//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#ifndef PARTICLES_EZ_H
#define PARTICLES_EZ_H
#ifdef _WIN32
#pragma once
#endif


#include "particles_simple.h"
#include "particle_litsmokeemitter.h"


// Use these to fire and forget particles.
// pParticle should be ON THE STACK - ie: don't allocate it from a CSimpleEmitter or from the particle manager.
// Just make one on the stack, fill in its parameters, and pass it in here.
void AddSimpleParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
void AddEmberParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
void AddFireSmokeParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
void AddFireParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );


// Called by the renderer to draw all the particles.
void DrawParticleSingletons( bool bInSkybox );


#endif // PARTICLES_EZ_H
