Rework CUTSCENE_ITEM_TYPE_INSERT to splice into the running scene's item array
Replaces the separate insert buffer/scene and insertStack return-frame mechanism with cutsceneAppend/cutsceneAppendNext, so an inserted cutscene's items become part of the running scene's own array instead of a jump-and-return. Moves the loaded-items buffer/scene from file-scope globals into cutscenesystem_t, and extracts shared start-cutscene setup into cutsceneSystemPrepare. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -1,17 +1,10 @@
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{
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// Keyed by move id. "ability" matches a BATTLE_ABILITY_* enum name
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// (see src/dusk/rpg/battle/battleability.h) - there's no JSON loader
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// consuming this file yet, so field names/shape here are a starting
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// point, not a contract.
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"moves": {
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"fire": {
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"ability": "FIRE",
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"power": 12,
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"mpCost": 4,
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"target": "SINGLE_ENEMY",
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// Optional - name of a cutscene (see assets/cutscenes/) to play
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// when this move is used, resolved lazily like a CUTSCENE item's
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// "name" field. Omit for a move with no special presentation.
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"cutscene": "battle/fire"
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}
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}
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