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Create Macros for Cutscene Data (#63)
* Added additional (potentially unused) fields to macros, now builds OK * Ran formatter, attempted better macro formatting * Formatted unknown fields as hex, further cleanups * Rename and prefix macros, use command base macros, format cutscenes with indents * Move command macros into a new file and include it globally * Generate cutscene command macros for Bg_Toki_Swd, Cleanups * Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h * Introduce CS_CMD_CONTINUE and CS_CMD_STOP * Remove apparently redundant arguments in certain commands, include the values in the macros directly * Re-add cutscene terminator destination enum values to example cutscene data * Format what should be floats as hex, Change actorAnim to actorAction * Allow floating-point representation of values in cutscene data (asm-processor hack) * Include cutscene commands only where necessary, documentation fixes * Rename actor actions to npc actions, separate player action from npc actions * Remove PlayerActionIDs for now as relevant information on it is not yet decompiled * Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
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@ -571,7 +571,7 @@ typedef struct {
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/* 0x1C */ CutsceneCameraPoint* cameraFocus;
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/* 0x20 */ CutsceneCameraPoint* cameraPosition;
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/* 0x24 */ CsCmdActorAction* linkAction;
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/* 0x28 */ CsCmdActorAction* actorActions[10]; // "npcdemopnt"
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/* 0x28 */ CsCmdActorAction* npcActions[10]; // "npcdemopnt"
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} CutsceneContext; // size = 0x50
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typedef struct {
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