CCNode setPaused different behavior proposal...

I have setup with **gameScene** (self) and animated **pauseLayer** as a child. With current cocos2d version if I do:
```Obj-C
self.paused = YES;
self.pauseLayer.paused = NO;
```
animated *pauseLayer* will not show, because its parent is already paused and *pauseLayer* will not change its paused status. But if I remove **if statement** from the code, everything works as expected. So I have more control over which children are paused and which are not. I don't know if removing those lines have other implications, so please somebody else test it.

I know somebody suggested other approaches, like adding all game content to *self.someNode* and then pausing only *someNode*, which works great, except I also want to pause all other schedulers and actions that are run on self and it's impossible this way, as self in that case isn't paused...

Best