@@ -367,7 +367,7 @@ GameSession::on_escape_press(bool force_quick_respawn)
367367 int textscrollers = m_currentsector->get_object_count <TextScroller>([](const TextScroller& ts) {
368368 return !ts.is_fading ();
369369 });
370-
370+
371371 if (textscrollers) {
372372 return ;
373373 }
@@ -610,16 +610,6 @@ GameSession::update(float dt_sec, const Controller& controller)
610610 // design choice, if you prefer it not to animate when paused, add `if (!m_game_pause)`).
611611 m_level->m_stats .update_timers (dt_sec);
612612
613- // Unpause the game if the menu has been closed.
614- if (m_game_pause && !MenuManager::instance ().is_active ()) {
615- ScreenManager::current ()->set_speed (m_speed_before_pause);
616- SoundManager::current ()->resume_music ();
617- SoundManager::current ()->resume_sounds ();
618- assert (m_currentsector != nullptr );
619- m_currentsector->play_looping_sounds ();
620- m_game_pause = false ;
621- }
622-
623613 check_end_conditions ();
624614
625615 const auto & players = m_currentsector->get_players ();
@@ -758,6 +748,17 @@ GameSession::update(float dt_sec, const Controller& controller)
758748 } else if (music_object.get_music_type () != LEVEL_MUSIC) {
759749 music_object.play_music (LEVEL_MUSIC);
760750 }
751+
752+ // Unpause the game if the menu has been closed.
753+ if (m_game_pause && !MenuManager::instance ().is_active ()) {
754+ ScreenManager::current ()->set_speed (m_speed_before_pause);
755+ SoundManager::current ()->resume_music ();
756+ SoundManager::current ()->resume_sounds ();
757+ assert (m_currentsector != nullptr );
758+ m_currentsector->play_looping_sounds ();
759+ m_game_pause = false ;
760+ }
761+
761762 if (reset_button) {
762763 reset_button = false ;
763764 reset_level ();
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