Only save clock settings in PGN when an engine plays
authorH.G. Muller <h.g.muller@hccnet.nl>
Wed, 4 Dec 2013 19:26:59 +0000 (20:26 +0100)
committerH.G. Muller <h.g.muller@hccnet.nl>
Wed, 4 Dec 2013 19:26:59 +0000 (20:26 +0100)
backend.c

index e745037..5ad2562 100644 (file)
--- a/backend.c
+++ b/backend.c
@@ -13120,7 +13120,8 @@ SaveGamePGN (FILE *f)
     if (gameInfo.resultDetails != NULL &&
        gameInfo.resultDetails[0] != NULLCHAR) {
        char buf[MSG_SIZ], *p = gameInfo.resultDetails;
-       if(gameInfo.result == GameUnfinished && appData.clockMode && !appData.icsActive) // [HGM] adjourn: save clock settings
+       if(gameInfo.result == GameUnfinished && appData.clockMode &&
+          (gameMode == MachinePlaysWhite || gameMode == MachinePlaysBlack || gameMode == TwoMachinesPlay)) // [HGM] adjourn: save clock settings
            snprintf(buf, MSG_SIZ, "%s (Clocks: %ld, %ld)", p, whiteTimeRemaining/1000, blackTimeRemaining/1000), p = buf;
        fprintf(f, "{%s} %s\n\n", p, PGNResult(gameInfo.result));
     } else {