- // Update the world
- if (end_sequence == ENDSEQUENCE_RUNNING) {
- currentsector->update(elapsed_time/2);
- } else if(end_sequence == NO_ENDSEQUENCE) {
- play_time += elapsed_time; //TODO: make sure we don't count cutscene time
- level->stats.time = play_time;
- currentsector->update(elapsed_time);
- }
+ currentsector->update(elapsed_time * speed_factor);
+ play_time += elapsed_time;
+ currentsector->update(elapsed_time);