void
Level::finish(bool win)
{
+ if(GameSession::current() == NULL)
+ return;
+
GameSession::current()->finish(win);
}
void
Level::spawn(const std::string& sector, const std::string& spawnpoint)
{
+ if(GameSession::current() == NULL)
+ return;
+
GameSession::current()->respawn(sector, spawnpoint);
}
FlipLevelTransformer flip_transformer;
flip_transformer.transform(GameSession::current()->get_current_level());
}
+
+ void
+ Level::toggle_pause()
+ {
+ if(GameSession::current() == NULL)
+ return;
+ GameSession::current()->toggle_pause();
+ }
+
+ void
+ Level::edit(bool edit_mode)
+ {
+ if(GameSession::current() == NULL) return;
+ GameSession::current()->set_editmode(edit_mode);
+ }
+
}