//-----------------------------------------------------------------------------
// Purpose: Remove effects immediately, including all current particles. If no
// effect is specified, all effects attached to this entity are removed.
//-----------------------------------------------------------------------------
void CParticleProperty::StopEmissionAndDestroyImmediately( CNewParticleEffect *pEffect )
{
	if ( pEffect )
	{
		int iIndex = FindEffect( pEffect );
		//Assert( iIndex != -1 );
		if ( iIndex != -1 )
		{
			m_ParticleEffects.Remove( iIndex );

			// Clear the owner so it doesn't try to call back to us on deletion
			pEffect->SetOwner( NULL );
			pEffect->StopEmission( false, true );
		}
	}
	else
	{
		// Immediately destroy all effects
		int nCount = m_ParticleEffects.Count();
		for ( int i = nCount-1; i >= 0; i-- )
		{
			CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
			m_ParticleEffects.Remove( i );

			// Clear the owner so it doesn't try to call back to us on deletion
			pTmp->SetOwner( NULL );
			pTmp->StopEmission( false, true );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Stop effects from emitting more particles. If no effect is 
//			specified, all effects attached to this entity are stopped.
//-----------------------------------------------------------------------------
void CParticleProperty::StopEmission( CNewParticleEffect *pEffect, bool bWakeOnStop, bool bDestroyAsleepSystems )
{
	// If we return from dormancy and are then told to stop emitting,
	// we should have died while dormant. Remove ourselves immediately.
	bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);

	if ( pEffect )
	{
		if ( FindEffect( pEffect ) != -1 )
		{
			pEffect->StopEmission( false, bRemoveInstantly, bWakeOnStop );
		}
	}
	else
	{
		// Stop all effects
		float flNow = g_pParticleSystemMgr->GetLastSimulationTime();
		int nCount = m_ParticleEffects.Count();
		for ( int i = nCount-1; i >= 0; i-- )
		{
			CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
			bool bRemoveSystem = bRemoveInstantly || ( bDestroyAsleepSystems && ( flNow >= pTmp->m_flNextSleepTime ) );
			if ( bRemoveSystem )
			{
				m_ParticleEffects.Remove( i );
				pTmp->SetOwner( NULL );
			}
			pTmp->StopEmission( false, bRemoveSystem, !bRemoveSystem && bWakeOnStop );
		}
	}
}