fixed several bugs related to codes
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@@ -142,12 +142,12 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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int iPixelsToDrawAfter = 384;
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// If both options are on, we *do* need to multiply it twice.
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI)
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
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{
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iPixelsToDrawBefore *= 2;
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iPixelsToDrawAfter *= 2;
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}
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_SPACE)
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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iPixelsToDrawBefore *= 2;
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iPixelsToDrawAfter *= 2;
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@@ -172,7 +172,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GrayArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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m_GhostArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
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{
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m_NoteField.SetZoom( 0.5f );
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m_GrayArrowRow.SetZoom( 0.5f );
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@@ -279,7 +279,7 @@ void Player::DrawPrimitives()
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D3DXMATRIX matOldView, matOldProj;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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// save old view and projection
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DISPLAY->GetViewTransform( &matOldView );
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@@ -313,7 +313,7 @@ void Player::DrawPrimitives()
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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// restire old view and projection
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DISPLAY->SetViewTransform( &matOldView );
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