fix: resolve CodeChecker findings and add CodeChecker ignore rules
- Refactor cause in draw_game_over_screen to an immediately invoked lambda, eliminating dead store warning - Rename sound effect files to standard-compliant names without double underscores to prevent reserved macro warnings in soundbank.h - Update source/game_audio.cpp to use clean SFX_* macro identifiers - Add codechecker_skip.txt to ignore external devkitPro toolchain headers - Ignore .codechecker/ output artifacts directory in .gitignore - Update AGENTS.md file tree and sound asset references
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@@ -8,16 +8,16 @@ void audio_setup(AudioContext &audio) {
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mmLoad(MOD_0RIGIN);
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mmLoadEffect(SFX_332629__TREASURESOUNDS__ITEM_PICKUP);
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mmLoadEffect(SFX_PICKUP);
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mmLoadEffect(SFX_BOOM);
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mmLoadEffect(SFX_167127__CRISSTANZA__PAUSE);
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mmLoadEffect(SFX_167126__CRISSTANZA__UNPAUSE);
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mmLoadEffect(SFX_273792__PACOMAV__PLOP);
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mmLoadEffect(SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED);
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mmLoadEffect(SFX_PAUSE);
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mmLoadEffect(SFX_UNPAUSE);
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mmLoadEffect(SFX_PLOP);
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mmLoadEffect(SFX_SAD_TROMBONE);
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mmLoadEffect(SFX_DENIED);
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audio.sfx_pickup = {
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{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
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{ SFX_PICKUP },
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static_cast<int>(1.0F * (1 << 10)),
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0,
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255,
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@@ -33,7 +33,7 @@ void audio_setup(AudioContext &audio) {
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};
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audio.sfx_pause = {
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{ SFX_167127__CRISSTANZA__PAUSE },
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{ SFX_PAUSE },
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static_cast<int>(1.0F * (1 << 10)),
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2,
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255,
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@@ -41,7 +41,7 @@ void audio_setup(AudioContext &audio) {
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};
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audio.sfx_unpause = {
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{ SFX_167126__CRISSTANZA__UNPAUSE },
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{ SFX_UNPAUSE },
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static_cast<int>(1.0F * (1 << 10)),
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3,
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255,
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@@ -49,7 +49,7 @@ void audio_setup(AudioContext &audio) {
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};
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audio.sfx_plop = {
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{ SFX_273792__PACOMAV__PLOP },
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{ SFX_PLOP },
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static_cast<int>(1.0F * (1 << 10)),
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4,
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128,
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@@ -57,7 +57,7 @@ void audio_setup(AudioContext &audio) {
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};
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audio.sfx_fail = {
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{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
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{ SFX_SAD_TROMBONE },
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static_cast<int>(1.0F * (1 << 10)),
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4,
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255,
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+12
-15
@@ -164,21 +164,18 @@ void draw_game_over_screen(const GameState &state) {
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iprintf("\x1b[8;4HDifficulty: %s", state.hardMode ? "Hard " : "Normal");
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iprintf("\x1b[10;4HCause of Defeat:");
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const char *cause = "Collision";
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switch (state.gameOverReason) {
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case GameOverReason::SelfCollision:
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cause = "Bite Collision (Hit Body)";
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break;
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case GameOverReason::BarrierCollision:
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cause = "Energy Barrier Impact";
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break;
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case GameOverReason::RottenAppleDepleted:
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cause = "Depleted by Rotten Apple";
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break;
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default:
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cause = "Collision";
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break;
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}
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const char *const cause = [&state]() {
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switch (state.gameOverReason) {
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case GameOverReason::SelfCollision:
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return "Bite Collision (Hit Body)";
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case GameOverReason::BarrierCollision:
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return "Energy Barrier Impact";
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case GameOverReason::RottenAppleDepleted:
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return "Depleted by Rotten Apple";
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default:
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return "Collision";
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}
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}();
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iprintf("\x1b[11;4H %s", cause);
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iprintf("\x1b[14;2H----------------------------");
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