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faster Particlesystem
removed a useless validation call which was pretty expensive for many particle systems alive It checked for existance of particle system in the vector we were curretnly cycling through.
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@@ -2435,7 +2435,7 @@ void ParticleManager::update(int renderFps){
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vector<ParticleSystem *> cleanupParticleSystemsList;
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for(unsigned int i= 0; i < particleSystems.size(); i++){
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ParticleSystem *ps= particleSystems[i];
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if(ps != NULL && validateParticleSystemStillExists(ps) == true) {
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if(ps != NULL) {
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currentParticleCount+= ps->getAliveParticleCount();
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bool showParticle= true;
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