don't pass input to Player unless human controlled
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@@ -1601,7 +1601,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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//
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if( type==IET_FIRST_PRESS &&
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StyleI.IsValid() &&
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GAMESTATE->IsPlayerEnabled( StyleI.player ) )
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GAMESTATE->IsHumanPlayer( StyleI.player ) )
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{
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AbortGiveUp();
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