#include "object/endsequence_walkleft.hpp"
#include "object/endsequence_fireworks.hpp"
#include "direction.hpp"
+#include "scripting/time_scheduler.hpp"
// the engine will be run with a logical framerate of 64fps.
// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
currentsector = NULL;
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
GameSession::restart_level()
{
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
end_sequence = 0;
main_controller->reset();
//levelintro();
+ sound_manager->stop_music();
currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "") {
delete playback_demo_stream;
delete demo_controller;
+ if (game_pause) {
+ game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
+ }
+
current_ = NULL;
}
Menu::set_current(game_menu.get());
game_menu->set_active_item(MNID_CONTINUE);
game_pause = true;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
} else {
Menu::set_current(NULL);
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
}
}
// end of pause mode?
if(!Menu::current() && game_pause) {
game_pause = false;
+ Scripting::TimeScheduler::instance->set_pause(game_pause);
}
// playback a demo?