local L0_1, L1_1
L0_1 = require
L1_1 = "Logic.SettingModule.SettingEnum"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SettingModule"
L0_1 = L0_1(L1_1)
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = {}
  A0_2._graphics_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_graphics_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_mobile_resolution_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_pc_resolution_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_fps_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_vsync_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_rendering_precision_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_shadow_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_reflection_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_avatar_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_scene_detail_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_bloom_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_taa_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_light_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_sfx_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_metalFX_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_switch_graphics_api_data
  L1_2(L2_2)
  L1_2 = {}
  A0_2._account_setting_data = L1_2
  L1_2 = {}
  A0_2._other_setting_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_phone_joystick_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_ultra_skill_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_show_battle_action_delay_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_battle_speed_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_walk_switch_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_light_cone_auto_lock_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_fast_run_switch_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_play_with_psn_only_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_camera_y_axis_inversion_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_camera_x_axis_inversion_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_eye_protection_mode_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_bottom_short_cut_hint_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_bottom_short_cut_hint_for_controller_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_avatar_look_at_data
  L1_2(L2_2)
  L1_2 = {}
  A0_2._push_message_setting_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_enable_push_stamina_full_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_enable_push_expedition_finished_data
  L1_2(L2_2)
  L1_2 = {}
  A0_2._audio_setting_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_audio_speaker_mode_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_audio_mute_on_lost_focus_data
  L1_2(L2_2)
  L1_2 = {}
  A0_2._social_setting_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_is_accept_friend_apply_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_show_birthday
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_show_collection
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_show_record
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_show_diary
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_record_tag
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_allow_record_team
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_social_data_display_online_status
  L1_2(L2_2)
end
L0_1.init = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.GraphicsQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Custom"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.None
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 6
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_graphics_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.ResolutionQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_mobile_resolution_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.PCResolution
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.RPGQualitySettings
  L2_2 = L2_2.PCResolutions
  L3_2 = pairs
  L4_2 = L2_2
  L3_2, L4_2, L5_2 = L3_2(L4_2)
  for L6_2, L7_2 in L3_2, L4_2, L5_2 do
    L8_2 = {}
    L9_2 = L6_2 + 1
    L8_2.key = L9_2
    L10_2 = A0_2
    L9_2 = A0_2._pc_resolution_struct_to_text
    L11_2 = L7_2
    L9_2 = L9_2(L10_2, L11_2)
    L8_2.text_id = L9_2
    L8_2.setting = L7_2
    L9_2 = table
    L9_2 = L9_2.insert
    L10_2 = A0_2._graphics_data
    L10_2 = L10_2[L1_2]
    L11_2 = L8_2
    L9_2(L10_2, L11_2)
  end
end
L0_1._init_pc_resolution_data = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = {}
  L3_2 = tostring
  L4_2 = A1_2.width
  L3_2 = L3_2(L4_2)
  L4_2 = tostring
  L5_2 = A1_2.height
  L4_2, L5_2, L6_2 = L4_2(L5_2)
  L2_2[1] = L3_2
  L2_2[2] = L4_2
  L2_2[3] = L5_2
  L2_2[4] = L6_2
  L3_2 = A1_2.isFullScreen
  if L3_2 then
    L3_2 = CS
    L3_2 = L3_2.RPG
    L3_2 = L3_2.Client
    L3_2 = L3_2.SuperDropDown
    L3_2 = L3_2.LocalizedOptionData
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.Client
    L4_2 = L4_2.TextID
    L5_2 = "UIText_Setting_Level_FullScreen"
    L4_2 = L4_2(L5_2)
    L5_2 = table
    L5_2 = L5_2.unpack
    L6_2 = L2_2
    L5_2, L6_2 = L5_2(L6_2)
    return L3_2(L4_2, L5_2, L6_2)
  else
    L3_2 = CS
    L3_2 = L3_2.RPG
    L3_2 = L3_2.Client
    L3_2 = L3_2.SuperDropDown
    L3_2 = L3_2.LocalizedOptionData
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.Client
    L4_2 = L4_2.TextID
    L5_2 = "UIText_Setting_GraphicsResolution"
    L4_2 = L4_2(L5_2)
    L5_2 = table
    L5_2 = L5_2.unpack
    L6_2 = L2_2
    L5_2, L6_2 = L5_2(L6_2)
    return L3_2(L4_2, L5_2, L6_2)
  end
end
L0_1._pc_resolution_struct_to_text = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.FPS
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_30FPS"
  L2_2.setting = 30
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_60FPS"
  L2_2.setting = 60
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.RPGQualitySettings
  L3_2 = L3_2.IsSupport120FPS
  if L3_2 then
    L3_2 = {}
    L2_2 = L3_2
    L2_2.key = 3
    L2_2.text_id = "UIText_Setting_Level_120FPS"
    L2_2.setting = 120
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._graphics_data
    L4_2 = L4_2[L1_2]
    L5_2 = L2_2
    L3_2(L4_2, L5_2)
  end
end
L0_1._init_fps_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.EnableVSync
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Open"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_vsync_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.RenderingPrecision
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L3_2 = 1
  L4_2 = 0.6
  L5_2 = 2.0
  L6_2 = 0.2
  for L7_2 = L4_2, L5_2, L6_2 do
    L8_2 = {}
    L2_2 = L8_2
    L2_2.key = L3_2
    L2_2.text_id = L7_2
