GameSession::on_escape_press()
{
if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+ {
+ // Let the timers run out, we fast-forward them to force past a sequence
+ endsequence_timer.start(FLT_EPSILON);
+ currentsector->player->dying_timer.start(FLT_EPSILON);
return; // don't let the player open the menu, when he is dying
+ }
if(level->on_menukey_script != "") {
std::istringstream in(level->on_menukey_script);