class CGlobalLightBase
{
void* __vftable;
uint8 pad_0008[8];
public:
bool m_bSpotLight;
Vector m_SpotLightOrigin;
QAngle m_SpotLightAngles;
Vector m_ShadowDirection;
Vector m_AmbientDirection;
Vector m_SpecularDirection;
Vector m_InspectorSpecularDirection;
float32 m_flSpecularPower;
float32 m_flSpecularIndependence;
Color m_SpecularColor;
bool m_bStartDisabled;
bool m_bEnabled;
Color m_LightColor;
Color m_AmbientColor1;
Color m_AmbientColor2;
Color m_AmbientColor3;
float32 m_flSunDistance;
float32 m_flFOV;
float32 m_flNearZ;
float32 m_flFarZ;
bool m_bEnableShadows;
bool m_bOldEnableShadows;
bool m_bBackgroundClearNotRequired;
float32 m_flCloudScale;
float32 m_flCloud1Speed;
float32 m_flCloud1Direction;
float32 m_flCloud2Speed;
float32 m_flCloud2Direction;
private:
uint8 pad_00A4[12];
public:
float32 m_flAmbientScale1;
float32 m_flAmbientScale2;
float32 m_flGroundScale;
float32 m_flLightScale;
float32 m_flFoWDarkness;
bool m_bEnableSeparateSkyboxFog;
Vector m_vFowColor;
Vector m_ViewOrigin;
QAngle m_ViewAngles;
float32 m_flViewFoV;
Vector m_WorldPoints[8];
private:
uint8 pad_0150[856];
public:
Vector2D m_vFogOffsetLayer0;
Vector2D m_vFogOffsetLayer1;
CHandle<C_BaseEntity> m_hEnvWind;
CHandle<C_BaseEntity> m_hEnvSky;
};