fixed several bugs related to codes
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@@ -80,19 +80,12 @@ void ScreenPlayerOptions::ImportOptions()
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else if( po.m_fArrowScrollSpeed == 8.0f ) m_iSelectedOption[p][PO_SPEED] = 8;
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else m_iSelectedOption[p][PO_SPEED] = 2;
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m_iSelectedOption[p][PO_BOOST] = po.m_EffectType & PlayerOptions::EFFECT_BOOST;
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m_iSelectedOption[p][PO_BOOST] = po.m_bBoost ? 1 : 0;
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switch(po.m_EffectType & ~PlayerOptions::EFFECT_BOOST)
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for( int i=0; i<PlayerOptions::NUM_EFFECT_TYPES; i++ )
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{
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case PlayerOptions::EFFECT_NONE: m_iSelectedOption[p][PO_EFFECT]=0; break;
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case PlayerOptions::EFFECT_WAVE: m_iSelectedOption[p][PO_EFFECT]=1; break;
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case PlayerOptions::EFFECT_DRUNK: m_iSelectedOption[p][PO_EFFECT]=2; break;
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case PlayerOptions::EFFECT_DIZZY: m_iSelectedOption[p][PO_EFFECT]=3; break;
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case PlayerOptions::EFFECT_SPACE: m_iSelectedOption[p][PO_EFFECT]=4; break;
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case PlayerOptions::EFFECT_MINI: m_iSelectedOption[p][PO_EFFECT]=5; break;
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case PlayerOptions::EFFECT_FLIP: m_iSelectedOption[p][PO_EFFECT]=6; break;
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case PlayerOptions::EFFECT_TORNADO: m_iSelectedOption[p][PO_EFFECT]=7; break;
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default: ; break;
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if( po.m_bEffects[i] )
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m_iSelectedOption[p][PO_EFFECT] = i-1;
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}
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m_iSelectedOption[p][PO_APPEAR] = po.m_AppearanceType;
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@@ -124,21 +117,11 @@ void ScreenPlayerOptions::ExportOptions()
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case 8: po.m_fArrowScrollSpeed = 8.0f; break;
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}
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po.m_EffectType = (m_iSelectedOption[p][PO_BOOST] == 1)?
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PlayerOptions::EFFECT_BOOST:
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PlayerOptions::EFFECT_NONE;
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po.m_bBoost = (m_iSelectedOption[p][PO_BOOST] == 1);
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switch(m_iSelectedOption[p][PO_EFFECT])
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{
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//case 0: po.m_EffectType |= PlayerOptions::EFFECT_NONE; break;
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case 1: po.m_EffectType |= PlayerOptions::EFFECT_WAVE; break;
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case 2: po.m_EffectType |= PlayerOptions::EFFECT_DRUNK; break;
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case 3: po.m_EffectType |= PlayerOptions::EFFECT_DIZZY; break;
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case 4: po.m_EffectType |= PlayerOptions::EFFECT_SPACE; break;
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case 5: po.m_EffectType |= PlayerOptions::EFFECT_MINI; break;
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case 6: po.m_EffectType |= PlayerOptions::EFFECT_FLIP; break;
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case 7: po.m_EffectType |= PlayerOptions::EFFECT_TORNADO; break;
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}
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ZERO( po.m_bEffects );
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if( m_iSelectedOption[p][PO_EFFECT] > 0 )
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po.m_bEffects[ m_iSelectedOption[p][PO_EFFECT]-1 ] = true;
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po.m_AppearanceType = (PlayerOptions::AppearanceType)m_iSelectedOption[p][PO_APPEAR];
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po.m_TurnType = (PlayerOptions::TurnType)m_iSelectedOption[p][PO_TURN];
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