implemented the button thing (badly(im sorry)
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@ -18,6 +18,7 @@ require "data/scripts/objects"
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require "data/scripts/debug"
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require "data/scripts/debug"
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require "data/scripts/keybind"
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require "data/scripts/keybind"
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require "data/scripts/pause"
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require "data/scripts/pause"
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require "data/scripts/ui/button"
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-- game loop
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-- game loop
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require "data/scripts/game"
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require "data/scripts/game"
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require "data/scripts/gameworld"
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require "data/scripts/gameworld"
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@ -12,8 +12,55 @@ function PauseUI()
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love.graphics.rectangle("fill", 0, 0, game.width, game.height)
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love.graphics.rectangle("fill", 0, 0, game.width, game.height)
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love.graphics.setColor(1,1,1,1)
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love.graphics.setColor(1,1,1,1)
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love.graphics.rectangle("fill", pauseX, pauseY, pauseWidth, pauseHeight)
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love.graphics.rectangle("fill", pauseX, pauseY, pauseWidth, pauseHeight)
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-- Buttons
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for _, element in pairs(UIElement) do
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element:Draw()
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end
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-- Reset scale
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-- Reset scale
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love.graphics.scale(2,2)
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love.graphics.scale(2,2)
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end
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end
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function MenuStep(menu)
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-- first get mouse
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local mouse_x, mouse_y = love.mouse.getPosition()
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for _, element in pairs(UIElement) do
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if element.type == "Button" then
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element:checkMouse(mouse_x, mouse_y)
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end
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end
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if menu == "pauseMenu" then
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if PauseResume:getVariable() == true then
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MenuExit(menu,0)
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do_pause = false
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elseif PauseExit:getVariable() == true then
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love.event.quit()
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end
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else
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end
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end
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function MenuExit(from,to)
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for _, element in pairs(UIElement) do
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element = nil
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end
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UIElement = {}
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if from == "pauseMenu" then
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PauseResume = nil
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PauseOptions = nil
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PauseExit = nil
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end
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menuPage = to or nil
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end
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function MenuInit(menu)
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local buttonStandard = {width = 200, height = 30, separation = 10}
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-- main menu
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if menu == "pauseMenu" then
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-- elements
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PauseResume = interfaceButton:New(game.width/2, game.height/2-buttonStandard.height-buttonStandard.separation, buttonStandard.width, buttonStandard.height, {false,true}, 1, {text = "Resume", color = {0,0,0.5}, color2 = {1,1,1}})
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PauseOptions = interfaceButton:New(game.width/2, game.height/2, buttonStandard.width, buttonStandard.height, {false,true}, 1, {text = "Options", color = {0,0,0.5}, color2 = {1,1,1}})
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PauseExit = interfaceButton:New(game.width/2, game.height/2+buttonStandard.height+buttonStandard.separation, buttonStandard.width, buttonStandard.height, {false,true}, 1, {text = "Exit", color = {0,0,0.5}, color2 = {1,1,1}})
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end
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end
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@ -0,0 +1,106 @@
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interfaceButton = {type = "Button"}
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-- centered buttons
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function interfaceButton:New(x,y,w,h,table_values,value,style)
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o = {}
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o.pos = {
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x = x,
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y = y
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}
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o.size = {
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w = w,
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h = h
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}
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o.values = table_values or {false,true}
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o.value = value or 1
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o.target_variable = o.values[o.value]
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o.clicked = false
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o.style = {
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text = style.text or nil,
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color = style.color or {1,1,1},
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color2 = style.color2 or {0,0,0},
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--color3 = style.color3 or style.color2 or {0,0,0},
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alpha = style.alpha or 1,
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scale = style.scale or 1,
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scale_x = style.scale_x or 1,
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scale_y = style.scale_y or 1,
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scale_proportion = 1
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}
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o.style.unselected = {
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scale_proportion = o.style.scale_proportion
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}
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o.style.selected = {
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scale_proportion = 1.5
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}
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AddElement(o)
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function interfaceButton:getVariable()
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return self.target_variable
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end
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function AddElement(self)
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table.insert(UIElement,self)
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self.id = #UIElement
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end
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function interfaceButton:checkMouse(mouse_x, mouse_y)
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if self.clicked == false
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and mouse_x < self.pos.x + self.size.w/2
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and mouse_x > self.pos.x - self.size.w/2
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and mouse_y < self.pos.y + self.size.h/2
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and mouse_y > self.pos.y - self.size.h/2 then
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o.style.scale_proportion = o.style.selected.scale_proportion
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if love.mouse.isDown(1) then
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self.clicked = true
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self.value = self.value + 1
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if self.value > #self.values then
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self.value = 1
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end
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self.target_variable = self.values[self.value]
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end
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else
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o.style.scale_proportion = o.style.unselected.scale_proportion
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self.clicked = false
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end
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end
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function interfaceButton:Draw()
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.style.color[1],self.style.color[2],self.style.color[3],self.style.alpha)
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love.graphics.rectangle(
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"fill",
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self.pos.x-(self.size.w/2)*self.style.scale_x*self.style.scale_proportion,
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self.pos.y-(self.size.h/2)*self.style.scale_y*self.style.scale_proportion,
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self.size.w *self.style.scale_x*self.style.scale_proportion,
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self.size.h *self.style.scale_y*self.style.scale_proportion)
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love.graphics.setColor(self.style.color2[1],self.style.color2[2],self.style.color2[3],self.style.alpha)
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love.graphics.rectangle(
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"line",
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self.pos.x-(self.size.w/2)*self.style.scale_x*self.style.scale_proportion,
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self.pos.y-(self.size.h/2)*self.style.scale_y*self.style.scale_proportion,
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self.size.w *self.style.scale_x*self.style.scale_proportion,
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self.size.h *self.style.scale_y*self.style.scale_proportion)
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if self.style.text ~= nil then
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love.graphics.print(self.style.text,self.pos.x,self.pos.y)
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else
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love.graphics.print(tostring(self.target_variable),self.pos.x,self.pos.y)
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end
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love.graphics.setColor(c1,c2,c3,a)
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end
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8
main.lua
8
main.lua
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@ -13,6 +13,8 @@ function love.load()
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fps_draw = 0
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fps_draw = 0
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fps_total = 0
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fps_total = 0
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UIElement = {}
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love.graphics.setColor(1,1,1)
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love.graphics.setColor(1,1,1)
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love.keyboard.setKeyRepeat(true)
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love.keyboard.setKeyRepeat(true)
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love.graphics.setDefaultFilter("nearest") -- good pixel
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love.graphics.setDefaultFilter("nearest") -- good pixel
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@ -64,13 +66,15 @@ function love.update(dt)
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fps_count = fps_count + 1
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fps_count = fps_count + 1
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current_dt = dt
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current_dt = dt
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--MenuStep
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MenuStep(menuPage)
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--keypressed
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--keypressed
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if Keybind:HasPressed(Keybind.menu.pause) then
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if Keybind:HasPressed(Keybind.menu.pause) then
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if do_pause then
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if do_pause then
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do_pause = false
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do_pause = false
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else
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else
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pausepage = 1
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menuPage = "pauseMenu"
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MenuInit(menuPage)
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do_pause = true
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do_pause = true
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end
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end
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end
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end
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