class CAbilitySlideVData : public CitadelAbilityVData
{
public:
    // MPropertyDescription = The minimum angle we consider to be a slope.  Less than this we will consider flat ground.
    float32 m_flMinAngleToConsiderASlope;
    // MPropertyDescription = The maximum speed we will apply acceleration up to when sliding on the steepest slope.
    float32 m_flSlideMaxSlopeMaxAccSpeed;
    // MPropertyDescription = The maximum speed we will apply acceleration up to when sliding on the shallowest slope.
    float32 m_flSlideMinSlopeMaxAccSpeed;
    // MPropertyDescription = When checking for a drop-slide, how long ago can the activate button have been pressed.
    float32 m_flButtonPressWindow;
    // MPropertyDescription = When fast you can turn while sliding.
    float32 m_flTurnSpeed;
    // MPropertyDescription = Amount of acceleration to apply on the shallowest slope
    float32 m_flSlideMinSlopeAcceleration;
    // MPropertyDescription = Amount of acceleration to apply on the steepest slope
    float32 m_flSlideMaxSlopeAcceleration;
    // MPropertyDescription = When pressing forward, how far to the side you need to look to start turning in that direction.
    float32 m_flTurnMinAngDiff;
    // MPropertyDescription = When pressing forward, how far to the side you need to look to apply maximum turning.
    float32 m_flTurnMaxAngDiff;
    // MPropertyDescription = For how long after landing and starting a slide on flat ground we apply 'Flat Ground Friction Grace' before applying 'Flat Ground Friction'
    float32 m_flLandedFlatGroundFrictionGraceTime;
    // MPropertyDescription = For how long after starting to slide on flat ground we apply 'Flat Ground Friction Grace' before applying 'Flat Ground Friction'
    float32 m_flFlatGroundFrictionGraceTime;
    // MPropertyDescription = The friction the player uses while sliding on flat ground.
    float32 m_flFrictionFlatGroundGrace;
    // MPropertyDescription = The friction the player uses while sliding on flat ground.
    float32 m_flFrictionFlatGround;
    // MPropertyDescription = The friction the player uses while sliding on our minimum slope.
    float32 m_flFrictionMinSlope;
    // MPropertyDescription = The friction the player uses while sliding on our maximum slope.
    float32 m_flFrictionMaxSlope;
    // MPropertyDescription = How much friction to apply when trying to slide up our minimum slope.
    float32 m_flFrictionUphillMinSlope;
    // MPropertyDescription = How much friction to apply when trying to slide up our maximum slope.
    float32 m_flFrictionUphillMaxSlope;
    // MPropertyDescription = When applying the landing speed boost, bias the scale based on slope by this much.
    float32 m_flLandingSlopeScaleBias;
    // MPropertyDescription = Minimum speed to trigger a boost when landing and trying to slide.
    float32 m_flBoostMinTriggerSpeed;
    // MPropertyDescription = Maximum speed used to determine speed boost when landing and trying to slide.
    float32 m_flBoostMaxTriggerSpeed;
    // MPropertyDescription = Minimum speed boost to apply when landing and initiating a slide.
    float32 m_flBoostMinSpeed;
    // MPropertyDescription = Maximumm speed boost to apply when landing and initiating a slide.
    float32 m_flBoostMaxSpeed;
    // MPropertyDescription = How fast you have to be moving on flat ground to be able to initiate a slide.
    float32 m_flMinActivationSpeed;
    // MPropertyDescription = If your slide speed falls below this on flat ground, you will stop sliding.
    float32 m_flMinSustainSpeed;
    // MPropertyDescription = The amount of speed boost to apply when running forward and initiating a slide.
    float32 m_flSprintBoostSpeed;
    // MPropertyDescription = The time after dashing to start a slide to get the full speed dash slide
    float32 m_flDashSlideStartTime;
    // MPropertyDescription = The speed to start a slide out of a dash.
