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.
About the author
Been dabbling with game-programming since the age of 10 when I got my first computer, a Commodore. Got serious about game-development after modding Tribes for several years. Doesn't sleep much. Drinks rum. Teaches guitar. Plays cello.