Use a lua transform function to position SOptions rows instead of having a Y metric for each row
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@@ -190,8 +190,8 @@ public:
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BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow );
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void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut );
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void SetRowY( float fRowY ) { m_fY = fRowY; }
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float GetRowY() { return m_fY; }
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// ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState.
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Actor &GetFrameDestination() { return m_FrameDestination; }
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void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; }
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bool GetRowHidden() { return m_bHidden; }
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unsigned GetTextItemsSize() { return m_textItems.size(); }
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@@ -234,7 +234,7 @@ protected:
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// Only one will true at a time if m_RowDef.bMultiSelect
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vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size()
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float m_fY;
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Actor m_FrameDestination; // m_Frame should approach the destination TweenState of this.
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bool m_bHidden; // currently off screen
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};
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