[PlayerOptions] Pretty large changes here, namely a bunch of new bindings. Fixed the logic for GetReversePercentForColumn; It will now return nil for invalid columns. Also fixed the logic for UsingReverse (now checks for 1.0f) and SetPassmark (no longer allows values < 0.00f and > 1.0f).

This commit is contained in:
AJ Kelly
2011-11-27 05:02:39 -06:00
parent 2f1ca80bac
commit 6919da8e5a
4 changed files with 550 additions and 94 deletions
+169 -19
View File
@@ -907,6 +907,8 @@ public:
lua_pushnil(L);
return 1;
}
static int SetCMod( T *p, lua_State *L ) { p->m_fTimeSpacing = FArg(1); return 0; }
static int GetXMod( T *p, lua_State *L )
{
if( !p->m_fTimeSpacing )
@@ -915,213 +917,361 @@ public:
lua_pushnil(L);
return 1;
}
static int SetXMod( T *p, lua_State *L ) { p->m_fScrollSpeed = FArg(1); return 0; }
static int GetMMod( T *p, lua_State *L ) { lua_pushnumber(L, p->m_fMaxScrollBPM); return 1; }
static int SetMMod( T *p, lua_State *L ) { p->m_fMaxScrollBPM = FArg(1); return 0; }
// 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; }
// 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = 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_DRUNK] = FArg(1); return 0; }
// 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; }
// Scroll
DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1 )
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 )
{
// todo: make sure IArg is within boundaries -aj
lua_pushnumber( L, p->GetReversePercentForColumn(IArg(1)) );
const int colNum = IArg(1);
const int numColumns = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
// We don't want to go outside the bounds.
if(colNum < 0 || colNum > numColumns)
lua_pushnil(L);
else
lua_pushnumber( L, p->GetReversePercentForColumn(colNum) );
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 ? 0 : 1 ));
return 1;
}
// This one is deprecated.
static int GetSongAttacks( T *p, lua_State *L )
{
return GetStepAttacks(p, L);
}
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( GetDark );
// SetDark
ADD_METHOD( SetDark );
ADD_METHOD( GetBlind );
// SetBlind
ADD_METHOD( SetBlind );
ADD_METHOD( GetCover );
// SetCover
// GetMuteOnError, SetMuteOnError
ADD_METHOD( SetCover );
ADD_METHOD( GetMuteOnError );
ADD_METHOD( SetMuteOnError );
ADD_METHOD( GetNoteSkin );
ADD_METHOD( SetNoteSkin );
// GetPerspectiveTilt, SetPerspectiveTilt
ADD_METHOD( GetPassmark );
// SetPassmark
ADD_METHOD( SetPassmark );
ADD_METHOD( GetRandomAttacks );
// SetRandomAttacks
ADD_METHOD( SetRandomAttacks );
ADD_METHOD( GetRandomSpeed );
// SetRandomSpeed
ADD_METHOD( SetRandomSpeed );
ADD_METHOD( GetSkew );
// SetSkew
ADD_METHOD( SetSkew );
ADD_METHOD( GetSongAttacks );
// SetSongAttacks
ADD_METHOD( GetStepAttacks );
ADD_METHOD( GetNoAttacks );
// Speed
ADD_METHOD( GetCMod );
ADD_METHOD( SetCMod );
ADD_METHOD( GetXMod );
ADD_METHOD( SetXMod );
ADD_METHOD( GetMMod );
ADD_METHOD( SetMMod );
// 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 );
// 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 );
}
};