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Introduce SaveContext.gameMode enum (#1198)
* gamemode enum * owl save * trailing enum comma
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@@ -3701,7 +3701,7 @@ void Magic_Update(PlayState* play) {
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// Add magic until magicFillTarget is reached
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gSaveContext.save.playerData.magic += 0x10;
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if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneLayer < 4)) {
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if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (gSaveContext.sceneLayer < 4)) {
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play_sound(NA_SE_SY_GAUGE_UP - SFX_FLAG);
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}
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@@ -4482,7 +4482,7 @@ void Interface_DrawClock(PlayState* play) {
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if (R_TIME_SPEED != 0) {
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if ((msgCtx->msgMode == 0) || ((play->actorCtx.flags & ACTORCTX_FLAG_1) && !Play_InCsMode(play)) ||
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(msgCtx->msgMode == 0) || ((msgCtx->currentTextId >= 0x100) && (msgCtx->currentTextId <= 0x200)) ||
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(gSaveContext.gameMode == 3)) {
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(gSaveContext.gameMode == GAMEMODE_END_CREDITS)) {
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if (!FrameAdvance_IsEnabled(&play->state) && !Environment_IsTimeStopped() && (gSaveContext.save.day < 4)) {
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/**
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* Changes Clock's transparancy depending if Player is moving or not and possibly other things
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