fixed several bugs related to codes
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@@ -172,8 +172,8 @@ bool CodeDetector::DetectAndAdjustOptions( GameController controller )
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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_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed ); break;
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case CODE_BOOST: /* what goes here? */ break;
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case CODE_NEXT_EFFECT: GAMESTATE->m_PlayerOptions[pn].m_EffectType = PlayerOptions::EffectType( (GAMESTATE->m_PlayerOptions[pn].m_EffectType+1) %NUM_EFFECT_TYPES ); break;
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case CODE_BOOST: GAMESTATE->m_PlayerOptions[pn].m_bBoost ^= true; break;
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case CODE_NEXT_EFFECT: GAMESTATE->m_PlayerOptions[pn].NextEffect(); break;
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case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].m_AppearanceType = PlayerOptions::AppearanceType((GAMESTATE->m_PlayerOptions[pn].m_AppearanceType+1) %PlayerOptions::NUM_APPEARANCE_TYPES ); break;
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case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].m_TurnType = PlayerOptions::TurnType( (GAMESTATE->m_PlayerOptions[pn].m_TurnType+1) %PlayerOptions::NUM_TURN_TYPES ); break;
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case CODE_REVERSE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll, true, false ); break;
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