Merge pull request #148 from kyzentun/player_options_fix
Player options fix
This commit is contained in:
+97
-151
@@ -971,159 +971,98 @@
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<Function name='GetStepsQueueWrapped'/>
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</Class>
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<Class name='PlayerOptions'>
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<Function name='GetAlternate'/>
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<Function name='GetAttackMines'/>
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<Function name='GetBMRize'/>
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<Function name='GetBackwards'/>
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<Function name='GetBeat'/>
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<Function name='GetBig'/>
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<Function name='GetBlind'/>
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<Function name='GetBlink'/>
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<Function name='GetBoomerang'/>
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<Function name='GetBoost'/>
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<Function name='GetBrake'/>
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<Function name='GetBumpy'/>
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<Function name='GetCMod'/>
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<Function name='GetCentered'/>
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<Function name='GetConfusion'/>
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<Function name='GetCover'/>
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<Function name='GetCross'/>
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<Function name='GetDark'/>
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<Function name='GetDizzy'/>
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<Function name='GetDrunk'/>
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<Function name='GetEcho'/>
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<Function name='GetExpand'/>
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<Function name='GetFlip'/>
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<Function name='GetFloored'/>
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<Function name='GetHidden'/>
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<Function name='GetHiddenOffset'/>
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<Function name='GetHoldRolls'/>
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<Function name='GetInvert'/>
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<Function name='GetLeft'/>
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<Function name='GetLittle'/>
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<Function name='GetMMod'/>
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<Function name='GetMines'/>
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<Function name='GetMini'/>
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<Function name='GetMirror'/>
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<Function name='GetMuteOnError'/>
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<Function name='GetNoAttacks'/>
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<Function name='GetNoFakes'/>
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<Function name='GetNoHands'/>
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<Function name='GetNoHolds'/>
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<Function name='GetNoJumps'/>
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<Function name='GetNoLifts'/>
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<Function name='GetNoMines'/>
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<Function name='GetNoQuads'/>
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<Function name='GetNoRolls'/>
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<Function name='GetNoStretch'/>
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<Function name='GetNoteSkin'/>
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<Function name='GetPassmark'/>
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<Function name='GetPlanted'/>
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<Function name='GetQuick'/>
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<Function name='GetRandomAttacks'/>
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<Function name='GetRandomSpeed'/>
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<Function name='GetRandomVanish'/>
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<Function name='GetReverse'/>
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<Function name='GetReversePercentForColumn'/>
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<Function name='GetRight'/>
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<Function name='GetRoll'/>
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<Function name='GetShuffle'/>
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<Function name='GetSkew'/>
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<Function name='GetSkippy'/>
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<Function name='GetSoftShuffle'/>
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<Function name='GetSongAttacks'/>
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<Function name='GetSplit'/>
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<Function name='GetStealth'/>
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<Function name='GetStepAttacks'/>
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<Function name='GetStomp'/>
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<Function name='GetSudden'/>
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<Function name='GetSuddenOffset'/>
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<Function name='GetSuperShuffle'/>
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<Function name='GetTiny'/>
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<Function name='GetTipsy'/>
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<Function name='GetTornado'/>
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<Function name='GetTwirl'/>
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<Function name='GetTwister'/>
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<Function name='GetWave'/>
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<Function name='GetWide'/>
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<Function name='GetXMod'/>
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<Function name='GetXMode'/>
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<Function name='IsEasierForCourseAndTrail'/>
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<Function name='IsEasierForSongAndSteps'/>
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<Function name='SetAlternate'/>
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<Function name='SetAttackMines'/>
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<Function name='SetBMRize'/>
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<Function name='SetBackwards'/>
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<Function name='SetBeat'/>
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<Function name='SetBig'/>
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<Function name='SetBlind'/>
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<Function name='SetBlink'/>
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<Function name='SetBoomerang'/>
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<Function name='SetBoost'/>
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<Function name='SetBrake'/>
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<Function name='SetBumpy'/>
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<Function name='SetCMod'/>
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<Function name='SetCentered'/>
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<Function name='SetConfusion'/>
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<Function name='SetCover'/>
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<Function name='SetCross'/>
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<Function name='SetDark'/>
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<Function name='SetDizzy'/>
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<Function name='SetDrunk'/>
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<Function name='SetEcho'/>
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<Function name='SetExpand'/>
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<Function name='SetFlip'/>
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<Function name='SetFloored'/>
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<Function name='SetHidden'/>
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<Function name='SetHiddenOffset'/>
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<Function name='SetHoldRolls'/>
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<Function name='SetInvert'/>
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<Function name='SetLeft'/>
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<Function name='SetLittle'/>
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<Function name='SetMMod'/>
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<Function name='SetMines'/>
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<Function name='SetMini'/>
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<Function name='SetMirror'/>
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<Function name='SetMuteOnError'/>
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<Function name='SetNoFakes'/>
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<Function name='SetNoHands'/>
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<Function name='SetNoHolds'/>
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<Function name='SetNoJumps'/>
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<Function name='SetNoLifts'/>
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<Function name='SetNoMines'/>
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<Function name='SetNoQuads'/>
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<Function name='SetNoRolls'/>
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<Function name='SetNoStretch'/>
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<Function name='SetNoteSkin'/>
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<Function name='SetPassmark'/>
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<Function name='SetPlanted'/>
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<Function name='SetQuick'/>
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<Function name='SetRandomAttacks'/>
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<Function name='SetRandomSpeed'/>
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<Function name='SetRandomVanish'/>
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<Function name='SetReverse'/>
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<Function name='SetRight'/>
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<Function name='SetRoll'/>
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<Function name='SetShuffle'/>
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<Function name='SetSkew'/>
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<Function name='SetSkippy'/>
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<Function name='SetSoftShuffle'/>
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<Function name='SetSplit'/>
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<Function name='SetStealth'/>
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<Function name='SetStomp'/>
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<Function name='SetSudden'/>
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<Function name='SetSuddenOffset'/>
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<Function name='SetSuperShuffle'/>
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<Function name='SetTiny'/>
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<Function name='SetTipsy'/>
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<Function name='SetTornado'/>
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<Function name='SetTwirl'/>
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<Function name='SetTwister'/>
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<Function name='SetWave'/>
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<Function name='SetWide'/>
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<Function name='SetXMod'/>
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<Function name='SetXMode'/>
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<Function name='IsEasierForCourseAndTrail'/>
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<Function name='TimeSpacing'/>
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<Function name='MaxScrollBPM'/>
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<Function name='ScrollSpeed'/>
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<Function name='ScrollBPM'/>
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<Function name='Boost'/>
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<Function name='Brake'/>
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<Function name='Wave'/>
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<Function name='Expand'/>
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<Function name='Boomerang'/>
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<Function name='Drunk'/>
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<Function name='Dizzy'/>
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<Function name='Confusion'/>
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<Function name='Mini'/>
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<Function name='Tiny'/>
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<Function name='Flip'/>
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<Function name='Invert'/>
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<Function name='Tornado'/>
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<Function name='Tipsy'/>
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<Function name='Bumpy'/>
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<Function name='Beat'/>
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<Function name='Xmode'/>
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<Function name='Twirl'/>
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<Function name='Roll'/>
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<Function name='Hidden'/>
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<Function name='HIddenOffset'/>
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<Function name='Sudden'/>
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<Function name='SuddenOffset'/>
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<Function name='Stealth'/>
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<Function name='Blink'/>
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<Function name='RandomVanish'/>
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<Function name='Reverse'/>
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<Function name='Split'/>
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<Function name='Alternate'/>
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<Function name='Cross'/>
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<Function name='Centered'/>
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<Function name='Dark'/>
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<Function name='Blind'/>
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<Function name='Cover'/>
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<Function name='RandAttack'/>
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<Function name='NoAttack'/>
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<Function name='PlayerAutoPlay'/>
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<Function name='Tilt'/>
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<Function name='Skew'/>
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<Function name='Passmark'/>
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<Function name='RandomSpeed'/>
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<Function name='TurnNone'/>
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<Function name='Mirror'/>
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<Function name='Backwards'/>
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<Function name='Left'/>
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<Function name='Right'/>
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<Function name='Shuffle'/>
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<Function name='SoftShuffle'/>
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<Function name='SuperShuffle'/>
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<Function name='NoHolds'/>
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<Function name='NoRolls'/>
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<Function name='NoMines'/>
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<Function name='Little'/>
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<Function name='Wide'/>
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<Function name='Big'/>
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<Function name='Quick'/>
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<Function name='BMRize'/>
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<Function name='Skippy'/>
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<Function name='Mines'/>
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<Function name='AttackMines'/>
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<Function name='Echo'/>
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<Function name='Stomp'/>
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<Function name='Planted'/>
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<Function name='Floored'/>
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<Function name='Twister'/>
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<Function name='HoldRolls'/>
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<Function name='NoJumps'/>
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<Function name='NoHands'/>
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<Function name='NoLifts'/>
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<Function name='NoFakes'/>
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<Function name='NoQuads'/>
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<Function name='NoStretch'/>
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<Function name='MuteOnError'/>
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<Function name='NoteSkin'/>
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<Function name='FailSetting'/>
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<Function name='CMod'/>
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<Function name='XMod'/>
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<Function name='MMod'/>
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<Function name='Overhead'/>
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<Function name='Incoming'/>
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<Function name='Space'/>
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<Function name='Hallway'/>
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<Function name='Distant'/>
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<Function name='UsingReverse'/>
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<Function name='GetReversePercentForColumn'/>
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<Function name='GetStepAttacks'/>
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</Class>
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<Class name='PlayerStageStats'>
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<Function name='FailPlayer'/>
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@@ -1919,6 +1858,12 @@
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<EnumValue name=''EditState_RecordPaused'' value='2'/>
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<EnumValue name=''EditState_Playing'' value='3'/>
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</Enum>
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<Enum name='FailType'>
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<EnumValue name=''FailType_Immediate'' value='0'/>
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<EnumValue name=''FailType_ImmediateContinue'' value='0'/>
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<EnumValue name=''FailType_EndOfSong'' value='0'/>
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<EnumValue name=''FailType_Off'' value='0'/>
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</Enum>
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<Enum name='FileType'>
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<EnumValue name=''FileType_Bitmap'' value='0'/>
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<EnumValue name=''FileType_Sound'' value='1'/>
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@@ -2035,6 +1980,7 @@
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<EnumValue name=''ModsLevel_Preferred'' value='0'/>
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<EnumValue name=''ModsLevel_Stage'' value='1'/>
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<EnumValue name=''ModsLevel_Song'' value='2'/>
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<EnumValue name=''ModsLevel_Current'' value='2'/>
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</Enum>
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<Enum name='Month'>
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<EnumValue name=''Month_January'' value='0'/>
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+177
-450
@@ -2829,466 +2829,193 @@ save yourself some time, copy this for undocumented things:
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</Function>
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</Class>
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<Class name='PlayerOptions'>
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<Function name='GetAlternate' return='float' arguments=''>
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Returns the value of the Alternate modifier.
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</Function>
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<Function name='SetAlternate' return='void' arguments='float fAlternate'>
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Sets the value of the Alternate modifier.
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</Function>
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<Function name='GetAttackMines' return='bool' arguments=''>
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Returns the status of the Attack Mines modifier.
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</Function>
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<Function name='SetAttackMines' return='void' arguments='bool bAttackMines'>
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Sets the Attack Mines modifier.
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</Function>
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<Function name='GetBackwards' return='bool' arguments=''>
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Returns <code>true</code> if the Backwards modifier is applied.
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</Function>
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<Function name='SetBackwards' return='void' arguments='bool bBackwards'>
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Sets the Backwards modifier.
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</Function>
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<Function name='GetBeat' return='float' arguments=''>
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Returns the value of the Beat modifier.
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</Function>
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<Function name='SetBeat' return='void' arguments='float fBeat'>
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Sets the value for the Beat modifier.
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</Function>
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<Function name='GetBig' return='bool' arguments=''>
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Returns the status of the Big modifier.
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</Function>
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<Function name='SetBig' return='void' arguments='bool bBig'>
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Sets the Big modifier.
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</Function>
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<Function name='GetBlind' return='float' arguments=''>
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Returns the value of the Blind modifier.
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</Function>
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<Function name='SetBlind' return='void' arguments='float fBlind'>
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Sets the value for the Blind modifier.
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</Function>
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<Function name='GetBlink' return='float' arguments=''>
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Returns the value of the Blink modifier.
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</Function>
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<Function name='SetBlink' return='void' arguments='float fBlink'>
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Sets the value for the Blink modifier.
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</Function>
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<Function name='GetBMRize' return='bool' arguments=''>
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Returns the status of the BMRize modifier.
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</Function>
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<Function name='SetBMRize' return='void' arguments='bool bBMRize'>
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Sets the BMRize modifier.
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</Function>
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<Function name='GetBoomerang' return='float' arguments=''>
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Returns the value of the Boomerang modifier.
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</Function>
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<Function name='SetBoomerang' return='void' arguments='float fBoomerang'>
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Sets the value for the Boomerang modifier.
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</Function>
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<Function name='GetBoost' return='float' arguments=''>
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Returns the value of the Boost modifier.
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</Function>
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<Function name='SetBoost' return='void' arguments='float fBoost'>
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Sets the value for the Boost modifier.
