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Particles

Methods to create and manage particles

int PrecacheParticleSystem( asset particle )

int GetParticleSytemIndex( asset particle )

string GetParticleSystemName( asset particle )

void StartParticleEffectInWorld( number particleIndex, vector origin, vector angles )

void StartParticleEffectInWorldWithControlPoint( number particleIndex, vector origin, vector angles, vector controlPoint )

entity StartParticleEffectInWorld_ReturnEntity( number particleIndex, vector origin, vector angles )

void StartParticleEffectOnEntity( entity ent, number particleIndex, number attachPoint, number attachID )

void StartParticleEffectOnEntityWithControlPoint( entity ent, number particleIndex, number attachPoint, number attachID, number unk1, number unk2 )

void StartParticleEffectOnEntityWithPos( entity ent, number particleIndex, number attachPoint, number attachID, vector origin, vector angles )

void StartParticleEffectOnEntityWithPosWithControlPoint( entity ent, number particleIndex, number attachPoint, number attachID, vector unk2, vector unk3, number unk4, number unk5 )

entity StartParticleEffectOnEntity_ReturnEntity( entity ent, number particleIndex, number attachPoint, number attachID )

entity StartParticleEffectOnEntityWithPos_ReturnEntity( entity ent, number particleIndex, number attachPoint, number attachID, vector origin, vector angles )

void EffectStop( entity effect )

void EffectSleep( entity effect )

void EffectWake( entity effect )

void EffectSetControlPointVector( entity effect, number unk1, vector origin_maybe )

void EffectSetControlPointAngles( entity effect, number unk1, vector angles )

void EffectSetControlPointEntity( entity effect, number unk1, entity ent )

void EffectAddTrackingForControlPoint( entity effect, number unk1, entity unk3, number unk4, number unk5 )