if active { if (oControl.kDown && oControl.kDownPushedSteps == 0) { global.curropt += 1 if (global.curropt > lastitem) global.curropt = 0 sfx_play(sndMenuMove) } if (oControl.kUp && oControl.kUpPushedSteps == 0) { global.curropt -= 1 if (global.curropt < 0) global.curropt = lastitem sfx_play(sndMenuMove) } if (oControl.kMenu1 && oControl.kMenu1PushedSteps == 0) { sfx_play(sndMenuSel) global.difficulty = global.curropt switch global.curropt { case 0: case 1: oControl.mod_fusion = 0 oControl.mod_diffmult = 1 break case 2: oControl.mod_fusion = 0 oControl.mod_diffmult = 2 break default: oControl.mod_fusion = 0 oControl.mod_diffmult = 1 break } global.newgame = 1 if instance_exists(op[0]) { with (op[0]) instance_destroy() } if instance_exists(op[1]) { with (op[1]) instance_destroy() } if instance_exists(op[2]) { with (op[2]) instance_destroy() } mus_fadeout(musTitle) if global.lobbyLocked { global.spectator = 1 global.spectatorIndex = -1 } room_change(14, 0) } if (oControl.kMenu2 && oControl.kMenu2PushedSteps == 0) { global.curropt = 10 sfx_play(sndMenuCancel) event_user(1) } } if fadein { if (h < (targeth - 4)) h += 4 else { h = targeth fadein = 0 active = 1 event_user(0) } } if fadeout { if (h > 4) h -= 4 else { if (global.curropt == 10) { with (oGameSelMenu) alarm[0] = 5 global.curropt = global.saveslot } instance_destroy() } }