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The '''switch''' statement in CON is similar to that in C. switch <gamevar> case <constant> <do something> break case <constant> <do something> break default <do something> break endswitch The '''case''' keyword works like an [[ifvare]] statement, and '''default''' operates on every possibility that is ''not'' specified by a case statement. Each case block must be terminated with a '''[[break]]''' statement. Caution: Nested switches do not work because of the way the CON compiler compiles them. A workaround is to put the nested switch in a separate state, and call that state from inside the first switch. Also, adding extra [[break]] statements inside a case argument will cause a lot of errors. Again, the workaround is to put the commands that need to be separated in another state, along with the break. See: [http://www.cplusplus.com/doc/tutorial/control/ Control Structures @ C++ Documentation] [[Category:EDuke commands]]

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