fixed 'skip next fade' logic for cross-fading buffers
[rocksndiamonds.git] / src / tape.c
index 0c389a6b85333b2216ed8d968d5e0d3bbe157f0c..c0dde51942e8b862dcc1aad7456cbdb5efcb599f 100644 (file)
@@ -754,13 +754,16 @@ void TapeTogglePause(boolean toggle_manual)
     {
       TapeDeactivateDisplayOff(game_status == GAME_MODE_PLAYING);
     }
-    else
+    else if (tape.deactivate_display)
     {
-      if (tape.deactivate_display)
-       TapeDeactivateDisplayOn();
+      TapeDeactivateDisplayOn();
 
       DrawVideoDisplaySymbol(VIDEO_STATE_WARP_ON);
     }
+    else
+    {
+      DrawVideoDisplaySymbol(VIDEO_STATE_WARP2_ON);
+    }
 
     if (tape.quick_resume)
     {
@@ -848,8 +851,6 @@ byte *TapePlayAction()
       tape.fast_forward = FALSE;
       tape.pause_before_death = FALSE;
 
-      DrawVideoDisplay(VIDEO_STATE_PBEND_OFF, 0);
-
       TapeStopWarpForward();
       TapeTogglePause(TAPE_TOGGLE_MANUAL);