add: }
context: ResumeGameClock (void){	if (! clock_mutex)		return;	LockMutex (clock_mutex);	if (!GameClockRunning ())	{		GLOBAL (GameClock.TimeCounter) = GetTimeCounter ();		ClearSemaphore (GLOBAL (GameClock.clock_sem));	}	UnlockMutex (clock_mutex);}