mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 18:41:09 +02:00
208 lines
7.4 KiB
Lua
208 lines
7.4 KiB
Lua
-- One of this mod's own settings: a ladder of values, where it persists,
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-- and the row the player cycles it on.
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--
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-- The engine gives a render pipeline all of this for free -- ladder,
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-- options row, hotkey, persistence -- but only to something that OWNS a
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-- pass of the frame. The voxel wireframe and the world curve do not: they
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-- parameterise the voxel pass, so they have nothing to put in drawWorld or
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-- present and the registry rightly rejects them. What is left is a plain
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-- mod setting, and this is the boilerplate two of them would otherwise
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-- each carry a copy of:
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--
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-- options:define a home in options.modOptions.DRAMATIC_SHAPE, plus a row
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-- on this mod's page in the mod manager.
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-- ui.options.rows the same setting on the OPTIONS menu, where the
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-- player already goes for VOXEL and T-SHIFT.
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--
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-- Both rows read and write the one stored value, so they cannot disagree.
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-- Writing mirrors what the manager's own page does (ManagerState:setOption):
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-- the live save's options table, the loader's copy that mod.options:get
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-- reads, and then the file.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local ModSetting = {}
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ModSetting.__index = ModSetting
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local function modId()
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local mod = V.mod
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return (mod and mod.id) or "DRAMATIC_SHAPE"
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end
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-- `values` are the stored values in ladder order and `labels` what the row
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-- shows for each; values[1] is the default, and the one an unreadable or
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-- unrecognised stored value falls back to.
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function ModSetting.new(key, label, values, labels)
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return setmetatable({
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key = key, label = label, values = values, labels = labels,
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index = nil, -- nil = not yet read back from the persisted options
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}, ModSetting)
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end
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local function indexOf(self, value)
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for i, v in ipairs(self.values) do
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if v == value then return i end
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end
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return 1
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end
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-- ------- rungs that are not always there
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--
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-- A ladder may carry a rung that cannot be selected right now -- STADIUM
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-- needs models built out of a ROM the player supplies, and until that has
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-- happened there is nothing behind the option. `gate` is asked per rung and
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-- decides whether it exists at all this frame.
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--
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-- Skipped rather than shown-and-refused, deliberately. A row that can be
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-- cycled onto and then does nothing is indistinguishable from a broken mod;
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-- a row that simply has fewer stops reads as the mod not offering something,
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-- which is the truth. What the player is missing, and how to get it, is said
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-- once in the row's help text instead of implied by a dead setting.
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--
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-- values[1] is never gated: it is the default and the fallback, so there is
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-- always at least one rung to land on.
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function ModSetting:setGate(gate)
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self.gate = gate
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return self
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end
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function ModSetting:allows(i)
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if i == 1 or not self.gate then return true end
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local ok, allowed = pcall(self.gate, self.values[i], i)
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return (not ok) or allowed and true or false
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end
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-- How many rungs are live, for a caller that wants to know whether a row is
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-- worth showing at all.
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function ModSetting:rungs()
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local n = 0
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for i = 1, #self.values do
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if self:allows(i) then n = n + 1 end
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end
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return n
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end
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-- What the player left it at last session. Read lazily rather than at load
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-- time: the loader fills modOptions before a mod runs, but reading through
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-- the API keeps this honest about where the value lives.
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function ModSetting:read()
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if self.index then return self.index end
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local mod = V.mod
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local value
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if mod and mod.options then
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local ok, got = pcall(mod.options.get, mod.options, self.key)
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if ok then value = got end
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end
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self.index = indexOf(self, value)
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return self.index
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end
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function ModSetting:get()
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local i = self:read()
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-- a rung that was live when it was stored and is not now -- the player
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-- moved the ROM, or opened the same save on another machine -- reads as
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-- the default rather than as a mode with nothing behind it. The stored
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-- value is left alone, so putting the ROM back restores their choice.
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if not self:allows(i) then return self.values[1] end
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return self.values[i]
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end
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function ModSetting:level()
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return self:read() - 1
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end
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function ModSetting:setIndex(i, game)
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local n = #self.values
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i = ((i - 1) % n + n) % n + 1
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self.index = i
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local value, id = self.values[i], modId()
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local opts = game and game.save and game.save.options
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if opts then
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opts.modOptions = opts.modOptions or {}
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opts.modOptions[id] = opts.modOptions[id] or {}
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opts.modOptions[id][self.key] = value
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end
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local loader = game and game.mods
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if loader then
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loader.modOptions = loader.modOptions or {}
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loader.modOptions[id] = loader.modOptions[id] or {}
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loader.modOptions[id][self.key] = value
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end
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if game and game.writeOptions then pcall(game.writeOptions, game) end
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return value
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end
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-- Set by the STORED VALUE rather than by its place on the ladder, for a
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-- caller that knows which setting it wants and not where it sits -- a
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-- preset, or an assertion. An unrecognised value lands on values[1], the
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-- same default indexOf answers everywhere else, so this can never leave a
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-- setting holding something the row cannot display.
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--
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-- Worth having as its own entry point because a ladder's ORDER is not a
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-- promise: 3D-BTL grew a third rung in the middle of itself (see
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-- OverworldBattle), and every caller that had counted to two would have
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-- silently meant something else afterwards.
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function ModSetting:setValue(value, game)
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return self:setIndex(indexOf(self, value), game)
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end
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-- Step to the next rung that is actually live, in `dir`. Bounded by the
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-- ladder's length so a gate that refuses everything still terminates on
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-- values[1], which allows() never gates.
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function ModSetting:cycle(game, dir)
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dir = dir or 1
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local n = #self.values
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local i = self:read()
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for _ = 1, n do
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i = ((i + dir - 1) % n + n) % n + 1
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if self:allows(i) then break end
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end
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return self:setIndex(i, game)
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end
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-- Adopt a value set from somewhere else (the mod manager's settings page,
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-- which writes and persists on its own). Nothing to store: just move the
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-- cached index so the next read agrees with it.
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function ModSetting:sync(value)
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self.index = indexOf(self, value)
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end
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-- The descriptor src/ui/OptionRows.lua renders, in the shape the
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-- ui.options.rows hook appends.
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function ModSetting:row()
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local self_ = self
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return {
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id = "DRAMATIC_SHAPE:" .. self.key,
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label = self.label,
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-- the label of the rung actually in force, which is not the stored one
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-- when that rung has been gated away (see get)
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value = function()
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local i = self_:read()
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return self_.labels[self_:allows(i) and i or 1]
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end,
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step = function(game, dir)
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self_:cycle(game, dir)
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return true
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end,
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}
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end
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-- The row the mod manager's own settings page builds for this mod.
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function ModSetting:schema(help)
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local choices = {}
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-- gated rungs are left off the manager's page too, so the two rows agree
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-- about what can be chosen
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for i, v in ipairs(self.values) do
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if self:allows(i) then choices[#choices + 1] = { self.labels[i], v } end
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end
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if #self.values == 2 and self.values[1] == false then
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return { key = self.key, type = "toggle", label = self.label,
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default = self.values[1], help = help }
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end
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return { key = self.key, type = "choice", label = self.label,
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choices = choices, default = self.values[1], help = help }
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end
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return ModSetting
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