action CBPRESS 1 1 1 1 1
If not, then it's your fault and you need to change the art or whatever. With that in mind, here is some code that should work:
define NCBPBUTTON1 3590 useractor notenemy NCBPBUTTON1 0 ifaction CBPRESS break ifp pfacing // this is not perfect but it's good enough for now ifpdistl 800 ifhitspace ifcanseetarget { action CBPRESS sound SWITCH_ON quote 150 ifvare LEVEL 1 setvar NCBP1 1 else ifvare LEVEL 2 setvar NCBP2 1 else ifvare LEVEL 3 setvar NCBP3 1 else ifvare LEVEL 4 setvar NCBP4 1 else ifvare LEVEL 5 setvar NCBP5 1 else ifvare LEVEL 6 setvar NCBP6 1 else ifvare LEVEL 7 setvar NCBP7 1 else ifvare currlev 8 setvar NCBP8 1 } enda
Note that this code still looks kind of odd. Why do you have a different variable for each level? I'm sure you can get by with only one variable. Also, note that LEVEL equals 0 in the first level of an episode, and you have the switch doing nothing in the case. I'm not sure if that's what you intended.