Add nITG's new Confusion modifiers (#1395)
* Implemented nITG's Confusion modifiers. Modifiers added: ConfusionOffset ConfusionX ConfusionXOffset ConfusionY ConfusionYOffset * Documented new Confusion modifiers. * Make ConfusionX mods apply to hold heads
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@@ -210,6 +210,11 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_OFFSET], "ConfusionOffset" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X], "ConfusionX" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X_OFFSET], "ConfusionXOffset" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y], "ConfusionY" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y_OFFSET], "ConfusionYOffset" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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@@ -464,6 +469,11 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
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else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
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else if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
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else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
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else if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
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else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
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else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
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else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
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else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
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@@ -1096,6 +1106,11 @@ public:
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FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true);
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FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true);
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FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true);
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FLOAT_INTERFACE(ConfusionOffset, Effects[PlayerOptions::EFFECT_CONFUSION_OFFSET], true);
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FLOAT_INTERFACE(ConfusionX, Effects[PlayerOptions::EFFECT_CONFUSION_X], true);
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FLOAT_INTERFACE(ConfusionXOffset, Effects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET], true);
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FLOAT_INTERFACE(ConfusionY, Effects[PlayerOptions::EFFECT_CONFUSION_Y], true);
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FLOAT_INTERFACE(ConfusionYOffset, Effects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET], true);
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FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI], true);
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FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY], true);
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FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true);
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@@ -1482,6 +1497,11 @@ public:
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ADD_METHOD(Drunk);
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ADD_METHOD(Dizzy);
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ADD_METHOD(Confusion);
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ADD_METHOD(ConfusionOffset);
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ADD_METHOD(ConfusionX);
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ADD_METHOD(ConfusionXOffset);
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ADD_METHOD(ConfusionY);
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ADD_METHOD(ConfusionYOffset);
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ADD_METHOD(Mini);
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ADD_METHOD(Tiny);
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ADD_METHOD(Flip);
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