class CRenderMesh
{
    void* __vftable;
    uint8 pad_0008[8];
public:
    CUtlLeanVectorFixedGrowable<CSceneObjectData, 1> m_sceneObjects;
    CUtlLeanVector<CBaseConstraint*> m_constraints;
    CRenderSkeleton m_skeleton;
private:
    uint8 pad_0118[188];
public:
    bool m_bUseUV2ForCharting;
    bool m_bEmbeddedMapMesh;
private:
    uint8 pad_01D8[32];
public:
    DynamicMeshDeformParams_t m_meshDeformParams;
    CRenderGroom* m_pGroomData;
};

KV3 Class Defaults

{
    _class = "CRenderMesh"
    m_sceneObjects = [  ]
    m_constraints = [  ]
    m_skeleton = 
    {
        m_bones = [  ]
        m_boneParents = [  ]
        m_nBoneWeightCount = 4
    }
    m_bUseUV2ForCharting = false
    m_bEmbeddedMapMesh = false
    m_meshDeformParams = 
    {
        m_flTensionCompressScale = 0.0
        m_flTensionStretchScale = 0.0
        m_bRecomputeSmoothNormalsAfterAnimation = false
        m_bComputeDynamicMeshTensionAfterAnimation = false
        m_bSmoothNormalsAcrossUvSeams = false
        m_bEnableEyeBulgeDeformation = false
    }
    m_pGroomData = null
    m_attachments = [  ]
    m_hitboxsets = [  ]
    m_morphSet = resource:""
}