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)#