//-----------------------------------------------------------------------------
void CParticleManager::Update(long _lTime)
{
	if (!listParticleSystem.size()) return;

	list<CParticleSystem *>::iterator i;
	i = listParticleSystem.begin();

	while (i != listParticleSystem.end())
	{
		CParticleSystem * p = *i;
		++i;

		if (!p->IsAlive())
		{
			delete p;
			listParticleSystem.remove(p);
		}
		else
		{
			p->Update(_lTime);
		}
	}
}