// tbh highly inefficent but we shouldn't have any large number of ps's,
// and we won't be force removing very often so this won't be too bad
void CParticleSystemManager::RemoveSystem( unsigned int iSystem )
{
	unsigned int i = 0;
	unsigned int iSystems = m_pParticleSystems.size();
	CParticleSystem *pSystem = NULL;
	for (; i < iSystems; i++)
	{
		pSystem = m_pParticleSystems[i];
		// i != the system id, as the server or the client can generate these
		if(pSystem && pSystem->SystemID() == iSystem) {
			delete pSystem;
			m_pParticleSystems.erase(m_pParticleSystems.begin() + i);
			i--;
			iSystems--;
		}
	}
}