there was at some point a rather detailed set of instructions in a readme file. it was either in the original attachment which was removed (blame goober!

), or on my old gamewarden ftp which went down and lost all my files. for some reason i dont have it anywhere on my computer (which is odd because im pretty thorough at backing stuff up). so il post a quick summary based on comments in my code:
support for up to 4 (limit can be changed in source) particle spewers.
the ability to offset spew position and provide a direction vector for the effect.
all particle tags are now optional
multiple spew patterns, including:
default - what you have now
helix -railgunish trail
ring -particles radiate outward from a point in a ring shape
sparkler -particles spew out in all directions from the source, which can be spherical or ovoid
plume -spewers arrayed within a radius for thruster style effects, may converge or scatter (planned but not implemented)
jet -particles spew from a fixed point in a line, mostly for simple missile trails (planned but not implemented)
lightsaber -started as a joke but is sort of like jet, except the spew points originate from any point in a line (planned but not implemented, may be removed)
new table tags (all go under $pspew):
+Type: -string type identifier (see above)
+Count: (same as before)
+Time: (same as before)
+Vel: (same as before)
+Radius: (same as before)
+Life: (same as before)
+Scale: (same as before)
+Z Scale: (for sparkler types, multiplyer for z velocity for sparkler types, 1=spherical, <1=flat disk shaped, >1=ovoid )
+Rotation Rate: -only used for helical spews, sets the rate of rotation about the z axis (i think this is rotations/sec)
+Offset: -spawn origin of particles with relation to shot center (should work for all type)
+Initial Velocity: -particle velocity (both speed and direction) with regaurds to object (should work for all type)
+Bitmap: (same as before)