Particles#
Methods to create and manage particles
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int PrecacheParticleSystem(asset particle)#
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int GetParticleSytemIndex(asset particle)#
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string GetParticleSystemName(asset particle)#
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void StartParticleEffectInWorld(number particleIndex, vector origin, vector angles)#
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void StartParticleEffectInWorldWithControlPoint(number particleIndex, vector origin, vector angles, vector controlPoint)#
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entity StartParticleEffectInWorld_ReturnEntity(number particleIndex, vector origin, vector angles)#
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void StartParticleEffectOnEntity(entity ent, number particleIndex, number attachPoint, number attachID)#
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void StartParticleEffectOnEntityWithControlPoint(entity ent, number particleIndex, number attachPoint, number attachID, number unk1, number unk2)#
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void StartParticleEffectOnEntityWithPos(entity ent, number particleIndex, number attachPoint, number attachID, vector origin, vector angles)#
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void StartParticleEffectOnEntityWithPosWithControlPoint(entity ent, number particleIndex, number attachPoint, number attachID, vector unk2, vector unk3, number unk4, number unk5)#
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entity StartParticleEffectOnEntity_ReturnEntity(entity ent, number particleIndex, number attachPoint, number attachID)#
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entity StartParticleEffectOnEntityWithPos_ReturnEntity(entity ent, number particleIndex, number attachPoint, number attachID, vector origin, vector angles)#
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void EffectStop(entity effect)#
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void EffectSleep(entity effect)#
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void EffectWake(entity effect)#
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void EffectSetControlPointVector(entity effect, number unk1, vector origin_maybe)#
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void EffectSetControlPointAngles(entity effect, number unk1, vector angles)#
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void EffectSetControlPointEntity(entity effect, number unk1, entity ent)#
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void EffectAddTrackingForControlPoint(entity effect, number unk1, entity unk3, number unk4, number unk5)#