}
}
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ /* as it is called "single step mode", just return to pause mode when the
+ player stopped moving after one tile (or never starts moving at all) */
+ if (!player->is_moving && !player->is_pushing)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+}
+
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
moved = MovePlayer(player, dx, dy);
}
- if (tape.single_step && tape.recording && !tape.pausing)
- {
-#if 1
- /* as it is called "single step mode", just return to pause mode when the
- player stopped moving after one tile (or never starts moving at all) */
- if (!player->is_moving)
-#else
- /* this is buggy: there are quite some cases where the single step mode
- does not return to pause mode (like pushing things that don't move
- or simply by trying to run against a wall) */
- if (button1 || (dropped && !moved))
-#endif
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ CheckSingleStepMode(player);
SetPlayerWaiting(player, FALSE);
player->is_dropping_pressed = FALSE;
player->drop_pressed_delay = 0;
+ CheckSingleStepMode(player);
+
return 0;
}
}