I'm not very sure,but i think this should work:
function effect_smokes(PARTICLE *p)
{
p.red = 100;
p.blue = 100;
p.green = 100;
var temp[3];
vec_for_angle(temp,ship.pan);
vec_randomize(temp,3);
vec_add (p.vel_x, temp);
p.alpha = 50 + random(25);
p.size = 30;
p.bmap = rauch2_farbe6;
p.flags |= (MOVE);
p.event = part_alphafade; // change to a shorter, faster function
}
or
function effect_smokes(PARTICLE *p)
{
p.red = 100;
p.blue = 100;
p.green = 100;
var temp[3];
vec_randomize(temp,3);
vec_add (p.vel_x, temp);
vec_for_angle(p.vel_x,ship.pan);
p.alpha = 50 + random(25);
p.size = 30;
p.bmap = rauch2_farbe6;
p.flags |= (MOVE);
p.event = part_alphafade; // change to a shorter, faster function
}