Complete REGULAR_BATTLE immediately, fix stale saveslot tests
REGULAR_BATTLE previously never completed on its own, hanging any cutscene that reached it - START_BATTLE already waits out the whole encounter and returns to the overworld before this item ever runs, so it's now a completes-immediately hook point for future regular-battle- specific follow-up. Also updates test_saveslot.c for the mapName/partyMembers schema additions: the round-trip test now writes a valid map name for its in-use slot, "missingFieldsUseDefaults" is replaced with a test for the blank-slot short-circuit it was actually hitting, and a new regression test locks in that an in-use slot with no map name is treated as corrupt. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -11,5 +11,5 @@ bool_t cutsceneRegularBattleUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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return false;
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return true;
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}
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@@ -9,12 +9,15 @@
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#include "rpg/cutscene/item/cutsceneitembase.h"
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/**
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* Updates a regular-battle step. Currently a placeholder - behaves exactly
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* like IDLE (see cutsceneidle.h) and never completes on its own.
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* Updates a regular-battle step. By the time this item runs, the preceding
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* START_BATTLE item has already waited out the whole encounter, synced
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* party HP/MP, and returned to the overworld scene - so this is currently
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* just a completes-immediately hook point for whatever regular-battle-
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* specific follow-up (loot, post-battle dialogue, etc.) gets added later.
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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* @returns false always.
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* @returns true always.
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*/
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bool_t cutsceneRegularBattleUpdate(
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const cutsceneitem_t *item,
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