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.