Skip to main content

FX_PARTICLE

//particle decl
idDeclParticle* declPrt;
//particle decl list. Will randomly choose from this list IF declPrt is empty.
idList < const idDeclParticle * , TAG_IDLIST , false > declPrtList;
//if trackvelocity enabled, scale the velocity by this amount
float velocityScale;
//if trackvelocity enabled, only emit particles when velocity is within range {{ units = m / s }}
float minVelocity;
//if smokeSystem enabled, emit the particles at this rate from the smoke system
int smokeSystemRate;
//if smokeSystem enabled, emit the particles at this spacing from the smoke system {{ units = m }}
float trailSpacing;
//if isScreenPrt enabled, this is the exclusion angle for the player view particle
float screenPrtExcludeAngle;
//if enabled, inherit the bind master's velocity
bool trackVelocity;
//if enabled, use the global smoke system for particle emission
bool useSmokeSystem;
//if enabled, this is a player view particle
bool isScreenPrt;
//if enabled, screen particle FX that cannot be started when requested will be skipped altogether
bool allowScreenParticleFailure;
//rendering sort bias
short sortBias;
//name of override that matches override name in particle system. This represents a value modified by game code
idAtomicString overrideValueName;
//if nonzero, spawn from ai's surface
bool surfaceSpawning;
//depth offset
float surfaceSpawnDepthOffset;
//scale factor applied to surface spawning rate
float surfaceSpawnRateScale;
//scale factor applied to surface spawning rate based on velocities
float surfaceSpawnRateVelocityBased;
//particle lights will cast shadows if set
bool enableShadowLights;