class C_OP_RenderProjected : public CParticleFunctionRenderer
{
public:
    // MPropertyFriendlyName = project on characters
    // MPropertySuppressExpr = mod != dota
    bool m_bProjectCharacter;
    // MPropertyFriendlyName = project on world
    // MPropertySuppressExpr = mod != dota
    bool m_bProjectWorld;
    // MPropertyFriendlyName = project on water
    // MPropertySuppressExpr = mod != dota
    bool m_bProjectWater;
    // MPropertyFriendlyName = flip horizontal
    bool m_bFlipHorizontal;
    // MPropertyFriendlyName = enable projected depth controls
    bool m_bEnableProjectedDepthControls;
    // MPropertyFriendlyName = min projection depth
    // MPropertySuppressExpr = !m_bEnableProjectedDepthControls
    float32 m_flMinProjectionDepth;
    // MPropertyFriendlyName = max projection depth
    // MPropertySuppressExpr = !m_bEnableProjectedDepthControls
    float32 m_flMaxProjectionDepth;
    // MPropertyFriendlyName = materials
    // MParticleRequireDefaultArrayEntry
    // MPropertyAutoExpandSelf
    CUtlVector<RenderProjectedMaterial_t> m_vecProjectedMaterials;
    // MPropertyFriendlyName = material selection
    CPerParticleFloatInput m_flMaterialSelection;
    // MPropertyFriendlyName = sheet animation time scale
    float32 m_flAnimationTimeScale;
    // MPropertyFriendlyName = orient to normal
    bool m_bOrientToNormal;
    // MPropertyFriendlyName = material variables
    // MPropertyAutoExpandSelf
    CUtlVector<MaterialVariable_t> m_MaterialVars;
    // MPropertyStartGroup = +Renderer Modifiers
    // MPropertyFriendlyName = Radius Scale
    // MPropertySortPriority = 700
    CParticleCollectionFloatInput m_flRadiusScale;
    // MPropertyFriendlyName = alpha scale
    // MPropertySortPriority = 700
    CParticleCollectionFloatInput m_flAlphaScale;
    // MPropertyFriendlyName = rotation roll scale
    // MPropertySortPriority = 700
    CParticleCollectionFloatInput m_flRollScale;
    // MPropertyFriendlyName = per-particle alpha scale attribute
    // MPropertyAttributeChoiceName = particlefield_scalar
    // MPropertySortPriority = 700
    ParticleAttributeIndex_t m_nAlpha2Field;
    // MPropertyFriendlyName = color blend
    // MPropertySortPriority = 700
    CParticleCollectionVecInput m_vecColorScale;
    // MPropertyFriendlyName = color blend type
    // MPropertySortPriority = 700
    ParticleColorBlendType_t m_nColorBlendType;
private:
    uint8 pad_0EF4[24];
};

KV3 Class Defaults

{
    _class = "C_OP_RenderProjected"
    m_flOpStrength = 
    {
        m_nType = "PF_TYPE_LITERAL"
        m_nMapType = "PF_MAP_TYPE_DIRECT"
        m_flLiteralValue = 1.0
        m_NamedValue = ""
        m_nControlPoint = 0
        m_nScalarAttribute = 3
        m_nVectorAttribute = 6
        m_nVectorComponent = 0
        m_bReverseOrder = false
        m_flRandomMin = 0.0
        m_flRandomMax = 1.0
        m_bHasRandomSignFlip = false
        m_nRandomSeed = -1
        m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
        m_strSnapshotSubset = ""
        m_flLOD0 = 0.0
        m_flLOD1 = 0.0
        m_flLOD2 = 0.0
        m_flLOD3 = 0.0
        m_nNoiseInputVectorAttribute = 0
        m_flNoiseOutputMin = 0.0
        m_flNoiseOutputMax = 1.0
        m_flNoiseScale = 0.1
        m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
        m_flNoiseOffset = 0.0
        m_nNoiseOctaves = 1
        m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
        m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
        m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
        m_flNoiseTurbulenceScale = 1.0
        m_flNoiseTurbulenceMix = 0.5
        m_flNoiseImgPreviewScale = 1.0
        m_bNoiseImgPreviewLive = true
        m_flNoCameraFallback = 0.0
        m_bUseBoundsCenter = false
        m_nInputMode = "PF_INPUT_MODE_CLAMPED"
        m_flMultFactor = 1.0
