/* 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; }