diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/SpectreGunshipUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/SpectreGunshipUpdate.cpp index e9d29e47845..b2368da9f35 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/SpectreGunshipUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/SpectreGunshipUpdate.cpp @@ -615,8 +615,13 @@ UpdateSleepTime SpectreGunshipUpdate::update() // GATTLING TARGETING LOGIC------------------------------------------ +#if RETAIL_COMPATIBLE_CRC + // TheSuperHackers @fix The particle system is now decoupled from the logic crc const ParticleSystemTemplate *tmp = data->m_gattlingStrafeFXParticleSystem; if (tmp && gattling && gattling->testStatus( OBJECT_STATUS_IS_FIRING_WEAPON) ) +#else + if (gattling && gattling->testStatus( OBJECT_STATUS_IS_FIRING_WEAPON) ) +#endif { @@ -649,7 +654,7 @@ UpdateSleepTime SpectreGunshipUpdate::update() { // This makes the client smoke effects of the gattling cannon strafing the ground toward the attack position - ParticleSystem *sys = TheParticleSystemManager->createParticleSystem(tmp); + ParticleSystem *sys = TheParticleSystemManager->createParticleSystem(data->m_gattlingStrafeFXParticleSystem); if (sys) { Coord3D impactPosition;