Follow-up Comment #1, task #4465 (project wormux):

A quick fix for this would be to call
Game::GetInstance()->SetEndOfGameStatus( true ); whenever the pause menu is
displayed. This would display the "do you want to quit" menu, however.

A better fix would be to implement task #4465, which would (should) merely
reuse the exit "pause" method that will exit the Run() loop until an
"unpause" choice is made.

The best fix would be to complete the support for the "pause" game mode, such
that the run loop will be effectively paused, as was the intention of pause
button.

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