game->player_fire = fire;
// tell the interrupt "20ms has passed"
- state = gd_game_main_int(game, !game->out_of_window, gd_keystate[SDL_SCANCODE_F]);
+ state = gd_game_main_int(game, !game->out_of_window, FALSE);
// state of game, returned by gd_game_main_int
switch (state)