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</Function>
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<Function name='GetBrake' return='float' arguments=''>
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Returns the value of the Brake modifier.
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</Function>
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<Function name='SetBrake' return='void' arguments='float fBrake'>
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Sets the value for the Brake modifier.
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</Function>
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<Function name='GetBumpy' return='float' arguments=''>
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Returns the value of the Bumpy modifier.
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</Function>
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<Function name='SetBumpy' return='void' arguments='float fBumpy'>
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Sets the value for the Bumpy modifier.
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</Function>
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<Function name='GetCentered' return='float' arguments=''>
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Returns the value of the Centered modifier.
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</Function>
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<Function name='SetCentered' return='void' arguments='float fCentered'>
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Sets the value for the Centered modifier.
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</Function>
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<Function name='GetCMod' return='float' arguments=''>
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Returns the player's C-mod.
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</Function>
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<Function name='SetCMod' return='void' arguments='float fCmod'>
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Sets the player's C-mod to <code>fCmod</code>.
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</Function>
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<Function name='GetConfusion' return='float' arguments=''>
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Returns the value of the Confusion modifier.
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</Function>
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<Function name='SetConfusion' return='void' arguments='float fConfusion'>
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Sets the value for the Confusion modifier.
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</Function>
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<Function name='GetCover' return='float' arguments=''>
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Returns the value of the Cover modifier.
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</Function>
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<Function name='SetCover' return='void' arguments='float fCover'>
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Sets the value for the Cover modifier.
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</Function>
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<Function name='GetCross' return='float' arguments=''>
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Returns the value of the Cross modifier.
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</Function>
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<Function name='SetCross' return='void' arguments='float fCross'>
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Sets the value for the Cross modifier.
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</Function>
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<Function name='GetDark' return='float' arguments=''>
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Returns the value of the Dark modifier.
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</Function>
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||||
<Function name='SetDark' return='void' arguments='float fDark'>
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Sets the value for the Dark modifier.
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</Function>
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<Function name='GetDizzy' return='float' arguments=''>
|
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Returns the value of the Dizzy modifier.
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</Function>
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||||
<Function name='SetDizzy' return='void' arguments='float fDizzy'>
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||||
Sets the value for the Dizzy modifier.
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</Function>
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<Function name='GetDrunk' return='float' arguments=''>
|
||||
Returns the value of the Drunk modifier.
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</Function>
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<Function name='SetDrunk' return='void' arguments='float fDrunk'>
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||||
Sets the value for the Drunk modifier.
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</Function>
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||||
<Function name='GetEcho' return='bool' arguments=''>
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Returns the status of the Echo modifier.
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||||
</Function>
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||||
<Function name='SetEcho' return='void' arguments='bool bEcho'>
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||||
Sets the Echo modifier.
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</Function>
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||||
<Function name='GetExpand' return='float' arguments=''>
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Returns the value of the Expand modifier.
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||||
</Function>
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||||
<Function name='SetExpand' return='void' arguments='float fExpand'>
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||||
Sets the value for the Expand modifier.
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||||
</Function>
|
||||
<Function name='GetFlip' return='float' arguments=''>
|
||||
Returns the value of the Flip modifier.
|
||||
</Function>
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||||
<Function name='SetFlip' return='void' arguments='float fFlip'>
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Sets the value for the Flip modifier.
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||||
</Function>
|
||||
<Function name='GetFloored' return='bool' arguments=''>
|
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Returns the status of the Floored modifier.
|
||||
</Function>
|
||||
<Function name='SetFloored' return='void' arguments='bool bFloored'>
|
||||
Sets the Floored modifier.
|
||||
</Function>
|
||||
<Function name='GetHidden' return='float' arguments=''>
|
||||
Returns the value of the Hidden modifier.
|
||||
</Function>
|
||||
<Function name='SetHidden' return='void' arguments='float fHidden'>
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||||
Sets the value for the Hidden modifier.
|
||||
</Function>
|
||||
<Function name='GetHiddenOffset' return='float' arguments=''>
|
||||
Returns the value of the Hidden Offset modifier.
|
||||
</Function>
|
||||
<Function name='SetHiddenOffset' return='void' arguments='float fHiddenOffset'>
|
||||
Sets the value for the Hidden Offset modifier.
|
||||
</Function>
|
||||
<Function name='GetHoldRolls' return='bool' arguments=''>
|
||||
Returns <code>true</code> if Holds will be converted to Rolls.
|
||||
</Function>
|
||||
<Function name='SetHoldRolls' return='void' arguments='bool bHoldsRolls'>
|
||||
If <code>true</code>, Holds will be converted to Rolls.
|
||||
</Function>
|
||||
<Function name='GetInvert' return='float' arguments=''>
|
||||
Returns the value of the Invert modifier.
|
||||
</Function>
|
||||
<Function name='SetInvert' return='void' arguments='float fInvert'>
|
||||
Sets the value for the Invert modifier.
|
||||
</Function>
|
||||
<Function name='GetLeft' return='bool' arguments=''>
|
||||
Returns the status of the Left modifier.
|
||||
</Function>
|
||||
<Function name='SetLeft' return='void' arguments='bool bLeft'>
|
||||
Sets the Left modifier.
|
||||
</Function>
|
||||
<Function name='GetLittle' return='bool' arguments=''>
|
||||
Returns the status of the Little modifier.
|
||||
</Function>
|
||||
<Function name='SetLittle' return='void' arguments='bool bLittle'>
|
||||
Sets the Little modifier.
|
||||
</Function>
|
||||
<Function name='GetMines' return='bool' arguments=''>
|
||||
Returns the status of the Mines modifier.
|
||||
</Function>
|
||||
<Function name='SetMines' return='void' arguments='bool bMines'>
|
||||
Sets the Mines modifier.
|
||||
</Function>
|
||||
<Function name='GetMini' return='float' arguments=''>
|
||||
Returns the value of the Mini modifier.
|
||||
</Function>
|
||||
<Function name='SetMini' return='void' arguments='float fMini'>
|
||||
Sets the value for the Mini modifier.
|
||||
</Function>
|
||||
<Function name='GetMirror' return='bool' arguments=''>
|
||||
Returns <code>true</code> if the Mirror modifier is applied.
|
||||
</Function>
|
||||
<Function name='SetMirror' return='void' arguments='bool bMirror'>
|
||||
Sets the Mirror modifier.
|
||||
</Function>
|
||||
<Function name='GetMMod' return='float' arguments=''>
|
||||
Returns the player's M-mod.
|
||||
</Function>
|
||||
<Function name='SetMMod' return='void' arguments='float fMmod'>
|
||||
Sets the player's M-mod to <code>fMmod</code>.
|
||||
</Function>
|
||||
<Function name='GetMuteOnError' return='bool' arguments=''>
|
||||
Returns <code>true</code> if the game mutes an instrument track on errors.
|
||||
</Function>
|
||||
<Function name='SetMuteOnError' return='void' arguments='bool bMuteOnError'>
|
||||
Sets the Mute on Error modifier.
|
||||
</Function>
|
||||
<Function name='GetNoAttacks' return='float' arguments=''>
|
||||
Returns the value of the No Attacks modifier.
|
||||
</Function>
|
||||
<Function name='GetNoFakes' return='bool' arguments=''>
|
||||
Returns the status of the No Fakes modifier.
|
||||
</Function>
|
||||
<Function name='SetNoFakes' return='void' arguments='bool bNoFakes'>
|
||||
Sets the No Fakes modifier, removing all Fakes.
|
||||
</Function>
|
||||
<Function name='GetNoHands' return='bool' arguments=''>
|
||||
Returns the status of the No Hands modifier.
|
||||
</Function>
|
||||
<Function name='SetNoHands' return='void' arguments='bool bNoHands'>
|
||||
Sets the No Hands modifier, removing all Hands.
|
||||
</Function>
|
||||
<Function name='GetNoHolds' return='bool' arguments=''>
|
||||
Returns the status of the No Holds modifier.
|
||||
</Function>
|
||||
<Function name='SetNoHolds' return='void' arguments='bool bNoHolds'>
|
||||
Sets the No Holds modifier, removing all Holds.
|
||||
</Function>
|
||||
<Function name='GetNoJumps' return='bool' arguments=''>
|
||||
Returns the status of the No Jumps modifier.
|
||||
</Function>
|
||||
<Function name='SetNoJumps' return='void' arguments='bool bNoJumps'>
|
||||
Sets the No Jumps modifier, removing all Jumps.
|
||||
</Function>
|
||||
<Function name='GetNoLifts' return='bool' arguments=''>
|
||||
Returns the status of the No Lifts modifier.
|
||||
</Function>
|
||||
<Function name='SetNoLifts' return='void' arguments='bool bNoLifts'>
|
||||
Sets the No Lifts modifier, removing all Lifts.
|
||||
</Function>
|
||||
<Function name='GetNoMines' return='bool' arguments=''>
|
||||
Returns the status of the No Mines modifier.
|
||||
</Function>
|
||||
<Function name='SetNoMines' return='void' arguments='bool bNoMines'>
|
||||
Sets the No Mines modifier, removing all Mines.
|
||||
</Function>
|
||||
<Function name='GetNoQuads' return='bool' arguments=''>
|
||||
Returns the status of the No Quads modifier.
|
||||
</Function>
|
||||
<Function name='SetNoQuads' return='void' arguments='bool bNoQuads'>
|
||||
Sets the No Quads modifier, removing all Quads.
|
||||
</Function>
|
||||
<Function name='GetNoRolls' return='bool' arguments=''>
|
||||
Returns the status of the No Rolls modifier.
|
||||
</Function>
|
||||
<Function name='SetNoRolls' return='void' arguments='bool bNoRolls'>
|
||||
Sets the No Rolls modifier, removing all Rolls.
|
||||
</Function>
|
||||
<Function name='GetNoStretch' return='bool' arguments=''>
|
||||
Returns the status of the No Stretch modifier.
|
||||
</Function>
|
||||
<Function name='SetNoStretch' return='void' arguments='bool bNoStretch'>
|
||||
Sets the No Stretch modifier, removing all step combinations that require a large stretch.
|
||||
</Function>
|
||||
<Function name='GetNoteSkin' return='string' arguments=''>
|
||||
Returns the current NoteSkin set in the PlayerOptions.
|
||||
</Function>
|
||||
<Function name='SetNoteSkin' return='void' arguments='string noteskin'>
|
||||
Changes the player's noteskin to <code>noteskin</code>.
|
||||
</Function>
|
||||
<Function name='GetPassmark' return='float' arguments=''>
|
||||
Returns the value of the Passmark.
|
||||
</Function>
|
||||
<Function name='SetPassmark' return='void' arguments='float fPassmark'>
|
||||
Sets the value for the Passmark.
|
||||
</Function>
|
||||
<Function name='GetPlanted' return='bool' arguments=''>
|
||||
Returns the status of the Planted modifier.
|
||||
</Function>
|
||||
<Function name='SetPlanted' return='void' arguments='bool bPlanted'>
|
||||
Sets the Planted modifier.
|
||||
</Function>
|
||||
<Function name='GetQuick' return='bool' arguments=''>
|
||||
Returns the status of the Quick modifier.
|
||||
</Function>
|
||||
<Function name='SetQuick' return='void' arguments='bool bQuick'>
|
||||
Sets the Quick modifier.
|
||||
</Function>
|
||||
<Function name='GetRandomAttacks' return='float' arguments=''>
|
||||
Returns the value of the Random Attacks modifier.
|
||||
</Function>
|
||||
<Function name='SetRandomAttacks' return='void' arguments='float fRandomAttacks'>
|
||||
Sets the value for the Random Attacks modifier.
|
||||
</Function>
|
||||
<Function name='GetRandomSpeed' return='float' arguments=''>
|
||||
Returns the value of the Random Speed modifier.
|
||||
</Function>
|
||||
<Function name='SetRandomSpeed' return='void' arguments='float fRandomSpeed'>
|
||||
Sets the value for the Random Speed modifier.
|
||||
</Function>
|
||||
<Function name='GetRandomVanish' return='float' arguments=''>
|
||||
Returns the value of the Random Vanish modifier.
|
||||
</Function>
|
||||
<Function name='SetRandomVanish' return='void' arguments='float fRandomVanish'>
|
||||
Sets the value for the Random Vanish modifier.
|
||||
</Function>
|
||||
<Function name='GetReverse' return='float' arguments=''>
|
||||
Returns the value of the Reverse modifier.
|
||||
</Function>
|
||||
<Function name='SetReverse' return='void' arguments='float fReverse'>
|
||||
Sets the value for the Reverse modifier.
|
||||
</Function>
|
||||
<Function name='GetReversePercentForColumn' return='float' arguments='int col'>
|
||||
Returns the amount of reverse applied to the specified column.
|
||||
</Function>
|
||||
<Function name='GetRight' return='bool' arguments=''>
|
||||
Returns the status of the Right modifier.
|
||||
</Function>
|
||||
<Function name='SetRight' return='void' arguments='bool bRght'>
|
||||
Sets the Right modifier.
|
||||
</Function>
|
||||
<Function name='GetRoll' return='float' arguments=''>
|
||||
Returns the value of the Roll modifier.
|
||||
</Function>
|
||||
<Function name='SetRoll' return='void' arguments='float fRoll'>
|
||||
Sets the value for the Roll modifier.
