fixed bug with not recognizing ".mode_loop: false" for music
[rocksndiamonds.git] / src / screens.c
index 4b8af186277318ca209d22cc6447919efab9ed4b..5e0740b6366566b53340f5d1971412ee717941bf 100644 (file)
@@ -3096,7 +3096,12 @@ void HandleInfoScreen_Music(int button)
     }
     else
     {
     }
     else
     {
-      PlayMusic(list->music);
+      int music = list->music;
+
+      if (music_info[music].loop)
+       PlayMusicLoop(music);
+      else
+       PlayMusic(music);
 
       DrawTextSCentered(ystart, font_title, "The Game Background Music:");
     }
 
       DrawTextSCentered(ystart, font_title, "The Game Background Music:");
     }
@@ -4631,7 +4636,8 @@ void HandleHallOfFame(int mx, int my, int dx, int dy, int button)
     FadeSound(SND_BACKGROUND_SCORES);
 
     if (game_status_last_screen == GAME_MODE_PLAYING &&
     FadeSound(SND_BACKGROUND_SCORES);
 
     if (game_status_last_screen == GAME_MODE_PLAYING &&
-       setup.auto_play_next_level && setup.increment_levels)
+       setup.auto_play_next_level && setup.increment_levels &&
+       !network_playing)
     {
       StartGameActions(network.enabled, setup.autorecord, level.random_seed);
     }
     {
       StartGameActions(network.enabled, setup.autorecord, level.random_seed);
     }