class CAbilitySlideVData : publicCitadelAbilityVData{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 intensityCRemapFloat 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 = CameraCitadelCameraOperationsSequence_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;};