|
||||
</Function>
|
||||
<Function name='GetShuffle' return='bool' arguments=''>
|
||||
Returns the status of the Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='SetShuffle' return='void' arguments='bool bShuffle'>
|
||||
Sets the Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='GetSkew' return='float' arguments=''>
|
||||
Returns the value of the NoteField skew.
|
||||
</Function>
|
||||
<Function name='SetSkew' return='void' arguments='float fSkew'>
|
||||
Sets the NoteField skew. This is used to replicate the various
|
||||
views. (Distant, Hallway, etc.)
|
||||
</Function>
|
||||
<Function name='GetSkippy' return='bool' arguments=''>
|
||||
Returns the status of the Skippy modifier.
|
||||
</Function>
|
||||
<Function name='SetSkippy' return='void' arguments='bool bSkippy'>
|
||||
Sets the Skippy modifier.
|
||||
</Function>
|
||||
<Function name='GetSoftShuffle' return='bool' arguments=''>
|
||||
Returns the status of the Soft Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='SetSoftShuffle' return='void' arguments='bool bSoftShuffle'>
|
||||
Sets the Soft Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='GetSongAttacks' return='float' arguments=''>
|
||||
This function is deprecated. Please use GetStepAttacks() instead.
|
||||
</Function>
|
||||
<Function name='GetStepAttacks' return='float' arguments=''>
|
||||
|
||||
</Function>
|
||||
<Function name='GetSplit' return='float' arguments=''>
|
||||
Returns the value of the Split modifier.
|
||||
</Function>
|
||||
<Function name='SetSplit' return='void' arguments='float fSplit'>
|
||||
Sets the value for the Split modifier.
|
||||
</Function>
|
||||
<Function name='GetStealth' return='float' arguments=''>
|
||||
Returns the value of the Stealth modifier.
|
||||
</Function>
|
||||
<Function name='SetStealth' return='void' arguments='float fStealth'>
|
||||
Sets the value for the Stealth modifier.
|
||||
</Function>
|
||||
<Function name='GetStomp' return='bool' arguments=''>
|
||||
Returns the status of the Stomp modifier.
|
||||
</Function>
|
||||
<Function name='SetStomp' return='void' arguments='bool bStomp'>
|
||||
Sets the Stomp modifier.
|
||||
</Function>
|
||||
<Function name='GetSudden' return='float' arguments=''>
|
||||
Returns the value of the Sudden modifier.
|
||||
</Function>
|
||||
<Function name='SetSudden' return='void' arguments='float fSudden'>
|
||||
Sets the value for the Sudden modifier.
|
||||
</Function>
|
||||
<Function name='GetSuddenOffset' return='float' arguments=''>
|
||||
Returns the value of the Sudden Offset modifier.
|
||||
</Function>
|
||||
<Function name='SetSuddenOffset' return='void' arguments='float fSuddenOffset'>
|
||||
Sets the value for the Sudden Offset modifier.
|
||||
</Function>
|
||||
<Function name='GetSuperShuffle' return='bool' arguments=''>
|
||||
Returns the status of the Super Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='SetSuperShuffle' return='void' arguments='bool bSuperShuffle'>
|
||||
Sets the Super Shuffle modifier.
|
||||
</Function>
|
||||
<Function name='GetTiny' return='float' arguments=''>
|
||||
Returns the value of the Tiny modifier.
|
||||
</Function>
|
||||
<Function name='SetTiny' return='void' arguments='float fTiny'>
|
||||
Sets the value for the Tiny modifier.
|
||||
</Function>
|
||||
<Function name='GetTipsy' return='float' arguments=''>
|
||||
Returns the value of the Tipsy modifier.
|
||||
</Function>
|
||||
<Function name='SetTipsy' return='void' arguments='float fTipsy'>
|
||||
Sets the value for the Tipsy modifier.
|
||||
</Function>
|
||||
<Function name='GetTornado' return='float' arguments=''>
|
||||
Returns the value of the Tornado modifier.
|
||||
</Function>
|
||||
<Function name='SetTornado' return='void' arguments='float fTornado'>
|
||||
Sets the value for the Tornado modifier.
|
||||
</Function>
|
||||
<Function name='GetTwirl' return='float' arguments=''>
|
||||
Returns the value of the Twirl modifier.
|
||||
</Function>
|
||||
<Function name='SetTwirl' return='void' arguments='float fTwirl'>
|
||||
Sets the value for the Twirl modifier.
|
||||
</Function>
|
||||
<Function name='GetTwister' return='bool' arguments=''>
|
||||
Returns the status of the Twister modifier.
|
||||
</Function>
|
||||
<Function name='SetTwister' return='void' arguments='bool bTwister'>
|
||||
Sets the Twister modifier.
|
||||
</Function>
|
||||
<Function name='GetWave' return='float' arguments=''>
|
||||
Returns the value of the Wave modifier.
|
||||
</Function>
|
||||
<Function name='SetWave' return='void' arguments='float fWave'>
|
||||
Sets the value for the Wave modifier.
|
||||
</Function>
|
||||
<Function name='GetWide' return='bool' arguments=''>
|
||||
Returns the status of the Wide modifier.
|
||||
</Function>
|
||||
<Function name='SetWide' return='void' arguments='bool bWide'>
|
||||
Sets the Wide modifier.
|
||||
</Function>
|
||||
<Function name='GetXMod' return='float' arguments=''>
|
||||
Returns the player's X-mod.
|
||||
</Function>
|
||||
<Function name='SetXMod' return='void' arguments='float fXmod'>
|
||||
Sets the player's X-mod to <code>fXmod</code>.
|
||||
</Function>
|
||||
<Function name='GetXMode' return='float' arguments=''>
|
||||
Returns the value of X Mode.
|
||||
</Function>
|
||||
<Description>
|
||||
Most options fall into one of two types: float or bool.<br />
|
||||
Float type options have this interface:<br />
|
||||
Option(value, approach_speed)<br />
|
||||
If value is a float, sets the TimeSpacing modifier to value.<br />
|
||||
If approach_speed is a float, sets the speed of the transition to approach_speed. Returns the previous values of both.<br />
|
||||
approach_speed is in units of n per second. value will be approached at the rate of approach_speed per second.<br />
|
||||
Note that the value and the approach speed arguments are both independently optional.<br />
|
||||
Example:<br />
|
||||
a,b= options:Boost() -- Sets a to the current value and b to the current approach_speed.<br />
|
||||
a,b= options:Boost(5, .5) -- Stores the previous values in a and b, NOT to 5 and .5. Sets the value to 5 and the approach speed to .5.<br />
|
||||
a,b= options:Boost(5) -- Sets a and b to the previous values, NOT to 5 and .5. Sets the value to 5 and leaves the approach speed at whatever it was.<br />
|
||||
<br />
|
||||
Setting the approach speed only matters when modifying the PlayerOptions from ModsLevel_Song.<br />
|
||||
Bool type options have an almost identical interface, the difference is that they can not have an approach speed.<br />
|
||||
For brevity, the functions are only given a description if the option requires careful handling or does not follow the float or bool interfaces.<br />
|
||||
</Description>
|
||||
<Function name='IsEasierForCourseAndTrail' return='bool' arguments='Course c, Trail t'>
|
||||
Returns <code>true</code> if the current PlayerOptions makes the current Course/Trail easier.
|
||||
</Function>
|
||||
<Function name='IsEasierForSongAndSteps' return='bool' arguments='Song so, Steps st'>
|
||||
Returns <code>true</code> if the current PlayerOptions makes the current Song/Steps easier.
|
||||
</Function>
|
||||
<Function name='SetXMode' return='void' arguments='float fXModeVal'>
|
||||
Sets the X Mode percentage to <code>fXModeVal</code>.
|
||||
<Function name='TimeSpacing' return='float, float' arguments='float value, float approach_speed'>
|
||||
TimeSpacing is one of the variables for controlling the speed mod.<br />
|
||||
Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.<br />
|
||||
It controls whether the speed mod is in X mode or C mode. It should only be set to 0 or 1, and is only a float value to allow tweening between the two states.
|
||||
</Function>
|
||||
<Function name='MaxScrollBPM' return='float, float' arguments='float value, float approach_speed'>
|
||||
MaxScrollBPM is one of the variables for controlling the speed mod.<br />
|
||||
Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.<br />
|
||||
It is the setting for the MMod.<br />
|
||||
MMods are not tweenable or settable on ScreenGameplay. Use XMods if you need such an effect.
|
||||
</Function>
|
||||
<Function name='ScrollSpeed' return='float, float' arguments='float value, float approach_speed'>
|
||||
ScrollSpeed is one of the variables for controlling the speed mod.<br />
|
||||
Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.<br />
|
||||
It is the setting for the XMod.
|
||||
</Function>
|
||||
<Function name='ScrollBPM' return='float, float' arguments='float value, float approach_speed'>
|
||||
ScrollBPM is one of the variables for controlling the speed mod.<br />
|
||||
Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.<br />
|
||||
It is the setting for the CMod.
|
||||
</Function>
|
||||
<Function name='Boost' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Brake' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Wave' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Expand' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Boomerang' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Drunk' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Dizzy' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Confusion' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Mini' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Tiny' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Flip' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Invert' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Tornado' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Tipsy' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Bumpy' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Beat' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Xmode' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Twirl' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Roll' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Hidden' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='HiddenOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Sudden' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='SuddenOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Stealth' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Blink' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='RandomVanish' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Reverse' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Split' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Alternate' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Cross' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Centered' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Dark' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Blind' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Cover' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='RandAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='NoAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='PlayerAutoPlay' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='Tilt' return='float, float' arguments='float value, float approach_speed'>
|
||||
Tilt is one of the mods for controlling the perspective. Use Overhead, Distant, Incoming, Space, Distant, or Hallway for controlling the perspective in the old way.<br />
|
||||
Tilt tilts the note field forward and back.
|
||||
</Function>
|
||||
<Function name='Skew' return='float, float' arguments='float value, float approach_speed'>
|
||||
Skew is one of the mods for controlling the perspective. Use Overhead, Distant, Incoming, Space, Distant, or Hallway for controlling the perspective in the old way.<br />
|
||||
Skew moves the vanishing point for the note field away from the center of the screen.<br />
|
||||
Skew has no effect in single mode if Center1Player is true.<br />
|
||||
Skew has no effect in double mode.<br />
|
||||
</Function>
|
||||
<Function name='Passmark' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='RandomSpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
|
||||
<Function name='TurnNone' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Mirror' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Backwards' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Left' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Right' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Shuffle' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='SoftShuffle' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='SuperShuffle' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoHolds' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoRolls' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoMines' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Little' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Wide' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Big' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Quick' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='BMRize' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Skippy' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Mines' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='AttackMines' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Echo' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Stomp' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Planted' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Floored' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='Twister' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='HoldRolls' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoJumps' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoHands' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoLifts' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoFakes' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoQuads' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='NoStretch' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='MuteOnError' return='bool' arguments='bool value'> </Function>
|
||||
<Function name='UsingReverse' return='bool' arguments=''>
|
||||
Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1.0</code>)
|
||||
</Function>
|
||||
<Function name='NoteSkin' return='string, bool' arguments='string name'>
|
||||
Sets the NoteSkin to the named noteskin, unless name is nil or the noteskin does not exist. Returns the name of the previous noteskin and whether the set attempt succeeded.<br />
|
||||
Changing the noteskin during a song is not supported.<br />
|
||||
Example:<br />
|
||||
note_name= options:NoteSkin() -- Sets note_name to the player's current noteskin.<br />
|
||||
prev_note_name, succeeded= options:NoteSkin("cel") -- Sets prev_note_name to the noteskin the player had set, changes the current noteskin to "cel", sets succeeded to true if the the "cel" noteskin exists.<br />
|
||||
</Function>
|
||||
<Function name='FailSetting' return='FailType' arguments='FailType'>
|
||||
Sets the <Link class='ENUM' function='FailType' /> for the player, if the optional argument is provided. Returns the <Link class='ENUM' function='FailType' /> that was previously set.
|
||||
</Function>
|
||||
<Function name='CMod' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player has a CMod set, returns the value of that CMod and its associated approach speed. Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets the CMod to the value and disables any XMod or MMod that is set.<br />
|
||||
If the optional second argument is passed, sets the speed at which the transition occurs.
|
||||
</Function>
|
||||
<Function name='XMod' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player has a XMod set, returns the value of that XMod and its associated approach speed. Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets the XMod to the value and disables any CMod or MMod that is set.<br />
|
||||
If the optional second argument is passed, sets the speed at which the transition occurs.
|
||||
</Function>
|
||||
<Function name='MMod' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player has a MMod set, returns the value of that MMod and its associated approach speed. Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets the MMod to the value and disables any CMod or XMod that is set.<br />
|
||||
If the optional second argument is passed, sets the speed at which the transition occurs.<br />
|
||||
MMods are not tweenable or settable on ScreenGameplay. Use XMods if you need such an effect.
|
||||
</Function>
|
||||
<Function name='Overhead' return='bool' arguments='bool'>
|
||||
If the player is using Overhead (0 tilt, 0 skew), returns true.<br />
|
||||
If true is passed, sets the tilt and skew to 0.
|
||||
</Function>
|
||||
<Function name='Incoming' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player is using Incoming ((positive skew and negative tilt) or (negative skew and positive tilt)), returns the value of skew and its approach_speed.<br />
|
||||
Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets tilt to negative value and skew to value.<br />
|
||||
Pass in a positive value for the familiar meaning of Incoming.<br />
|
||||
If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
|
||||
</Function>
|
||||
<Function name='Space' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player is using Space ((positive skew and positive tilt) or (negative skew and negative tilt)), returns the value of skew and its approach_speed.<br />
|
||||
Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets tilt to value and skew to value.<br />
|
||||
If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
|
||||
</Function>
|
||||
<Function name='Hallway' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player is using Hallway (zero skew and negative tilt), returns the value of tilt and its approach_speed.<br />
|
||||
Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets tilt to negative value and skew to zero.<br />
|
||||
Pass in a positive value for the familiar meaning of Hallway.<br />
|
||||
If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
|
||||
</Function>
|
||||
<Function name='Distant' return='float, float' arguments='float value, float approach_speed'>
|
||||
If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.<br />
|
||||
Returns nil otherwise.<br />
|
||||
If the optional first argument is passed, sets tilt to value and skew to zero.<br />
|
||||
If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
|
||||
</Function>
|
||||
<Function name='GetStepAttacks' return='bool' argument=''>
|
||||
Returns true if step attacks or random attacks are enabled.
|
||||
</Function>
|
||||
</Class>
|
||||
<Class name='PlayerStageStats'>
|
||||
<Function name='FailPlayer' return='bool' arguments=''>
|
||||
|
||||
+1
-1
@@ -868,7 +868,7 @@ bool BackgroundImpl::IsDangerAllVisible()
|
||||
{
|
||||
// The players are never in danger in FAIL_OFF.