    L2_2.setting = L7_2
    L8_2 = table
    L8_2 = L8_2.insert
    L9_2 = A0_2._graphics_data
    L9_2 = L9_2[L1_2]
    L10_2 = L2_2
    L8_2(L9_2, L10_2)
    L3_2 = L3_2 + 1
  end
end
L0_1._init_rendering_precision_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.ShadowQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.None
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting_extra = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting_extra = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_shadow_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.ReflectionQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_reflection_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.CharacterQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting_extra = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting_extra = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_avatar_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.EnvDetailQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_scene_detail_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.BloomQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.None
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 6
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_bloom_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.AAMode
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AntialiasingMode
  L3_2 = L3_2.Off
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_FXAA"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AntialiasingMode
  L3_2 = L3_2.FXAA
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_TAA"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AntialiasingMode
  L3_2 = L3_2.TAA
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_taa_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.LightQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 5
  L2_2.text_id = "UIText_Setting_Level_VeryHigh"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryHigh
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_light_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.SFXQuality
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_VeryLow"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.VeryLow
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Low"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 3
  L2_2.text_id = "UIText_Setting_Level_Medium"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.Medium
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 4
  L2_2.text_id = "UIText_Setting_Level_High"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.CustomRP
  L3_2 = L3_2.Quality
  L3_2 = L3_2.High
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_sfx_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.MetalFX
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Open"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Close"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_metalFX_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.SettingPhoneJoystick
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_PhoneJoystick_Option_Content_1"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_PhoneJoystick_Option_Content_2"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_phone_joystick_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.AIUltraSkill
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Other_Auto"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Other_Manual"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_ultra_skill_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.ShowBattleActionDelay
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Other_AvatarDelayForBattleOff"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Other_AvatarDelayForBattleOn"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_show_battle_action_delay_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.BattleSpeed
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_battle_speed_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.WalkSwitch
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Other_WalkSwitch_Default"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.SettingManager
  L3_2 = L3_2.WalkSwitchMode
  L3_2 = L3_2.Default
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Other_WalkSwitch_LockWalk"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.SettingManager
  L3_2 = L3_2.WalkSwitchMode
  L3_2 = L3_2.LockWalk
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_walk_switch_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.LightConeAutoLock
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_light_cone_auto_lock_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.FastRunSwitch
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Other_FastRunSwitch_ButtonSwitch"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.OtherSettings
  L3_2 = L3_2.FastRunSwitchMode
  L3_2 = L3_2.ButtonSwitch
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Other_FastRunSwitch_ButtonStay"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.OtherSettings
  L3_2 = L3_2.FastRunSwitchMode
  L3_2 = L3_2.ButtonStay
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_fast_run_switch_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GraphicsSettingType
  L1_2 = L1_2.SwitchGraphicsAPI
  L2_2 = A0_2._graphics_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_API_Option_Normal"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_API_Option_Standard"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._graphics_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_switch_graphics_api_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = AccountSettingType
  L1_2 = L1_2.PlayWithPsnOnly
  L2_2 = A0_2._account_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Other_Open"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._account_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Other_Close"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._account_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_play_with_psn_only_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.CameraYAxisInversion
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_camera_y_axis_inversion_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.CameraXAxisInversion
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_camera_x_axis_inversion_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.EyeProtectionMode
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.UserPrefs
  L3_2 = L3_2.EyeProtectionMode
  L3_2 = L3_2.Close
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Open"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.UserPrefs
  L3_2 = L3_2.EyeProtectionMode
  L3_2 = L3_2.Low
