//---------------------------------------------------------------------------------------------------------
//Bitmapmuzzleflame:
//---------------------------------------------------------------------------------------------------------
	//sideTexture:		Defines the texture for the sides of the flame.

	//frontTexture		Defines the texture for the muzzleflame as seen from the front.

	//dir			Direction of the flame.

	//colorMap		Colormap describing the colors during the flame lifetime.

	//size			Initial hight and width of flame.

	//length		Initial length of the flame, this is the size in the direction the flame
				is pointing.

	//sizeGrowth		This is how much the flame will grow during its lifetime. A value of 0
				means the flame will stay the same size during its entire lifetime. 
				A value of 1 means that it will have grown to doubble its size when its 
				life end. The growth curve is exponential, faster in the beginning
				and slower at the end.

	//ttl			How many frames the flame will be visible.

	//frontOffset		Offset for the front texture in percent of length. 0 means the front will
				at the beginning of the flame, 0.5 in the middle, and 1 at the end. 

//----------------------------------------------------------------------------------------------------------
//SimpleParticleSystem:
//----------------------------------------------------------------------------------------------------------
	//texture:      	Texture for the particles.

	//emitVector:   	Vector that describes the direction of the particles, this is then modified
				by the rotation	propertiers.

	//colorMap:		Colormap describing the colors of the particles during their lifetime.

	//gravity:      	Vector force applied to the particles every frame.

	//airdrag:      	Constant multiplier on the particle each frame, a value of 1.0 means the 
				particles will keep their current momentum, a value bellow 1 and they 
				will slow down each frame.

	//particleLife:		Life of the particles in frames.

	//particleLifeSpread:   Random number between 0 and particleLifeSpread added to particleLife.

	//numParticles:      	Number of particles that will be spawned.

	//particleSpeed:      	Initial speed of the particles.

	//particleSpeedSpread:	Random number between 0 and particleSpeedSpread added to particleSpeed.

	//particleSize:		Size of the particles.

	//particleSizeSpread:   Random number between 0 and particleSizeSpread added to particleSize.

	//emitRot:      	Rotation in degree from emitVector that particles will be spawned from,
				a value of 90 will emmit particles in a plane perpendicular to the emitVector.

	//emitRotSpread:      	Random number between 0 and emitRotSpread added to emitRot, a value of 
				180 will make the particles spawn in a full sphere.

	//directional:		If the particles should be oriented to point at the direction of their velocity. 

////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////Weapon EXPLOSIONS/////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////