-#ifndef PARTICLES_H
-#define PARTICLES_H
-
+#ifndef CLIENT_PARTICLES_H
+#define CLIENT_PARTICLES_H
.int dphitcontentsmask;
-entityclass(PointParticles)
+entityclass(PointParticles);
class(PointParticles) .int cnt; // effect number
class(PointParticles) .vector velocity; // particle velocity
class(PointParticles) .float waterlevel; // direction jitter
class(PointParticles) .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
class(PointParticles) .vector movedir; // trace direction
-void Draw_PointParticles();
+void Draw_PointParticles(entity this);
void Ent_PointParticles_Remove();
class(PointParticles) .float glow_color; // palette index
-void Draw_Rain();
-
-void Draw_Snow();
-
-void Ent_RainOrSnow();
-
void Net_ReadVortexBeamParticle();
#endif