diff --git a/src/input.c b/src/input.c
index 012bfc2..4ed8570 100644
--- a/src/input.c
+++ b/src/input.c
@@ -142,7 +142,7 @@ static void input_key(int keynum, double value, int abs) {
   unsigned int t;
 
   // Accelerating.
-  if(INGAME() && KEY("accel")) {
+  if(KEY("accel")) {
     if(abs)player_accel(value);
     else {
       // Prevent it from getting stuck.
@@ -160,7 +160,7 @@ static void input_key(int keynum, double value, int abs) {
     if(value == KEY_PRESS) input_accelLast = t;
   }
   // Turning left.
-  else if(INGAME() && KEY("left")) {
+  else if(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); }
@@ -170,7 +170,7 @@ 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(INGAME() && KEY("right")) {
+  else if(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); }
@@ -181,7 +181,7 @@ 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(INGAME() && KEY("reverse")) {
+  else if(KEY("reverse")) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
     else if(value == KEY_RELEASE) {
       player_rmFlag(PLAYER_REVERSE);
@@ -191,7 +191,7 @@ static void input_key(int keynum, double value, int abs) {
     }
   }
   // Shoot primary weapon. BOOM BOOM.
-  else if(INGAME() && KEY("primary")) {
+  else if(KEY("primary")) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
   }
@@ -219,7 +219,7 @@ static void input_key(int keynum, double value, int abs) {
     if(value == KEY_PRESS) player_board();
   }
   // Shooting secondary weapon.
-  else if(KEY("secondary") && INGAME() && NOHYP()) {
+  else if(KEY("secondary") && NOHYP()) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
   }