calculate_total_stats();
save_state();
- if(World::current() != NULL)
- World::current()->save_state();
if (old_level_state != level->solved && level->auto_path) {
// Try to detect the next direction to which we should walk
Vector shrinkpos = Vector(level->pos.x*32 + 16 - camera_offset.x,
level->pos.y*32 + 16 - camera_offset.y);
std::string levelfile = levels_path + level->get_name();
+
+ // update state and savegame
+ save_state();
+
main_loop->push_screen(new GameSession(levelfile, &level->statistics),
new ShrinkFade(shrinkpos, 0.5));
in_level = true;
}
sq_settop(vm, oldtop);
+
+ if(World::current() != NULL)
+ World::current()->save_state();
}
void