class CBaseRendererSource2 : public CParticleFunctionRenderer
{
public:
// MPropertyStartGroup = +Renderer Modifiers
// MPropertyFriendlyName = radius scale
// MPropertySortPriority = 700
CParticleCollectionRendererFloatInput m_flRadiusScale;
// MPropertyFriendlyName = alpha scale
// MPropertySortPriority = 700
CParticleCollectionRendererFloatInput m_flAlphaScale;
// MPropertyFriendlyName = rotation roll scale
// MPropertySortPriority = 700
CParticleCollectionRendererFloatInput m_flRollScale;
// MPropertyFriendlyName = per-particle alpha scale attribute
// MPropertyAttributeChoiceName = particlefield_scalar
// MPropertySortPriority = 700
ParticleAttributeIndex_t m_nAlpha2Field;
// MPropertyFriendlyName = color blend
// MPropertySortPriority = 700
CParticleCollectionRendererVecInput m_vecColorScale;
// MPropertyFriendlyName = color blend type
// MPropertySortPriority = 700
ParticleColorBlendType_t m_nColorBlendType;
// MPropertyStartGroup = +Material
// MPropertyFriendlyName = Shader
// MPropertySortPriority = 600
SpriteCardShaderType_t m_nShaderType;
// MPropertyFriendlyName = Custom Shader
// MPropertySuppressExpr = m_nShaderType != SPRITECARD_SHADER_CUSTOM
// MPropertySortPriority = 600
CUtlString m_strShaderOverride;
// MPropertyFriendlyName = X offset of center point
// MPropertySortPriority = 600
CParticleCollectionRendererFloatInput m_flCenterXOffset;
// MPropertyFriendlyName = Y offset of center point
// MPropertySortPriority = 600
CParticleCollectionRendererFloatInput m_flCenterYOffset;
// MPropertyFriendlyName = Bump Strength
// MPropertySortPriority = 600
float32 m_flBumpStrength;
// MPropertyFriendlyName = Sheet Crop Behavior
// MPropertySortPriority = 600
ParticleSequenceCropOverride_t m_nCropTextureOverride;
// MPropertyFriendlyName = Textures
// MParticleRequireDefaultArrayEntry
// MPropertyAutoExpandSelf
// MPropertySortPriority = 600
CUtlLeanVector<TextureGroup_t> m_vecTexturesInput;
// MPropertyStartGroup = Animation
// MPropertyFriendlyName = animation rate
// MPropertyAttributeRange = 0 5
// MPropertySortPriority = 500
float32 m_flAnimationRate;
// MPropertyFriendlyName = animation type
// MPropertySortPriority = 500
AnimationType_t m_nAnimationType;
// MPropertyFriendlyName = set animation value in FPS
// MPropertySortPriority = 500
bool m_bAnimateInFPS;
// MPropertyFriendlyName = motion vector scale U
// MPropertySortPriority = 500
CParticleCollectionRendererFloatInput m_flMotionVectorScaleU;
// MPropertyFriendlyName = motion vector scale V
// MPropertySortPriority = 500
CParticleCollectionRendererFloatInput m_flMotionVectorScaleV;
// MPropertyStartGroup = Lighting and Shadows
// MPropertyFriendlyName = self illum amount
// MPropertyAttributeRange = 0 2
// MPropertySortPriority = 400
CParticleCollectionRendererFloatInput m_flSelfIllumAmount;
// MPropertyFriendlyName = diffuse lighting amount
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 400
CParticleCollectionRendererFloatInput m_flDiffuseAmount;
// MPropertyFriendlyName = diffuse max contribution clamp
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 400
// MPropertySuppressExpr = mod != hlx
CParticleCollectionRendererFloatInput m_flDiffuseClamp;
// MPropertyFriendlyName = diffuse lighting origin Control Point
// MPropertySortPriority = 400
int32 m_nLightingControlPoint;
// MPropertyStartGroup = +Color and alpha adjustments
// MPropertyFriendlyName = output blend mode
// MPropertySortPriority = 300
ParticleOutputBlendMode_t m_nOutputBlendMode;
// MPropertyFriendlyName = Gamma-correct vertex colors
// MPropertySortPriority = 300
bool m_bGammaCorrectVertexColors;
// MPropertyFriendlyName = Saturate color pre alphablend
// MPropertySortPriority = 300
// MPropertySuppressExpr = mod != dota && mod != hlx
bool m_bSaturateColorPreAlphaBlend;
// MPropertyFriendlyName = add self amount over alphablend
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flAddSelfAmount;
// MPropertyFriendlyName = desaturation amount
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flDesaturation;
// MPropertyFriendlyName = overbright factor
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flOverbrightFactor;
// MPropertyFriendlyName = HSV Shift Control Point
// MPropertySortPriority = 300
int32 m_nHSVShiftControlPoint;
// MPropertyFriendlyName = Apply fog to particle
// MPropertySortPriority = 300
ParticleFogType_t m_nFogType;
// MPropertyFriendlyName = Fog Scale
// MPropertySortPriority = 300
// MPropertySuppressExpr = mod != hlx
CParticleCollectionRendererFloatInput m_flFogAmount;
// MPropertyFriendlyName = Apply fog of war to color
// MPropertySortPriority = 300
// MPropertySuppressExpr = mod != dota
bool m_bTintByFOW;
// MPropertyFriendlyName = Apply global light to color
// MPropertySortPriority = 300
// MPropertySuppressExpr = mod != dota
bool m_bTintByGlobalLight;
// MPropertyStartGroup = Color and alpha adjustments/Alpha Reference
// MPropertyFriendlyName = alpha reference
// MPropertySortPriority = 300
SpriteCardPerParticleScale_t m_nPerParticleAlphaReference;
// MPropertyFriendlyName = alpha reference window size
// MPropertySortPriority = 300
SpriteCardPerParticleScale_t m_nPerParticleAlphaRefWindow;
// MPropertyFriendlyName = alpha reference type
// MPropertySortPriority = 300
ParticleAlphaReferenceType_t m_nAlphaReferenceType;
// MPropertyFriendlyName = alpha reference softness
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flAlphaReferenceSoftness;
// MPropertyFriendlyName = source alpha value to map to alpha of zero
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flSourceAlphaValueToMapToZero;
// MPropertyFriendlyName = source alpha value to map to alpha of 1
// MPropertyAttributeRange = 0 1
// MPropertySortPriority = 300
CParticleCollectionRendererFloatInput m_flSourceAlphaValueToMapToOne;
// MPropertyStartGroup = Refraction
// MPropertyFriendlyName = refract background
// MPropertySortPriority = 200
bool m_bRefract;
// MPropertyFriendlyName = refract draws opaque - alpha scales refraction
// MPropertySortPriority = 200
// MPropertySuppressExpr = !m_bRefract
bool m_bRefractSolid;
// MPropertyFriendlyName = refract in 2 passes - can refract particles behind, requires (MBOIT!)
