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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@@ -500,14 +500,14 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
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switch( sel )
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{
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case 0: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
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case 1: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE_CONTINUE; break;
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case 2: po.m_FailType = PlayerOptions::FAIL_AT_END; break;
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case 3: po.m_FailType = PlayerOptions::FAIL_OFF; break;
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case 0: po.m_FailType = FailType_Immediate; break;
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case 1: po.m_FailType = FailType_ImmediateContinue; break;
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case 2: po.m_FailType = FailType_EndOfSong; break;
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case 3: po.m_FailType = FailType_Off; break;
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default:
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{
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LOG->Warn("Invalid fail type %d! Going to use the default...", sel);
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po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
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po.m_FailType = FailType_Immediate; break;
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}
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}
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