{
private:
Uint32 fps_ticks;
- Timer2 frame_timer;
Timer2 endsequence_timer;
Level* level;
Sector* currentsector;
bool game_pause;
- std::string levelname;
+ std::string levelfile;
bool flip_level;
// the sector and spawnpoint we shoudl spawn after this frame
DrawingContext* context;
Timer2 time_left;
- GameSession(const std::string& level, int mode, bool flip_level_ = false, Statistics* statistics = NULL);
+ GameSession(const std::string& levelfile, int mode, bool flip_level_ = false,
+ Statistics* statistics = 0);
~GameSession();
/** Enter the busy loop */