private void drawPauseMenu() {
		GL11.glPushMatrix();
		float bar = pauseTimer / 125.0f + 0.1f;
		GL11.glTranslatef(Game.SCREEN_WIDTH / 2.0f * bar, Game.SCREEN_HEIGHT / 2.0f * bar, 0.0f);
		GL11.glScaled((125.0f - pauseTimer) / 125.0f + 0.01f, (125.0f - pauseTimer) / 125.0f + 0.01f, 1.0f);
		boxTexture.draw(310.0f, 100.0f);
		Font.draw("PAUSED", (Game.SCREEN_WIDTH - Font.getWidth("PAUSED", 6.5f)) / 2.0f, 75.0f, 6.5f);
		float bobOffset = (float) Math.sin(bobTimer / 250.0f) * 8.0f;
		if (exitPrompt) {
			Font.draw("Are you sure?", (Game.SCREEN_WIDTH - Font.getWidth("Are you sure?")) / 2.0f, 200.0f);
			Font.draw("All progress", (Game.SCREEN_WIDTH - Font.getWidth("All progress")) / 2.0f, 240.0f);
			Font.draw("will be lost!", (Game.SCREEN_WIDTH - Font.getWidth("will be lost!")) / 2.0f, 280.0f);
			Font.draw("YES", Game.SCREEN_WIDTH * 0.4f - Font.getWidth("YES"), 380.f);
			Font.draw("NO", Game.SCREEN_WIDTH * 0.6f, 380.f);
			if (yesSelected) {
				demonTexture.draw(Game.SCREEN_WIDTH * 0.4f - Font.getWidth("YES") - demonTexture.getWidth() + bobOffset, 330.0f);
				angelTexture.drawFlipped(Game.SCREEN_WIDTH * 0.4f - bobOffset, 330.0f);
			} else {
				demonTexture.draw(Game.SCREEN_WIDTH * 0.6f - demonTexture.getWidth() + bobOffset, 330.0f);
				angelTexture.drawFlipped(Game.SCREEN_WIDTH * 0.6f + Font.getWidth("NO") - bobOffset, 330.0f);
			}
		} else {
			Font.draw("RESUME GAME", (Game.SCREEN_WIDTH - Font.getWidth("RESUME GAME")) / 2.0f, 210.0f);
			Font.draw("QUIT TO MAIN MENU", (Game.SCREEN_WIDTH - Font.getWidth("QUIT TO MAIN MENU")) / 2.0f, 290.0f);
			Font.draw("EXIT PROGRAM", (Game.SCREEN_WIDTH - Font.getWidth("EXIT PROGRAM")) / 2.0f, 370.0f);
			float fontWidth = 0.0f;
			switch (selectedOption) {
			case 0:
				fontWidth = Font.getWidth("RESUME GAME");
				break;
			case 1:
				fontWidth = Font.getWidth("QUIT TO MAIN MENU");
				break;
			case 2:
				fontWidth = Font.getWidth("EXIT PROGRAM");
				break;
			default:
				break;
			}
			demonTexture.draw(
				(Game.SCREEN_WIDTH - fontWidth) / 2.0f - demonTexture.getWidth() + bobOffset, 
				160.0f + selectedOption * 80.0f
			);
			angelTexture.drawFlipped(
				(Game.SCREEN_WIDTH + fontWidth) / 2.0f - bobOffset, 
				160.0f + selectedOption * 80.0f
			);
		}
		GL11.glPopMatrix();
	}