- currentsector->update(elapsed_time * speed_factor);
- play_time += elapsed_time;
- currentsector->update(elapsed_time);
+ // Update the world
+ if (end_sequence == ENDSEQUENCE_RUNNING) {
+ currentsector->update(elapsed_time/2);
+ } else if(end_sequence == NO_ENDSEQUENCE) {
+ play_time += elapsed_time; //TODO: make sure we don't count cutscene time
+ level->stats.time = play_time;
+ currentsector->update(elapsed_time);
+ }