class CCitadel_BreakablePropVData : publicCEntitySubclassVDataBase{public: // MPropertyGroupName = Behavior // MPropertyDescription = Should this breakable break if a player rolls or dodges into it? // MPropertyFriendlyName = Break On Dodge? bool m_bBreakOnDodgeTouch; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, this breakble will stay after destroyed, rather than stop rendering. (useful for animating breakables that might want to stay in a final pose. // MPropertyFriendlyName = Render while dead? bool m_bRenderAfterDeath; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, this breakble will stay solid after death. (useful for animating breakables that might want to stay in a final pose. // MPropertyFriendlyName = Solid while dead? bool m_bSolidAfterDeath; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, will fire damage events to animgraph, but will not take damage, so it can't die. // MPropertyFriendlyName = Is Permanent? bool m_bIsPermanent; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, this breakble will takes damage from Bullets. // MPropertyFriendlyName = Damaged by Bullets? bool m_bDamagedByBullets; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, this breakble will takes damage from Melee. // MPropertyFriendlyName = Damaged by Melee? bool m_bDamagedByMelee; // MPropertyGroupName = Behavior // MPropertyDescription = If checked, this breakble will takes damage from Abilities. // MPropertyFriendlyName = Damaged by Abilities? bool m_bDamagedByAbilities; // MPropertyStartGroup = Visuals // MPropertyDescription = Model // MPropertyProvidesEditContextString = ToolEditContext_ID_VMDL CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_hModel; // MPropertyFriendlyName = Damage Received AnimGraph Parameter // MPropertyDescription = The animgraph parameter that's describes how much damage the breakable has received. From 0 to 1 (no damage to dead). // MPropertyAttributeEditor = AnimGraphParam() CGlobalSymbol m_sAnimgraphParamDamageReceived; // MPropertyFriendlyName = On Hit AnimGraph Parameter // MPropertyDescription = The animgraph parameter that is set to true when damage the breakable was hit. // MPropertyAttributeEditor = AnimGraphParam() CGlobalSymbol m_sAnimgraphParamOnHit; // MPropertyFriendlyName = On Respawn AnimGraph Parameter // MPropertyDescription = The animgraph parameter that is set to true the brekable is respawned. // MPropertyAttributeEditor = AnimGraphParam() CGlobalSymbol m_sAnimgraphParamOnRespawn; // MPropertyGroupName = Audio // MPropertyDescription = 3D Sound of the prop breaking CSoundEventName m_sBreakSound; CSoundEventName m_sSpawnSound; // MPropertyGroupName = Audio // MPropertyDescription = 3D Sound of the prop taking damage CSoundEventName m_sDamageSound; CSoundEventName m_sHeavyDamageSound; // MPropertyGroupName = Audio // MPropertyDescription = Hit Indicator Sound. 2D Sound played to attacker and observers to indicate a hit. CSoundEventName m_sHitIndicatorSound; // MPropertyGroupName = Attributes // MPropertyDescription = Health int32 m_iHealth; // MPropertyStartGroup = Attributes // MPropertyDescription = Respawn time float32 m_flInitialSpawnTime; float32 m_flRespawnTime; float32 m_flInitialSpawnTimeTest; float32 m_flRespawnTimeTest; // MPropertyDescription = Can be mantled? bool m_bIsMantleable; // MPropertyDescription = Chance for this to drop a primary reward, 0 - 100%, this rolls first float32 m_flPrimaryDropChance; // MPropertyDescription = Category for the random rollerECitadelRandomRollTypes m_eRollType; // MPropertyStartGroup = Level 1 Pickup rewards // MPropertyDescription = Primary Pickups are rolled first. CUtlVector<BreakablePowerupDropDefinition_t> m_vecPrimaryPickups; // MPropertyDescription = Level 2 Rewards int32 m_iMatchTimeMinsForLevel2Pickups; CUtlVector<BreakablePowerupDropDefinition_t> m_vecPickups_lv2; // MPropertyDescription = Level 3 Rewards int32 m_iMatchTimeMinsForLevel3Pickups; CUtlVector<BreakablePowerupDropDefinition_t> m_vecPickups_lv3; // MPropertyDescription = How many times each entry should be in the 'card deck' int32 m_iLootListDeckSize;};