    float32 m_flDashSlideSpeed;
    // MPropertyDescription = The speed to start a slide out of a dash if the timing was incorrect.
    float32 m_flDashSlideFailSpeed;
    // MPropertyDescription = Sound for succesfully executing a dash-slide
    CSoundEventName m_strDashSlideActivate;
    // MPropertyDescription = How long to apply 'Dash Boost Friction' after starting a slide out of a dash.
    float32 m_flDashSlideFrictionTime;
    // MPropertyDescription = The friction to apply after starting a slide out of a dash.
    float32 m_flDashSlideFriction;
    // MPropertyDescription = How fast you have to be moving while dashing to initiate a slide.  Mainly to prevent slowed-dash flowing into a weirdly fast slides.
    float32 m_flDashMinActivationSpeed;
    // MPropertyDescription = The shallowest slope degree to start applying downhill acceleration.
    float32 m_flAccMinSlopeDeg;
    // MPropertyDescription = The angle we consider the most extreme slope for applying downhill acceleration.
    float32 m_flAccMaxSlopeDeg;
    // MPropertyDescription = How much of the downhill acceleration to apply at the minimum angle.
    float32 m_flAccMinSlopeScale;
    // MPropertyDescription = When sliding, how far forward to look when determining our averaged current slope
    float32 m_flSlideProbeForwardOffset;
    // MPropertyDescription = When running on flat ground and trying to initiate a slide, how far forward to look for a slope that will let's us trigger a slide early.
    float32 m_flSlideActivationProbeForwardOffset;
    // MPropertyDescription = Maximum distance between probe samples
    float32 m_flMaxDistanceBetweenProbeSamples;
    // MPropertyDescription = If activating via the lookahead probe's normal, use that normal for this long after activating to help us get over that slope.
    float32 m_flInitialSlideUseForwardProbeTime;
    // MPropertyDescription = When trying to determine what slope we're currently only, sample this far around the player
    float32 m_flCurrentSlopeSampleDistance;
    // MPropertyDescription = Ignore slopes whose angle different from our velocity is this many std deviations out when sampling for current slope
    float32 m_flSampleVelDiffStdDevScaleCutoff;
    // MPropertyDescription = If facing further than this angle away from the direction of the slope, dont initiate a slide on it.
    float32 m_flSlopeFacingAngleToActivate;
    // MPropertyDescription = Maximum air-drag to apply when jumping out of a slide.
    float32 m_flAirDragAfterJump;
    // MPropertyDescription = How long to apply air-drag after jumping out of a slide.
    float32 m_flAirDragAfterJumpTime;
    // MPropertyDescription = Air-drag applied when jumping out of a slide linearly ramps from 100% to 0% from 0' to this angle.
    float32 m_flAirDragMaxAngle;
    // MPropertyDescription = How long you have to be walking around, not sliding until we clear the air-drag flag on jumps.
    float32 m_flAirDragResetTime;
    // MPropertyDescription = How long after you stop sliding do we consider it to still be a slide-jump.
    float32 m_flLateSlideJumpWindow;
    // MPropertyDescription = Speed remap to slide effect intensity
    CRemapFloat m_SlideEffectRemap;
    // MPropertyDescription = The curve defining the getup anim's speed penalty duration(x) and severity(y).
    CPiecewiseCurve m_GetupSpeedCurve;
    // MPropertyDescription = How long after you stop sliding do we consider it to still be a slide-jump.
    float32 m_flGetupBusyDuration;
    // MPropertyDescription = The amount that sliding reduces recoil. 100 = no recoil at all.