        m_flInput0 = 0.0
        m_flInput1 = 1.0
        m_flOutput0 = 0.0
        m_flOutput1 = 1.0
        m_flNotchedRangeMin = 0.0
        m_flNotchedRangeMax = 1.0
        m_flNotchedOutputOutside = 0.0
        m_flNotchedOutputInside = 1.0
        m_nRoundType = "PF_ROUND_TYPE_NEAREST"
        m_nBiasType = "PF_BIAS_TYPE_STANDARD"
        m_flBiasParameter = 0.0
        m_Curve = 
        {
            m_spline = [  ]
            m_tangents = [  ]
            m_vDomainMins = [ 0.0, 0.0 ]
            m_vDomainMaxs = [ 0.0, 0.0 ]
        }
    }
    m_nOpEndCapState = "PARTICLE_ENDCAP_ALWAYS_ON"
    m_nToolsState = "PARTICLE_TOOLS_STATE_ALWAYS_ON"
    m_flOpStartFadeInTime = 0.0
    m_flOpEndFadeInTime = 0.0
    m_flOpStartFadeOutTime = 0.0
    m_flOpEndFadeOutTime = 0.0
    m_flOpFadeOscillatePeriod = 0.0
    m_bNormalizeToStopTime = false
    m_flOpTimeOffsetMin = 0.0
    m_flOpTimeOffsetMax = 0.0
    m_nOpTimeOffsetSeed = 0
    m_nOpTimeScaleSeed = 0
    m_flOpTimeScaleMin = 1.0
    m_flOpTimeScaleMax = 1.0
    m_bDisableOperator = false
    m_Notes = ""
    VisibilityInputs = 
    {
        m_flCameraBias = 0.0
        m_nCPin = -1
        m_flProxyRadius = 1.0
        m_flInputMin = 0.0
        m_flInputMax = 1.0
        m_flInputPixelVisFade = 0.25
        m_flNoPixelVisibilityFallback = 1.0
        m_flDistanceInputMin = 0.0
        m_flDistanceInputMax = 0.0
        m_flDotInputMin = 0.0
        m_flDotInputMax = 0.0
        m_bDotCPAngles = true
        m_bDotCameraAngles = false
        m_flAlphaScaleMin = 0.0
        m_flAlphaScaleMax = 1.0
        m_flRadiusScaleMin = 1.0
        m_flRadiusScaleMax = 1.0
        m_flRadiusScaleFOVBase = 0.0
        m_bRightEye = false
    }
    m_bCannotBeRefracted = true
    m_bSkipRenderingOnMobile = false
    m_bProjectCharacter = false
    m_bProjectWorld = true
    m_bProjectWater = true
    m_bFlipHorizontal = false
    m_bEnableProjectedDepthControls = false
    m_flMinProjectionDepth = -128.0
    m_flMaxProjectionDepth = 128.0
    m_vecProjectedMaterials = [  ]
    m_flMaterialSelection = 
    {
        m_nType = "PF_TYPE_LITERAL"
        m_nMapType = "PF_MAP_TYPE_DIRECT"
        m_flLiteralValue = 0.0
        m_NamedValue = ""
        m_nControlPoint = 0
        m_nScalarAttribute = 3
        m_nVectorAttribute = 6
        m_nVectorComponent = 0
        m_bReverseOrder = false
        m_flRandomMin = 0.0
        m_flRandomMax = 1.0
        m_bHasRandomSignFlip = false
        m_nRandomSeed = -1
        m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
        m_strSnapshotSubset = ""
        m_flLOD0 = 0.0
        m_flLOD1 = 0.0
        m_flLOD2 = 0.0
        m_flLOD3 = 0.0
        m_nNoiseInputVectorAttribute = 0
        m_flNoiseOutputMin = 0.0
        m_flNoiseOutputMax = 1.0
        m_flNoiseScale = 0.1
        m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
        m_flNoiseOffset = 0.0
        m_nNoiseOctaves = 1
        m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
        m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
        m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
        m_flNoiseTurbulenceScale = 1.0
        m_flNoiseTurbulenceMix = 0.5
        m_flNoiseImgPreviewScale = 1.0
        m_bNoiseImgPreviewLive = true
        m_flNoCameraFallback = 0.0
        m_bUseBoundsCenter = false
        m_nInputMode = "PF_INPUT_MODE_CLAMPED"
        m_flMultFactor = 1.0
        m_flInput0 = 0.0
        m_flInput1 = 1.0
        m_flOutput0 = 0.0
        m_flOutput1 = 1.0
        m_flNotchedRangeMin = 0.0
        m_flNotchedRangeMax = 1.0
        m_flNotchedOutputOutside = 0.0
        m_flNotchedOutputInside = 1.0
        m_nRoundType = "PF_ROUND_TYPE_NEAREST"
        m_nBiasType = "PF_BIAS_TYPE_STANDARD"
        m_flBiasParameter = 0.0
        m_Curve = 
        {
            m_spline = [  ]
            m_tangents = [  ]