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF )
|
||||
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == FailType_Off )
|
||||
return false;
|
||||
if( !g_bShowDanger )
|
||||
return false;
|
||||
|
||||
@@ -491,7 +491,15 @@ XToLocalizedString( CourseType );
|
||||
LuaXType( CourseType );
|
||||
LuaFunction( CourseTypeToLocalizedString, CourseTypeToLocalizedString( Enum::Check<CourseType>( L, 1 ) ) );
|
||||
|
||||
|
||||
static const char *FailTypeNames[] = {
|
||||
"Immediate",
|
||||
"ImmediateContinue",
|
||||
"EndOfSong",
|
||||
"Off",
|
||||
};
|
||||
XToString( FailType );
|
||||
XToLocalizedString( FailType );
|
||||
LuaXType( FailType );
|
||||
|
||||
/*
|
||||
* (c) 2001-2004 Chris Danford
|
||||
|
||||
@@ -686,6 +686,21 @@ const RString& CourseTypeToString( CourseType i );
|
||||
const RString& CourseTypeToLocalizedString( CourseType i );
|
||||
LuaDeclareType( CourseType );
|
||||
|
||||
/** @brief How can the Player fail a song? */
|
||||
enum FailType
|
||||
{
|
||||
FailType_Immediate, /**< fail immediately when life touches 0 */
|
||||
FailType_ImmediateContinue, /**< Same as above, but allow playing the rest of the song */
|
||||
FailType_EndOfSong, /**< fail if life is at 0 when the song ends */
|
||||
FailType_Off, /**< never fail */
|
||||
NUM_FailType,
|
||||
FailType_Invalid
|
||||
};
|
||||
|
||||
const RString& FailTypeToString( FailType cat );
|
||||
const RString& FailTypeToLocalizedString( FailType cat );
|
||||
LuaDeclareType( FailType );
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
+7
-7
@@ -1534,10 +1534,10 @@ void setmax( T &a, const T &b )
|
||||
a = max(a, b);
|
||||
}
|
||||
|
||||
PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
|
||||
FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
|
||||
{
|
||||
PlayerNumber pn = pPlayerState->m_PlayerNumber;
|
||||
PlayerOptions::FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
|
||||
FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
|
||||
|
||||
// If the player changed the fail mode explicitly, leave it alone.
|
||||
if( m_bChangedFailTypeOnScreenSongOptions )
|
||||
@@ -1546,7 +1546,7 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
|
||||
if( IsCourseMode() )
|
||||
{
|
||||
if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 )
|
||||
ft = max( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes
|
||||
ft = max( ft, FailType_ImmediateContinue ); // take the least harsh of the two FailTypes
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1560,18 +1560,18 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
|
||||
|
||||
// Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE.
|
||||
if( dc <= Difficulty_Easy )
|
||||
setmax( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE );
|
||||
setmax( ft, FailType_ImmediateContinue );
|
||||
|
||||
if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
|
||||
setmax( ft, PlayerOptions::FAIL_OFF );
|
||||
setmax( ft, FailType_Off );
|
||||
|
||||
/* If beginner's steps were chosen, and this is the first stage,
|
||||
* turn off failure completely. */
|
||||
if( dc == Difficulty_Beginner && bFirstStage )
|
||||
setmax( ft, PlayerOptions::FAIL_OFF );
|
||||
setmax( ft, FailType_Off );
|
||||
|
||||
if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner )
|
||||
setmax( ft, PlayerOptions::FAIL_OFF );
|
||||
setmax( ft, FailType_Off );
|
||||
}
|
||||
|
||||
return ft;
|
||||
|
||||
+1
-1
@@ -306,7 +306,7 @@ public:
|
||||
bool CurrentOptionsDisqualifyPlayer( PlayerNumber pn );
|
||||
bool PlayerIsUsingModifier( PlayerNumber pn, const RString &sModifier );
|
||||
|
||||
PlayerOptions::FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
|
||||
FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
|
||||
|
||||
// character stuff
|
||||
Character* m_pCurCharacters[NUM_PLAYERS];
|
||||
|
||||
@@ -7,6 +7,7 @@ static const char *ModsLevelNames[] = {
|
||||
"Preferred",
|
||||
"Stage",
|
||||
"Song",
|
||||
"Current",
|
||||
};
|
||||
XToString( ModsLevel );
|
||||
LuaXType( ModsLevel );
|
||||
|
||||
+22
-17
@@ -9,6 +9,7 @@ enum ModsLevel
|
||||
ModsLevel_Preferred, // user-chosen player options. Does not include any forced mods.
|
||||
ModsLevel_Stage, // Preferred + forced stage mods
|
||||
ModsLevel_Song, // Stage + forced attack mods
|
||||
ModsLevel_Current, // Approaches Song
|
||||
NUM_ModsLevel,
|
||||
ModsLevel_Invalid
|
||||
};
|
||||
@@ -30,7 +31,6 @@ class ModsGroup
|
||||
{
|
||||
T m_[NUM_ModsLevel];
|
||||
RageTimer m_Timer;
|
||||
T m_Current; // approaches ModsLevel_Song
|
||||
|
||||
public:
|
||||
void Init()
|
||||
@@ -43,15 +43,15 @@ public:
|
||||
// Don't let the mod approach speed be affected by Tab.
|
||||
// TODO: Find a more elegant way of handling this.
|
||||
fDelta = m_Timer.GetDeltaTime();
|
||||
m_Current.Approach( m_[ModsLevel_Song], fDelta );
|
||||
m_[ModsLevel_Current].Approach( m_[ModsLevel_Song], fDelta );
|
||||
}
|
||||
|
||||
template<typename U>
|
||||
inline void Assign( ModsLevel level, U T::*member, const U &val )
|
||||
{
|
||||
if( level != ModsLevel_Song )
|
||||
m_Current.*member = val;
|
||||
for( ; level < NUM_ModsLevel; enum_add(level, 1) )
|
||||
m_[ModsLevel_Current].*member = val;
|
||||
for( ; level < ModsLevel_Current; enum_add(level, 1) )
|
||||
m_[level].*member = val;
|
||||
}
|
||||
|
||||
@@ -60,45 +60,50 @@ public:
|
||||
{
|
||||
DEBUG_ASSERT( index < n );
|
||||
if( level != ModsLevel_Song )
|
||||
(m_Current.*member)[index] = val;
|
||||
for( ; level < NUM_ModsLevel; enum_add(level, 1) )
|
||||
(m_[ModsLevel_Current].*member)[index] = val;
|
||||
for( ; level < ModsLevel_Current; enum_add(level, 1) )
|
||||
(m_[level].*member)[index] = val;
|
||||
}
|
||||
|
||||
void Assign( ModsLevel level, const T &val )
|
||||
{
|
||||
if( level != ModsLevel_Song )
|
||||
m_Current = val;
|
||||
for( ; level < NUM_ModsLevel; enum_add(level, 1) )
|
||||
m_[ModsLevel_Current] = val;
|
||||
for( ; level < ModsLevel_Current; enum_add(level, 1) )
|
||||
m_[level] = val;
|
||||
}
|
||||
|
||||
void Call( ModsLevel level, void (T::*fun)() )
|
||||
{
|
||||
if( level != ModsLevel_Song )
|
||||
(m_Current.*fun)();
|
||||
for( ; level < NUM_ModsLevel; enum_add(level, 1) )
|
||||
(m_[ModsLevel_Current].*fun)();
|
||||
for( ; level < ModsLevel_Current; enum_add(level, 1) )
|
||||
(m_[level].*fun)();
|
||||
}
|
||||
|
||||
void FromString( ModsLevel level, const RString &str )
|
||||
{
|
||||
if( level != ModsLevel_Song )
|
||||
m_Current.FromString( str );
|
||||
for( ; level < NUM_ModsLevel; enum_add(level, 1) )
|
||||
m_[ModsLevel_Current].FromString( str );
|
||||
for( ; level < ModsLevel_Current; enum_add(level, 1) )
|
||||
m_[level].FromString( str );
|
||||
}
|
||||
|
||||
void SetCurrentToLevel( ModsLevel level )
|
||||
{
|
||||
m_Current = m_[level];
|
||||
m_[ModsLevel_Current] = m_[level];
|
||||
}
|
||||
|
||||
const T &Get( ModsLevel l ) const { return m_[l]; }
|
||||
const T &GetPreferred() const { return m_[ModsLevel_Preferred]; }
|
||||
const T &GetStage() const { return m_[ModsLevel_Stage]; }
|
||||
const T &GetSong() const { return m_[ModsLevel_Song]; }
|
||||
const T &GetCurrent() const { return m_Current; }
|
||||
const T &GetPreferred() const { return m_[ModsLevel_Preferred]; }
|
||||
const T &GetStage() const { return m_[ModsLevel_Stage]; }
|
||||
const T &GetSong() const { return m_[ModsLevel_Song]; }
|
||||
const T &GetCurrent() const { return m_[ModsLevel_Current]; }
|
||||
T &Get( ModsLevel l ) { return m_[l]; }
|
||||
T &GetPreferred() { return m_[ModsLevel_Preferred]; }
|
||||
T &GetStage() { return m_[ModsLevel_Stage]; }
|
||||
T &GetSong() { return m_[ModsLevel_Song]; }
|
||||
T &GetCurrent() { return m_[ModsLevel_Current]; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
+458
-373
@@ -23,13 +23,19 @@ ThemeMetric<float> RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance"
|
||||
ThemeMetric<float> RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" );
|
||||
ThemeMetric<float> RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" );
|
||||
|
||||
static const float CMOD_DEFAULT= 200.0f;
|
||||
// Is there a better place for this?
|
||||
// It needs to be a named constant because it's used in several places in
|
||||
// this file, but nothing else has a named constant for its default value.
|
||||
// -Kyz
|
||||
|
||||
void PlayerOptions::Init()
|
||||
{
|
||||
m_bSetScrollSpeed = false;
|
||||
m_fMaxScrollBPM = 0; m_SpeedfMaxScrollBPM = 1.0f;
|
||||
m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
|
||||
m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
|
||||
m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
|
||||
m_fScrollBPM = CMOD_DEFAULT; m_SpeedfScrollBPM = 1.0f;
|
||||
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
|
||||
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
|
||||
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
|
||||
@@ -40,7 +46,6 @@ void PlayerOptions::Init()
|
||||
m_fRandAttack = 0; m_SpeedfRandAttack = 1.0f;
|
||||
m_fNoAttack = 0; m_SpeedfNoAttack = 1.0f;
|
||||
m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
|
||||
m_bSetTiltOrSkew = false;
|
||||
m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
|
||||
m_fSkew = 0; m_SpeedfSkew = 1.0f;
|
||||
m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
|
||||
@@ -48,7 +53,7 @@ void PlayerOptions::Init()
|
||||
ZERO( m_bTurns );
|
||||
ZERO( m_bTransforms );
|
||||
m_bMuteOnError = false;
|
||||
m_FailType = FAIL_IMMEDIATE;
|
||||
m_FailType = FailType_Immediate;
|
||||
m_sNoteSkin = "";
|
||||
}
|
||||
|
||||
@@ -83,7 +88,6 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
|
||||
APPROACH( fRandomSpeed );
|
||||
|
||||
DO_COPY( m_bSetScrollSpeed );
|
||||
DO_COPY( m_bSetTiltOrSkew );
|
||||
for( int i=0; i<NUM_TURNS; i++ )
|
||||
DO_COPY( m_bTurns[i] );
|
||||
for( int i=0; i<NUM_TRANSFORMS; i++ )
|
||||
@@ -229,15 +233,18 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
|
||||
|
||||
switch( m_FailType )
|
||||
{
|
||||
case FAIL_IMMEDIATE: break;
|
||||
case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break;
|
||||
case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break;
|
||||
case FAIL_OFF: AddTo.push_back("FailOff"); break;
|
||||
case FailType_Immediate: break;
|
||||
case FailType_ImmediateContinue: AddTo.push_back("FailImmediateContinue"); break;
|
||||
case FailType_EndOfSong: AddTo.push_back("FailAtEnd"); break;
|
||||
case FailType_Off: AddTo.push_back("FailOff"); break;
|
||||
default:
|
||||
FAIL_M(ssprintf("Invalid FailType: %i", m_FailType));
|
||||
}
|
||||
|
||||
if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); }
|
||||
if( m_fSkew==0 && m_fPerspectiveTilt==0 )
|
||||
{
|
||||
AddTo.push_back( "Overhead" );
|
||||
}
|
||||
else if( m_fSkew == 0 )
|
||||
{
|
||||
if( m_fPerspectiveTilt > 0 )
|
||||
@@ -346,7 +353,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
||||
else if( sscanf( sBit, "c%f", &level ) == 1 )
|
||||
{
|
||||
if( !isfinite(level) || level <= 0.0f )
|
||||
level = 200.0f; // Just pick some value.
