really allow turns as battle attacks
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@@ -1228,15 +1228,14 @@ void NoteDataUtil::ConvertAdditionsToRegular( NoteData &in )
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void NoteDataUtil::TransformNoteData( NoteData &nd, const PlayerOptions &po, StepsType st, float fStartBeat, float fEndBeat )
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{
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switch( po.m_Turn )
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{
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case PlayerOptions::TURN_NONE: break;
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case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( nd, st, NoteDataUtil::mirror ); break;
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case PlayerOptions::TURN_LEFT: NoteDataUtil::Turn( nd, st, NoteDataUtil::left ); break;
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case PlayerOptions::TURN_RIGHT: NoteDataUtil::Turn( nd, st, NoteDataUtil::right ); break;
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case PlayerOptions::TURN_SHUFFLE: NoteDataUtil::Turn( nd, st, NoteDataUtil::shuffle ); break;
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case PlayerOptions::TURN_SUPER_SHUFFLE: NoteDataUtil::Turn( nd, st, NoteDataUtil::super_shuffle ); break;
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case PlayerOptions::TURN_NONE: break;
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case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( nd, st, NoteDataUtil::mirror, fStartBeat, fEndBeat ); break;
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case PlayerOptions::TURN_LEFT: NoteDataUtil::Turn( nd, st, NoteDataUtil::left, fStartBeat, fEndBeat ); break;
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case PlayerOptions::TURN_RIGHT: NoteDataUtil::Turn( nd, st, NoteDataUtil::right, fStartBeat, fEndBeat ); break;
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case PlayerOptions::TURN_SHUFFLE: NoteDataUtil::Turn( nd, st, NoteDataUtil::shuffle, fStartBeat, fEndBeat ); break;
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case PlayerOptions::TURN_SUPER_SHUFFLE: NoteDataUtil::Turn( nd, st, NoteDataUtil::super_shuffle, fStartBeat, fEndBeat ); break;
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default: ASSERT(0);
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}
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