            m_vDomainMins = [ 0.0, 0.0 ]
            m_vDomainMaxs = [ 0.0, 0.0 ]
        }
    }
    m_flAnimationTimeScale = 1.0
    m_bOrientToNormal = false
    m_MaterialVars = [  ]
    m_flRadiusScale = 
    {
        m_nType = "PF_TYPE_LITERAL"
        m_nMapType = "PF_MAP_TYPE_DIRECT"
        m_flLiteralValue = 1.0
        m_NamedValue = ""
        m_nControlPoint = 0
        m_nScalarAttribute = 3
        m_nVectorAttribute = 6
        m_nVectorComponent = 0
        m_bReverseOrder = false
        m_flRandomMin = 0.0
        m_flRandomMax = 1.0
        m_bHasRandomSignFlip = false
        m_nRandomSeed = -1
        m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
        m_strSnapshotSubset = ""
        m_flLOD0 = 0.0
        m_flLOD1 = 0.0
        m_flLOD2 = 0.0
        m_flLOD3 = 0.0
        m_nNoiseInputVectorAttribute = 0
        m_flNoiseOutputMin = 0.0
        m_flNoiseOutputMax = 1.0
        m_flNoiseScale = 0.1
        m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
        m_flNoiseOffset = 0.0
        m_nNoiseOctaves = 1
        m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
        m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
        m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
        m_flNoiseTurbulenceScale = 1.0
        m_flNoiseTurbulenceMix = 0.5
        m_flNoiseImgPreviewScale = 1.0
        m_bNoiseImgPreviewLive = true
        m_flNoCameraFallback = 0.0
        m_bUseBoundsCenter = false
        m_nInputMode = "PF_INPUT_MODE_CLAMPED"
        m_flMultFactor = 1.0
        m_flInput0 = 0.0
        m_flInput1 = 1.0
        m_flOutput0 = 0.0
        m_flOutput1 = 1.0
        m_flNotchedRangeMin = 0.0
        m_flNotchedRangeMax = 1.0
        m_flNotchedOutputOutside = 0.0
        m_flNotchedOutputInside = 1.0
        m_nRoundType = "PF_ROUND_TYPE_NEAREST"
        m_nBiasType = "PF_BIAS_TYPE_STANDARD"
        m_flBiasParameter = 0.0
        m_Curve = 
        {
            m_spline = [  ]
            m_tangents = [  ]
            m_vDomainMins = [ 0.0, 0.0 ]
            m_vDomainMaxs = [ 0.0, 0.0 ]
        }
    }
    m_flAlphaScale = 
    {
        m_nType = "PF_TYPE_LITERAL"
        m_nMapType = "PF_MAP_TYPE_DIRECT"
        m_flLiteralValue = 1.0
        m_NamedValue = ""
        m_nControlPoint = 0
        m_nScalarAttribute = 3
        m_nVectorAttribute = 6
        m_nVectorComponent = 0
        m_bReverseOrder = false
        m_flRandomMin = 0.0
        m_flRandomMax = 1.0
        m_bHasRandomSignFlip = false
        m_nRandomSeed = -1
        m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
        m_strSnapshotSubset = ""
        m_flLOD0 = 0.0
        m_flLOD1 = 0.0
        m_flLOD2 = 0.0
        m_flLOD3 = 0.0
        m_nNoiseInputVectorAttribute = 0
        m_flNoiseOutputMin = 0.0
        m_flNoiseOutputMax = 1.0
        m_flNoiseScale = 0.1
        m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
        m_flNoiseOffset = 0.0
        m_nNoiseOctaves = 1
        m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
        m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
        m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
        m_flNoiseTurbulenceScale = 1.0
        m_flNoiseTurbulenceMix = 0.5
        m_flNoiseImgPreviewScale = 1.0
        m_bNoiseImgPreviewLive = true
        m_flNoCameraFallback = 0.0
        m_bUseBoundsCenter = false
        m_nInputMode = "PF_INPUT_MODE_CLAMPED"
        m_flMultFactor = 1.0
        m_flInput0 = 0.0
        m_flInput1 = 1.0
        m_flOutput0 = 0.0
        m_flOutput1 = 1.0
        m_flNotchedRangeMin = 0.0
        m_flNotchedRangeMax = 1.0
        m_flNotchedOutputOutside = 0.0
        m_flNotchedOutputInside = 1.0
        m_nRoundType = "PF_ROUND_TYPE_NEAREST"
        m_nBiasType = "PF_BIAS_TYPE_STANDARD"
        m_flBiasParameter = 0.0
        m_Curve = 
