Added nITG's various sub-modifiers (#1419)
* Added nITG's Bumpy sub-mods and ... reorganized PlayerOptions::FromOneModString's Confusion checks This is to help avoid the nesting level of 128 under Windows * Added nITG's Tipsy sub-mods Modifiers added: TipsySpeed TipsyOffset * Add nITG's Drunk sub-mods Modifiers added: DrunkSpeed DrunkOffset DrunkPeriod * Added nITG's Wave & Expand sub-mods Modifiers added: WavePeriod ExpandPeriod * Added nITG's Tornado sub-mods Modifiers Added: TornadoPeriod TornadoOffset * Added nITG's Beat sub-mods Modifiers added: BeatOffset BeatPeriod BeatMult * Documented the new sub-mods
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@@ -3432,6 +3432,9 @@ save yourself some time, copy this for undocumented things:
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<Function name='BatteryLives' return='int' arguments='int num'> </Function>
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<Function name='Backwards' return='bool' arguments='bool value'> </Function>
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<Function name='Beat' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='BeatOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='BeatMult' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='BeatPeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Big' return='bool' arguments='bool value'> </Function>
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<Function name='Blink' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Blind' return='float, float' arguments='float value, float approach_speed'> </Function>
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@@ -3440,6 +3443,8 @@ save yourself some time, copy this for undocumented things:
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<Function name='Boost' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Brake' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Bumpy' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='BumpyOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='BumpyPeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Centered' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='CMod' return='float, float' arguments='float value, float approach_speed'>
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If the player has a CMod set, returns the value of that CMod and its associated approach speed. Returns nil otherwise.<br />
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@@ -3464,8 +3469,12 @@ save yourself some time, copy this for undocumented things:
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</Function>
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<Function name='DrainSetting' return= 'DrainType' arguments='DrainType type'> </Function>
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<Function name='Drunk' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='DrunkOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='DrunkPeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='DrunkSpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Echo' return='bool' arguments='bool value'> </Function>
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<Function name='Expand' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='ExpandPeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='FailSetting' return='FailType' arguments='FailType'>
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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.
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</Function>
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@@ -3600,7 +3609,11 @@ save yourself some time, copy this for undocumented things:
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</Function>
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<Function name='Tiny' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Tipsy' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='TipsyOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='TipsySpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Tornado' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='TornadoOffset' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='TornadoPeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='TurnNone' return='bool' arguments='bool value'> </Function>
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<Function name='Twirl' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Twister' return='bool' arguments='bool value'> </Function>
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@@ -3608,6 +3621,7 @@ save yourself some time, copy this for undocumented things:
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Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1.0</code>)
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</Function>
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<Function name='Wave' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='WavePeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Wide' return='bool' arguments='bool value'> </Function>
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<Function name='XMod' return='float, float' arguments='float value, float approach_speed'>
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If the player has a XMod set, returns the value of that XMod and its associated approach speed. Returns nil otherwise.<br />
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