void CParticleManager::RebuildSystemList (void) { #if 0 m_nUsed = m_nFree = -1; CParticleSystem *systemP = m_systems; for (int i = 0; i < MAX_PARTICLE_SYSTEMS; i++, systemP++) { if (systemP->HasEmitters ()) { systemP->SetNext (m_nUsed); m_nUsed = i; } else { systemP->Destroy (); systemP->SetNext (m_nFree); m_nFree = i; } } #endif }