Prevent player from firing when mission is complete / failed.
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@ -99,6 +99,8 @@ void doPlayer(void)
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applyFighterBrakes();
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applyFighterBrakes();
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}
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}
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if (battle.status == MS_IN_PROGRESS)
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{
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if (app.keyboard[SDL_SCANCODE_LCTRL] && !player->reload && player->guns[0].type)
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if (app.keyboard[SDL_SCANCODE_LCTRL] && !player->reload && player->guns[0].type)
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{
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{
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fireGuns(player);
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fireGuns(player);
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@ -149,6 +151,7 @@ void doPlayer(void)
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selectMissionTarget();
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selectMissionTarget();
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}
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}
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}
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}
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}
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player->angle = ((int)player->angle) % 360;
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player->angle = ((int)player->angle) % 360;
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