* wip
* get rid of seg2_dialog_table and fix crashes
* remove unused include
* change more types to s32
* remove dialog tables from eu_translation.h
* fix dialog_table_get signature
* Change `oToadMessageDialogId` to s32
* remove exit from dialog_table_add
* warning
* calloc allocated dialogs
* avoid memcpy on allocation fail
* Move dialog entry text field init to dialog_table_init
* Free original dialog entries' text field
* Put all reset logic in one place
* Run autogen
* Remove ``get_dialog_text_ascii`` from autogen
* minor fix
* free dialog->str if replaced
* nevermind
* remove get_dialog_unmodified from autogen
* Change -1 to DIALOG_NONE
* update stuff to s32
* use growing array functions
* Change limit to something more reasonable
* add null check
* remove explicit cast
* Minor fixes
* more type fix
* peachy review
* Fix weird enums in autogen
* remove extra newline :p
* add dialog restore
* bump max dialogs just a lil bit 🥺
* add lua behavior params
* all OBJECT fields are now Lua variables
* Revert lua behavior params changes
* isaac review
* fix segfault
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Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
Due to sm64 weirdness, I can't reliably free memory at certain points
The hacky solution is to keep the previous dynamic pool in memory,
essentially requiring two frees to actually clear all memory from it