void CParticleProperty::StopParticlesWithNameAndAttachment( const char *pszEffectName, int iAttachmentPoint, bool bForceRemoveInstantly /* =false */ )
{
	CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
	AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
	if (!pDef)
		return;


	// 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);
	// force remove particles instantly if caller specified
	bRemoveInstantly |= bForceRemoveInstantly;

	int nCount = m_ParticleEffects.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// for each effect...
		ParticleEffectList_t *pParticleEffectList = &m_ParticleEffects[i];
		CNewParticleEffect *pParticleEffect = pParticleEffectList->pParticleEffect.GetObject();
		if (pParticleEffect->m_pDef() == pDef)
		{
			int nControlPointCount = pParticleEffectList->pControlPoints.Count();
			for ( int j = 0; j < nControlPointCount; ++j )
			{
				if ( pParticleEffectList->pControlPoints[j].iAttachmentPoint == iAttachmentPoint )
				{
					pParticleEffect->StopEmission( false, bRemoveInstantly );
					break;
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Stop all effects that were created using the given definition
//			name.
//-----------------------------------------------------------------------------
void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */, int nSplitScreenPlayerSlot /*= -1*/ )
{
	CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
	AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
	if (!pDef)
		return;


	// 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);
	// force remove particles instantly if caller specified
	bRemoveInstantly |= bForceRemoveInstantly;

	int nCount = m_ParticleEffects.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// for each effect...
		CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
		if (pParticleEffect->m_pDef() == pDef)
		{
			if ( nSplitScreenPlayerSlot != -1 )
			{
				if ( !pParticleEffect->ShouldDrawForSplitScreenUser( nSplitScreenPlayerSlot ) )
					continue;
			}
			pParticleEffect->StopEmission( false, bRemoveInstantly );
		}
	}
}