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check bonxes
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@@ -130,18 +130,20 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
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duplicate) and returns one row per mod:
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`{id, name, version, badge, description, enabled, status, statusDetail}`.
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`badge` is the manifest's `category`, falling back to `profile`, then
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`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
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enabled, matching the loader's own default).
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`"MOD"`, uppercased. `enabledByVersion` contains an answer for each game;
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missing entries default to enabled (except experimental mods), matching the
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loader. On the first run with per-game controls, legacy shared choices are
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copied to every installed game's answer.
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- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
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`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
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and the validated manifests: `conflict` when enabling this mod collides
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with another enabled one; `warn` for an out-of-range `game_version` or an
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absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
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`love.*` calls, this half is table-driven by the test suite on its own.
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- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
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boolean, the exact shape `Loader:_saveState` writes, so the running game
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and the in-game `ManagerState` see the change on next boot. The mods panel
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calls this on every toggle and re-derives the list right away
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- `LauncherMods.setEnabled(id, bool, version)` persists the selected game's
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answer, so the running game and the in-game `ManagerState` see the change on
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next boot. The MODS panel renders a coloured checkbox for Red, Blue, Yellow,
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and Gold on every row and re-derives the list right away
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(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
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shows without waiting for a reload.
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- `LauncherMods.installZip(path)` mounts the archive with
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