cl_dll/particlemgr.h
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// deallocate them when the IParticleEffect SimulateAndRender() method
// returns false. The first argument is the size of the particle
// structure in bytes
Particle* AddParticle( int sizeInBytes, PMaterialHandle pMaterial );
// This is an optional call you can make if you want to manually manage the effect's
// bounding box. Normally, the bounding box is managed automatically, but in certain
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// deallocate them when the IParticleEffect SimulateAndRender() method
// returns false. The first argument is the size of the particle
// structure in bytes
// Use the third argument to override the alloc size by specifying the size
// in bytes that you want to use instead of MAX_PARTICLE_SIZE (which is 96)
Particle* AddParticle( int sizeInBytes, PMaterialHandle pMaterial, int iMaxParticleSizeOverride = 0 );
// This is an optional call you can make if you want to manually manage the effect's
// bounding box. Normally, the bounding box is managed automatically, but in certain