        {
            m_spline = [  ]
            m_tangents = [  ]
            m_vDomainMins = [ 0.0, 0.0 ]
            m_vDomainMaxs = [ 0.0, 0.0 ]
        }
    }
    m_flRollScale = 
    {
        m_nType = "PF_TYPE_LITERAL"
        m_nMapType = "PF_MAP_TYPE_DIRECT"
        m_flLiteralValue = 1.0
        m_NamedValue = ""
        m_nControlPoint = 0
        m_nScalarAttribute = 3
        m_nVectorAttribute = 6
        m_nVectorComponent = 0
        m_bReverseOrder = false
        m_flRandomMin = 0.0
        m_flRandomMax = 1.0
        m_bHasRandomSignFlip = false
        m_nRandomSeed = -1
        m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
        m_strSnapshotSubset = ""
        m_flLOD0 = 0.0
        m_flLOD1 = 0.0
        m_flLOD2 = 0.0
        m_flLOD3 = 0.0
        m_nNoiseInputVectorAttribute = 0
        m_flNoiseOutputMin = 0.0
        m_flNoiseOutputMax = 1.0
        m_flNoiseScale = 0.1
        m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
        m_flNoiseOffset = 0.0
        m_nNoiseOctaves = 1
        m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
        m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
        m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
        m_flNoiseTurbulenceScale = 1.0
        m_flNoiseTurbulenceMix = 0.5
        m_flNoiseImgPreviewScale = 1.0
        m_bNoiseImgPreviewLive = true
        m_flNoCameraFallback = 0.0
        m_bUseBoundsCenter = false
        m_nInputMode = "PF_INPUT_MODE_CLAMPED"
        m_flMultFactor = 1.0
        m_flInput0 = 0.0
        m_flInput1 = 1.0
        m_flOutput0 = 0.0
        m_flOutput1 = 1.0
        m_flNotchedRangeMin = 0.0
        m_flNotchedRangeMax = 1.0
        m_flNotchedOutputOutside = 0.0
        m_flNotchedOutputInside = 1.0
        m_nRoundType = "PF_ROUND_TYPE_NEAREST"
        m_nBiasType = "PF_BIAS_TYPE_STANDARD"
        m_flBiasParameter = 0.0
        m_Curve = 
        {
            m_spline = [  ]
            m_tangents = [  ]
            m_vDomainMins = [ 0.0, 0.0 ]
            m_vDomainMaxs = [ 0.0, 0.0 ]
        }
    }
    m_nAlpha2Field = 16
    m_vecColorScale = 
    {
        m_nType = "PVEC_TYPE_LITERAL_COLOR"
        m_vLiteralValue = [ 0.0, 0.0, 0.0 ]
        m_LiteralColor = [ 255, 255, 255 ]
        m_NamedValue = ""
        m_bFollowNamedValue = false
        m_nVectorAttribute = 6
        m_vVectorAttributeScale = [ 1.0, 1.0, 1.0 ]
        m_nControlPoint = 0
        m_nDeltaControlPoint = 0
        m_vCPValueScale = [ 1.0, 1.0, 1.0 ]
        m_vCPRelativePosition = [ 0.0, 0.0, 0.0 ]
        m_vCPRelativeDir = [ 1.0, 0.0, 0.0 ]
        m_FloatComponentX = 
        {
            m_nType = "PF_TYPE_LITERAL"
            m_nMapType = "PF_MAP_TYPE_DIRECT"
            m_flLiteralValue = 0.0
            m_NamedValue = ""
            m_nControlPoint = 0
            m_nScalarAttribute = 3
            m_nVectorAttribute = 6
            m_nVectorComponent = 0
            m_bReverseOrder = false
            m_flRandomMin = 0.0
            m_flRandomMax = 1.0
            m_bHasRandomSignFlip = false
            m_nRandomSeed = -1
            m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
            m_strSnapshotSubset = ""
            m_flLOD0 = 0.0
            m_flLOD1 = 0.0
            m_flLOD2 = 0.0
            m_flLOD3 = 0.0
            m_nNoiseInputVectorAttribute = 0
            m_flNoiseOutputMin = 0.0
            m_flNoiseOutputMax = 1.0
            m_flNoiseScale = 0.1
            m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
            m_flNoiseOffset = 0.0
            m_nNoiseOctaves = 1
            m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
            m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
            m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
            m_flNoiseTurbulenceScale = 1.0
