chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
skeletons.Load();
loop_timer.Start();
+ if (save.Exists(player)) {
+ save.Read(player);
+ }
}
void InteractiveState::OnEnter() {
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- master.Quit();
+ Exit();
break;
default:
break;
}
void InteractiveState::Exit() {
+ save.Write(player);
master.Quit();
}