Splashdata emitter(s) and explosion
by Michael Hall · in Torque Game Engine · 09/11/2008 (2:20 pm) · 0 replies
I noticed that the associated particles and explosion effects for splashdata were not being shown with the splash ring effect.
In splash.cc at line 334 there is a isClientObject() check that when removed allows the emitters and the splash explosion to work. Remove the if statement only, not the contents between the braces.
So far it appears to work fine on dedicated/non-dedicated servers, but I haven't tested it thoroughly. Not really sure why the check was there.
In splash.cc at line 334 there is a isClientObject() check that when removed allows the emitters and the splash explosion to work. Remove the if statement only, not the contents between the braces.
//if( isClientObject() )
//{
for( U32 i=0; i<SplashData::NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
ParticleEmitter * pEmitter = new ParticleEmitter;
pEmitter->onNewDataBlock( mDataBlock->emitterList[i] );
if( !pEmitter->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register emitter for particle of class: %s", mDataBlock->getName() );
delete pEmitter;
pEmitter = NULL;
}
mEmitterList[i] = pEmitter;
}
}
spawnExplosion();
//}So far it appears to work fine on dedicated/non-dedicated servers, but I haven't tested it thoroughly. Not really sure why the check was there.
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