// MPropertyArrayElementNameKey = m_sNameclass MoodAnimationLayer_t{public: // MPropertyFriendlyName = Name // MPropertyDescription = Name of the layer CUtlString m_sName; // MPropertyFriendlyName = Active When Listening // MPropertyDescription = Sets the mood's animation buckets to be active when the character is listening bool m_bActiveListening; // MPropertyFriendlyName = Active When Talking // MPropertyDescription = Sets the mood's animation buckets to be active when the character is talking bool m_bActiveTalking; // MPropertyDescription = List of animations to choose from CUtlVector<MoodAnimation_t> m_layerAnimations; // MPropertyDescription = Intensity of the animation // MPropertyAttributeRange = 0 1CRangeFloat m_flIntensity; // MPropertyDescription = Multiplier of the animation durationCRangeFloat m_flDurationScale; // MPropertyDescription = When scaling an animation, grab the scale value as in int. Used for gestures/postures to control number of looping sections bool m_bScaleWithInts; // MPropertyDescription = Time before the next animation can startCRangeFloat m_flNextStart; // MPropertyDescription = Time from the start of the mood before an animation can startCRangeFloat m_flStartOffset; // MPropertyDescription = Time from the end of the mood when an animation cannot playCRangeFloat m_flEndOffset; // MPropertyDescription = Fade in time of the animation float32 m_flFadeIn; // MPropertyDescription = Fade out time of the animation float32 m_flFadeOut;};