class CCitadel_BreakablePropPickupVData : public CEntitySubclassVDataBase
{
public:
// MPropertyStartGroup = Visuals
// MPropertyFriendlyName = Spawn Particle
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_friendlyParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_enemyParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_friendlyModelParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_enemyModelParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_friendlyInteractiveParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_enemyInteractiveParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_gainedParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_vacuumStartParticle;
// MPropertyFriendlyName = Spawn Particle Color
// MPropertyDescription = Spawn Particle Color
Color m_Color;
// MPropertyDescription = Model
// MPropertyProvidesEditContextString = ToolEditContext_ID_VMDL
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_hModel;
// MPropertyFriendlyName = Material group
// MPropertyDescription = Which material group of the model should be used?
CModelMaterialGroupName m_sDefaultMaterialGroupName;
// MPropertyStartGroup
// MPropertyFriendlyName = Pickup Name Loc String
CUtlString m_sNameLocString;
int32 m_nNameOffset;
// MPropertyFriendlyName = Show On Minimap
bool m_bShowOnMinimap;
bool m_bIsPermanentPickup;
int32 m_iTempParticleSheetIndex;
CUtlString m_sMiniMapCssClass;
float32 m_flParticleRadius;
// MPropertyStartGroup = Audio
// MPropertyFriendlyName = Pickup Sound
CSoundEventName m_sPickupSound;
// MPropertyFriendlyName = Spawn Sound
CSoundEventName m_sSpawnSound;
// MPropertyFriendlyName = Vacuum Start Sound
// MPropertyDescription = Sound that plays when vacuuming starts and only for the vacuuming player
CSoundEventName m_strVacuumStartSound;
// MPropertyFriendlyName = Ambient Sound
CSoundEventName m_sAmbientSound;
// MPropertyStartGroup
// MPropertyFriendlyName = Pickup Radius
TimeScalingValue_t m_flPickupRadius;
// MPropertyFriendlyName = Pickup Expiration Duration
TimeScalingValue_t m_flPickupExpirationDuration;
// MPropertyDescription = When true, don't allow pickup until we've fallen to the ground
bool bPhysicallyDropToTheGroundOnSpawn;
// MPropertyStartGroup = Fall To Ground Settings
// MPropertyDescription = Radius when solid and falling to the ground
// MPropertySuppressExpr = bPhysicallyDropToTheGroundOnSpawn == false
float32 m_flSolidRadius;
// MPropertySuppressExpr = bPhysicallyDropToTheGroundOnSpawn == false
CRangeFloat m_fInitialSpawnXYSpeed;
// MPropertySuppressExpr = bPhysicallyDropToTheGroundOnSpawn == false
CRangeFloat m_fInitialSpawnZSpeed;
// MPropertySuppressExpr = bPhysicallyDropToTheGroundOnSpawn == false
float32 m_flFallGravity;
// MPropertyDescription = Optionally how far to hover off the ground
// MPropertySuppressExpr = bPhysicallyDropToTheGroundOnSpawn == false
float32 m_flHoverOffset;
// MPropertyStartGroup
// MPropertyDescription = When true, the pickup will vacuum to the first player that gets within the pickup radius
bool m_bPicupIsVacuum;
// MPropertyStartGroup = Vacuum Settings
// MPropertySuppressExpr = m_bPicupIsVacuum == false
CRangeFloat m_flInitialVacuumSideSpeed;
// MPropertySuppressExpr = m_bPicupIsVacuum == false
CRangeFloat m_flInitialVacuumUpSpeed;
// MPropertySuppressExpr = m_bPicupIsVacuum == false
CPiecewiseCurve m_VacuumToPlayerSpeedCurve;
// MPropertySuppressExpr = m_bPicupIsVacuum == false
CPiecewiseCurve m_VacuumInitialVelSpeedCurve;
// MPropertySuppressExpr = m_bPicupIsVacuum == false
float32 m_flVacuumCloseEnoughToPickup;
// MPropertySuppressExpr = m_bPicupIsVacuum == false
CRemapFloat m_EffectDistanceToRadiusRemap;
// MPropertyStartGroup
// MPropertyDescription = When set, only exists for the team the pickup is on
bool m_bSameTeamOnly;
// MPropertyStartGroup = Outline
float32 m_flOutlineRange;
// MPropertyColorPlusAlpha
Color m_OutlineColor;
};
KV3 Class Defaults
{
_class = "CCitadel_BreakablePropPickupVData"
m_friendlyParticle = resource_name:""
m_enemyParticle = resource_name:""
m_friendlyModelParticle = resource_name:""
m_enemyModelParticle = resource_name:""
m_friendlyInteractiveParticle = resource_name:""
m_enemyInteractiveParticle = resource_name:""
m_gainedParticle = resource_name:""
m_vacuumStartParticle = resource_name:""
m_Color = [ 0, 0, 0, 0 ]
m_hModel = resource_name:""
m_sDefaultMaterialGroupName = ""
m_sNameLocString = ""
m_nNameOffset = 60
m_bShowOnMinimap = false
m_bIsPermanentPickup = false
m_iTempParticleSheetIndex = -1
m_sMiniMapCssClass = ""
m_flParticleRadius = 80.0
m_sPickupSound = soundevent:""
m_sSpawnSound = soundevent:""
m_strVacuumStartSound = soundevent:""
m_sAmbientSound = soundevent:""
m_flPickupRadius =
{
m_flBase = 0.0
m_flPerMinuteAfterStart = 0.0
m_flStartMinute = 0.0
m_flMaxValue = 0.0
}
m_flPickupExpirationDuration =
{
m_flBase = 0.0
m_flPerMinuteAfterStart = 0.0
m_flStartMinute = 0.0
m_flMaxValue = 0.0
}
bPhysicallyDropToTheGroundOnSpawn = false
m_flSolidRadius = 5.0
m_fInitialSpawnXYSpeed = 0.0
m_fInitialSpawnZSpeed = [ 100.0, 200.0 ]
m_flFallGravity = 1.0
m_flHoverOffset = 0.0
m_bPicupIsVacuum = false
m_flInitialVacuumSideSpeed = [ 50.0, 100.0 ]
m_flInitialVacuumUpSpeed = [ 10.0, 100.0 ]
m_VacuumToPlayerSpeedCurve =
{
m_spline = [ ]
m_tangents = [ ]
m_vDomainMins = [ 0.0, 0.0 ]
m_vDomainMaxs = [ 0.0, 0.0 ]
}
m_VacuumInitialVelSpeedCurve =
{
m_spline = [ ]
m_tangents = [ ]
m_vDomainMins = [ 0.0, 0.0 ]
m_vDomainMaxs = [ 0.0, 0.0 ]
}
m_flVacuumCloseEnoughToPickup = 5.0
m_EffectDistanceToRadiusRemap = [ 300.0, 0.0, 1.0, 0.2 ]
m_bSameTeamOnly = false
m_flOutlineRange = -1.0
m_OutlineColor = [ 0, 0, 0, 0 ]
}