@@ -117,31 +117,43 @@ public static void OnKeyPressed(Keys modifier, Keys key)
117117 return ;
118118 }
119119
120+ if ( Interface . Interface . GameUi is not { } gameUi )
121+ {
122+ return ;
123+ }
124+
120125 // First try and unfocus chat then close all UI elements, then untarget our target.. and THEN open the escape menu.
121126 // Most games do this, why not this?
122- if ( Interface . Interface . GameUi != null && Interface . Interface . GameUi . ChatFocussed )
127+ if ( gameUi . ChatFocussed )
123128 {
124- Interface . Interface . GameUi . UnfocusChat = true ;
129+ gameUi . UnfocusChat = true ;
125130 }
126- else if ( Interface . Interface . GameUi != null && Interface . Interface . GameUi . CloseAllWindows ( ) )
131+ else if ( gameUi . CloseAllWindows ( ) )
127132 {
128133 // We've closed our windows, don't do anything else. :)
129134 }
130- else if ( Globals . Me != null && Globals . Me . TargetIndex != Guid . Empty && ! Globals . Me . Status . Any ( s => s . Type == Enums . SpellEffect . Taunt ) )
135+ else if ( Globals . Me is { } me && me . TargetIndex != default && me . Status . All ( s => s . Type != SpellEffect . Taunt ) )
131136 {
132- _ = Globals . Me . ClearTarget ( ) ;
137+ _ = me . ClearTarget ( ) ;
133138 }
134139 else
135140 {
136141 var simplifiedEscapeMenuSetting = Globals . Database . SimplifiedEscapeMenu ;
137142
138143 if ( simplifiedEscapeMenuSetting )
139144 {
140- Interface . Interface . GameUi ? . GameMenu ? . ToggleSimplifiedEscapeMenu ( ) ;
145+ if ( gameUi . EscapeMenu . IsVisible )
146+ {
147+ gameUi . EscapeMenu . ToggleHidden ( ) ;
148+ }
149+ else
150+ {
151+ gameUi . GameMenu . ToggleSimplifiedEscapeMenu ( ) ;
152+ }
141153 }
142154 else
143155 {
144- Interface . Interface . GameUi ? . EscapeMenu ? . ToggleHidden ( ) ;
156+ gameUi . EscapeMenu . ToggleHidden ( ) ;
145157 }
146158 }
147159 }
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