[Accessibility] Text to Speech (#2487)
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@@ -1020,8 +1020,6 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
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}
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titleCtx->texture = GetResourceDataByName(texture, false);
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//titleCtx->texture = texture;
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titleCtx->isBossCard = false;
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titleCtx->hasTranslation = false;
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titleCtx->x = x;
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@@ -1044,6 +1042,10 @@ void TitleCard_Update(PlayState* play, TitleCardContext* titleCtx) {
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}
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if (DECR(titleCtx->delayTimer) == 0) {
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if (titleCtx->durationTimer == 80) {
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GameInteractor_ExecuteOnPresentTitleCard();
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}
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if (DECR(titleCtx->durationTimer) == 0) {
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Math_StepToS(&titleCtx->alpha, 0, 30);
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Math_StepToS(&titleCtx->intensityR, 0, 70);
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@@ -3133,6 +3133,8 @@ void Message_Update(PlayState* play) {
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if (msgCtx->msgLength == 0) {
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return;
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}
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GameInteractor_ExecuteOnDialogMessage();
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bool isB_Held = CVarGetInteger("gSkipText", 0) != 0 ? CHECK_BTN_ALL(input->cur.button, BTN_B) && !sTextboxSkipped
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: CHECK_BTN_ALL(input->press.button, BTN_B);
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@@ -6064,6 +6064,8 @@ void Interface_Update(PlayState* play) {
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Left_HUD_Margin = CVarGetInteger("gHUDMargin_L", 0);
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Right_HUD_Margin = CVarGetInteger("gHUDMargin_R", 0);
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Bottom_HUD_Margin = CVarGetInteger("gHUDMargin_B", 0);
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GameInteractor_ExecuteOnInterfaceUpdate();
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if (CHECK_BTN_ALL(debugInput->press.button, BTN_DLEFT)) {
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gSaveContext.language = LANGUAGE_ENG;
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