|
||||
level = CMOD_DEFAULT;
|
||||
SET_FLOAT( fScrollBPM )
|
||||
SET_FLOAT( fTimeSpacing )
|
||||
m_fTimeSpacing = 1;
|
||||
@@ -359,7 +366,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
||||
// OpenITG doesn't have this block:
|
||||
/*
|
||||
if( !isfinite(level) || level <= 0.0f )
|
||||
level = 200.0f;
|
||||
level = CMOD_DEFAULT;
|
||||
*/
|
||||
SET_FLOAT( fMaxScrollBPM )
|
||||
m_fTimeSpacing = 0;
|
||||
@@ -376,7 +383,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
||||
SET_FLOAT(fTimeSpacing);
|
||||
level= 1.0f;
|
||||
SET_FLOAT(fScrollSpeed);
|
||||
level= 200.0f;
|
||||
level= CMOD_DEFAULT;
|
||||
SET_FLOAT(fScrollBPM)
|
||||
}
|
||||
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
|
||||
@@ -448,20 +455,20 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
||||
else if( sBit == "noattacks" ) SET_FLOAT( fNoAttack )
|
||||
else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
|
||||
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
|
||||
else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
|
||||
else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
|
||||
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
|
||||
else if( sBit == "failarcade" ||
|
||||
sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
|
||||
sBit == "failimmediate" ) m_FailType = FailType_Immediate;
|
||||
else if( sBit == "failendofsong" ||
|
||||
sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
|
||||
else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
|
||||
else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
|
||||
sBit == "failimmediatecontinue" ) m_FailType = FailType_ImmediateContinue;
|
||||
else if( sBit == "failatend" ) m_FailType = FailType_EndOfSong;
|
||||
else if( sBit == "failoff" ) m_FailType = FailType_Off;
|
||||
else if( sBit == "faildefault" )
|
||||
{
|
||||
PlayerOptions po;
|
||||
@@ -916,133 +923,381 @@ public:
|
||||
return 1;
|
||||
}
|
||||
|
||||
static float CheckedApproachSpeed(lua_State* L, float s)
|
||||
{
|
||||
if(s <= 0)
|
||||
{
|
||||
luaL_error(L, "Approach speed must be greater than zero.");
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
// Functions are designed to combine Get and Set into one, to be less clumsy to use. -Kyz
|
||||
// If a valid arg is passed, the value is set.
|
||||
// The previous value is returned.
|
||||
#define FLOAT_INTERFACE(func_name, member) \
|
||||
static int func_name(T* p, lua_State* L) \
|
||||
{ \
|
||||
lua_pushnumber(L, p->m_f ## member); \
|
||||
lua_pushnumber(L, p->m_Speedf ## member); \
|
||||
if(lua_isnumber(L, 1)) \
|
||||
{ \
|
||||
p->m_f ## member = FArg(1); \
|
||||
} \
|
||||
if(lua_isnumber(L, 2)) \
|
||||
{ \
|
||||
p->m_Speedf ## member = CheckedApproachSpeed(L, FArg(2)); \
|
||||
} \
|
||||
return 2; \
|
||||
}
|
||||
#define BOOL_INTERFACE(func_name, member) \
|
||||
static int func_name(T* p, lua_State* L) \
|
||||
{ \
|
||||
lua_pushboolean(L, p->m_b ## member); \
|
||||
if(lua_isboolean(L, 1)) \
|
||||
{ \
|
||||
p->m_b ## member = BArg(1); \
|
||||
} \
|
||||
return 1; \
|
||||
}
|
||||
|
||||
// Direct control functions, for themes that can handle it.
|
||||
|
||||
FLOAT_INTERFACE(TimeSpacing, TimeSpacing);
|
||||
FLOAT_INTERFACE(MaxScrollBPM, MaxScrollBPM);
|
||||
FLOAT_INTERFACE(ScrollSpeed, ScrollSpeed);
|
||||
FLOAT_INTERFACE(ScrollBPM, ScrollBPM);
|
||||
FLOAT_INTERFACE(Boost, Accels[PlayerOptions::ACCEL_BOOST]);
|
||||
FLOAT_INTERFACE(Brake, Accels[PlayerOptions::ACCEL_BRAKE]);
|
||||
FLOAT_INTERFACE(Wave, Accels[PlayerOptions::ACCEL_WAVE]);
|
||||
FLOAT_INTERFACE(Expand, Accels[PlayerOptions::ACCEL_EXPAND]);
|
||||
FLOAT_INTERFACE(Boomerang, Accels[PlayerOptions::ACCEL_BOOMERANG]);
|
||||
FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK]);
|
||||
FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY]);
|
||||
FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION]);
|
||||
FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI]);
|
||||
FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY]);
|
||||
FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP]);
|
||||
FLOAT_INTERFACE(Invert, Effects[PlayerOptions::EFFECT_INVERT]);
|
||||
FLOAT_INTERFACE(Tornado, Effects[PlayerOptions::EFFECT_TORNADO]);
|
||||
FLOAT_INTERFACE(Tipsy, Effects[PlayerOptions::EFFECT_TIPSY]);
|
||||
FLOAT_INTERFACE(Bumpy, Effects[PlayerOptions::EFFECT_BUMPY]);
|
||||
FLOAT_INTERFACE(Beat, Effects[PlayerOptions::EFFECT_BEAT]);
|
||||
FLOAT_INTERFACE(Xmode, Effects[PlayerOptions::EFFECT_XMODE]);
|
||||
FLOAT_INTERFACE(Twirl, Effects[PlayerOptions::EFFECT_TWIRL]);
|
||||
FLOAT_INTERFACE(Roll, Effects[PlayerOptions::EFFECT_ROLL]);
|
||||
FLOAT_INTERFACE(Hidden, Appearances[PlayerOptions::APPEARANCE_HIDDEN]);
|
||||
FLOAT_INTERFACE(HiddenOffset, Appearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET]);
|
||||
FLOAT_INTERFACE(Sudden, Appearances[PlayerOptions::APPEARANCE_SUDDEN]);
|
||||
FLOAT_INTERFACE(SuddenOffset, Appearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET]);
|
||||
FLOAT_INTERFACE(Stealth, Appearances[PlayerOptions::APPEARANCE_STEALTH]);
|
||||
FLOAT_INTERFACE(Blink, Appearances[PlayerOptions::APPEARANCE_BLINK]);
|
||||
FLOAT_INTERFACE(RandomVanish, Appearances[PlayerOptions::APPEARANCE_RANDOMVANISH]);
|
||||
FLOAT_INTERFACE(Reverse, Scrolls[PlayerOptions::SCROLL_REVERSE]);
|
||||
FLOAT_INTERFACE(Split, Scrolls[PlayerOptions::SCROLL_SPLIT]);
|
||||
FLOAT_INTERFACE(Alternate, Scrolls[PlayerOptions::SCROLL_ALTERNATE]);
|
||||
FLOAT_INTERFACE(Cross, Scrolls[PlayerOptions::SCROLL_CROSS]);
|
||||
FLOAT_INTERFACE(Centered, Scrolls[PlayerOptions::SCROLL_CENTERED]);
|
||||
FLOAT_INTERFACE(Dark, Dark);
|
||||
FLOAT_INTERFACE(Blind, Blind);
|
||||
FLOAT_INTERFACE(Cover, Cover);
|
||||
FLOAT_INTERFACE(RandAttack, RandAttack);
|
||||
FLOAT_INTERFACE(NoAttack, NoAttack);
|
||||
FLOAT_INTERFACE(PlayerAutoPlay, PlayerAutoPlay);
|
||||
FLOAT_INTERFACE(Skew, Skew);
|
||||
FLOAT_INTERFACE(Tilt, PerspectiveTilt);
|
||||
FLOAT_INTERFACE(Passmark, Passmark); // Passmark is not sanity checked to the [0, 1] range because LifeMeterBar::IsFailing is the only thing that uses it, and it's used in a <= test. Any theme passing a value outside the [0, 1] range probably expects the result they get. -Kyz
|
||||
FLOAT_INTERFACE(RandomSpeed, RandomSpeed);
|
||||
BOOL_INTERFACE(TurnNone, Turns[PlayerOptions::TURN_NONE]);
|
||||
BOOL_INTERFACE(Mirror, Turns[PlayerOptions::TURN_MIRROR]);
|
||||
BOOL_INTERFACE(Backwards, Turns[PlayerOptions::TURN_BACKWARDS]);
|
||||
BOOL_INTERFACE(Left, Turns[PlayerOptions::TURN_LEFT]);
|
||||
BOOL_INTERFACE(Right, Turns[PlayerOptions::TURN_RIGHT]);
|
||||
BOOL_INTERFACE(Shuffle, Turns[PlayerOptions::TURN_SHUFFLE]);
|
||||
BOOL_INTERFACE(SoftShuffle, Turns[PlayerOptions::TURN_SOFT_SHUFFLE]);
|
||||
BOOL_INTERFACE(SuperShuffle, Turns[PlayerOptions::TURN_SUPER_SHUFFLE]);
|
||||
BOOL_INTERFACE(NoHolds, Transforms[PlayerOptions::TRANSFORM_NOHOLDS]);
|
||||
BOOL_INTERFACE(NoRolls, Transforms[PlayerOptions::TRANSFORM_NOROLLS]);
|
||||
BOOL_INTERFACE(NoMines, Transforms[PlayerOptions::TRANSFORM_NOMINES]);
|
||||
BOOL_INTERFACE(Little, Transforms[PlayerOptions::TRANSFORM_LITTLE]);
|
||||
BOOL_INTERFACE(Wide, Transforms[PlayerOptions::TRANSFORM_WIDE]);
|
||||
BOOL_INTERFACE(Big, Transforms[PlayerOptions::TRANSFORM_BIG]);
|
||||
BOOL_INTERFACE(Quick, Transforms[PlayerOptions::TRANSFORM_QUICK]);
|
||||
BOOL_INTERFACE(BMRize, Transforms[PlayerOptions::TRANSFORM_BMRIZE]);
|
||||
BOOL_INTERFACE(Skippy, Transforms[PlayerOptions::TRANSFORM_SKIPPY]);
|
||||
BOOL_INTERFACE(Mines, Transforms[PlayerOptions::TRANSFORM_MINES]);
|
||||
BOOL_INTERFACE(AttackMines, Transforms[PlayerOptions::TRANSFORM_ATTACKMINES]);
|
||||
BOOL_INTERFACE(Echo, Transforms[PlayerOptions::TRANSFORM_ECHO]);
|
||||
BOOL_INTERFACE(Stomp, Transforms[PlayerOptions::TRANSFORM_STOMP]);
|
||||
BOOL_INTERFACE(Planted, Transforms[PlayerOptions::TRANSFORM_PLANTED]);
|
||||
BOOL_INTERFACE(Floored, Transforms[PlayerOptions::TRANSFORM_FLOORED]);
|
||||
BOOL_INTERFACE(Twister, Transforms[PlayerOptions::TRANSFORM_TWISTER]);
|
||||
BOOL_INTERFACE(HoldRolls, Transforms[PlayerOptions::TRANSFORM_HOLDROLLS]);
|
||||
BOOL_INTERFACE(NoJumps, Transforms[PlayerOptions::TRANSFORM_NOJUMPS]);
|
||||
BOOL_INTERFACE(NoHands, Transforms[PlayerOptions::TRANSFORM_NOHANDS]);
|
||||
BOOL_INTERFACE(NoLifts, Transforms[PlayerOptions::TRANSFORM_NOLIFTS]);
|
||||
BOOL_INTERFACE(NoFakes, Transforms[PlayerOptions::TRANSFORM_NOFAKES]);
|
||||
BOOL_INTERFACE(NoQuads, Transforms[PlayerOptions::TRANSFORM_NOQUADS]);
|
||||
BOOL_INTERFACE(NoStretch, Transforms[PlayerOptions::TRANSFORM_NOSTRETCH]);
|
||||
BOOL_INTERFACE(MuteOnError, MuteOnError);
|
||||
|
||||
#undef FLOAT_INTERFACE
|
||||
#undef BOOL_INTERFACE
|
||||
|
||||
// NoteSkins
|
||||
static int GetNoteSkin( T *p, lua_State *L )
|
||||
static int NoteSkin(T* p, lua_State* L)
|
||||
{
|
||||
if( p->m_sNoteSkin.empty() )
|
||||
{
|
||||
lua_pushstring( L, CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushstring( L, p->m_sNoteSkin );
|
||||
}
|
||||
if(lua_isstring(L, 1))
|
||||
{
|
||||
if(NOTESKIN->DoesNoteSkinExist(SArg(1)))
|
||||
{
|
||||
p->m_sNoteSkin = SArg(1);
|
||||
lua_pushboolean(L, true);
|
||||
}
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
static int FailSetting(T* p, lua_State* L)
|
||||
{
|
||||
Enum::Push(L, p->m_FailType);
|
||||
if(lua_isstring(L, 1))
|
||||
{
|
||||
p->m_FailType= Enum::Check<FailType>(L, 1);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
static int SetNoteSkin( T *p, lua_State *L )
|
||||
|
||||
static void SetSpeedModApproaches(T* p, float speed)
|
||||
{
|
||||
if( NOTESKIN->DoesNoteSkinExist(SArg(1)) )
|
||||
p->m_sNoteSkin = SArg(1);
|
||||
return 0;
|
||||
p->m_SpeedfScrollBPM= speed;
|
||||
p->m_SpeedfScrollSpeed= speed;
|
||||
p->m_SpeedfMaxScrollBPM= speed;
|
||||
p->m_SpeedfTimeSpacing= speed;
|
||||
}
|
||||
|
||||
// Speed Mods
|
||||
static int GetCMod( T *p, lua_State *L )
|
||||
// Sanity checked functions for speed mods, for themes that want to use the
|
||||
// engine's enforcement of sane separation between speed mod types.
