Introduce SaveContext.gameMode enum (#1198)

* gamemode enum

* owl save

* trailing enum comma
This commit is contained in:
engineer124
2023-04-07 13:09:00 +10:00
committed by GitHub
parent f39d412bfe
commit 4faad208c6
10 changed files with 29 additions and 19 deletions
+2 -2
View File
@@ -3701,7 +3701,7 @@ void Magic_Update(PlayState* play) {
// Add magic until magicFillTarget is reached
gSaveContext.save.playerData.magic += 0x10;
if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneLayer < 4)) {
if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (gSaveContext.sceneLayer < 4)) {
play_sound(NA_SE_SY_GAUGE_UP - SFX_FLAG);
}
@@ -4482,7 +4482,7 @@ void Interface_DrawClock(PlayState* play) {
if (R_TIME_SPEED != 0) {
if ((msgCtx->msgMode == 0) || ((play->actorCtx.flags & ACTORCTX_FLAG_1) && !Play_InCsMode(play)) ||
(msgCtx->msgMode == 0) || ((msgCtx->currentTextId >= 0x100) && (msgCtx->currentTextId <= 0x200)) ||
(gSaveContext.gameMode == 3)) {
(gSaveContext.gameMode == GAMEMODE_END_CREDITS)) {
if (!FrameAdvance_IsEnabled(&play->state) && !Environment_IsTimeStopped() && (gSaveContext.save.day < 4)) {
/**
* Changes Clock's transparancy depending if Player is moving or not and possibly other things