global-entity-ID "collected" flags (savefile_t.globalItemCollected), so a global item entity's init callback can check whether it was already picked up in a prior session without needing to keep the entity itself alive to remember that. - Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/ SDL2, previously hardcoded per-platform literals that the settings menu didn't actually affect) now read savefile_t.deadzone directly via saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h (SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit(). - Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is replaced by savefile_t.storyFlags, read/written via the existing storyFlagGet()/storyFlagSet() call sites (now macros/functions over the active save file instead of a separate array). tools/story.py now generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults() stamps those onto a save the first time it's used (file->exists false), called from rpgInit(). Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is actually being played" constant, replacing three different local/implicit 0s (uigamemenu.c, rpg.c, and now the settings/input call sites). Verified round-trip on Linux (all three together in one save/load cycle); both Linux and PSP build clean.
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@@ -38,7 +38,11 @@ out += [
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" STORY_FLAG_COUNT",
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"} storyflag_t;",
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"",
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"static storyflagvalue_t STORY_FLAG_VALUES[STORY_FLAG_COUNT] = {",
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"// Stamped onto a save file's storyFlags the first time it's used (see",
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"// storyFlagInitDefaults()) - not a live value array. Live flag state",
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"// lives entirely in the save file (savefile_t.storyFlags), read/written",
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"// via storyFlagGet()/storyFlagSet() - see storyflag.h.",
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"static const storyflagvalue_t STORY_FLAG_DEFAULTS[STORY_FLAG_COUNT] = {",
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]
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for flag in flags:
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out.append(f" [{flag_enum(flag['id'])}] = {flag['initial']},")
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