public override void AffectParticles( ParticleSystem system, float timeElapsed )
{
float ds;
// Rotation adjustments by time
ds = timeElapsed;
float newRotation;
// loop through the particles
for ( int i = 0; i < system.Particles.Count; i++ )
{
Particle p = (Particle)system.Particles[ i ];
newRotation = p.Rotation + ( ds * p.RotationSpeed );
p.Rotation = newRotation;
}
}