timer->ID = timerID;
timer->TriggerTime = fgElapsedTime() + timeOut;
+ /* Insert such that timers are sorted by end-time */
for( node = fgState.Timers.First; node; node = node->Node.Next )
{
if( node->TriggerTime > timer->TriggerTime )
IMPLEMENT_CALLBACK_FUNC(MultiMotion);
IMPLEMENT_CALLBACK_FUNC(MultiPassive);
IMPLEMENT_CALLBACK_FUNC(InitContext);
-IMPLEMENT_CALLBACK_FUNC(Pause);
-IMPLEMENT_CALLBACK_FUNC(Resume);
+IMPLEMENT_CALLBACK_FUNC(AppStatus);