// StartNetworkedParticleFxLoopedOnEntityBone
int START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);