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Escape is still unconditional, but rather than being unconditionally menu
(or now unconditionally nothing since I killed the menu), it works as the console. In the future, when the new menu is implemented, it will fall back to console if there's a problem with the menu (like there isn't one.)
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@ -813,6 +813,7 @@ Key_Event (int key, int alt_key, qboolean down)
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break;
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case key_game:
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case key_console:
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Con_ToggleConsole_f ();
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// M_ToggleMenu_f ();
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break;
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default:
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