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Remove reliance on fademode to return to menu
This was used by the old system, which also had an over-reliance on Terry's State Machine. And due to the fact that it relied on fademode, it also meant that bringing up the pause screen while faded-out would result in the player getting sent back to the menu, so one accidental Esc press during a cutscene could mean countless hours of progress lost (especially in custom levels).
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@@ -1900,24 +1900,6 @@ void mapinput()
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}
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}
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}
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}
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if (graphics.fademode == 1)
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{
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FillRect(graphics.menubuffer, 0x000000);
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graphics.resumegamemode = true;
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obj.removeallblocks();
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game.activeactivity = -1;
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if (game.menupage >= 20)
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{
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game.state = 96;
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game.statedelay = 0;
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}
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else
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{
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game.state = 80;
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game.statedelay = 0;
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}
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}
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if (!game.jumpheld)
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if (!game.jumpheld)
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{
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{
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if (game.press_action || game.press_left || game.press_right || game.press_map)
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if (game.press_action || game.press_left || game.press_right || game.press_map)
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