void GameModel::SetPaused(bool pauseState) { if (!pauseState && sim->debug_currentParticle > 0) { std::stringstream logmessage; logmessage << "Updated particles from #" << sim->debug_currentParticle << " to end due to unpause"; sim->UpdateParticles(sim->debug_currentParticle, NPART); sim->AfterSim(); sim->debug_currentParticle = 0; Log(logmessage.str(), false); } sim->sys_pause = pauseState?1:0; notifyPausedChanged(); }
void GameModel::SetPaused(bool pauseState) { sim->sys_pause = pauseState?1:0; notifyPausedChanged(); }