// MNetworkVarNames = Vector dirPrimary
// MNetworkVarNames = Color colorPrimary
// MNetworkVarNames = Color colorSecondary
// MNetworkVarNames = Color colorPrimaryLerpTo
// MNetworkVarNames = Color colorSecondaryLerpTo
// MNetworkVarNames = float32 start
// MNetworkVarNames = float32 end
// MNetworkVarNames = float32 farz
// MNetworkVarNames = float32 maxdensity
// MNetworkVarNames = float32 exponent
// MNetworkVarNames = float32 HDRColorScale
// MNetworkVarNames = float32 skyboxFogFactor
// MNetworkVarNames = float32 skyboxFogFactorLerpTo
// MNetworkVarNames = float32 startLerpTo
// MNetworkVarNames = float32 endLerpTo
// MNetworkVarNames = float32 maxdensityLerpTo
// MNetworkVarNames = GameTime_t lerptime
// MNetworkVarNames = float32 duration
// MNetworkVarNames = float32 blendtobackground
// MNetworkVarNames = float32 scattering
// MNetworkVarNames = float32 locallightscale
// MNetworkVarNames = bool enable
// MNetworkVarNames = bool blend
class fogparams_t
{
void* __vftable;
public:
// MNetworkEnable
// MNetworkEncoder = coord
Vector dirPrimary;
// MNetworkEnable
Color colorPrimary;
// MNetworkEnable
Color colorSecondary;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
Color colorPrimaryLerpTo;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
Color colorSecondaryLerpTo;
// MNetworkEnable
float32 start;
// MNetworkEnable
float32 end;
// MNetworkEnable
// MNetworkUserGroup = FogController
float32 farz;
// MNetworkEnable
float32 maxdensity;
// MNetworkEnable
float32 exponent;
// MNetworkEnable
float32 HDRColorScale;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
float32 skyboxFogFactor;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
float32 skyboxFogFactorLerpTo;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
float32 startLerpTo;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
float32 endLerpTo;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
float32 maxdensityLerpTo;
// MNetworkEnable
// MNetworkUserGroup = FogController
// MNotSaved = !!UNKNOWN!!
GameTime_t lerptime;
// MNetworkEnable
// MNetworkUserGroup = FogController
float32 duration;
// MNetworkEnable
// MNetworkUserGroup = FogController
float32 blendtobackground;
// MNetworkEnable
// MNetworkUserGroup = FogController
float32 scattering;
// MNetworkEnable
// MNetworkUserGroup = FogController
float32 locallightscale;
// MNetworkEnable
bool enable;
// MNetworkEnable
bool blend;
// MNotSaved = !!UNKNOWN!!
bool m_bPadding2;
// MNotSaved = !!UNKNOWN!!
bool m_bPadding;
};