class TextureGroup_t
{
public:
    // MPropertyFriendlyName = Enabled
    bool m_bEnabled;
    // MPropertyFriendlyName = Author Texture As Gradient
    // MPropertySuppressExpr = ( m_nTextureType == SPRITECARD_TEXTURE_NORMALMAP || m_nTextureType == SPRITECARD_TEXTURE_ANIMMOTIONVEC || m_nTextureType == SPRITECARD_TEXTURE_6POINT_XYZ_A || m_nTextureType == SPRITECARD_TEXTURE_6POINT_NEGXYZ_E || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_A || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_B || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_C || m_nTextureType == SPRITECARD_TEXTURE_ILLUMINATION_GRADIENT || m_nTextureType == SPRITECARD_TEXTURE_DEPTH )
    bool m_bReplaceTextureWithGradient;
    // MPropertyFriendlyName = Texture
    // MPropertySuppressExpr = m_bReplaceTextureWithGradient
    // MPropertyAttributeEditor = AssetBrowse( vtex, *showassetpreview )
    CStrongHandle<InfoForResourceTypeCTextureBase> m_hTexture;
    // MPropertyFriendlyName = Gradient
    // MPropertySuppressExpr = !m_bReplaceTextureWithGradient
    CColorGradient m_Gradient;
    // MPropertyFriendlyName = Texture Type
    SpriteCardTextureType_t m_nTextureType;
    // MPropertyFriendlyName = Channel Mix
    // MPropertySuppressExpr = ( m_nTextureType == SPRITECARD_TEXTURE_NORMALMAP || m_nTextureType == SPRITECARD_TEXTURE_ANIMMOTIONVEC || m_nTextureType == SPRITECARD_TEXTURE_6POINT_XYZ_A || m_nTextureType == SPRITECARD_TEXTURE_6POINT_NEGXYZ_E || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_A || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_B || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_C || m_nTextureType == SPRITECARD_TEXTURE_ILLUMINATION_GRADIENT || m_nTextureType == SPRITECARD_TEXTURE_DEPTH )
    SpriteCardTextureChannel_t m_nTextureChannels;
    // MPropertyFriendlyName = Mix Blend Mode
    // MPropertySuppressExpr = ( m_nTextureType == SPRITECARD_TEXTURE_NORMALMAP || m_nTextureType == SPRITECARD_TEXTURE_ANIMMOTIONVEC || m_nTextureType == SPRITECARD_TEXTURE_6POINT_XYZ_A || m_nTextureType == SPRITECARD_TEXTURE_6POINT_NEGXYZ_E || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_A || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_B || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_C || m_nTextureType == SPRITECARD_TEXTURE_ILLUMINATION_GRADIENT || m_nTextureType == SPRITECARD_TEXTURE_DEPTH )
    ParticleTextureLayerBlendType_t m_nTextureBlendMode;
    // MPropertyFriendlyName = Blend Amount
    // MPropertySuppressExpr = ( m_nTextureType == SPRITECARD_TEXTURE_NORMALMAP || m_nTextureType == SPRITECARD_TEXTURE_ANIMMOTIONVEC || m_nTextureType == SPRITECARD_TEXTURE_6POINT_XYZ_A || m_nTextureType == SPRITECARD_TEXTURE_6POINT_NEGXYZ_E || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_A || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_B || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_C || m_nTextureType == SPRITECARD_TEXTURE_ILLUMINATION_GRADIENT || m_nTextureType == SPRITECARD_TEXTURE_DEPTH )
    CParticleCollectionRendererFloatInput m_flTextureBlend;
    // MPropertyFriendlyName = Texture Controls
    // MPropertySuppressExpr = ( m_nTextureType == SPRITECARD_TEXTURE_NORMALMAP || m_nTextureType == SPRITECARD_TEXTURE_ANIMMOTIONVEC || m_nTextureType == SPRITECARD_TEXTURE_6POINT_XYZ_A || m_nTextureType == SPRITECARD_TEXTURE_6POINT_NEGXYZ_E || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_A || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_B || m_nTextureType == SPRITECARD_TEXTURE_SPHERICAL_HARMONICS_C || m_nTextureType == SPRITECARD_TEXTURE_ILLUMINATION_GRADIENT || m_nTextureType == SPRITECARD_TEXTURE_DEPTH )
    TextureControls_t m_TextureControls;
};

KV3 Class Defaults

{
    m_bEnabled = true
    m_bReplaceTextureWithGradient = false
    m_hTexture = resource:"materials/particle/base_sprite.vtex"
    m_Gradient = 
    {
        m_Stops = [  ]
    }
    m_nTextureType = "SPRITECARD_TEXTURE_DIFFUSE"
    m_nTextureChannels = "SPRITECARD_TEXTURE_CHANNEL_MIX_RGBA"
    m_nTextureBlendMode = "SPRITECARD_TEXTURE_BLEND_MULTIPLY"
    m_flTextureBlend = 
    {
        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_TextureControls = 
    {
        m_flFinalTextureScaleU = 
        {
            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_flFinalTextureScaleV = 
        {
            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_flFinalTextureOffsetU = 
        {
            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_flFinalTextureOffsetV = 
        {
            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_flFinalTextureUVRotation = 
        {
            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_flZoomScale = 
        {
            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_flDistortion = 
        {
            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_bRandomizeOffsets = false
        m_bClampUVs = false
        m_nPerParticleBlend = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleScale = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleOffsetU = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleOffsetV = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleRotation = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleZoom = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
        m_nPerParticleDistortion = "SPRITECARD_TEXTURE_PP_SCALE_NONE"
    }
}