            m_flNoiseTurbulenceMix = 0.5
            m_flNoiseImgPreviewScale = 1.0
            m_bNoiseImgPreviewLive = true
            m_flNoCameraFallback = 0.0
            m_bUseBoundsCenter = false
            m_nInputMode = "PF_INPUT_MODE_CLAMPED"
            m_flMultFactor = 1.0
            m_flInput0 = 0.0
            m_flInput1 = 1.0
            m_flOutput0 = 0.0
            m_flOutput1 = 1.0
            m_flNotchedRangeMin = 0.0
            m_flNotchedRangeMax = 1.0
            m_flNotchedOutputOutside = 0.0
            m_flNotchedOutputInside = 1.0
            m_nRoundType = "PF_ROUND_TYPE_NEAREST"
            m_nBiasType = "PF_BIAS_TYPE_STANDARD"
            m_flBiasParameter = 0.0
            m_Curve = 
            {
                m_spline = [  ]
                m_tangents = [  ]
                m_vDomainMins = [ 0.0, 0.0 ]
                m_vDomainMaxs = [ 0.0, 0.0 ]
            }
        }
        m_FloatComponentY = 
        {
            m_nType = "PF_TYPE_LITERAL"
            m_nMapType = "PF_MAP_TYPE_DIRECT"
            m_flLiteralValue = 0.0
            m_NamedValue = ""
            m_nControlPoint = 0
            m_nScalarAttribute = 3
            m_nVectorAttribute = 6
            m_nVectorComponent = 0
            m_bReverseOrder = false
            m_flRandomMin = 0.0
            m_flRandomMax = 1.0
            m_bHasRandomSignFlip = false
            m_nRandomSeed = -1
            m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
            m_strSnapshotSubset = ""
            m_flLOD0 = 0.0
            m_flLOD1 = 0.0
            m_flLOD2 = 0.0
            m_flLOD3 = 0.0
            m_nNoiseInputVectorAttribute = 0
            m_flNoiseOutputMin = 0.0
            m_flNoiseOutputMax = 1.0
            m_flNoiseScale = 0.1
            m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
            m_flNoiseOffset = 0.0
            m_nNoiseOctaves = 1
            m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
            m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
            m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
            m_flNoiseTurbulenceScale = 1.0
            m_flNoiseTurbulenceMix = 0.5
            m_flNoiseImgPreviewScale = 1.0
            m_bNoiseImgPreviewLive = true
            m_flNoCameraFallback = 0.0
            m_bUseBoundsCenter = false
            m_nInputMode = "PF_INPUT_MODE_CLAMPED"
            m_flMultFactor = 1.0
            m_flInput0 = 0.0
            m_flInput1 = 1.0
            m_flOutput0 = 0.0
            m_flOutput1 = 1.0
            m_flNotchedRangeMin = 0.0
            m_flNotchedRangeMax = 1.0
            m_flNotchedOutputOutside = 0.0
            m_flNotchedOutputInside = 1.0
            m_nRoundType = "PF_ROUND_TYPE_NEAREST"
            m_nBiasType = "PF_BIAS_TYPE_STANDARD"
            m_flBiasParameter = 0.0
            m_Curve = 
            {
                m_spline = [  ]
                m_tangents = [  ]
                m_vDomainMins = [ 0.0, 0.0 ]
                m_vDomainMaxs = [ 0.0, 0.0 ]
            }
        }
        m_FloatComponentZ = 
        {
            m_nType = "PF_TYPE_LITERAL"
            m_nMapType = "PF_MAP_TYPE_DIRECT"
            m_flLiteralValue = 0.0
            m_NamedValue = ""
            m_nControlPoint = 0
            m_nScalarAttribute = 3
            m_nVectorAttribute = 6
            m_nVectorComponent = 0
            m_bReverseOrder = false
            m_flRandomMin = 0.0
            m_flRandomMax = 1.0
            m_bHasRandomSignFlip = false
            m_nRandomSeed = -1
            m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
            m_strSnapshotSubset = ""
            m_flLOD0 = 0.0
            m_flLOD1 = 0.0
            m_flLOD2 = 0.0
            m_flLOD3 = 0.0
            m_nNoiseInputVectorAttribute = 0
            m_flNoiseOutputMin = 0.0