    float32 m_flSlidingRecoilReduction;
    // MPropertyStartGroup = Camera
    CitadelCameraOperationsSequence_t m_cameraSequenceStartSliding;
    CitadelCameraOperationsSequence_t m_cameraSequenceEndSliding;
    // MPropertyStartGroup = Visuals
    CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SlideParticle;
    // MPropertyStartGroup = Sounds
    CSoundEventName m_strStartSound;
    CSoundEventName m_strLoopingSound;
    CSoundEventName m_strStopSound;
};

KV3 Class Defaults

{
    _class = "CAbilitySlideVData"
    m_eAbilityType = "EAbilityType_Invalid"
    m_eItemSlotType = "EItemSlotType_Invalid"
    m_bDisabled = false
    m_bDisabledOnExperimental = false
    m_bInDevelopment = false
    m_bStartTrained = false
    m_iMaxLevel = 1
    m_nAbilityPointsCost = 0
    m_nAbillityUnlocksCost = 0
    m_iUpdateTime = 0
    m_AbilityBehaviorsBits = ""
    m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_NONE"
    m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_NONE"
    m_flTargetingConeAngle = 0.0
    m_flTargetingConeHalfWidth = 10.0
    m_bIncludeExtra2DCone = true
    m_bUseCameraOffsetsForCone = true
    m_bCollectNearbyTargetsWithCone = false
    m_flNearbySweepOffset = -59.0
    m_flNearbySweepRadius = 78.0
    m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_NONE"
    m_TriggerButtonPreReqButton = ""
    m_TriggerButtonOverride = ""
    m_eAbilitySpectatePriority = "CITADELTV_ABILITY_SPECTATE_PRIORITY_NONE"
    m_bitsInterruptingStates = ""
    m_IncompatibleFilter = 
    {
        m_AbilityBehaviorsBits = ""
        m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_NONE"
        m_eIncompatibleAbilityType = "EAbilityType_Invalid"
    }
    m_nAbilityTargetTypes = ""
    m_nAbilityTargetFlags = ""
    m_eTargettingLOSCheck = "ELOSCheck_Bounds"
    m_bitsPreCastEnabledStateMask = ""
    m_bitsChannelEnabledStateMask = ""
    m_bitsPostCastEnabledStateMask = ""
    m_TargetAbilityEffectsToApply = ""
    m_flBossDamageScale = 1.0
    m_bShowTargetingPreviewWhileChanneling = false
    m_bShowTargetingPreviewWhileCasting = false
    m_WeaponInfo = 
    {
        m_flBulletDamage = 0.0
        m_eDamageType = "CITADEL_DAMAGETYPE_BULLET"
        m_iBullets = 1
        m_iSplitShotsMax = -1
        m_bHitOnceAcrossAllBullets = false
        m_iBulletsToFullyClaimOrb = 1
        m_flExplosionRadius = 0.0
        m_flExplosionDamageScaleAtMaxRadius = 0.3
        m_bAllowExplosionToCollectGold = false
        m_iClipSize = 0
        m_flCycleTime = 0.15
        m_flBulletCreationDelay = 0.0
        m_iBurstShotCount = 1
        m_flIntraBurstCycleTime = 0.0
        m_iAmmoConsumedPerShot = 1
        m_flRange = 8192.0
        m_flRangeWhileZoomed = 0.0
        m_flDamageFalloffStartRange = 0.0
        m_flDamageFalloffEndRange = 900.0
        m_flDamageFalloffBias = 0.5
        m_flDamageFalloffStartScale = 1.0
        m_flDamageFalloffEndScale = 0.0
        m_bDontPassThroughPortals = false
        m_bPlayImpactEffectsOnTeammates = false
        m_flPenetrationPercent = 0.0
        m_flIronSightsTime = 0.1
