void ParticleEffectEntityItem::update(const quint64& now) { float deltaTime = (float)(now - _lastSimulated) / (float)USECS_PER_SECOND; _lastSimulated = now; if (isEmittingParticles()) { stepSimulation(deltaTime); } EntityItem::update(now); // let our base class handle it's updates... }
void ParticleEffectEntityItem::update(const quint64& now) { // we check for 'now' in the past in case users set their clock backward if (now < _lastSimulated) { _lastSimulated = now; return; } float deltaTime = (float)(now - _lastSimulated) / (float)USECS_PER_SECOND; _lastSimulated = now; if (isEmittingParticles()) { stepSimulation(deltaTime); } EntityItem::update(now); // let our base class handle it's updates... }