Added BIG transform. Haven't yet fixed the weird interaction it has with the score.
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@@ -31,7 +31,7 @@ enum Code {
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CODE_RIGHT,
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CODE_SHUFFLE,
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CODE_SUPER_SHUFFLE,
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CODE_LITTLE,
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CODE_NEXT_TRANSFORM,
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CODE_NEXT_SCROLL_SPEED,
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CODE_PREVIOUS_SCROLL_SPEED,
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CODE_NEXT_ACCEL,
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@@ -58,7 +58,7 @@ const CString g_sCodeNames[NUM_CODES] = {
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"Right",
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"Shuffle",
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"SuperShuffle",
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"Little",
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"NextTransform",
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"NextScrollSpeed",
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"PreviousScrollSpeed",
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"NextAccel",
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@@ -174,7 +174,7 @@ bool CodeDetector::DetectAndAdjustOptions( GameController controller )
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case CODE_RIGHT: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_RIGHT, PlayerOptions::TURN_NONE ); break;
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case CODE_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SHUFFLE, PlayerOptions::TURN_NONE ); break;
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case CODE_SUPER_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SUPER_SHUFFLE, PlayerOptions::TURN_NONE ); break;
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case CODE_LITTLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bLittle, true, false ); break;
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case CODE_NEXT_TRANSFORM: GAMESTATE->m_PlayerOptions[pn].NextTransform(); break;
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case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
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case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
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case CODE_NEXT_ACCEL: GAMESTATE->m_PlayerOptions[pn].NextAccel(); break;
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