void TW_CALL ParticleSystemDialog::GetSpawnOffset(void *value, void *clientData)
{
	ParticleSystemDialog* d = (ParticleSystemDialog*)clientData;
	ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex);
	*(float*)value = ps->GetHeader().spawnOffset;
}
void TW_CALL ParticleSystemDialog::GetParticleDirection(void *value, void *clientData)
{
	ParticleSystemDialog* d = (ParticleSystemDialog*)clientData;
	ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex);
	*(AglVector3*)value = ps->GetHeader().spawnDirection;
}
void TW_CALL ParticleSystemDialog::GetParticlesPerSpawn(void *value, void *clientData)
{
	ParticleSystemDialog* d = (ParticleSystemDialog*)clientData;
	ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex);
	*(unsigned int*)value = ps->GetHeader().particlesPerSpawn;
}
void TW_CALL ParticleSystemDialog::Clone(void* clientData)
{
	ParticleSystemDialog* d = (ParticleSystemDialog*)clientData;
	ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex);
	SceneDialog::GetInstance()->ClonePE(ps->GetHeader());
}	
void TW_CALL ParticleSystemDialog::GetMaxOpacity(void *value, void *clientData)
{
	ParticleSystemDialog* d = (ParticleSystemDialog*)clientData;
	ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex);
	*(float*)value = ps->GetHeader().maxOpacity;
}