Use gamemode enum (#5089)
* Use gamemode enum * update console command for file_select
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@@ -510,8 +510,8 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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bool debugCsSkip = (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START) &&
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(gSaveContext.fileNum != 0xFEDC) && CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0));
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if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (play->sceneNum != SCENE_HYRULE_FIELD) &&
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(csCtx->frames > 20) &&
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if ((gSaveContext.gameMode != GAMEMODE_NORMAL) && (gSaveContext.gameMode != GAMEMODE_END_CREDITS) &&
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(play->sceneNum != SCENE_HYRULE_FIELD) && (csCtx->frames > 20) &&
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(CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B) ||
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CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START)) &&
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@@ -575,7 +575,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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osSyncPrintf("\n分岐先指定!!=[%d]番", cmd->base); // "Future fork designation=No. [%d]"
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if ((gSaveContext.gameMode != 0) && (csCtx->frames != cmd->startFrame)) {
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if ((gSaveContext.gameMode != GAMEMODE_NORMAL) && (csCtx->frames != cmd->startFrame)) {
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gSaveContext.unk_13E7 = 1;
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}
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@@ -908,7 +908,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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break;
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case 54:
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gSaveContext.gameMode = 3;
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gSaveContext.gameMode = GAMEMODE_END_CREDITS;
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Audio_SetSoundBanksMute(0x6F);
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play->linkAgeOnLoad = 1;
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play->nextEntranceIndex = ENTR_GERUDO_VALLEY_EAST_EXIT;
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@@ -1288,7 +1288,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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break;
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case 117:
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gSaveContext.gameMode = 3;
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gSaveContext.gameMode = GAMEMODE_END_CREDITS;
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Audio_SetSoundBanksMute(0x6F);
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play->linkAgeOnLoad = 0;
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play->nextEntranceIndex = ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN;
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@@ -2080,7 +2080,7 @@ void func_80068DC0(PlayState* play, CutsceneContext* csCtx) {
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osSyncPrintf("\n\n\n\n\nやっぱりここかいな"); // "Right here, huh"
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gSaveContext.cutsceneIndex = 0;
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gSaveContext.gameMode = 0;
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gSaveContext.gameMode = GAMEMODE_NORMAL;
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if (D_8015FCC8 != 0) {
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switch (gSaveContext.entranceIndex) {
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@@ -2203,7 +2203,7 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
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return;
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}
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if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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if ((gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_OUTSIDE_TEMPLE) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT)) {
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Flags_SetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT);
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gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_EAST_EXIT;
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