/* call-seq:
 *      event_data.paused? -> true or false
 *
 *      This method returns true if the player is paused, false
 *      if not paused.
 */ 

static VALUE 
playerPausedEventData_isPaused(VALUE self)
{
        bz_PlayerPausedEventData *eventData;

        Data_Get_Struct(self, bz_PlayerPausedEventData, eventData);
        
        if (eventData->pause)
                return Qtrue;

        return Qfalse;
}