        m_reloadDuration = 0.0
        m_bReloadUseActiveWeaponInfoDuration = false
        m_bReloadSingleBullets = false
        m_bReloadSingleBulletsAllowCancel = false
        m_flReloadSingleBulletsInitialDelay = 0.0
        m_bCanCrit = true
        m_flCritBonusStartRange = 0.0
        m_flCritBonusEndRange = 0.0
        m_flCritBonusStart = 1.0
        m_flCritBonusEnd = 1.0
        m_flCritBonusAgainstNPCs = 0.2
        m_eCritFilter = "CITADEL_UNIT_TARGET_ALL"
        m_eCritAlwaysFilter = ""
        m_bSpinsUp = false
        m_flMaxSpinCycleTime = -1.0
        m_flSpinIncreaseRate = 0.0
        m_flSpinDecayRate = 0.0
        m_flBuildUpRate = -1.0
        m_bIsSemiAuto = false
        m_flBulletSpeed = 1000.0
        m_flBulletSpeedRandomFactor = 0.0
        m_flBulletGravityScale = 1.0
        m_flBulletRadius = 0.0
        m_flBulletRadiusVsWorld = 0.0
        m_flBulletLifetime = 0.0
        m_flVerticalAimBias = 0.0
        m_flBulletInheritShooterVelocityScale = 0.0
        m_bCanZoom = true
        m_flZoomFOV = 70.0
        m_flZoomFOV_Relative = -5.0
        m_flZoomMoveSpeedPercent = 0.75
        m_flShootMoveSpeedPercent = 0.75
        m_flReloadMoveSpeedPercent = 1.0
        m_bUsesSpreadPattern = true
        m_Spread = 0.2
        m_bFirstShotPerfectAccuracy = false
        m_AimingShootSpreadPenalty = 0.0
        m_flScatterYawScale = 1.0
        m_flShootSpreadPenaltyPerShot = 0.0
        m_ShootSpreadPenaltyPerShotNormalization = 
        {
            m_bNormalizeSpreadPerShot = false
            m_FireRatePctRange = [ 0.0, 100.0 ]
            m_SpreadPerShotFactor = 1.0
        }
        m_flShootSpreadPenaltyDecayDelay = -1.0
        m_flShootSpreadPenaltyDecay = 1.0
        m_flSpreadPenaltyDecay = 3.0
        m_flShootingUpSpreadPenalty = 0.0
        m_flAutoReplenishClip = 0.0
        m_NpcAimingSpread = 0.0
        m_vecScatterOffsets = [  ]
        m_flPelletScatterFactor = 1.0
        m_flPelletScatterSpreadFactor = 0.5
        m_bApplySpreadToFirstPellet = false
        m_vecOriginOffsets = [  ]
        m_flVerticalPunch = 1.0
        m_flHorizontalPunch = 0.5
        m_HorizontalRecoil = 
        {
            m_Range = 0.0
            m_flBurstSlope = 0.0
            m_flBurstExponent = 1.0
            m_flBurstConstant = 0.0
        }
        m_VerticallRecoil = 
        {
            m_Range = 0.0
            m_flBurstSlope = 0.0
            m_flBurstExponent = 1.0
            m_flBurstConstant = 0.0
        }
        m_flRecoilSpeed = 1.0
        m_flRecoilRecoveryDelayFactor = 1.0
        m_flRecoilRecoverySpeed = 1.0
        m_flRecoilShotIndexRecoveryTimeFactor = 0.25
        m_nRecoilSeed = 0
        m_szBulletTravelTracerParticle = resource_name:"particles/weapon_fx/default_tracer.vpcf"
        m_szSelfBulletTravelTracerParticle = resource_name:""
        m_szBulletLinkParticle = resource_name:""
        m_bUseDesatForFriendlyNonHeroTracer = true
        m_eAttachmentSourceType = "EAttachmentSource_WeaponMuzzles"
        m_strCustomAttachmentSource = "ability_cast"
        m_szMuzzleFlashEffectName = resource_name:""
