Move Quality Option to Advanced instead
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@@ -9,10 +9,6 @@ class AppearanceOptions extends TreeMenuScreen {
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'framerate', __changeFPS
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));
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add(new Checkbox(getNameID('flashingMenu'), getDescID('flashingMenu'), 'flashingMenu'));
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add(new ArrayOption(getNameID('quality'), getDescID('quality'),
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[0, 1, 2], [getID('quality-low'), getID('quality-high'), getID('quality-custom')],
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'quality', __changeQuality, null
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));
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add(new Checkbox(getNameID('colorHealthBar'), getDescID('colorHealthBar'), 'colorHealthBar'));
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add(new Checkbox(getNameID('week6PixelPerfect'), getDescID('week6PixelPerfect'), 'week6PixelPerfect'));
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@@ -26,27 +22,39 @@ class AppearanceOptions extends TreeMenuScreen {
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if (FlxG.updateFramerate < framerate) FlxG.drawFramerate = FlxG.updateFramerate = framerate;
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else FlxG.updateFramerate = FlxG.drawFramerate = framerate;
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}
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private function __changeQuality(value:Dynamic) {
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var antialiasing = value == 0 ? false : (value == 1 ? true : Options.antialiasing);
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FlxG.game.stage.quality = (FlxG.enableAntialiasing = antialiasing) ? BEST : LOW;
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}
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}
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class AdvancedAppearanceOptions extends TreeMenuScreen {
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var qualityOptions:Array<OptionType> = [];
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public function new() {
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super('optionsMenu.advanced', 'optionsTree.appearance.advanced-desc', 'AppearanceOptions.Advanced.');
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for (option in [
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add(new ArrayOption(getNameID('quality'), getDescID('quality'),
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[0, 1, 2], [getID('quality-low'), getID('quality-high'), getID('quality-custom')],
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'quality', __changeQuality, null
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));
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for (option in (qualityOptions = [
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new Checkbox(getNameID('antialiasing'), getDescID('antialiasing'), 'antialiasing', __changeAntialiasing),
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new Checkbox(getNameID('lowMemoryMode'), getDescID('lowMemoryMode'), 'lowMemoryMode'),
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new Checkbox(getNameID('gameplayShaders'), getDescID('gameplayShaders'), 'gameplayShaders')
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]) {
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]))
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add(option);
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if (option.locked = Options.quality != 2) option.rawDesc = 'AppearanceOptions.quality-optionDisabled-desc';
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}
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add(new Checkbox(getNameID('gpuOnlyBitmaps'), getDescID('gpuOnlyBitmaps'), 'gpuOnlyBitmaps'));
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updateQualityOptions();
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}
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private function updateQualityOptions() {
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for (option in qualityOptions) option.locked = Options.quality != 2;
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}
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private function __changeQuality(value:Dynamic) {
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var antialiasing = value == 0 ? false : (value == 1 ? true : Options.antialiasing);
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FlxG.game.stage.quality = (FlxG.enableAntialiasing = antialiasing) ? BEST : LOW;
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updateQualityOptions();
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}
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private function __changeAntialiasing() {
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