FX_PARTICLE
//particle declidDeclParticle* 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 amountfloat 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 systemint 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 particlefloat screenPrtExcludeAngle;//if enabled, inherit the bind master's velocitybool trackVelocity;//if enabled, use the global smoke system for particle emissionbool useSmokeSystem;//if enabled, this is a player view particlebool isScreenPrt;//if enabled, screen particle FX that cannot be started when requested will be skipped altogetherbool allowScreenParticleFailure;//rendering sort biasshort sortBias;//name of override that matches override name in particle system. This represents a value modified by game codeidAtomicString overrideValueName;//if nonzero, spawn from ai's surfacebool surfaceSpawning;//depth offsetfloat surfaceSpawnDepthOffset;//scale factor applied to surface spawning ratefloat surfaceSpawnRateScale;//scale factor applied to surface spawning rate based on velocitiesfloat surfaceSpawnRateVelocityBased;//particle lights will cast shadows if setbool enableShadowLights;