        m_strWeaponImpactEffect = resource_name:""
        m_mapImpactEffects = 
        {
        }
        m_bUseWeaponAbilityName = false
        m_flDamageForce = 50.0
        m_strShootSound = soundevent:""
        m_strFirstShotSound = soundevent:""
        m_strShotReleaseSound = soundevent:""
        m_strBulletLoopingSound = soundevent:""
        m_strBulletWhizSound = soundevent:""
        m_strBulletImpactSound = soundevent:""
        m_flBulletWhizDistance = 150.0
        m_strReloadSound = soundevent:""
        m_strReloadEndSound = soundevent:""
        m_strLocalPlayerBulletImpactSound = soundevent:""
        m_strLocalPlayerBulletImpactHeavySound = soundevent:""
        m_strZoomInSound = soundevent:""
        m_strZoomOutSound = soundevent:""
        m_strSpinUpSound = soundevent:""
        m_strSpinDownSound = soundevent:""
        m_strSpinUpLoopSound = soundevent:""
        m_flMaxLagCompensation = 340282346638528859811704183484516925440.0
    }
    m_projectileInfo = 
    {
        m_nBehaviors = ""
        m_flGravityScale = 1.0
        m_flFriction = 0.0
        m_flElasticity = 0.0
        m_flSpeed = 3500.0
        m_flUpSpeed = 100.0
        m_flMaxLinearRange = 0.0
        m_flVerticalAimBias = 0.0
        m_eProjectileShape = "Sphere"
        m_flTriggerRadius = 1.5
        m_flPhysicsRadius = 1.5
        m_flBulletOnlyTriggerRadius = 0.0
        m_vecCapsulePhysicsCenter1 = [ 0.0, 0.0, 0.0 ]
        m_vecCapsulePhysicsCenter2 = [ 0.0, 0.0, 0.0 ]
        m_flCapsulePhysicsRadius = 1.5
        m_vecCapsuleTriggerCenter1 = [ 0.0, 0.0, 0.0 ]
        m_vecCapsuleTriggerCenter2 = [ 0.0, 0.0, 0.0 ]
        m_flCapsuleTriggerRadius = 1.5
        m_particle = resource_name:""
        m_bHideWarningParticle = false
        m_warningParticle = resource_name:""
        m_customModel = resource_name:""
        m_flProjectileModelScale = 1.0
        m_HitSound = soundevent:""
        m_HitTargetSound = soundevent:""
        m_HitWorldSound = soundevent:""
        m_DetonateSound = soundevent:""
        m_LoopingSound = soundevent:""
        m_WarningSound = soundevent:""
        m_flTrackingDampingCoefficient = 0.0
        m_flTrackingDuration = 0.0
        m_flTrackingStartTime = 0.0
        m_flTrackingEndTime = 0.0
        m_AutoProjectileModifier = subclass:
        {
        }
    }
    m_deploymentInfo = 
    {
        m_bRequiresUpNormal = false
        m_bGroundCheck = false
        m_bPlaceFlat = false
        m_flFlatYawOffset = 0.0
        m_bPlaceNormalToSurface = false
        m_bPointTrace = false
        m_bCheckPlayerFit = false
        m_flModelVerticalPlacementScaleOffset = 0.0
        m_bDownCheckIgnoreLos = false
        m_previewModel = resource_name:""
        m_previewParticle = resource_name:""
        m_strPreviewParticleEffectConfig = ""
        m_strExraBodygroup = ""
        m_strPreviewClass = "citadel_deployable_preview"
        m_flPreviewModelScale = 1.0
        m_flGroundCheckHeightOffset = -1.0
        m_flGroundCheckHeightOffsetDown = -1.0
    }
    m_mapAbilityProperties = 
