class CCitadel_CapturePointVData : publicCEntitySubclassVDataBase{public: // MPropertyStartGroup = Visuals // MPropertyDescription = Particle that's active in the pre-enabled window. CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_strPreEnableParticle; // MPropertyDescription = Particle that's fired when the point becomes active. CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_strOnBecomeEnableParticle; // MPropertyDescription = Particle that's active while the capture point is enabled. CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_strEnabledParticle; // MPropertyDescription = Particle that's fired when the point is fully captured by a team. CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_strOnFullyCapturedParticle; // MPropertyStartGroup = Sounds // MPropertyDescription = Loop that plays while the capture point is active. CUtlOrderedMap<ECitadelAudioLoopSounds, CSoundEventName> m_EnabledLoopSounds; // MPropertyDescription = Loop that plays when the enemy team is actively capturing. CUtlOrderedMap<ECitadelAudioLoopSounds, CSoundEventName> m_EnemyCapturingLoopSounds; // MPropertyDescription = Loop that plays when the friendly team is actively capturing. CUtlOrderedMap<ECitadelAudioLoopSounds, CSoundEventName> m_FriendlyCapturingLoopSounds; // MPropertyDescription = Plays when the pre-enable period starts. CSoundEventName m_strPreEnableStartSound; // MPropertyDescription = Plays when the enable period starts. CSoundEventName m_strEnableStartSound; // MPropertyDescription = Plays when the point is fully captured. CSoundEventName m_strFullyCapturedSound; // MPropertyStartGroup = Modifiers CEmbeddedSubclass<CBaseModifier> m_modifierCapturer; // MPropertyStartGroup = Capture Settings // MPropertyDescription = When no playars are in the capture area, what fraction of progress is lost per second. float32 m_flDecaySpeed; // MPropertyDescription = Remap of number of capturers to capture time in seconds. Smaller is faster!CRemapFloat m_remapCapturersToCaptureTime; // MPropertyDescription = Using the above capture times, scale them by this amount when undoing enemy progress. float32 m_flEnemyProgressRemoveScale; // MPropertyDescription = How much health will be taken from each player over a full capture. float32 m_flTotalHealthToCapture; // MPropertyStartGroup = Match Settings // MPropertyDescription = Time in the match this capture point can first become enabled.CRangeFloat m_flInitialEnableTimeInSeconds; // MPropertyDescription = How long before the enable time to trigger pre-enabled effects. float32 m_flPreEnableWindowInSeconds; // MPropertyDescription = Once the escort dies, how long until we re-enable ourselves.CRangeFloat m_flRespawnRangeInSeconds;};