rework ScreenOptionMaster metric names to not depend on language specific row title
create Mines row in ScreenPlayerOptions and move other options around
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@@ -42,6 +42,7 @@ const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
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"NextTurn",
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"Reverse",
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"HoldNotes",
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"Mines",
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"Dark",
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"Hidden",
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"RandomVanish",
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@@ -183,6 +184,7 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
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case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].NextTurn(); break;
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case CODE_REVERSE: GAMESTATE->m_PlayerOptions[pn].NextScroll(); break;
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case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break;
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case CODE_MINES: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bMines, true, false ); break;
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case CODE_DARK: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fDark ); break;
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case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn].Init();
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GAMESTATE->m_PlayerOptions[pn].FromString( PREFSMAN->m_sDefaultModifiers ); break;
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