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Global.PrecacheParticleSystem#568125

<function name="PrecacheParticleSystem" parent="Global" type="libraryfunc"> <description>Precaches a particle system with the specified name. The particle system must come from a file that is loaded with <page>game.AddParticles</page> beforehand. When used on the server, it automatically precaches the particle on client. <warning>There is a limit of 4096 precached particles on the server. So only precache particles that are actually going to be used.</warning>⤶ <warning>There is a limit of 4096 precached particles on the server. So only precache particles that are actually going to be used.⤶ There is no limit clientside.</warning>⤶ </description> <realm>Shared</realm> <args> <arg name="particleSystemName" type="string">The name of the particle system.</arg> </args> </function> <example> <description> Example usage of the function. Precaches `ExplosionCore_wall` particle from `particles/explosion.pcf`, a Team Fortress 2 particle file. You can find a list of particles inside a .pcf file using the [Particle Editor Tool](https://developer.valvesoftware.com/wiki/Particle_Editor) </description> <code> game.AddParticles( "particles/explosion.pcf" ) if ( SERVER ) then -- A test console command to see if the particle works, spawns the particle where the player is looking at. concommand.Add( "particleitup", function( ply, cmd, args ) PrecacheParticleSystem( "ExplosionCore_wall" ) ParticleEffect( "ExplosionCore_wall", ply:GetEyeTrace().HitPos, Angle( 0, 0, 0 ) ) end ) end </code> </example>