 //      serprintf("mode button, _in_ SET_TIME, button_pressed is %d held for %lu and previous %lu\r\n", button_pressed, mode_button_held, mode_button_previous_hold_time_ms);
       // we don't want to be in here because we changed state but the button is still pressed
 
-      //if (mode_button_held > 0 && !button_pressed && mode_button_last_pressed_at_ms != state->pressed_at) {
       if ((mode_button_held < mode_button_previous_hold_time_ms) && !button_pressed) {
-      //if (mode_button_held > 0 && !button_pressed && mode_button_last_pressed_state) {
-      
-      //if (mode_button_held > 0 && !button_pressed) {
         serprintf("reset button was held for %lu and is pressed: %d\r\n", state->press_duration_ms, state->pressed);
         // move to the next clock to set or exit
         serprintf("in handle_mode_button, calling set_time_next_step\r\n");

        active_player = (player_who_pressed+1) % 2;
        players[active_player]->clock->start();
      } else {
        serprintf("Ignoring button press for inactive player %d\r\n", player_who_pressed);
      }
      interrupt_fired = NONE;
    }

//      serprintf("mode_button_held %lu mode_button_previous_hold_time_ms %lu\r\n", mode_button_held, mode_button_previous_hold_time_ms);
      mode_button_previous_hold_time_ms = mode_button_held;
    }
    */
  }


