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fixed bug with not recognizing ".mode_loop: false" for music
[rocksndiamonds.git]
/
src
/
screens.c
diff --git
a/src/screens.c
b/src/screens.c
index 4b8af186277318ca209d22cc6447919efab9ed4b..5e0740b6366566b53340f5d1971412ee717941bf 100644
(file)
--- a/
src/screens.c
+++ b/
src/screens.c
@@
-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);
}