local fn = _gn(0x0D53A3B8DA0809D2)
--- Starts a particle effect on an entity for example your player.
-- List: pastebin.com/N9unUFWY
-- Example:
-- C#:
-- Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2");                     Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2");                             Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
-- Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE
-- however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native
function Global.StartParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)
	return fn(_ts(effectName), entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ, _r)
end
