Remove per-item cutscene authoring macros
Every CUTSCENE_XXX(...) shorthand (CUTSCENE_WAIT, CUTSCENE_TEXT, CUTSCENE_ENTITY_WALK_TO, etc.) existed to build a cutsceneitem_t literal in C; real cutscenes are now authored exclusively as .jsonc files, and the only other users were test fixtures. Deletes all ~55 of these macros (and the shared CUTSCENE_ITEM(...) helper they built on) along with their doc comments, leaving each item's struct/enum/Start/Update/ Load declarations untouched. test_battle.c, test_cutscenecontrol.c, test_cutscenemaparea.c, test_cutscenesystem.c and test_entityinteract.c now build their cutsceneitem_t fixtures as plain struct literals instead. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -15,11 +15,17 @@ static const 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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CUTSCENE_BATTLE_WAIT_STATE(BATTLE_STATE_PRE_ROUND),
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CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE),
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{
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.type = CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE,
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.battleWaitState = { .state = BATTLE_STATE_PRE_ROUND }
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},
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{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = CUTSCENE_PAUSE_BATTLE },
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// enemy (slot 2) forced onto allyA (slot 0)
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CUTSCENE_BATTLE_FORCE_ACTION(2, 0),
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CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_NONE)
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{
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.type = CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION,
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.battleForceAction = { .fighterIndex = 2, .targetIndex = 0 }
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},
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{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = CUTSCENE_PAUSE_NONE }
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};
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static const cutscene_t CUTSCENE_TEST_SCRATCH = {
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.items = CUTSCENE_TEST_SCRATCH_ITEMS,
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