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Timestamp:
Jan 3, 2016, 9:46:11 PM (10 years ago)
Author:
landauf
Message:

bugfix: due to a limitation of the framework, timers are not automatically destroyed at the end of a level. every timer must be controlled (and destroyed) by a BaseObject (or a descendant). this was not the case for the timer in IceGunProjectile, causing errors when a level ended while a timer was still active.
I fixed this by using a ParticleSpawner (instead of a ParticleEmitter) which is designed to destroy an emitter after a given time, thus perfectly suited for our needs.

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