- // reload the World so that we have something that we can safely
- // std::move() around without wreaking the ContribMenu
- std::unique_ptr<World> world = World::load(m_world->get_basedir());
- GameManager::current()->start_level(std::move(world), m_levelset->get_level_filename(index));
- }
+ // reload the World so that we have something that we can safely
+ // std::move() around without wreaking the ContribMenu
+ std::unique_ptr<World> world = World::load(m_world->get_basedir());
+ GameManager::current()->start_level(std::move(world), m_levelset->get_level_filename(item->id));