|
||||
static int CMod(T* p, lua_State* L)
|
||||
{
|
||||
if( p->m_fTimeSpacing )
|
||||
lua_pushnumber( L, p->m_fScrollBPM );
|
||||
if(p->m_fTimeSpacing)
|
||||
{
|
||||
lua_pushnumber(L, p->m_fScrollBPM);
|
||||
lua_pushnumber(L, p->m_SpeedfScrollBPM);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
static int SetCMod( T *p, lua_State *L )
|
||||
{
|
||||
p->m_fTimeSpacing = FArg(1);
|
||||
p->m_fTimeSpacing = 1;
|
||||
p->m_fMaxScrollBPM = 0;
|
||||
return 0;
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
float speed= FArg(1);
|
||||
if(!isfinite(speed) || speed <= 0.0f)
|
||||
{
|
||||
luaL_error(L, "CMod speed must be finite and greater than 0.");
|
||||
}
|
||||
p->m_fScrollBPM= speed;
|
||||
p->m_fTimeSpacing = 1;
|
||||
p->m_fScrollSpeed = 1;
|
||||
p->m_fMaxScrollBPM = 0;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
static int GetXMod( T *p, lua_State *L )
|
||||
static int XMod(T* p, lua_State* L)
|
||||
{
|
||||
if( !p->m_fTimeSpacing )
|
||||
lua_pushnumber( L, p->m_fScrollSpeed );
|
||||
if(!p->m_fTimeSpacing)
|
||||
{
|
||||
lua_pushnumber(L, p->m_fScrollSpeed);
|
||||
lua_pushnumber(L, p->m_SpeedfScrollSpeed);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
static int SetXMod( T *p, lua_State *L )
|
||||
{
|
||||
p->m_fScrollSpeed = FArg(1);
|
||||
p->m_fTimeSpacing = 0;
|
||||
p->m_fMaxScrollBPM = 0;
|
||||
return 0;
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
p->m_fScrollSpeed = FArg(1);
|
||||
p->m_fTimeSpacing = 0;
|
||||
p->m_fScrollBPM= CMOD_DEFAULT;
|
||||
p->m_fMaxScrollBPM = 0;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
static int GetMMod( T *p, lua_State *L )
|
||||
static int MMod(T* p, lua_State* L)
|
||||
{
|
||||
if( !p->m_fTimeSpacing && p->m_fMaxScrollBPM )
|
||||
if(!p->m_fTimeSpacing && p->m_fMaxScrollBPM)
|
||||
{
|
||||
lua_pushnumber(L, p->m_fMaxScrollBPM);
|
||||
lua_pushnumber(L, p->m_SpeedfMaxScrollBPM);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
float speed= FArg(1);
|
||||
if(!isfinite(speed) || speed <= 0.0f)
|
||||
{
|
||||
luaL_error(L, "MMod speed must be finite and greater than 0.");
|
||||
}
|
||||
p->m_fScrollBPM= CMOD_DEFAULT;
|
||||
p->m_fTimeSpacing = 0;
|
||||
p->m_fScrollSpeed= 1;
|
||||
p->m_fMaxScrollBPM = speed;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
static void SetPerspectiveApproach(T* p, lua_State* L, float speed)
|
||||
{
|
||||
p->m_SpeedfPerspectiveTilt= speed;
|
||||
p->m_SpeedfSkew= speed;
|
||||
}
|
||||
|
||||
static int Overhead(T* p, lua_State* L)
|
||||
{
|
||||
lua_pushboolean(L, (p->m_fPerspectiveTilt == 0.0f && p->m_fSkew == 0.0f));
|
||||
if(lua_toboolean(L, 1))
|
||||
{
|
||||
p->m_fPerspectiveTilt= 0;
|
||||
p->m_fSkew= 0;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
static int SetMMod( T *p, lua_State *L )
|
||||
|
||||
static int Incoming(T* p, lua_State* L)
|
||||
{
|
||||
p->m_fMaxScrollBPM = FArg(1);
|
||||
p->m_fTimeSpacing = 0;
|
||||
return 0;
|
||||
if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt < 0.0f) ||
|
||||
(p->m_fSkew < 0.0f && p->m_fPerspectiveTilt > 0.0f))
|
||||
{
|
||||
lua_pushnumber(L, p->m_fSkew);
|
||||
lua_pushnumber(L, p->m_SpeedfSkew);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
float value= FArg(1);
|
||||
p->m_fPerspectiveTilt= -value;
|
||||
p->m_fSkew= value;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
// Accel
|
||||
DEFINE_METHOD( GetBoost, m_fAccels[PlayerOptions::ACCEL_BOOST] )
|
||||
static int SetBoost( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BOOST] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBrake, m_fAccels[PlayerOptions::ACCEL_BRAKE] )
|
||||
static int SetBrake( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BRAKE] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetWave, m_fAccels[PlayerOptions::ACCEL_WAVE] )
|
||||
static int SetWave( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_WAVE] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetExpand, m_fAccels[PlayerOptions::ACCEL_EXPAND] )
|
||||
static int SetExpand( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_EXPAND] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBoomerang, m_fAccels[PlayerOptions::ACCEL_BOOMERANG] )
|
||||
static int SetBoomerang( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BOOMERANG] = FArg(1); return 0; }
|
||||
static int Space(T* p, lua_State* L)
|
||||
{
|
||||
if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt > 0.0f) ||
|
||||
(p->m_fSkew < 0.0f && p->m_fPerspectiveTilt < 0.0f))
|
||||
{
|
||||
lua_pushnumber(L, p->m_fSkew);
|
||||
lua_pushnumber(L, p->m_SpeedfSkew);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
float value= FArg(1);
|
||||
p->m_fPerspectiveTilt= value;
|
||||
p->m_fSkew= value;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
// Effect
|
||||
DEFINE_METHOD( GetDrunk, m_fEffects[PlayerOptions::EFFECT_DRUNK] ) // MoonGyuHyuk
|
||||
static int SetDrunk( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_DRUNK] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetDizzy, m_fEffects[PlayerOptions::EFFECT_DIZZY] )
|
||||
static int SetDizzy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_DIZZY] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetConfusion, m_fEffects[PlayerOptions::EFFECT_CONFUSION] )
|
||||
static int SetConfusion( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_CONFUSION] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetMini, m_fEffects[PlayerOptions::EFFECT_MINI] )
|
||||
static int SetMini( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_MINI] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetTiny, m_fEffects[PlayerOptions::EFFECT_TINY] )
|
||||
static int SetTiny( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TINY] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetFlip, m_fEffects[PlayerOptions::EFFECT_FLIP] )
|
||||
static int SetFlip( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_FLIP] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetInvert, m_fEffects[PlayerOptions::EFFECT_INVERT] )
|
||||
static int SetInvert( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_INVERT] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetTornado, m_fEffects[PlayerOptions::EFFECT_TORNADO] )
|
||||
static int SetTornado( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TORNADO] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetTipsy, m_fEffects[PlayerOptions::EFFECT_TIPSY] )
|
||||
static int SetTipsy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TIPSY] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBumpy, m_fEffects[PlayerOptions::EFFECT_BUMPY] )
|
||||
static int SetBumpy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_BUMPY] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBeat, m_fEffects[PlayerOptions::EFFECT_BEAT] )
|
||||
static int SetBeat( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_BEAT] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetXMode, m_fEffects[PlayerOptions::EFFECT_XMODE] )
|
||||
static int SetXMode( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_XMODE] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetTwirl, m_fEffects[PlayerOptions::EFFECT_TWIRL] )
|
||||
static int SetTwirl( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TWIRL] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetRoll, m_fEffects[PlayerOptions::EFFECT_ROLL] )
|
||||
static int SetRoll( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_ROLL] = FArg(1); return 0; }
|
||||
static int Hallway(T* p, lua_State* L)
|
||||
{
|
||||
if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt < 0.0f)
|
||||
{
|
||||
lua_pushnumber(L, -p->m_fPerspectiveTilt);
|
||||
lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
p->m_fPerspectiveTilt= -FArg(1);
|
||||
p->m_fSkew= 0;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
static int Distant(T* p, lua_State* L)
|
||||
{
|
||||
if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt > 0.0f)
|
||||
{
|
||||
lua_pushnumber(L, p->m_fPerspectiveTilt);
|
||||
lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil(L);
|
||||
lua_pushnil(L);
|
||||
}
|
||||
if(lua_isnumber(L, 1))
|
||||
{
|
||||
p->m_fPerspectiveTilt= FArg(1);
|
||||
p->m_fSkew= 0;
|
||||
}
|
||||
if(lua_isnumber(L, 2))
|
||||
{
|
||||
SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
// Appearance
|
||||
DEFINE_METHOD( GetHidden, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] )
|
||||
static int SetHidden( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetHiddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET] )
|
||||
static int SetHiddenOffset( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetSudden, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN] )
|
||||
static int SetSudden( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetSuddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET] )
|
||||
static int SetSuddenOffset( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetStealth, m_fAppearances[PlayerOptions::APPEARANCE_STEALTH] )
|
||||
static int SetStealth( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_STEALTH] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBlink, m_fAppearances[PlayerOptions::APPEARANCE_BLINK] )
|
||||
static int SetBlink( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_BLINK] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetRandomVanish, m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] )
|
||||
static int SetRandomVanish( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1.0f );
|
||||
|
||||
// Scroll
|
||||
DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
|
||||
static int SetReverse( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_REVERSE] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1.0f )
|
||||
static int GetReversePercentForColumn( T *p, lua_State *L )
|
||||
{
|
||||
const int colNum = IArg(1);
|
||||
@@ -1056,284 +1311,114 @@ public:
|
||||
|
||||
return 1;
|
||||
}
|
||||
DEFINE_METHOD( GetSplit, m_fScrolls[PlayerOptions::SCROLL_SPLIT] )
|
||||
static int SetSplit( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_SPLIT] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetAlternate, m_fScrolls[PlayerOptions::SCROLL_ALTERNATE] )
|
||||
static int SetAlternate( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_ALTERNATE] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetCross, m_fScrolls[PlayerOptions::SCROLL_CROSS] )
|
||||
static int SetCross( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_CROSS] = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetCentered, m_fScrolls[PlayerOptions::SCROLL_CENTERED] )
|
||||
static int SetCentered( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_CENTERED] = FArg(1); return 0; }
|
||||
|
||||
// Turns
|
||||
DEFINE_METHOD( GetMirror, m_bTurns[PlayerOptions::TURN_MIRROR] )
|
||||
static int SetMirror( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_MIRROR] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBackwards, m_bTurns[PlayerOptions::TURN_BACKWARDS] )
|
||||
static int SetBackwards( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_BACKWARDS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetLeft, m_bTurns[PlayerOptions::TURN_LEFT] )
|
||||
static int SetLeft( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_LEFT] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetRight, m_bTurns[PlayerOptions::TURN_RIGHT] )
|
||||
static int SetRight( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_RIGHT] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetShuffle, m_bTurns[PlayerOptions::TURN_SHUFFLE] )
|
||||
static int SetShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SHUFFLE] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetSoftShuffle, m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] )
|
||||
static int SetSoftShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetSuperShuffle, m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] )
|
||||
static int SetSuperShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] = BArg(1); return 0; }
|
||||
|
||||
// Transform
|
||||
DEFINE_METHOD( GetNoHolds, m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] )
|
||||
static int SetNoHolds( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoRolls, m_bTransforms[PlayerOptions::TRANSFORM_NOROLLS] )
|
||||
static int SetNoRolls( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOROLLS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoMines, m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] )
|
||||
static int SetNoMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetLittle, m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] )
|
||||
static int SetLittle( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetWide, m_bTransforms[PlayerOptions::TRANSFORM_WIDE] )
|
||||
static int SetWide( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_WIDE] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBig, m_bTransforms[PlayerOptions::TRANSFORM_BIG] )
|
||||
static int SetBig( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_BIG] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetQuick, m_bTransforms[PlayerOptions::TRANSFORM_QUICK] )
|
||||
static int SetQuick( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_QUICK] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBMRize, m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] )
|
||||
static int SetBMRize( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetSkippy, m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] )
|
||||
static int SetSkippy( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetMines, m_bTransforms[PlayerOptions::TRANSFORM_MINES] )
|
||||
static int SetMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_MINES] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetAttackMines, m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
|
||||
static int SetAttackMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetEcho, m_bTransforms[PlayerOptions::TRANSFORM_ECHO] )
|
||||
static int SetEcho( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetStomp, m_bTransforms[PlayerOptions::TRANSFORM_STOMP] )
|
||||
static int SetStomp( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_STOMP] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetPlanted, m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] )
|
||||
static int SetPlanted( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetFloored, m_bTransforms[PlayerOptions::TRANSFORM_FLOORED] )
|
||||
static int SetFloored( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_FLOORED] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetTwister, m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] )
|
||||
static int SetTwister( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetHoldRolls, m_bTransforms[PlayerOptions::TRANSFORM_HOLDROLLS] )
|
||||
static int SetHoldRolls( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_HOLDROLLS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoJumps, m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] )
|
||||
static int SetNoJumps( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoHands, m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] )
|
||||
static int SetNoHands( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoLifts, m_bTransforms[PlayerOptions::TRANSFORM_NOLIFTS] )
|
||||
static int SetNoLifts( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOLIFTS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoFakes, m_bTransforms[PlayerOptions::TRANSFORM_NOFAKES] )
|
||||
static int SetNoFakes( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOFAKES] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoQuads, m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] )
|
||||
static int SetNoQuads( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] = BArg(1); return 0; }
|
||||
DEFINE_METHOD( GetNoStretch, m_bTransforms[PlayerOptions::TRANSFORM_NOSTRETCH] )
|
||||
static int SetNoStretch( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOSTRETCH] = BArg(1); return 0; }
|
||||
|
||||
// Others
|
||||
DEFINE_METHOD( GetDark, m_fDark )
|
||||
static int SetDark( T *p, lua_State *L ) { p->m_fDark = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetBlind, m_fBlind )
|
||||
static int SetBlind( T *p, lua_State *L ) { p->m_fBlind = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetCover, m_fCover )
|
||||
static int SetCover( T *p, lua_State *L ) { p->m_fCover = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetRandomAttacks, m_fRandAttack )
|
||||
static int SetRandomAttacks( T *p, lua_State *L ) { p->m_fRandAttack = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetMuteOnError, m_bMuteOnError)
|
||||
static int SetMuteOnError( T *p, lua_State *L ) { p->m_bMuteOnError = BArg(1); return 0; }
|
||||
|
||||
static int GetStepAttacks( T *p, lua_State *L )
|
||||
{
|
||||
lua_pushnumber(L,
|
||||
(p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? 0 : 1 ));
|
||||
(p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? false : true ));
|
||||
return 1;
|
||||
}
|
||||
// This one is deprecated.
