if (!part->class_playfield_or_door)
return FALSE;
- // only pause animations when engine is paused or request dialog is open(ing)
- if (!tape.pausing && !game.request_active_or_moving)
+ // only pause animations when engine is paused or request dialog is active
+ if (!tape.pausing && !game.request_active)
return FALSE;
return TRUE;
int mode_nr;
int i;
- // check game modes in reverse draw order (to stop when clicked)
- for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ // if request dialog is active, only handle pointer-style animations
+ if (game.request_active &&
+ part->control_info.class != get_hash_from_key("pointer"))
+ continue;
+
if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;