cleanup
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@@ -233,25 +233,25 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
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{
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switch( code )
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{
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case CODE_MIRROR: po.ToggleOneTurn( PlayerOptions::TURN_MIRROR ); break;
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case CODE_LEFT: po.ToggleOneTurn( PlayerOptions::TURN_LEFT ); break;
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case CODE_RIGHT: po.ToggleOneTurn( PlayerOptions::TURN_RIGHT ); break;
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case CODE_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SHUFFLE ); break;
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case CODE_SUPER_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SUPER_SHUFFLE ); break;
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case CODE_NEXT_TRANSFORM: po.NextTransform(); break;
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case CODE_MIRROR: po.ToggleOneTurn( PlayerOptions::TURN_MIRROR ); break;
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case CODE_LEFT: po.ToggleOneTurn( PlayerOptions::TURN_LEFT ); break;
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case CODE_RIGHT: po.ToggleOneTurn( PlayerOptions::TURN_RIGHT ); break;
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case CODE_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SHUFFLE ); break;
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case CODE_SUPER_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SUPER_SHUFFLE ); break;
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case CODE_NEXT_TRANSFORM: po.NextTransform(); break;
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case CODE_NEXT_SCROLL_SPEED: INCREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
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case CODE_PREVIOUS_SCROLL_SPEED: DECREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
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case CODE_NEXT_ACCEL: po.NextAccel(); break;
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case CODE_NEXT_EFFECT: po.NextEffect(); break;
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case CODE_NEXT_APPEARANCE: po.NextAppearance(); break;
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case CODE_NEXT_TURN: po.NextTurn(); break;
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case CODE_REVERSE: po.NextScroll(); break;
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case CODE_HOLDS: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS], true, false ); break;
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case CODE_MINES: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES], true, false ); break;
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case CODE_DARK: FLOAT_TOGGLE( po.m_fDark ); break;
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case CODE_CANCEL_ALL: GAMESTATE->GetDefaultPlayerOptions( po ); break;
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case CODE_HIDDEN: TOGGLE_HIDDEN; break;
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case CODE_RANDOMVANISH: TOGGLE_RANDOMVANISH; break;
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case CODE_NEXT_ACCEL: po.NextAccel(); break;
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case CODE_NEXT_EFFECT: po.NextEffect(); break;
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case CODE_NEXT_APPEARANCE: po.NextAppearance(); break;
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case CODE_NEXT_TURN: po.NextTurn(); break;
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case CODE_REVERSE: po.NextScroll(); break;
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case CODE_HOLDS: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS], true, false ); break;
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case CODE_MINES: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES], true, false ); break;
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case CODE_DARK: FLOAT_TOGGLE( po.m_fDark ); break;
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case CODE_CANCEL_ALL: GAMESTATE->GetDefaultPlayerOptions( po ); break;
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case CODE_HIDDEN: TOGGLE_HIDDEN; break;
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case CODE_RANDOMVANISH: TOGGLE_RANDOMVANISH; break;
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default: break;
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}
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return true; // don't check any more
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