- attempt to improve unit particle performance by ONLY updating unit particles progress if the particle is busy
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0e3c0a8d0e
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3828d23670
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@ -926,10 +926,16 @@ void ParticleManager::update(int renderFps) {
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particleCount += (*it)->getAliveParticleCount();
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particleCount += (*it)->getAliveParticleCount();
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//if(renderFps < 0 || renderFps >= MIN_FPS_NORMAL_RENDERING ||
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//if(renderFps < 0 || renderFps >= MIN_FPS_NORMAL_RENDERING ||
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// dynamic_cast<UnitParticleSystem *>((*it)) == NULL) {
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// dynamic_cast<UnitParticleSystem *>((*it)) == NULL) {
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(*it)->update();
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bool showParticle = true;
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if((*it)->isEmpty()) {
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if(dynamic_cast<UnitParticleSystem *>((*it)) != NULL) {
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delete *it;
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showParticle = (*it)->getVisible();
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*it= NULL;
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}
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if(showParticle == true) {
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(*it)->update();
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if((*it)->isEmpty()) {
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delete *it;
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*it= NULL;
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}
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}
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}
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//}
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//}
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}
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}
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