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irr::scene::IParticleSystemSceneNode* ps = 0;
ps = GameMain::GetInstance()->GetIrrDevice()->getSceneManager()->addParticleSystemSceneNode(false, myNode);
ps->setPosition(irr::core::vector3df(0,0,0));
ps->setScale(irr::core::vector3df(1,1,1));
myNode->addChild(ps);
ps->setParticleSize(irr::core::dimension2d<irr::f32>(0.1f, 0.1f));
irr::scene::IParticleEmitter* em = ps->createPointEmitter();
ps->setEmitter(em);
em->drop();
irr::scene::IParticleAffector* paf =
ps->createFadeOutParticleAffector();
ps->addAffector(paf);
paf->drop();
ps->setMaterialFlag(irr::video::EMF_LIGHTING, false);
ps->setMaterialTexture(0, GameMain::GetInstance()->GetIrrDevice()->getVideoDriver()->getTexture("data/particle.tga"));
ps->setMaterialType(irr::video::EMT_TRANSPARENT_VERTEX_ALPHA);