void vg_free(void)
{
+ console_save_map( 0, NULL );
+
resource_free_main();
glDeleteTextures( 1, &world.background_data );
int const level_count = vg_list_size( level_pack_1 );
int level_select = -1;
- if( mouse_ui_space[0] <= -0.9f )
+ if( mouse_ui_space[0] <= -0.8f )
{
float levels_range = (float)level_count*selection_scale*0.6f;
float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
draw_mesh( 2, 2 );
use_mesh( &world.circle );
- }
-
- if( vg_get_button_down( "primary" ) )
- {
- console_changelevel( 1, level_pack_1 + level_select );
+
+ if( vg_get_button_down( "primary" ) )
+ {
+ console_changelevel( 1, level_pack_1 + level_select );
+ }
}
}