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Changed EGame to an enum class. Created NGameList and NPropertyMap to change how templates are managed/saved/loaded. Added support for property map keeping track of ID/type pairs.
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@@ -53,17 +53,17 @@ void CCollisionRenderSettingsDialog::SetupWidgets()
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mpUi->HideAiBlockCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_AiBlock));
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// Toggle visibility of game-exclusive widgets
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mpUi->SurfaceTypeCheckBox->setHidden( Game == eReturns );
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mpUi->StandableTrisCheckBox->setHidden( Game == eReturns );
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mpUi->AreaBoundsCheckBox->setHidden( Game == eReturns );
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mpUi->BackfacesCheckBox->setHidden( Game == eReturns );
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mpUi->SurfaceTypeCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->StandableTrisCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->AreaBoundsCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->BackfacesCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->VisibilityGroupBox->setHidden( Game == eReturns );
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mpUi->HideShootThruCheckBox->setHidden( Game == eReturns );
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mpUi->HideCameraThruCheckBox->setHidden( Game == eReturns );
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mpUi->HideScanThruCheckBox->setHidden( Game == eReturns );
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mpUi->HideAiWalkThruCheckBox->setHidden( Game == eReturns );
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mpUi->HideAiBlockCheckBox->setHidden( Game < eEchoesDemo || Game == eReturns );
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mpUi->VisibilityGroupBox->setHidden( Game == EGame::DKCReturns );
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mpUi->HideShootThruCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->HideCameraThruCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->HideScanThruCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->HideAiWalkThruCheckBox->setHidden( Game == EGame::DKCReturns );
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mpUi->HideAiBlockCheckBox->setHidden( Game < EGame::EchoesDemo || Game == EGame::DKCReturns );
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}
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void CCollisionRenderSettingsDialog::OnHideMaskChanged(QString NewMask)
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