/// <summary> /// Pull actor out of our ghost list and reinstate in the scene's regular render.. /// </summary> /// <param name="idx"></param> private void UnGhost(int idx) { Ghost ghost = ghostList[idx]; GameActor actor = ghost.Actor; if (actor.Visible && (actor.CurrentState != GameThing.State.Inactive)) { renderObj.renderList.Add(actor.RenderObject); // Don't enable emitters for dead or squashed things. if (actor.CurrentState != GameThing.State.Dead && actor.CurrentState != GameThing.State.Squashed) { actor.EnableEmitters(); } } _scratchGhosts.Add(ghost); ghostList.RemoveAt(idx); }