EndSequence::update(float elapsed_time)
{
if (!isrunning) return;
- running(elapsed_time);
+ running(elapsed_time);
}
void
if (isrunning) return;
isrunning = true;
isdone = false;
-
+
Player& tux = *Sector::current()->player;
end_sequence_controller = new CodeController();
tux.set_controller(end_sequence_controller);
{
return isdone;
}
-
+
void
EndSequence::starting()
{
EndSequence::stopping()
{
}
-