static FrameRate frame_rate(100);
+/* If the demo was stopped - because game started, level
+ editor was excuted, etc - call this when you get back
+ to the title code.
+ */
+void resume_demo()
+{
+ // FIXME: shouldn't be needed if GameSession
+ // didn't relay on global variables
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
+
+ frame_rate.update();
+}
+
void update_load_save_game_menu(Menu* pmenu)
{
for(int i = 2; i < 7; ++i)
worldmap.display(); // run the map
Menu::set_current(main_menu);
+ resume_demo();
}
else if (index < (int)contrib_subsets.size() + first_level_index)
{
session.run();
player_status.reset();
Menu::set_current(main_menu);
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
+ resume_demo();
}
}
}
-/* If the demo was stopped - because game started, level
- editor was excuted, etc - call this when you get back
- to the title code.
- */
-void resume_demo()
-{
- // FIXME: shouldn't be needed if GameSession
- // didn't relay on global variables
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
-
- frame_rate.update();
-}
-
void draw_demo(double frame_ratio)
{
Sector* world = titlesession->get_current_sector();