diff --git a/Docs/Luadoc/LuaDocumentation.xml b/Docs/Luadoc/LuaDocumentation.xml
index 92c27526a1..d4583be1dc 100644
--- a/Docs/Luadoc/LuaDocumentation.xml
+++ b/Docs/Luadoc/LuaDocumentation.xml
@@ -67,9 +67,6 @@ save yourself some time, copy this for undocumented things:
CLAMP is an all-female Japanese mangaka group that formed in the mid 1980s.
Erm, I mean... Clamps fValue between fLow and fHigh.
-
- [04 KeymapGuard.lua]
-
Closes any connection to an online server.
@@ -465,7 +462,7 @@ save yourself some time, copy this for undocumented things:
Returns the product version.
-
+
"Checks whether v1 is equal to v2, without invoking any metamethod."
@@ -530,22 +527,22 @@ save yourself some time, copy this for undocumented things:
Returns the current second.
- Converts fSecs to Minutes:Seconds:Milliseconds format using two digits for each section.
+ Converts fSecs to Hours:Minutes:Seconds format using two digits for each section.
- Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
+ Converts fSecs to Minutes:Seconds format using one digit for Minutes and two digits for Seconds.
- Converts fSecs to Minutes:Seconds format.
+ Converts fSecs to Minutes:Seconds format using two digits for both sections.
- Converts fSecs to Minutes:Seconds.Milliseconds format.
+ Converts fSecs to Minutes:Seconds.Milliseconds format using one digit for Minutes, two digits for Seconds, and two digits for Milliseconds.
Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section.
- Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
+ Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for Minutes, two digits for Seconds, and three digits for Milliseconds.
"If index is a number, returns all arguments after argument
@@ -819,8 +816,9 @@ save yourself some time, copy this for undocumented things:
If unsuccessful, it returns two values: nil and "error".
- Reports the error through the error reporting system. error_type is the type used for the dialog that is presented, a dialog will not appear for a type the user has chosen to ignore.
- error is optional an defaults to "Script error occurred.". error_type is optional and defaults to "LUA_ERROR".
+ Reports the error through the error reporting system.
+ error is optional and defaults to "Script error occurred.".
+ error_type is optional and defaults to "LUA_ERROR". Errors of type "LUA_ERROR" will be shown in-game if the ShowThemeErrors preference is enabled. A dialog will not appear for an error_type the user has chosen to ignore.
Calls func(...) with LuaThreadVariables set according to the keys and values of t, and returns the return values of func().
@@ -1849,10 +1847,11 @@ save yourself some time, copy this for undocumented things:
- This Actor represents a playable sound. There are two attributes that can be set on load.
- * SupportPan - Let the sound pan from side to side.
- * SupportRateChanging - Let the sound change rate and pitch.
- * IsAction - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
+ This Actor represents a playable sound. Though the C++ class is ActorSound, it is accessible to Lua via Def.Sound.
+ There are three attributes that can be set as booleans on load:
+ • SupportPan - Let the sound pan from side to side.
+ • SupportRateChanging - Let the sound change rate and pitch.
+ • IsAction - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
Returns the that can be played by this Actor.
@@ -2128,7 +2127,7 @@ save yourself some time, copy this for undocumented things:
Returns the path to the Course's banner.
- Returns the Course's directory.
+ Returns the path to the crs file for this Course, for example "/Courses/Default/MostPlayed_01_04.crs".
Returns a table of CourseEntry items.
@@ -2137,7 +2136,7 @@ save yourself some time, copy this for undocumented things:
Gets the CourseEntry at iIndex from the Course.
- Returns the Course's . (Returns CourseType in SM5; integer in SM4)
+ Returns the Course's .
Returns the description for this Course.
@@ -2155,7 +2154,7 @@ save yourself some time, copy this for undocumented things:
Returns the Course's group name.
- Returns the Course's . (Returns PlayMode in SM5; integer in SM4)
+ Returns the Course's .
Returns the name of the person who scripted the Course.
@@ -2771,8 +2770,8 @@ save yourself some time, copy this for undocumented things:
Returns the current PlayMode.
-
- Returns the preferred difficulty.
+
+ Returns the preferred difficulty for player pn.
Returns the preferred song.
@@ -3040,9 +3039,6 @@ save yourself some time, copy this for undocumented things:
Returns the Grade of this high score.
-
- Returns the HighScore for this PlayerStageStats.
-
Return the number of HoldNoteScores that match hns.
@@ -3900,7 +3896,7 @@ save yourself some time, copy this for undocumented things:
Returns the player's grade.
- Returns the player's HighScore.
+ Returns the HighScore for this PlayerStageStats.
Returns the number of judgments for a specified HoldNoteScore.
@@ -4813,7 +4809,10 @@ save yourself some time, copy this for undocumented things:
Returns the profile index of the specified Player.
- Sets the profile index of Player pn to iProfileIndex.
+ Sets the profile index of Player pn to iProfileIndex.
+ The following values of iProfileIndex have special, hardcoded behavior:
+ • -1: join the player and play the theme's start sound effect
+ • -2: unjoin the player, unlock their MemoryCard, and unmount their MemoryCard
@@ -5497,8 +5496,12 @@ save yourself some time, copy this for undocumented things:
Returns the StyleType for this Style.
-
- Returns a table containing the Track, XOffset, and Name of the column.
+
+ Returns a table containing the Track, XOffset, and Name of the column.
+ For example, calling GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 2) when the current
+ game is dance will return {Track=2, XOffset=-32, Name="Down"}.
+ Calling GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 1) when the current
+ game is pump will return {Track=1, XOffset=-96, Name="DownLeft"}.
Returns the draw order of the column.