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CParticleSystem.Builder

Fluent builder for spawning a CParticleSystem entity.

public sealed class Builder

Namespace: DeadworksManaged.Api
Source: Entities/CParticleSystem.cs#L40

Methods​

CParticleSystem.Builder.AtPosition()​

Sets the world-space spawn position.

Signature

public Builder AtPosition(Vector3 position)
public Builder AtPosition(float x, float y, float z)

Source: Entities/CParticleSystem.cs#L55, Entities/CParticleSystem.cs#L58

CParticleSystem.Builder.WithAngles()​

Sets the world-space spawn angles (pitch, yaw, roll in degrees).

Signature

public Builder WithAngles(Vector3 angles)

Source: Entities/CParticleSystem.cs#L61

CParticleSystem.Builder.StartActive()​

Controls whether the effect starts playing immediately on spawn. Defaults to true.

Signature

public Builder StartActive(bool active)

Source: Entities/CParticleSystem.cs#L64

CParticleSystem.Builder.WithTint()​

Applies an RGBA tint color to the effect via the specified control point.

Signature

public Builder WithTint(Color color, int tintCP = 0)

Parameters

  • color: The tint color.
  • tintCP: The control point index to receive the tint (default 0).

Source: Entities/CParticleSystem.cs#L69

CParticleSystem.Builder.WithDataCP()​

Sets a data control point value on the effect.

Signature

public Builder WithDataCP(int cp, Vector3 value)

Parameters

  • cp: The control point index.
  • value: The 3D value to assign to the control point.

Source: Entities/CParticleSystem.cs#L78

CParticleSystem.Builder.WithControlPoint()​

Binds an entity to a numbered control point so the effect can follow it.

Signature

public Builder WithControlPoint(int index, CBaseEntity entity)

Parameters

  • index: The control point index.
  • entity: The entity to bind.

Source: Entities/CParticleSystem.cs#L87

CParticleSystem.Builder.AttachedTo()​

Parents the spawned particle system to another entity (applied after spawn).

Signature

public Builder AttachedTo(CBaseEntity parent)

Parameters

  • parent: The entity to parent to.

Source: Entities/CParticleSystem.cs#L94

CParticleSystem.Builder.Spawn()​

Creates the info_particle_system entity via CEntityKeyValues so the engine properly resolves the particle resource handle (m_iEffectIndex).

Signature

public CParticleSystem? Spawn()

Returns The spawned CParticleSystem, or null if entity creation failed.

Source: Entities/CParticleSystem.cs#L101