From 2e7a2b6e184c442db7043c37b9d01da8fed6d4ba Mon Sep 17 00:00:00 2001 From: Allanis <allanis@saracraft.net> Date: Wed, 15 May 2013 21:19:59 +0100 Subject: [PATCH] [Add] More bindings ingame to avoid seg faults. --- src/input.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/input.c b/src/input.c index df81998..6c301e7 100644 --- a/src/input.c +++ b/src/input.c @@ -129,7 +129,7 @@ static void input_key(int keynum, double value, int abs) { unsigned int t; // Accelerating. - if(KEY("accel")) { + if(INGAME() && KEY("accel")) { if(abs)player_acc = value; else player_acc += value; // Double tap accel = afterburn! @@ -145,7 +145,7 @@ static void input_key(int keynum, double value, int abs) { if(value == KEY_PRESS) input_accelLast = t; } // Turning left. - else if(KEY("left")) { + else if(INGAME() && KEY("left")) { // Set flags for facing correction. if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); } @@ -155,7 +155,7 @@ static void input_key(int keynum, double value, int abs) { if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane. } // Turning right. - else if(KEY("right")) { + else if(INGAME() && KEY("right")) { // Set flags for facing correction. if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); } @@ -166,7 +166,7 @@ static void input_key(int keynum, double value, int abs) { if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane. } // Turn around to face vel. - else if(KEY("reverse")) { + else if(INGAME() && KEY("reverse")) { if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_REVERSE); @@ -176,15 +176,15 @@ static void input_key(int keynum, double value, int abs) { } } // Shoot primary weapon. BOOM BOOM. - else if(KEY("primary")) { + else if(INGAME() && KEY("primary")) { if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); } } // Targetting. - else if(KEY("target") && INGAME()) { + else if(INGAME() && KEY("target")) { if(value == KEY_PRESS) player_target = pilot_getNext(player_target); } - else if(KEY("target_nearest") && INGAME()) { + else if(INGAME() && KEY("target_nearest")) { if(value == KEY_PRESS) player_target = pilot_getHostile(); } // Face the target.