    {
    }
    m_mapDependentAbilities = 
    {
    }
    m_vecAbilityUpgrades = [  ]
    m_strCastAnimGraphParam = ""
    m_strSelectionNameOverride = ""
    m_strCastAnimSequenceName = ""
    m_bSuppressOutOfCombatOnCast = true
    m_bSuppressOutOfCombatWhileChanneling = true
    m_strAG2SourceName = ""
    m_strAG2CastingAction = "casting"
    m_strAG2ChannelingAction = "channeling"
    m_strAG2CastCompletedAction = "cast_completed"
    m_AbilityTooltipDetails = 
    {
        m_vecAbilityInfoSections = [  ]
        m_vecAdditionalHeaderProperties = [  ]
    }
    m_strCSSClass = ""
    m_strAbilityImage = panorama:""
    m_strMoviePreviewPath = ""
    m_HUDPanel = 
    {
        m_vecHUDElements = [  ]
        m_vecButtonHints = [  ]
        m_bForceDrawDefaultCastBars = false
    }
    m_bShowInPassiveItemsArea = false
    m_bForceHideHUDPanel = false
    m_bForceShowHUDPanel = false
    m_bUsesFlightControls = false
    m_strFlyUpLocString = ""
    m_strFlyDownLocString = ""
    m_strSubCastUICSSClass = ""
    m_additionalAbilities = 
    {
        m_strTitle = ""
        m_vecAbilityNames = [  ]
    }
    m_strSecondaryStatName = ""
    m_strCastButtonLocToken = ""
    m_strAltCastButtonLocToken = ""
    m_cameraSequenceCastStart = 
    {
        m_strToken = ""
        m_bIsEmpty = false
        m_nPriority = 1
        m_vecDistanceOperations = [  ]
        m_vecFOVOperations = [  ]
        m_vecTargetPosOperations = [  ]
        m_vecVertOffsetOperations = [  ]
        m_vecHorizOffsetOperations = [  ]
    }
    m_bEndCastStartSequenceOnCastComplete = true
    m_cameraSequenceCastComplete = 
    {
        m_strToken = ""
        m_bIsEmpty = false
        m_nPriority = 1
        m_vecDistanceOperations = [  ]
        m_vecFOVOperations = [  ]
        m_vecTargetPosOperations = [  ]
        m_vecVertOffsetOperations = [  ]
        m_vecHorizOffsetOperations = [  ]
    }
    m_cameraSequenceChannelStart = 
    {
        m_strToken = ""
        m_bIsEmpty = false
        m_nPriority = 1
        m_vecDistanceOperations = [  ]
        m_vecFOVOperations = [  ]
        m_vecTargetPosOperations = [  ]
        m_vecVertOffsetOperations = [  ]
        m_vecHorizOffsetOperations = [  ]
    }
    m_bEndChannelStartSequenceOnChannelComplete = true
    m_flCameraPreviewOffset = -1.0
    m_flCameraPreviewDistance = -1.0
    m_flCameraPreviewSpeed = -1.0
    m_previewParticle = resource_name:""
    m_strPreviewParticleEffectConfig = ""
    m_PreviewPathParticle = resource_name:""
    m_mapCastEventParticles = 
    {
    }
    m_skillshotHitParticle = resource_name:""
    m_skillshotMissParticle = resource_name:""
    m_TargetingPreviewParticle = resource_name:""
    m_HudSharedStyle = resource_name:""
    m_strSelectedSound = soundevent:""
    m_strUnselectedSound = soundevent:""
    m_strSelectedLoopSound = soundevent:""
    m_strCastSound = soundevent:""
    m_strChannelSound = soundevent:""
    m_strChannelLoopSound = soundevent:""
    m_strCastDelaySound = soundevent:""
    m_strCastDelayLoopSound = soundevent:""
    m_strHitConfirmationSound = soundevent:""
