Ripped out existing PlayerOptions Lua interface and replaced it wholesale. Removed PrefsManager's DefaultFailType enum. Moved PlayerOptions::FailType enum to GameConstantsAndTypes and made it Lua accessible. Changed ModsLevel enum to include ModsLevel_Current to make accessing that ModsLevel easier to access. Rearranged ModsGroup appropriately. Added non-const Get functions to ModsGroup. Removed PlayerOptions.m_bSetTiltOrSkew because it had no reason to exist. Moved 200.0f to the const CMOD_DEFAULT because it was being used in more than one place.
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@@ -297,7 +297,7 @@ void ScreenEvaluation::Init()
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vector<RString> v;
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PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
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if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
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po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
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po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list
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po.GetLocalizedMods( v );
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RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
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m_textPlayerOptions[p].SetText( sPO );
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