


The same is true with most other parts of the game I found most problematic - this code has none of that extreme clusterfuck-style coding, it's primitive and suboptimal for sure, but mostly readable, comparable with the Shadow Warrior menu code in terms of quality. In hindsight it makes sense, EDuke's menu code has little in common with the rest of the engine. That code is on a level that far eclipses the "The menu code sucks" comment which ZDoom's old code once received. Now I really have to wonder who turned that into the utter monstrosity that can be seen in recent EDuke versions and that had me stumped several times while wading through it. What's really interesting here is that the menu code, despite the same brute force switch/case approach that can be witnessed everywhere in the Duke Nukem source, is rather straightforward and actually readable. Graf Zahl wrote:Now that's a nice surprise.
