class CBasePlayerVData : public CEntitySubclassVDataBase
{
public:
    // MPropertyProvidesEditContextString = ToolEditContext_ID_VMDL
    CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_sModelName;
    CUtlVector<CEmbeddedSubclass<CCitadelModifier>> m_vecIntrinsicModifiers;
    CSkillFloat m_flHeadDamageMultiplier;
    CSkillFloat m_flChestDamageMultiplier;
    CSkillFloat m_flStomachDamageMultiplier;
    CSkillFloat m_flArmDamageMultiplier;
    CSkillFloat m_flLegDamageMultiplier;
    // MPropertyGroupName = Water
    float32 m_flHoldBreathTime;
    // MPropertyGroupName = Water
    // MPropertyDescription = Seconds between drowning ticks
    float32 m_flDrowningDamageInterval;
    // MPropertyGroupName = Water
    // MPropertyDescription = Amount of damage done on the first drowning tick (+1 each subsequent interval)
    int32 m_nDrowningDamageInitial;
    // MPropertyGroupName = Water
    // MPropertyDescription = Max damage done by a drowning tick
    int32 m_nDrowningDamageMax;
    // MPropertyGroupName = Water
    int32 m_nWaterSpeed;
    // MPropertyGroupName = Use
    float32 m_flUseRange;
    // MPropertyGroupName = Use
    float32 m_flUseAngleTolerance;
    // MPropertyGroupName = Crouch
    // MPropertyDescription = Time to move between crouch and stand
    float32 m_flCrouchTime;
};

KV3 Class Defaults

{
    _class = "CBasePlayerVData"
    m_sModelName = resource_name:""
    m_vecIntrinsicModifiers = [  ]
    m_flHeadDamageMultiplier = 3.0
    m_flChestDamageMultiplier = 1.0
    m_flStomachDamageMultiplier = 1.0
    m_flArmDamageMultiplier = 1.0
    m_flLegDamageMultiplier = 1.0
    m_flHoldBreathTime = 15.0
    m_flDrowningDamageInterval = 1.0
    m_nDrowningDamageInitial = 10
    m_nDrowningDamageMax = 10
    m_nWaterSpeed = 100
    m_flUseRange = 55.0
    m_flUseAngleTolerance = 45.0
    m_flCrouchTime = 0.4
}