DWI Wave -> Expand.
This is, admittedly, exploiting behavior from the DWI program, but it will allow courses to work in both programs.
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@@ -291,7 +291,7 @@ void PlayerOptions::FromString( const RString &sOptions, bool bWarnOnInvalid )
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
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else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
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else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
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else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
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else if( sBit == "expand" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
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else if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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@@ -335,8 +335,8 @@ void PlayerOptions::FromString( const RString &sOptions, bool bWarnOnInvalid )
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else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
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else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
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else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
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else if( sBit == "centered" || sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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else if( sBit == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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