Remove the explicit assignment of mode numbers
Also remove MODE_CUTSCENE, which is unused and may never be used since the cutscenes implementation ended up using something else.
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@@ -1052,7 +1052,7 @@ bool handle_action(const sf::Event& event) {
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end_scenario = false;
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// MARK: First, figure out where party is
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if(overall_mode == MODE_STARTUP || overall_mode == MODE_RESTING || overall_mode == MODE_CUTSCENE) {
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if(overall_mode == MODE_STARTUP || overall_mode == MODE_RESTING) {
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// If we get here during these modes, something is probably not right, so bail out
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add_string_to_buf("Unexpected game state!");
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return are_done;
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@@ -13,30 +13,29 @@
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/* overall mode; some seem to be missing */
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enum eGameMode {
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MODE_OUTDOORS = 0,
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MODE_OUTDOORS,
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// Town modes
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MODE_TOWN = 1,
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MODE_TALK_TOWN = 2, // looking for someone to talk
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MODE_TOWN_TARGET = 3, // spell target, that is
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MODE_USE_TOWN = 4,
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MODE_DROP_TOWN = 5,
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MODE_BASH_TOWN = 6, // unused
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MODE_TOWN,
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MODE_TALK_TOWN, // looking for someone to talk
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MODE_TOWN_TARGET, // spell target, that is
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MODE_USE_TOWN,
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MODE_DROP_TOWN,
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MODE_BASH_TOWN,
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// Combat modes
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MODE_COMBAT = 10,
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MODE_SPELL_TARGET = 11,
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MODE_FIRING = 12, // firing from bow or crossbow
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MODE_THROWING = 13, // throwing missile
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MODE_FANCY_TARGET = 14, // spell target, that is; I think it's for multitarget spells
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MODE_DROP_COMBAT = 15,
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MODE_COMBAT,
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MODE_SPELL_TARGET,
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MODE_FIRING, // firing from bow or crossbow
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MODE_THROWING, // throwing missile
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MODE_FANCY_TARGET, // spell target, that is; I think it's for multitarget spells
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MODE_DROP_COMBAT,
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// Other modes
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MODE_TALKING = 20,
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MODE_SHOPPING = 21,
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MODE_LOOK_OUTDOORS = 35, // looking at something
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MODE_LOOK_TOWN = 36,
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MODE_LOOK_COMBAT = 37,
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MODE_STARTUP = 45,
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MODE_RESTING = 50,
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MODE_CUTSCENE = 51, // for future use
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MODE_TALKING,
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MODE_SHOPPING,
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MODE_LOOK_OUTDOORS, // looking at something
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MODE_LOOK_TOWN,
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MODE_LOOK_COMBAT,
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MODE_STARTUP,
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MODE_RESTING,
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};
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static const std::set<eGameMode> scrollableModes = {
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