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@@ -1,14 +1,14 @@
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-_jump_p = ingame.kcp("Z");
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-_jump_r = ingame.kcr("Z");
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-_dash = ingame.kcp("C");
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-_attack = ingame.kcp("X");
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-_left = ingame.kc(vk_left);
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-_right = ingame.kc(vk_right);
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-_up = ingame.kc(vk_up);
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-_down = ingame.kc(vk_down);
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+_jump_p = ingame.kcp("Z");
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+_jump_r = ingame.kcr("Z");
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+_dash = ingame.kcp("C");
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+_attack = ingame.kcp("X");
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+_left = ingame.kc(vk_left);
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+_right = ingame.kc(vk_right);
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+_up = ingame.kc(vk_up);
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+_down = ingame.kc(vk_down);
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_inventory = ingame.kcp("I");
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-_return = ingame.kcp(vk_escape); // for debugging
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+_return = ingame.kcp(vk_escape); // for debugging
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/*
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if (ingame.kcp(vk_escape)) {
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@@ -18,20 +18,16 @@ if (title != undefined && title.kcp(vk_escape)) {
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autodel_handle("title");
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}
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*/
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-if title != undefined
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-{
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- _newgame = title.kcp(vk_space);
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- _continue = title.kcp(vk_enter);
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- _quitgame = title.kcp(vk_escape);
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-}
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-if inventory != undefined
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-{
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- _left = inventory.kcp(vk_left);
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- _right = inventory.kcp(vk_right);
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- _up = inventory.kcp(vk_up);
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- _down = inventory.kcp(vk_down);
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- _close = inventory.kcp("I") || inventory.kcp(vk_escape);
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-}
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+_newgame = title.kcp(vk_space);
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+_continue = title.kcp(vk_enter);
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+_quitgame = title.kcp(vk_escape);
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+
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+_left_inv = inventory.kcp(vk_left);
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+_right_inv= inventory.kcp(vk_right);
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+_up_inv = inventory.kcp(vk_up);
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+_down_inv = inventory.kcp(vk_down);
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+_close = inventory.kcp("I") || inventory.kcp(vk_escape);
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+
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if global.developer_mode && room == rTitle
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