bool CPhysicsCollisionSystemFX::Update( ) { if( !CSpecialFX::Update( )) return false; ILTMessage_Read *pMsg = m_cInitMsg->Clone( ); // Read the message to see if all dependent objects are available... uint32 nNumObjects = pMsg->Readuint32( ); for( uint32 nObject = 0; nObject < nNumObjects; ++nObject ) { // If any of the objects are invalid we can't create the system. // Try again next update... if( pMsg->ReadObject( ) == INVALID_HOBJECT ) return true; } CreatePhysicsCollisionSystem( ); // After the collision system has been setup this object is no longer needed... return false; }