// MPropertySortPriority = 200
// MPropertySuppressExpr = mod != hlx || !m_bRefract
bool m_bRefract2Passes;
// MPropertyFriendlyName = refract amount
// MPropertyAttributeRange = -2 2
// MPropertySortPriority = 200
// MPropertySuppressExpr = !m_bRefract
CParticleCollectionRendererFloatInput m_flRefractAmount;
// MPropertyFriendlyName = refract blur radius
// MPropertySortPriority = 200
// MPropertySuppressExpr = !m_bRefract
int32 m_nRefractBlurRadius;
// MPropertyFriendlyName = refract blur type
// MPropertySortPriority = 200
// MPropertySuppressExpr = !m_bRefract
BlurFilterType_t m_nRefractBlurType;
// MPropertyStartGroup
// MPropertyFriendlyName = Only Render in effects bloom pass
// MPropertySortPriority = 1100
bool m_bOnlyRenderInEffectsBloomPass;
// MPropertyFriendlyName = Only Render in effects water pass
// MPropertySortPriority = 1050
// MPropertySuppressExpr = mod != csgo
bool m_bOnlyRenderInEffectsWaterPass;
// MPropertyFriendlyName = Use Mixed Resolution Rendering
// MPropertySortPriority = 1200
bool m_bUseMixedResolutionRendering;
// MPropertyFriendlyName = Only Render in effects game overlay pass
// MPropertySortPriority = 1210
// MPropertySuppressExpr = mod != csgo
bool m_bOnlyRenderInEffecsGameOverlay;
// MPropertyStartGroup = Stencil
// MPropertyFriendlyName = stencil test ID
// MPropertySortPriority = 0
char m_stencilTestID[128];
// MPropertyFriendlyName = only write where stencil is NOT stencil test ID
// MPropertySortPriority = 0
bool m_bStencilTestExclude;
// MPropertyFriendlyName = stencil write ID
// MPropertySortPriority = 0
char m_stencilWriteID[128];
// MPropertyFriendlyName = write stencil on z-buffer test success
// MPropertySortPriority = 0
bool m_bWriteStencilOnDepthPass;
// MPropertyFriendlyName = write stencil on z-buffer test failure
// MPropertySortPriority = 0
bool m_bWriteStencilOnDepthFail;
// MPropertyStartGroup = Depth buffer control and effects
// MPropertyFriendlyName = reverse z-buffer test
// MPropertySortPriority = 900
bool m_bReverseZBuffering;
// MPropertyFriendlyName = disable z-buffer test
// MPropertySortPriority = 900
bool m_bDisableZBuffering;
// MPropertyFriendlyName = Depth feathering mode
// MPropertySortPriority = 900
ParticleDepthFeatheringMode_t m_nFeatheringMode;
// MPropertyFriendlyName = particle feathering closest distance to surface
// MPropertySortPriority = 900
CParticleCollectionRendererFloatInput m_flFeatheringMinDist;
// MPropertyFriendlyName = particle feathering farthest distance to surface
// MPropertySortPriority = 900
CParticleCollectionRendererFloatInput m_flFeatheringMaxDist;
// MPropertyFriendlyName = particle feathering alpha filter
// MPropertySortPriority = 900
CParticleCollectionRendererFloatInput m_flFeatheringFilter;
// MPropertyFriendlyName = particle feathering depthmap layer filter
// MPropertySortPriority = 900
// MPropertySuppressExpr = mod != hlx
CParticleCollectionRendererFloatInput m_flFeatheringDepthMapFilter;
// MPropertyFriendlyName = depth comparison bias
// MPropertySortPriority = 900
CParticleCollectionRendererFloatInput m_flDepthBias;
// MPropertyFriendlyName = Sort Method
// MPropertySortPriority = 900
ParticleSortingChoiceList_t m_nSortMethod;
// MPropertyStartGroup = Animation
// MPropertyFriendlyName = blend sequence animation frames
// MPropertySortPriority = 500
bool m_bBlendFramesSeq0;
// MPropertyFriendlyName = use max-luminance blending for sequence
// MPropertySortPriority = 500
// MPropertySuppressExpr = !m_bBlendFramesSeq0
bool m_bMaxLuminanceBlendingSequence0;
private:
uint8 pad_2B7E[624];
};
KV3 Class Defaults