Clean up contest doc
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@@ -52,33 +52,6 @@
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#define CONTEST_AI_CHECK_ORDER (1 << 4)
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#define CONTEST_AI_CHECK_GOOD_MOVE (1 << 5)
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#define CONTEST_AI_ERRATIC (1 << 6)
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#define CONTEST_AI_DUMMY_1 (1 << 7)
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#define CONTEST_AI_DUMMY_2 (1 << 8)
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#define CONTEST_AI_DUMMY_3 (1 << 9)
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#define CONTEST_AI_DUMMY_4 (1 << 10)
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#define CONTEST_AI_DUMMY_5 (1 << 11)
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#define CONTEST_AI_DUMMY_6 (1 << 12)
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#define CONTEST_AI_DUMMY_7 (1 << 13)
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#define CONTEST_AI_DUMMY_8 (1 << 14)
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#define CONTEST_AI_DUMMY_9 (1 << 15)
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#define CONTEST_AI_DUMMY_10 (1 << 16)
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#define CONTEST_AI_DUMMY_11 (1 << 17)
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#define CONTEST_AI_DUMMY_12 (1 << 18)
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#define CONTEST_AI_DUMMY_13 (1 << 19)
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#define CONTEST_AI_DUMMY_14 (1 << 20)
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#define CONTEST_AI_DUMMY_15 (1 << 21)
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#define CONTEST_AI_DUMMY_16 (1 << 22)
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#define CONTEST_AI_DUMMY_17 (1 << 23)
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#define CONTEST_AI_DUMMY_18 (1 << 24)
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#define CONTEST_AI_DUMMY_19 (1 << 25)
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#define CONTEST_AI_DUMMY_20 (1 << 26)
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#define CONTEST_AI_DUMMY_21 (1 << 27)
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#define CONTEST_AI_DUMMY_22 (1 << 28)
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#define CONTEST_AI_DUMMY_23 (1 << 29)
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#define CONTEST_AI_DUMMY_24 (1 << 30)
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#define CONTEST_AI_DUMMY_25 (1 << 31)
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#define CONTEST_AI_ALL (CONTEST_AI_CHECK_BAD_MOVE | CONTEST_AI_CHECK_COMBO | CONTEST_AI_CHECK_BORING | CONTEST_AI_CHECK_EXCITEMENT | CONTEST_AI_CHECK_ORDER | CONTEST_AI_CHECK_GOOD_MOVE | CONTEST_AI_ERRATIC)
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#define CONTEST_AI_DUMMIES_1 (CONTEST_AI_DUMMY_1 | CONTEST_AI_DUMMY_2 | CONTEST_AI_DUMMY_3 | CONTEST_AI_DUMMY_4 | CONTEST_AI_DUMMY_5)
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#define CONTEST_EFFECT_HIGHLY_APPEALING 0
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#define CONTEST_EFFECT_USER_MORE_EASILY_STARTLED 1
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@@ -127,11 +127,11 @@ struct Contest
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{
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u8 playerMoveChoice;
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u8 appealNumber;
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u8 unused2[CONTESTANT_COUNT];
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bool16 unk1920A_0:1; // Task active flags?
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bool16 unk1920A_1:1;
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bool16 unk1920A_2:1;
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bool16 unk1920A_3:1;
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u8 unk[CONTESTANT_COUNT]; // never read
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bool16 unused1:1;
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bool16 unused2:1;
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bool16 unused3:1;
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bool16 unused4:1;
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bool16 waitForJudgeSpeechBubble:1;
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bool16 isShowingApplauseMeter:1;
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bool16 applauseMeterIsMoving:1;
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@@ -140,10 +140,10 @@ struct Contest
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bool16 sliderHeartsAnimating:1; // When the slider heart is appearing/disappearing
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bool16 waitForLink:1;
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u8 mainTaskId;
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u8 unk1920D[4];
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u8 filler1[4];
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u8 judgeAttentionTaskId;
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u8 blendTaskId;
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u8 filler19213;
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u8 filler2;
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u8 turnNumber;
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u8 currentContestant;
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u8 judgeSpeechBubbleSpriteId;
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@@ -159,8 +159,8 @@ struct Contest
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struct ContestantStatus
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{
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s16 appeal1; // move appeal?
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s16 appeal2; // final appeal after end of turn, maybe?
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s16 baseAppeal;
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s16 appeal;
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s16 pointTotal;
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u16 currMove;
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u16 prevMove;
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@@ -264,8 +264,8 @@ struct ContestTV
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s16 move;
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u8 winnerFlags;
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u8 loserFlags;
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u8 madeAppeal:1;
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u8 madeExcitingAppeal:1;
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bool8 madeAppeal:1;
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bool8 madeExcitingAppeal:1;
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};
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struct ContestUnused
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