            m_flNoiseOutputMax = 1.0
            m_flNoiseScale = 0.1
            m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
            m_flNoiseOffset = 0.0
            m_nNoiseOctaves = 1
            m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
            m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
            m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
            m_flNoiseTurbulenceScale = 1.0
            m_flNoiseTurbulenceMix = 0.5
            m_flNoiseImgPreviewScale = 1.0
            m_bNoiseImgPreviewLive = true
            m_flNoCameraFallback = 0.0
            m_bUseBoundsCenter = false
            m_nInputMode = "PF_INPUT_MODE_CLAMPED"
            m_flMultFactor = 1.0
            m_flInput0 = 0.0
            m_flInput1 = 1.0
            m_flOutput0 = 0.0
            m_flOutput1 = 1.0
            m_flNotchedRangeMin = 0.0
            m_flNotchedRangeMax = 1.0
            m_flNotchedOutputOutside = 0.0
            m_flNotchedOutputInside = 1.0
            m_nRoundType = "PF_ROUND_TYPE_NEAREST"
            m_nBiasType = "PF_BIAS_TYPE_STANDARD"
            m_flBiasParameter = 0.0
            m_Curve = 
            {
                m_spline = [  ]
                m_tangents = [  ]
                m_vDomainMins = [ 0.0, 0.0 ]
                m_vDomainMaxs = [ 0.0, 0.0 ]
            }
        }
        m_FloatInterp = 
        {
            m_nType = "PF_TYPE_LITERAL"
            m_nMapType = "PF_MAP_TYPE_DIRECT"
            m_flLiteralValue = 0.0
            m_NamedValue = ""
            m_nControlPoint = 0
            m_nScalarAttribute = 3
            m_nVectorAttribute = 6
            m_nVectorComponent = 0
            m_bReverseOrder = false
            m_flRandomMin = 0.0
            m_flRandomMax = 1.0
            m_bHasRandomSignFlip = false
            m_nRandomSeed = -1
            m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
            m_strSnapshotSubset = ""
            m_flLOD0 = 0.0
            m_flLOD1 = 0.0
            m_flLOD2 = 0.0
            m_flLOD3 = 0.0
            m_nNoiseInputVectorAttribute = 0
            m_flNoiseOutputMin = 0.0
            m_flNoiseOutputMax = 1.0
            m_flNoiseScale = 0.1
            m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
            m_flNoiseOffset = 0.0
            m_nNoiseOctaves = 1
            m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
            m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
            m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
            m_flNoiseTurbulenceScale = 1.0
            m_flNoiseTurbulenceMix = 0.5
            m_flNoiseImgPreviewScale = 1.0
            m_bNoiseImgPreviewLive = true
            m_flNoCameraFallback = 0.0
            m_bUseBoundsCenter = false
            m_nInputMode = "PF_INPUT_MODE_CLAMPED"
            m_flMultFactor = 1.0
            m_flInput0 = 0.0
            m_flInput1 = 1.0
            m_flOutput0 = 0.0
            m_flOutput1 = 1.0
            m_flNotchedRangeMin = 0.0
            m_flNotchedRangeMax = 1.0
            m_flNotchedOutputOutside = 0.0
            m_flNotchedOutputInside = 1.0
            m_nRoundType = "PF_ROUND_TYPE_NEAREST"
            m_nBiasType = "PF_BIAS_TYPE_STANDARD"
            m_flBiasParameter = 0.0
            m_Curve = 
            {
                m_spline = [  ]
                m_tangents = [  ]
                m_vDomainMins = [ 0.0, 0.0 ]
                m_vDomainMaxs = [ 0.0, 0.0 ]
            }
        }
        m_flInterpInput0 = 0.0
        m_flInterpInput1 = 1.0
        m_vInterpOutput0 = [ 0.0, 0.0, 0.0 ]
        m_vInterpOutput1 = [ 1.0, 1.0, 1.0 ]
        m_Gradient = 
        {
            m_Stops = [  ]
        }
        m_vRandomMin = [ 0.0, 0.0, 0.0 ]
        m_vRandomMax = [ 0.0, 0.0, 0.0 ]
    }
    m_nColorBlendType = "PARTICLE_COLOR_BLEND_MULTIPLY"
}