  L2_2.setting = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.UserPrefs
  L3_2 = L3_2.EyeProtectionMode
  L3_2 = L3_2.High
  L2_2.setting_extra = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_eye_protection_mode_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.BottomShortCutHint
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_bottom_short_cut_hint_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.BottomShortCutHintForController
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_bottom_short_cut_hint_for_controller_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = OtherSettingType
  L1_2 = L1_2.AvatarLookAt
  L2_2 = A0_2._other_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._other_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_avatar_look_at_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = PushMessageSettingType
  L1_2 = L1_2.EnablePushStaminaFull
  L2_2 = A0_2._push_message_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._push_message_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._push_message_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_enable_push_stamina_full_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = PushMessageSettingType
  L1_2 = L1_2.EnablePushExpeditionFinish
  L2_2 = A0_2._push_message_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._push_message_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._push_message_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_enable_push_expedition_finished_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = AudioSettingType
  L1_2 = L1_2.SpeakerMode
  L2_2 = A0_2._audio_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = 1
  L3_2 = nil
  L4_2 = G
  L4_2 = L4_2.Utils
  L4_2 = L4_2.is_mobile_platform
  L4_2 = L4_2()
  if not L4_2 then
    L4_2 = G
    L4_2 = L4_2.Utils
    L4_2 = L4_2.is_cloud_android_platform
    L4_2 = L4_2()
    if not L4_2 then
      L4_2 = G
      L4_2 = L4_2.Utils
      L4_2 = L4_2.is_cloud_ios_platform
      L4_2 = L4_2()
      if not L4_2 then
        goto lbl_44
      end
    end
  end
  L4_2 = {}
  L3_2 = L4_2
  L3_2.key = L2_2
  L2_2 = L2_2 + 1
  L3_2.text_id = "UIText_Setting_Audio_Device_Mode_Auto"
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.AudioSettings
  L4_2 = L4_2.SpeakerModeType
  L4_2 = L4_2.Auto
  L3_2.setting = L4_2
  L4_2 = table
  L4_2 = L4_2.insert
  L5_2 = A0_2._audio_setting_data
  L5_2 = L5_2[L1_2]
  L6_2 = L3_2
  L4_2(L5_2, L6_2)
  ::lbl_44::
  L4_2 = {}
  L3_2 = L4_2
  L3_2.key = L2_2
  L2_2 = L2_2 + 1
  L3_2.text_id = "UIText_Setting_Audio_Device_Mode_Speaker"
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.AudioSettings
  L4_2 = L4_2.SpeakerModeType
  L4_2 = L4_2.Speaker
  L3_2.setting = L4_2
  L4_2 = table
  L4_2 = L4_2.insert
  L5_2 = A0_2._audio_setting_data
  L5_2 = L5_2[L1_2]
  L6_2 = L3_2
  L4_2(L5_2, L6_2)
  L4_2 = {}
  L3_2 = L4_2
  L3_2.key = L2_2
  L2_2 = L2_2 + 1
  L3_2.text_id = "UIText_Setting_Audio_Device_Mode_Headphone"
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.AudioSettings
  L4_2 = L4_2.SpeakerModeType
  L4_2 = L4_2.Headphone
  L3_2.setting = L4_2
  L4_2 = table
  L4_2 = L4_2.insert
  L5_2 = A0_2._audio_setting_data
  L5_2 = L5_2[L1_2]
  L6_2 = L3_2
  L4_2(L5_2, L6_2)
end
L0_1._init_audio_speaker_mode_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = AudioSettingType
  L1_2 = L1_2.MuteOnLostFocus
  L2_2 = A0_2._audio_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Setting_Level_Close"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._audio_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Setting_Level_Open"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._audio_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_audio_mute_on_lost_focus_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.IsAcceptFriendApply
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_is_accept_friend_apply_data = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.IsShowBirthday
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_show_birthday = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.IsShowCollection
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_show_collection = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.IsShowRecord
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_show_record = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.RecordShowTag
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "UIText_Social_Setting_RecordOption2"
  L3_2 = CS
  L3_2 = L3_2.IJICNOMKDKC
  L3_2 = L3_2.OCNKGJFGKHA
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "UIText_Social_Setting_RecordOption1"
  L3_2 = CS
  L3_2 = L3_2.IJICNOMKDKC
  L3_2 = L3_2.CKPJKNKAJKB
  L2_2.setting = L3_2
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_record_tag = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.IsShowDiary
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_show_diary = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.AllowRecordTeam
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_allow_record_team = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = SocialSettingType
  L1_2 = L1_2.DisplayOnlineStatus
  L2_2 = A0_2._social_setting_data
  L3_2 = {}
  L2_2[L1_2] = L3_2
  L2_2 = {}
  L2_2.key = 1
  L2_2.text_id = "Common_SysBtn_Yes"
  L2_2.setting = true
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = {}
  L2_2 = L3_2
  L2_2.key = 2
  L2_2.text_id = "Common_SysBtn_No"
  L2_2.setting = false
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A0_2._social_setting_data
  L4_2 = L4_2[L1_2]
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
end
L0_1._init_social_data_display_online_status = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._graphics_data
  L2_2 = L2_2[A1_2]
  if not L2_2 then
    L2_2 = {}
  end
  return L2_2
end
L0_1.get_graphics_data_by_type = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._other_setting_data
  L2_2 = L2_2[A1_2]
  if not L2_2 then
    L2_2 = {}
  end
  return L2_2
end
L0_1.get_other_setting_data_by_type = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._account_setting_data
  L2_2 = L2_2[A1_2]
  if not L2_2 then
    L2_2 = {}
  end
  return L2_2
end
L0_1.get_account_setting_data_by_type = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._audio_setting_data
  L2_2 = L2_2[A1_2]
  if not L2_2 then
    L2_2 = {}
  end
  return L2_2
end
L0_1.get_audio_data_by_type = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._social_setting_data
  L2_2 = L2_2[A1_2]
  if not L2_2 then
    L2_2 = {}
  end
  return L2_2
end
L0_1.get_social_data_by_type = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._push_message_setting_data
  L2_2 = L2_2[A1_2]
  return L2_2
end
L0_1.get_push_message_setting_by_type = L1_1
return L0_1
