local fn = _gn(0x25129531F77B9ED3)
--- GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);
-- Axis - Invert Axis Flags
-- list: pastebin.com/N9unUFWY
-- -------------------------------------------------------------------
-- C#
-- Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.
-- char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc
-- float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates
-- float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.
-- float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f
-- bool xaxis, yaxis, zaxis = To bool the axis values.
-- example:
-- Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);
function Global.StartParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)
	return fn(_ts(effectName), xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, _ri)
end
