by Gradius on Tue Aug 31, 2010 11:18 am
Strip out the hardcoded particles from fx_explosion.cpp. Then you'll need:
#include "particle_parse.h" at the start of it with the other includes.
Make a precache somewhere or find an existing one and add PrecacheParticleSystem( "mycustomexplosion" );
and then DispatchParticleEffect( "mycustomexplosion", origin here, angle here; where the particles are normally dispatched.