func LocalThink(sys system.System, engine *cgf.Engine, game *Game) { sys.Think() engine.Pause() // We might have no level if the event has not gone through yet. if game.Level != nil { render.Queue(func() { game.Render() sys.SwapBuffers() }) game.Level.LocalThink(sys, engine) } render.Purge() engine.Unpause() }