/** * @brief Unpauses the game. */ void unpause_game (void) { if (!paused) return; /* already unpaused */ sound_resume(); paused = 0; /* officially unpaused */ }
int trap_ResumeSound(lua_State *s) { CHANNEL c; trap_args(s, "ResumeSound", "i", &c); sound_resume(c); return 0; }
/** * @brief Unpauses the game. */ void unpause_game (void) { if (!paused) return; /* already unpaused */ /* Resume sounds. */ if (player != NULL) { player_soundResume(); sound_resume(); } paused = 0; /* officially unpaused */ }