/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)