Open
Description
void ParticleSystemManager::update( void )
{
...
ParticleSystem *sys;
for(ParticleSystemListIt it = m_allParticleSystemList.begin(); it != m_allParticleSystemList.end();)
{
sys = (*it);
if (!sys) {
continue; // <---- this would cause infinite loop if it were to hit
}
if (sys->update(m_localPlayerIndex) == false)
{
++it;
sys->deleteInstance();
} else {
++it;
}
}
}