//----------------------------------------------------------------------------- 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); } } }