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Pull the game.press_action conditional out of all the if-statements
No need to repeat yourself if you can just surround the whole thing in an 'if (game.press_action)' block, which is much easier.
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1 changed files with 10 additions and 7 deletions
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@ -1975,7 +1975,10 @@ void mapinput()
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game.menupage++;
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}
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mapmenuactionpress();
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if (game.press_action)
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{
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mapmenuactionpress();
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}
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if (game.menupage < 0) game.menupage = 3;
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if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
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@ -1993,7 +1996,7 @@ void mapinput()
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void mapmenuactionpress()
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{
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if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
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if (game.menupage == 1 && obj.flags[67] && !game.insecretlab && !map.custommode)
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{
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//Warp back to the ship
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graphics.resumegamemode = true;
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@ -2017,7 +2020,7 @@ void mapmenuactionpress()
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game.statedelay = 0;
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}
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if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
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if (game.menupage == 3 && !game.gamesaved && !game.intimetrial
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&& !game.nodeathmode && !game.insecretlab && !game.inintermission)
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{
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game.flashlight = 5;
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@ -2043,12 +2046,12 @@ void mapmenuactionpress()
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}
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}
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if (game.menupage == 10 && game.press_action)
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if (game.menupage == 10)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 11 && game.press_action)
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if (game.menupage == 11)
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{
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//quit to menu
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@ -2062,12 +2065,12 @@ void mapmenuactionpress()
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game.fadetomenudelay = 16;
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}
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if (game.menupage == 20 && game.press_action)
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if (game.menupage == 20)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 21 && game.press_action)
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if (game.menupage == 21)
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{
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//quit to menu
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game.swnmode = false;
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