// Reorder will be done in this function, no "lazy" reorder to particles
void CCParticleBatchNode::reorderChild(CCNode * child, int zOrder)
{

    CCAssert( child != NULL, "Child must be non-NULL");
    CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children");
    CCAssert( m_pChildren->containsObject(child), "Child doesn't belong to batch" );

    CCParticleSystem* pChild = (CCParticleSystem*)(child);

    if( zOrder == child->getZOrder() )
    {
        return;
    }

    // no reordering if only 1 child
    if( m_pChildren->count() > 1)
    {
        unsigned int newIndex = 0, oldIndex = 0;

        getCurrentIndex(&oldIndex, &newIndex, pChild, zOrder);

        if( oldIndex != newIndex )
        {

            // reorder m_pChildren->array
            pChild->retain();
            m_pChildren->removeObjectAtIndex(oldIndex);
            m_pChildren->insertObject(pChild, newIndex);
            pChild->release();

            // save old altasIndex
            unsigned int oldAtlasIndex = pChild->getAtlasIndex();

            // update atlas index
            updateAllAtlasIndexes();

            // Find new AtlasIndex
            unsigned int newAtlasIndex = 0;
            for( unsigned int i=0; i < m_pChildren->count(); i++)
            {
                CCParticleSystem* pNode = (CCParticleSystem*)m_pChildren->objectAtIndex(i);
                if( pNode == pChild )
                {
                    newAtlasIndex = pChild->getAtlasIndex();
                    break;
                }
            }

            // reorder textureAtlas quads
            m_pTextureAtlas->moveQuadsFromIndex(oldAtlasIndex, pChild->getTotalParticles(), newAtlasIndex);

            pChild->updateWithNoTime();
        }
    }

    pChild->setZOrder(zOrder);
}