//-----------------------------------------------------------------------------
// Purpose: Output all active effects
//-----------------------------------------------------------------------------
void CParticleProperty::DebugPrintEffects( void )
{
	int nCount = m_ParticleEffects.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// for each effect...
		CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();

		if ( !pParticleEffect )
			continue;
	
		Msg( "(%d)  EffectName \"%s\"  Dormant? %s  Emission Stopped? %s \n",
			i,
			pParticleEffect->GetEffectName(),
			( pParticleEffect->m_bDormant ) ? "yes" : "no",
			( pParticleEffect->m_bEmissionStopped ) ? "yes" : "no" );
	}
}