CNewParticleEffect *CNewParticleEffect::CreateOrAggregate( CBaseEntity *pOwner, CParticleSystemDefinition *pDef,
																	 Vector const &vecAggregatePosition, const char *pDebugName,
																	 int nSplitScreenSlot )
{
	CNewParticleEffect *pAggregateTarget = NULL;
	// see if we should aggregate
	bool bCanAggregate = ( pOwner == NULL ) && ( pDef->m_flAggregateRadius > 0.0 ) && ( cl_aggregate_particles.GetInt() != 0 );
	if ( bCanAggregate )
	{
		CParticleSystemDefinition *pDefFallback = pDef;
		do
		{
			float flAggregateDistSqr =  ( pDefFallback->m_flAggregateRadius * pDefFallback->m_flAggregateRadius ) + 0.1;
			for( CParticleCollection *pSystem = pDefFallback->FirstCollection(); pSystem; pSystem = pSystem->GetNextCollectionUsingSameDef() )
			{
				CNewParticleEffect *pEffectCheck = static_cast<CNewParticleEffect *>( pSystem );
				if ( ! pEffectCheck->m_bDisableAggregation )
				{
					float flDistSQ = vecAggregatePosition.DistToSqr( pEffectCheck->m_vecAggregationCenter );
					if ( ( flDistSQ < flAggregateDistSqr ) && 
						 ( pSystem->m_nMaxAllowedParticles - pSystem->m_nActiveParticles > pDefFallback->m_nAggregationMinAvailableParticles ) &&
						 ( pEffectCheck->m_nSplitScreenUser == nSplitScreenSlot ) )
					{
						flAggregateDistSqr = flDistSQ;
						pAggregateTarget = pEffectCheck;
					}
				}
			}
			pDefFallback = pDefFallback->GetFallbackReplacementDefinition();
		} while ( pDefFallback );
	}
	if ( ! pAggregateTarget )
	{
		// we need a new one
		pAggregateTarget = new CNewParticleEffect( pOwner, pDef );
		pAggregateTarget->SetDrawOnlyForSplitScreenUser( nSplitScreenSlot );
		pAggregateTarget->SetDynamicallyAllocated( true );
	}
	else
	{
		// just reset the old one
		pAggregateTarget->Restart( RESTART_RESET_AND_MAKE_SURE_EMITS_HAPPEN );
	}
	if ( bCanAggregate )
	{
		pAggregateTarget->m_vecAggregationCenter = vecAggregatePosition;
	}
	pAggregateTarget->m_pDebugName = pDebugName;
	pAggregateTarget->m_bDisableAggregation = false;
	return pAggregateTarget;

}