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So it is likely not just an announcement, but also a small hotfix.
I've created a fix for my addon, perhaps the author of this one will see this post and may find this helpful.
The second argument of ENTITY:CreateParticleEffect() must now be a model attachment, and the table that used to define particle control points seems to now be unused.
What I found is that ENTITY:CreateParticleEffect() actually returns an instance of CNewParticleEffect, which has a variety of methods for controlling the particle system, including control point definitions via CNewParticleEffect:AddControlPoint(): https://wiki.facepunch.com/gmod/CNewParticleEffect:AddControlPoint
The indices of the control points are now explicitly specified in the first argument of the aforementioned method, rather than implicitly derived from the indices of the table formerly passed in the second argument of the original function.
Here's an example from some of my tests that may prove useful:
THIS:
local CPoint0 = {
["entity"] = entity1,
["attachtype"] = PATTACH_ABSORIGIN_FOLLOW,
}
local CPoint1 = {
["entity"] = entity2,
["attachtype"] = PATTACH_ABSORIGIN_FOLLOW,
}
entity1:CreateParticleEffect("medicgun_beam_red",{CPoint1,CPoint0})
Must become, THIS:
local pfx = entity1:CreateParticleEffect("medicgun_beam_red",0)
pfx:AddControlPoint(0, entity1,PATTACH_ABSORIGIN_FOLLOW)
pfx:AddControlPoint(1, entity2,PATTACH_ABSORIGIN_FOLLOW)
Hope that helps someone!
I see.
This mod hasn't been updated since 2017, so the code this addon uses seems to be obsolete. I'm not a coding expert, btw.