- fixed some particle issues
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0ea22572dd
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d4ca1c36cb
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@ -318,7 +318,7 @@ void UnitAttackBoostEffect::saveGame(XmlNode *rootNode) {
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unitAttackBoostEffectNode->addAttribute("source",intToStr(source->getId()), mapTagReplacements);
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unitAttackBoostEffectNode->addAttribute("source",intToStr(source->getId()), mapTagReplacements);
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}
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}
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// UnitParticleSystem *ups;
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// UnitParticleSystem *ups;
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if(ups != NULL) {
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if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
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ups->saveGame(unitAttackBoostEffectNode);
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ups->saveGame(unitAttackBoostEffectNode);
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}
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}
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@ -3530,7 +3530,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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unitNode->addAttribute("showUnitParticles",intToStr(showUnitParticles), mapTagReplacements);
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unitNode->addAttribute("showUnitParticles",intToStr(showUnitParticles), mapTagReplacements);
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// Faction *faction;
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// Faction *faction;
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// ParticleSystem *fire;
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// ParticleSystem *fire;
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if(fire != NULL) {
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if(fire != NULL && Renderer::getInstance().validateParticleSystemStillExists(fire,rsGame) == true) {
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fire->saveGame(unitNode);
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fire->saveGame(unitNode);
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}
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}
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// TotalUpgrade totalUpgrade;
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// TotalUpgrade totalUpgrade;
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@ -3553,7 +3553,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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// vector<UnitParticleSystem*> unitParticleSystems;
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// vector<UnitParticleSystem*> unitParticleSystems;
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for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
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for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
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UnitParticleSystem *ups= unitParticleSystems[i];
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UnitParticleSystem *ups= unitParticleSystems[i];
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if(ups != NULL) {
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if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
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ups->saveGame(unitNode);
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ups->saveGame(unitNode);
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}
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}
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}
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}
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@ -3568,7 +3568,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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// UnitParticleSystems damageParticleSystems;
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// UnitParticleSystems damageParticleSystems;
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for(unsigned int i = 0; i < damageParticleSystems.size(); ++i) {
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for(unsigned int i = 0; i < damageParticleSystems.size(); ++i) {
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UnitParticleSystem *ups= damageParticleSystems[i];
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UnitParticleSystem *ups= damageParticleSystems[i];
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if(ups != NULL) {
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if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
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ups->saveGame(unitNode);
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ups->saveGame(unitNode);
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}
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}
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}
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}
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@ -3576,7 +3576,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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// std::map<int, UnitParticleSystem *> damageParticleSystemsInUse;
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// std::map<int, UnitParticleSystem *> damageParticleSystemsInUse;
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for(std::map<int, UnitParticleSystem *>::const_iterator iterMap = damageParticleSystemsInUse.begin();
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for(std::map<int, UnitParticleSystem *>::const_iterator iterMap = damageParticleSystemsInUse.begin();
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iterMap != damageParticleSystemsInUse.end(); ++iterMap) {
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iterMap != damageParticleSystemsInUse.end(); ++iterMap) {
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if(iterMap->second != NULL) {
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if(iterMap->second != NULL && Renderer::getInstance().validateParticleSystemStillExists(iterMap->second,rsGame) == true) {
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XmlNode *damageParticleSystemsInUseNode = unitNode->addChild("damageParticleSystemsInUse");
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XmlNode *damageParticleSystemsInUseNode = unitNode->addChild("damageParticleSystemsInUse");
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damageParticleSystemsInUseNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
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damageParticleSystemsInUseNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
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@ -3586,7 +3586,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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// vector<ParticleSystem*> fireParticleSystems;
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// vector<ParticleSystem*> fireParticleSystems;
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for(unsigned int i = 0; i < fireParticleSystems.size(); ++i) {
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for(unsigned int i = 0; i < fireParticleSystems.size(); ++i) {
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ParticleSystem *ps= fireParticleSystems[i];
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ParticleSystem *ps= fireParticleSystems[i];
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if(ps != NULL) {
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if(ps != NULL && Renderer::getInstance().validateParticleSystemStillExists(ps,rsGame) == true) {
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ps->saveGame(unitNode);
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ps->saveGame(unitNode);
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}
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}
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}
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}
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@ -3594,7 +3594,7 @@ void Unit::saveGame(XmlNode *rootNode) {
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// vector<UnitParticleSystem*> smokeParticleSystems;
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// vector<UnitParticleSystem*> smokeParticleSystems;
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for(unsigned int i = 0; i < smokeParticleSystems.size(); ++i) {
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for(unsigned int i = 0; i < smokeParticleSystems.size(); ++i) {
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UnitParticleSystem *ups= smokeParticleSystems[i];
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UnitParticleSystem *ups= smokeParticleSystems[i];
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if(ups != NULL) {
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if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
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ups->saveGame(unitNode);
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ups->saveGame(unitNode);
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}
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}
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}
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}
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