class CNewParticleEffect : public IParticleEffect
{
uint8 pad_0008[8];
public:
CNewParticleEffect* m_pNext;
CNewParticleEffect* m_pPrev;
IParticleCollection* m_pParticles;
char* m_pDebugName;
uint8 m_bDontRemove : 1;
uint8 m_bRemove : 1;
uint8 m_bNeedsBBoxUpdate : 1;
uint8 m_bIsFirstFrame : 1;
uint8 m_bAutoUpdateBBox : 1;
uint8 m_bAllocated : 1;
uint8 m_bSimulate : 1;
uint8 m_bShouldPerformCullCheck : 1;
uint8 m_bForceNoDraw : 1;
uint8 m_bSuppressScreenSpaceEffect : 1;
uint8 m_bShouldSave : 1;
uint8 m_bShouldSimulateDuringGamePaused : 1;
uint8 m_bShouldCheckFoW : 1;
uint8 m_bIsAsyncCreate : 1;
uint8 m_bFreezeTransitionActive : 1;
uint8 m_bFreezeTargetState : 1;
uint8 m_bCanFreeze : 1;
private:
uint8 pad_0033[13];
public:
Vector m_vSortOrigin;
float32 m_flScale;
PARTICLE_EHANDLE__* m_hOwner;
CParticleProperty* m_pOwningParticleProperty;
private:
uint8 pad_0060[16];
public:
float32 m_flFreezeTransitionStart;
float32 m_flFreezeTransitionDuration;
float32 m_flFreezeTransitionOverride;
Vector m_LastMin;
Vector m_LastMax;
CSplitScreenSlot m_nSplitScreenUser;
Vector m_vecAggregationCenter;
private:
uint8 pad_00A4[44];
public:
int32 m_RefCount;
};