    m_strDamageTakenSound = soundevent:""
    m_strAbilityOffCooldownSound = soundevent:""
    m_strAbilityChargeReadySound = soundevent:""
    m_bPlayMeepMop = true
    m_AutoChannelModifier = subclass:
    {
    }
    m_AutoCastDelayModifier = subclass:
    {
    }
    m_AutoIntrinsicModifiers = [  ]
    m_cosmeticInfo = 
    {
        m_bIsSeasonal = false
    }
    m_flMinAngleToConsiderASlope = 0.0
    m_flSlideMaxSlopeMaxAccSpeed = 0.0
    m_flSlideMinSlopeMaxAccSpeed = 0.0
    m_flButtonPressWindow = 0.0
    m_flTurnSpeed = 0.0
    m_flSlideMinSlopeAcceleration = 0.0
    m_flSlideMaxSlopeAcceleration = 0.0
    m_flTurnMinAngDiff = 0.0
    m_flTurnMaxAngDiff = 0.0
    m_flLandedFlatGroundFrictionGraceTime = 0.0
    m_flFlatGroundFrictionGraceTime = 0.0
    m_flFrictionFlatGroundGrace = 0.0
    m_flFrictionFlatGround = 0.0
    m_flFrictionMinSlope = 0.0
    m_flFrictionMaxSlope = 0.0
    m_flFrictionUphillMinSlope = 0.0
    m_flFrictionUphillMaxSlope = 0.0
    m_flLandingSlopeScaleBias = 0.0
    m_flBoostMinTriggerSpeed = 0.0
    m_flBoostMaxTriggerSpeed = 0.0
    m_flBoostMinSpeed = 0.0
    m_flBoostMaxSpeed = 0.0
    m_flMinActivationSpeed = 0.0
    m_flMinSustainSpeed = 0.0
    m_flSprintBoostSpeed = 0.0
    m_flDashSlideStartTime = 0.0
    m_flDashSlideSpeed = 0.0
    m_flDashSlideFailSpeed = 0.0
    m_strDashSlideActivate = soundevent:""
    m_flDashSlideFrictionTime = 0.0
    m_flDashSlideFriction = 0.0
    m_flDashMinActivationSpeed = 0.0
    m_flAccMinSlopeDeg = 0.0
    m_flAccMaxSlopeDeg = 0.0
    m_flAccMinSlopeScale = 0.0
    m_flSlideProbeForwardOffset = 0.0
    m_flSlideActivationProbeForwardOffset = 0.0
    m_flMaxDistanceBetweenProbeSamples = 0.0
    m_flInitialSlideUseForwardProbeTime = 0.0
    m_flCurrentSlopeSampleDistance = 0.0
    m_flSampleVelDiffStdDevScaleCutoff = 0.0
    m_flSlopeFacingAngleToActivate = 0.0
    m_flAirDragAfterJump = 0.0
    m_flAirDragAfterJumpTime = 0.0
    m_flAirDragMaxAngle = 0.0
    m_flAirDragResetTime = 0.0
    m_flLateSlideJumpWindow = 0.0
    m_SlideEffectRemap = 0.0
    m_GetupSpeedCurve = 
    {
        m_spline = [  ]
        m_tangents = [  ]
        m_vDomainMins = [ 0.0, 0.0 ]
        m_vDomainMaxs = [ 0.0, 0.0 ]
    }
    m_flGetupBusyDuration = 0.0
    m_flSlidingRecoilReduction = 50.0
    m_cameraSequenceStartSliding = 
    {
        m_strToken = ""
        m_bIsEmpty = false
        m_nPriority = 1
        m_vecDistanceOperations = [  ]
        m_vecFOVOperations = [  ]
        m_vecTargetPosOperations = [  ]
        m_vecVertOffsetOperations = [  ]
        m_vecHorizOffsetOperations = [  ]
    }
    m_cameraSequenceEndSliding = 
    {
        m_strToken = ""
        m_bIsEmpty = false
        m_nPriority = 1
        m_vecDistanceOperations = [  ]
        m_vecFOVOperations = [  ]
        m_vecTargetPosOperations = [  ]
        m_vecVertOffsetOperations = [  ]
        m_vecHorizOffsetOperations = [  ]
    }
    m_SlideParticle = resource_name:""
    m_strStartSound = soundevent:""
    m_strLoopingSound = soundevent:""
    m_strStopSound = soundevent:""
}