changed some details in play/pause game button handling
[rocksndiamonds.git] / src / tape.c
index efc8bcb4c26eca3fdf8189470d00319dbdb0dc02..7a896e807bf79e7ebb6864cf0e50e09670f718fb 100644 (file)
@@ -289,6 +289,8 @@ static void DrawVideoDisplay_Graphics(unsigned int state, unsigned int value)
          if (gd_bitmap != NULL)
            BlitBitmap(gd_bitmap, drawto, gd_x, gd_y, gfx->width, gfx->height,
                       VX + pos->x, VY + pos->y);
+
+         redraw_mask |= REDRAW_DOOR_2;
        }
       }
     }
@@ -431,8 +433,6 @@ void DrawVideoDisplay(unsigned int state, unsigned int value)
 {
   DrawVideoDisplay_Graphics(state, value);
   DrawVideoDisplay_DateTime(state, value);
-
-  redraw_mask |= REDRAW_DOOR_2;
 }
 
 void DrawCompleteVideoDisplay()
@@ -747,7 +747,7 @@ void TapeTogglePause(boolean toggle_manual)
     }
   }
 
-  if (CheckEngineSnapshotList())
+  if (game_status == GAME_MODE_PLAYING && CheckEngineSnapshotList())
   {
     if (tape.pausing)
       MapUndoRedoButtons();
@@ -1412,6 +1412,13 @@ static void HandleTapeButtonsExt(int id)
       break;
 
     case TAPE_CTRL_ID_PLAY:
+      if (tape.recording && tape.pausing)      /* PAUSE -> RECORD */
+      {
+       // ("TAPE_IS_EMPTY(tape)" is TRUE here -- probably fix this)
+
+       TapeTogglePause(TAPE_TOGGLE_MANUAL);
+      }
+
       if (TAPE_IS_EMPTY(tape))
        break;