|
||||
static int GetSongAttacks( T *p, lua_State *L ) { return GetStepAttacks(p, L); }
|
||||
|
||||
DEFINE_METHOD( GetNoAttacks, m_fNoAttack )
|
||||
DEFINE_METHOD( GetSkew, m_fSkew )
|
||||
static int SetSkew( T *p, lua_State *L ) { p->m_fSkew = FArg(1); return 0; }
|
||||
DEFINE_METHOD( GetPassmark, m_fPassmark )
|
||||
static int SetPassmark( T *p, lua_State *L ) {
|
||||
const float fPassmark = FArg(1);
|
||||
if( !(fPassmark < 0.00f) && fPassmark <= 1.0f )
|
||||
p->m_fPassmark = fPassmark;
|
||||
return 0;
|
||||
}
|
||||
DEFINE_METHOD( GetRandomSpeed, m_fRandomSpeed )
|
||||
static int SetRandomSpeed( T *p, lua_State *L ){ p->m_fRandomSpeed = FArg(1); return 0; }
|
||||
|
||||
LunaPlayerOptions()
|
||||
{
|
||||
ADD_METHOD( IsEasierForSongAndSteps );
|
||||
ADD_METHOD( IsEasierForCourseAndTrail );
|
||||
|
||||
ADD_METHOD( GetDark );
|
||||
ADD_METHOD( SetDark );
|
||||
ADD_METHOD( GetBlind );
|
||||
ADD_METHOD( SetBlind );
|
||||
ADD_METHOD( GetCover );
|
||||
ADD_METHOD( SetCover );
|
||||
ADD_METHOD( GetMuteOnError );
|
||||
ADD_METHOD( SetMuteOnError );
|
||||
ADD_METHOD( GetNoteSkin );
|
||||
ADD_METHOD( SetNoteSkin );
|
||||
// GetPerspectiveTilt, SetPerspectiveTilt
|
||||
ADD_METHOD( GetPassmark );
|
||||
ADD_METHOD( SetPassmark );
|
||||
ADD_METHOD( GetRandomAttacks );
|
||||
ADD_METHOD( SetRandomAttacks );
|
||||
ADD_METHOD( GetRandomSpeed );
|
||||
ADD_METHOD( SetRandomSpeed );
|
||||
ADD_METHOD( GetSkew );
|
||||
ADD_METHOD( SetSkew );
|
||||
ADD_METHOD( GetSongAttacks );
|
||||
ADD_METHOD( GetStepAttacks );
|
||||
ADD_METHOD( GetNoAttacks );
|
||||
ADD_METHOD(TimeSpacing);
|
||||
ADD_METHOD(MaxScrollBPM);
|
||||
ADD_METHOD(ScrollSpeed);
|
||||
ADD_METHOD(ScrollBPM);
|
||||
ADD_METHOD(Boost);
|
||||
ADD_METHOD(Brake);
|
||||
ADD_METHOD(Wave);
|
||||
ADD_METHOD(Expand);
|
||||
ADD_METHOD(Boomerang);
|
||||
ADD_METHOD(Drunk);
|
||||
ADD_METHOD(Dizzy);
|
||||
ADD_METHOD(Confusion);
|
||||
ADD_METHOD(Mini);
|
||||
ADD_METHOD(Tiny);
|
||||
ADD_METHOD(Flip);
|
||||
ADD_METHOD(Invert);
|
||||
ADD_METHOD(Tornado);
|
||||
ADD_METHOD(Tipsy);
|
||||
ADD_METHOD(Bumpy);
|
||||
ADD_METHOD(Beat);
|
||||
ADD_METHOD(Xmode);
|
||||
ADD_METHOD(Twirl);
|
||||
ADD_METHOD(Roll);
|
||||
ADD_METHOD(Hidden);
|
||||
ADD_METHOD(HiddenOffset);
|
||||
ADD_METHOD(Sudden);
|
||||
ADD_METHOD(SuddenOffset);
|
||||
ADD_METHOD(Stealth);
|
||||
ADD_METHOD(Blink);
|
||||
ADD_METHOD(RandomVanish);
|
||||
ADD_METHOD(Reverse);
|
||||
ADD_METHOD(Split);
|
||||
ADD_METHOD(Alternate);
|
||||
ADD_METHOD(Cross);
|
||||
ADD_METHOD(Centered);
|
||||
ADD_METHOD(Dark);
|
||||
ADD_METHOD(Blind);
|
||||
ADD_METHOD(Cover);
|
||||
ADD_METHOD(RandAttack);
|
||||
ADD_METHOD(NoAttack);
|
||||
ADD_METHOD(PlayerAutoPlay);
|
||||
ADD_METHOD(Tilt);
|
||||
ADD_METHOD(Skew);
|
||||
ADD_METHOD(Passmark);
|
||||
ADD_METHOD(RandomSpeed);
|
||||
ADD_METHOD(TurnNone);
|
||||
ADD_METHOD(Mirror);
|
||||
ADD_METHOD(Backwards);
|
||||
ADD_METHOD(Left);
|
||||
ADD_METHOD(Right);
|
||||
ADD_METHOD(Shuffle);
|
||||
ADD_METHOD(SoftShuffle);
|
||||
ADD_METHOD(SuperShuffle);
|
||||
ADD_METHOD(NoHolds);
|
||||
ADD_METHOD(NoRolls);
|
||||
ADD_METHOD(NoMines);
|
||||
ADD_METHOD(Little);
|
||||
ADD_METHOD(Wide);
|
||||
ADD_METHOD(Big);
|
||||
ADD_METHOD(Quick);
|
||||
ADD_METHOD(BMRize);
|
||||
ADD_METHOD(Skippy);
|
||||
ADD_METHOD(Mines);
|
||||
ADD_METHOD(AttackMines);
|
||||
ADD_METHOD(Echo);
|
||||
ADD_METHOD(Stomp);
|
||||
ADD_METHOD(Planted);
|
||||
ADD_METHOD(Floored);
|
||||
ADD_METHOD(Twister);
|
||||
ADD_METHOD(HoldRolls);
|
||||
ADD_METHOD(NoJumps);
|
||||
ADD_METHOD(NoHands);
|
||||
ADD_METHOD(NoLifts);
|
||||
ADD_METHOD(NoFakes);
|
||||
ADD_METHOD(NoQuads);
|
||||
ADD_METHOD(NoStretch);
|
||||
ADD_METHOD(MuteOnError);
|
||||
|
||||
ADD_METHOD(NoteSkin);
|
||||
ADD_METHOD(FailSetting);
|
||||
|
||||
// Speed
|
||||
ADD_METHOD( GetCMod );
|
||||
ADD_METHOD( SetCMod );
|
||||
ADD_METHOD( GetXMod );
|
||||
ADD_METHOD( SetXMod );
|
||||
ADD_METHOD( GetMMod );
|
||||
ADD_METHOD( SetMMod );
|
||||
ADD_METHOD( CMod );
|
||||
ADD_METHOD( XMod );
|
||||
ADD_METHOD( MMod );
|
||||
|
||||
// Accel
|
||||
ADD_METHOD( GetBoost );
|
||||
ADD_METHOD( SetBoost );
|
||||
ADD_METHOD( GetBrake );
|
||||
ADD_METHOD( SetBrake );
|
||||
ADD_METHOD( GetWave );
|
||||
ADD_METHOD( SetWave );
|
||||
ADD_METHOD( GetExpand );
|
||||
ADD_METHOD( SetExpand );
|
||||
ADD_METHOD( GetBoomerang );
|
||||
ADD_METHOD( SetBoomerang );
|
||||
ADD_METHOD(Overhead);
|
||||
ADD_METHOD(Incoming);
|
||||
ADD_METHOD(Space);
|
||||
ADD_METHOD(Hallway);
|
||||
ADD_METHOD(Distant);
|
||||
|
||||
// Effect
|
||||
ADD_METHOD( GetDrunk );
|
||||
ADD_METHOD( SetDrunk );
|
||||
ADD_METHOD( GetDizzy );
|
||||
ADD_METHOD( SetDizzy );
|
||||
ADD_METHOD( GetConfusion );
|
||||
ADD_METHOD( SetConfusion );
|
||||
ADD_METHOD( GetMini );
|
||||
ADD_METHOD( SetMini );
|
||||
ADD_METHOD( GetTiny );
|
||||
ADD_METHOD( SetTiny );
|
||||
ADD_METHOD( GetFlip );
|
||||
ADD_METHOD( SetFlip );
|
||||
ADD_METHOD( GetInvert );
|
||||
ADD_METHOD( SetInvert );
|
||||
ADD_METHOD( GetTornado );
|
||||
ADD_METHOD( SetTornado );
|
||||
ADD_METHOD( GetTipsy );
|
||||
ADD_METHOD( SetTipsy );
|
||||
ADD_METHOD( GetBumpy );
|
||||
ADD_METHOD( SetBumpy );
|
||||
ADD_METHOD( GetBeat );
|
||||
ADD_METHOD( SetBeat );
|
||||
ADD_METHOD( GetXMode );
|
||||
ADD_METHOD( SetXMode );
|
||||
ADD_METHOD( GetTwirl );
|
||||
ADD_METHOD( SetTwirl );
|
||||
ADD_METHOD( GetRoll );
|
||||
ADD_METHOD( SetRoll );
|
||||
|
||||
// Appearance
|
||||
ADD_METHOD( GetHidden );
|
||||
ADD_METHOD( SetHidden );
|
||||
ADD_METHOD( GetHiddenOffset );
|
||||
ADD_METHOD( SetHiddenOffset );
|
||||
ADD_METHOD( GetSudden );
|
||||
ADD_METHOD( SetSudden );
|
||||
ADD_METHOD( GetSuddenOffset );
|
||||
ADD_METHOD( SetSuddenOffset );
|
||||
ADD_METHOD( GetStealth );
|
||||
ADD_METHOD( SetStealth );
|
||||
ADD_METHOD( GetBlink );
|
||||
ADD_METHOD( SetBlink );
|
||||
ADD_METHOD( GetRandomVanish );
|
||||
ADD_METHOD( SetRandomVanish );
|
||||
|
||||
// Scroll
|
||||
ADD_METHOD( GetReverse );
|
||||
ADD_METHOD( SetReverse );
|
||||
ADD_METHOD( UsingReverse );
|
||||
ADD_METHOD( GetReversePercentForColumn );
|
||||
ADD_METHOD( GetSplit );
|
||||
ADD_METHOD( SetSplit );
|
||||
ADD_METHOD( GetAlternate );
|
||||
ADD_METHOD( SetAlternate );
|
||||
ADD_METHOD( GetCross );
|
||||
ADD_METHOD( SetCross );
|
||||
ADD_METHOD( GetCentered );
|
||||
ADD_METHOD( SetCentered );
|
||||
|
||||
// Turns
|
||||
ADD_METHOD( GetMirror );
|
||||
ADD_METHOD( SetMirror );
|
||||
ADD_METHOD( GetBackwards );
|
||||
ADD_METHOD( SetBackwards );
|
||||
ADD_METHOD( GetLeft );
|
||||
ADD_METHOD( SetLeft );
|
||||
ADD_METHOD( GetRight );
|
||||
ADD_METHOD( SetRight );
|
||||
ADD_METHOD( GetShuffle );
|
||||
ADD_METHOD( SetShuffle );
|
||||
ADD_METHOD( GetSoftShuffle );
|
||||
ADD_METHOD( SetSoftShuffle );
|
||||
ADD_METHOD( GetSuperShuffle );
|
||||
ADD_METHOD( SetSuperShuffle );
|
||||
|
||||
// Transform
|
||||
ADD_METHOD( GetNoHolds );
|
||||
ADD_METHOD( SetNoHolds );
|
||||
ADD_METHOD( GetNoRolls );
|
||||
ADD_METHOD( SetNoRolls );
|
||||
ADD_METHOD( GetNoMines );
|
||||
ADD_METHOD( SetNoMines );
|
||||
ADD_METHOD( GetLittle );
|
||||
ADD_METHOD( SetLittle );
|
||||
ADD_METHOD( GetWide );
|
||||
ADD_METHOD( SetWide );
|
||||
ADD_METHOD( GetBig );
|
||||
ADD_METHOD( SetBig );
|
||||
ADD_METHOD( GetQuick );
|
||||
ADD_METHOD( SetQuick );
|
||||
ADD_METHOD( GetBMRize );
|
||||
ADD_METHOD( SetBMRize );
|
||||
ADD_METHOD( GetSkippy );
|
||||
ADD_METHOD( SetSkippy );
|
||||
ADD_METHOD( GetMines );
|
||||
ADD_METHOD( SetMines );
|
||||
ADD_METHOD( GetAttackMines );
|
||||
ADD_METHOD( SetAttackMines );
|
||||
ADD_METHOD( GetEcho );
|
||||
ADD_METHOD( SetEcho );
|
||||
ADD_METHOD( GetStomp );
|
||||
ADD_METHOD( SetStomp );
|
||||
ADD_METHOD( GetPlanted );
|
||||
ADD_METHOD( SetPlanted );
|
||||
ADD_METHOD( GetFloored );
|
||||
ADD_METHOD( SetFloored );
|
||||
ADD_METHOD( GetTwister );
|
||||
ADD_METHOD( SetTwister );
|
||||
ADD_METHOD( GetHoldRolls );
|
||||
ADD_METHOD( SetHoldRolls );
|
||||
ADD_METHOD( GetNoJumps );
|
||||
ADD_METHOD( SetNoJumps );
|
||||
ADD_METHOD( GetNoHands );
|
||||
ADD_METHOD( SetNoHands );
|
||||
ADD_METHOD( GetNoLifts );
|
||||
ADD_METHOD( SetNoLifts );
|
||||
ADD_METHOD( GetNoFakes );
|
||||
ADD_METHOD( SetNoFakes );
|
||||
ADD_METHOD( GetNoQuads );
|
||||
ADD_METHOD( SetNoQuads );
|
||||
ADD_METHOD( GetNoStretch );
|
||||
ADD_METHOD( SetNoStretch );
|
||||
ADD_METHOD( GetStepAttacks );
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
+1
-10
@@ -30,12 +30,11 @@ public:
|
||||
m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
|
||||
m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
|
||||
m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
|
||||
