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rogueviz:: relhell:: you can no longer fire after gameover
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@@ -167,7 +167,7 @@ bool ads_turn(int idelta) {
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auto& act = multi::action_states[1];
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auto& act = multi::action_states[1];
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if(act[multi::pcFire].pressed() && !paused) fire();
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if(act[multi::pcFire].pressed() && !paused && !game_over) fire();
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if(act[pcPause].pressed()) switch_pause();
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if(act[pcPause].pressed()) switch_pause();
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if(act[pcDisplayTimes].pressed()) view_proper_times = !view_proper_times;
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if(act[pcDisplayTimes].pressed()) view_proper_times = !view_proper_times;
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if(act[pcSwitchSpin].pressed()) auto_rotate = !auto_rotate;
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if(act[pcSwitchSpin].pressed()) auto_rotate = !auto_rotate;
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@@ -363,7 +363,7 @@ bool ds_turn(int idelta) {
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auto& act = multi::action_states[1];
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auto& act = multi::action_states[1];
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if(act[multi::pcFire].pressed() && !paused) ds_fire();
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if(act[multi::pcFire].pressed() && !paused && !game_over) ds_fire();
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if(act[pcPause].pressed()) switch_pause();
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if(act[pcPause].pressed()) switch_pause();
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if(act[pcDisplayTimes].pressed()) view_proper_times = !view_proper_times;
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if(act[pcDisplayTimes].pressed()) view_proper_times = !view_proper_times;
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if(act[pcSwitchSpin].pressed()) auto_rotate = !auto_rotate;
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if(act[pcSwitchSpin].pressed()) auto_rotate = !auto_rotate;
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