m_bSetTiltOrSkew(false),
|
||||
m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
|
||||
m_fSkew(0), m_SpeedfSkew(1.0f),
|
||||
m_fPassmark(0), m_SpeedfPassmark(1.0f),
|
||||
m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
|
||||
m_bMuteOnError(false), m_FailType(FAIL_IMMEDIATE)
|
||||
m_bMuteOnError(false), m_FailType(FailType_Immediate)
|
||||
{
|
||||
m_sNoteSkin = "";
|
||||
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
|
||||
@@ -172,7 +171,6 @@ public:
|
||||
float m_fRandAttack, m_SpeedfRandAttack;
|
||||
float m_fNoAttack, m_SpeedfNoAttack;
|
||||
float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
|
||||
bool m_bSetTiltOrSkew; // true if the tilt or skew was set by FromString
|
||||
float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
|
||||
float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
|
||||
|
||||
@@ -185,13 +183,6 @@ public:
|
||||
bool m_bTurns[NUM_TURNS];
|
||||
bool m_bTransforms[NUM_TRANSFORMS];
|
||||
bool m_bMuteOnError;
|
||||
/** @brief How can the Player fail a song? */
|
||||
enum FailType {
|
||||
FAIL_IMMEDIATE=0, /**< fail immediately when life touches 0 */
|
||||
FAIL_IMMEDIATE_CONTINUE, /**< Same as above, but allow playing the rest of the song */
|
||||
FAIL_AT_END, /**< fail if life is at 0 when the song ends */
|
||||
FAIL_OFF /**< never fail */
|
||||
};
|
||||
/** @brief The method for which a player can fail a song. */
|
||||
FailType m_FailType;
|
||||
|
||||
|
||||
+1
-2
@@ -232,8 +232,7 @@ public:
|
||||
static int GetPlayerOptions( T* p, lua_State *L )
|
||||
{
|
||||
ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
|
||||
PlayerOptions po = p->m_PlayerOptions.Get(m);
|
||||
po.PushSelf(L);
|
||||
p->m_PlayerOptions.Get(m).PushSelf(L);
|
||||
return 1;
|
||||
}
|
||||
static int GetPlayerOptionsArray( T* p, lua_State *L )
|
||||
|
||||
@@ -125,17 +125,6 @@ XToString( CourseSortOrders );
|
||||
StringToX( CourseSortOrders );
|
||||
LuaXType( CourseSortOrders );
|
||||
|
||||
// XXX: Fix fail bug?
|
||||
/* static const char *DefaultFailTypeNames[] = {
|
||||
"Immediate",
|
||||
"ImmediateContinue",
|
||||
"EndOfSong",
|
||||
"Off",
|
||||
};
|
||||
XToString( DefaultFailType );
|
||||
StringToX( DefaultFailType );
|
||||
LuaXType( DefaultFailType ); */
|
||||
|
||||
bool g_bAutoRestart = false;
|
||||
#ifdef DEBUG
|
||||
# define TRUE_IF_DEBUG true
|
||||
|
||||
@@ -112,16 +112,6 @@ enum CourseSortOrders
|
||||
CourseSortOrders_Invalid
|
||||
};
|
||||
|
||||
enum DefaultFailType
|
||||
{
|
||||
FAIL_IMMEDIATE,
|
||||
FAIL_IMMEDIATECONTINUE,
|
||||
FAIL_ENDOFSONG,
|
||||
FAIL_OFF,
|
||||
NUM_DefaultFailType,
|
||||
DefaultFailType_Invalid
|
||||
};
|
||||
|
||||
/** @brief Holds user-chosen preferences that are saved between sessions. */
|
||||
class PrefsManager
|
||||
{
|
||||
|
||||
@@ -297,7 +297,7 @@ void ScreenEvaluation::Init()
|
||||
vector<RString> v;
|
||||
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
|
||||
if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
|
||||
po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
|
||||
po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list
|
||||
po.GetLocalizedMods( v );
|
||||
RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
|
||||
m_textPlayerOptions[p].SetText( sPO );
|
||||
|
||||
+13
-13
@@ -1085,7 +1085,7 @@ void ScreenGameplay::LoadNextSong()
|
||||
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
|
||||
{
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, PlayerOptions::FAIL_IMMEDIATE );
|
||||
PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
|
||||
}
|
||||
|
||||
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
|
||||
@@ -1579,7 +1579,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
{
|
||||
HealthState &hs = pi->GetPlayerState()->m_HealthState;
|
||||
HealthState OldHealthState = hs;
|
||||
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
|
||||
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
|
||||
pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
|
||||
{
|
||||
hs = HealthState_Dead;
|
||||
@@ -1588,7 +1588,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
{
|
||||
hs = HealthState_Hot;
|
||||
}
|
||||
else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
|
||||
else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
|
||||
pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
|
||||
{
|
||||
hs = HealthState_Danger;
|
||||
@@ -1633,10 +1633,10 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
{
|
||||
PlayerNumber pn = pi->GetStepsAndTrailIndex();
|
||||
|
||||
PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
|
||||
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
|
||||
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
|
||||
|
||||
if( ft == PlayerOptions::FAIL_OFF || ft == PlayerOptions::FAIL_AT_END )
|
||||
if( ft == FailType_Off || ft == FailType_EndOfSong )
|
||||
continue;
|
||||
|
||||
// check for individual fail
|
||||
@@ -1663,7 +1663,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if( bAllowOniDie && ft == PlayerOptions::FAIL_IMMEDIATE )
|
||||
if( bAllowOniDie && ft == FailType_Immediate )
|
||||
{
|
||||
if( !STATSMAN->m_CurStageStats.AllFailed() ) // if not the last one to fail
|
||||
{
|
||||
@@ -1681,18 +1681,18 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
bool bAllFailed = true;
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
{
|
||||
PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
|
||||
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
|
||||
switch( ft )
|
||||
{
|
||||
case PlayerOptions::FAIL_IMMEDIATE:
|
||||
case FailType_Immediate:
|
||||
if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
|
||||
bAllFailed = false;
|
||||
break;
|
||||
case PlayerOptions::FAIL_IMMEDIATE_CONTINUE:
|
||||
case PlayerOptions::FAIL_AT_END:
|
||||
case FailType_ImmediateContinue:
|
||||
case FailType_EndOfSong:
|
||||
bAllFailed = false; // wait until the end of the song to fail.
|
||||
break;
|
||||
case PlayerOptions::FAIL_OFF:
|
||||
case FailType_Off:
|
||||
bAllFailed = false; // never fail.
|
||||
break;
|
||||
default:
|
||||
@@ -1812,7 +1812,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
bool bAllHumanHaveBigMissCombo = true;
|
||||
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
|
||||
{
|
||||
if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == PlayerOptions::FAIL_OFF ||
|
||||
if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == FailType_Off ||
|
||||
pi->GetPlayerState()->m_HealthState < HealthState_Dead )
|
||||
{
|
||||
bAllHumanHaveBigMissCombo = false;
|
||||
@@ -2434,7 +2434,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
{
|
||||
// Mark failure.
|
||||
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
|
||||
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
|
||||
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
|
||||
pi->GetPlayerStageStats()->m_bFailed = true;
|
||||
|
||||
|
||||
@@ -221,7 +221,7 @@ void ScreenJukebox::Init()
|
||||
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
|
||||
|
||||
FOREACH_EnabledPlayer( p )
|
||||
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, PlayerOptions::FAIL_OFF );
|
||||
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, FailType_Off );
|
||||
|
||||
GAMESTATE->m_bDemonstrationOrJukebox = true;
|
||||
|
||||
|
||||
@@ -500,14 +500,14 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
|
||||
|
||||
switch( sel )
|
||||
{
|
||||
case 0: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
|
||||
case 1: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE_CONTINUE; break;
|
||||
case 2: po.m_FailType = PlayerOptions::FAIL_AT_END; break;
|
||||
case 3: po.m_FailType = PlayerOptions::FAIL_OFF; break;
|
||||
case 0: po.m_FailType = FailType_Immediate; break;
|
||||
case 1: po.m_FailType = FailType_ImmediateContinue; break;
|
||||
case 2: po.m_FailType = FailType_EndOfSong; break;
|
||||
case 3: po.m_FailType = FailType_Off; break;
|
||||
default:
|
||||
{
|
||||
LOG->Warn("Invalid fail type %d! Going to use the default...", sel);
|
||||
po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
|
||||
po.m_FailType = FailType_Immediate; break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,7 +25,7 @@ void ScreenSongOptions::ExportOptions( int iRow, const vector<PlayerNumber> &vpn
|
||||
{
|
||||
PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
|
||||
PlayerState *pPS = GAMESTATE->m_pPlayerState[pn];
|
||||
const PlayerOptions::FailType ft = pPS->m_PlayerOptions.GetPreferred().m_FailType;
|
||||
const FailType ft = pPS->m_PlayerOptions.GetPreferred().m_FailType;
|
||||
|
||||
ScreenOptionsMaster::ExportOptions( iRow, vpns );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user