// MPropertySuppressBaseClassField = m_flHeadDamageMultiplier// MPropertySuppressBaseClassField = m_flChestDamageMultiplier// MPropertySuppressBaseClassField = m_flStomachDamageMultiplier// MPropertySuppressBaseClassField = m_flArmDamageMultiplier// MPropertySuppressBaseClassField = m_flLegDamageMultiplier// MPropertySuppressBaseClassField = m_nMaxAdditionalAmmoBalancingShotsclass CAI_CitadelNPCVData : publicCAI_BaseNPCVData{public: CUtlOrderedMap<EAbilitySlots_t, CSubclassName<4>> m_mapBoundAbilities; float32 m_flSightRangePlayers; float32 m_flSightRangeNPCs; CGlobalSymbol m_MeleeAnimName; float32 m_flMeleeAttemptRange; float32 m_flMeleeHitRange; CUtlVector<float32> m_MeleeAttackPoints; float32 m_flMaxHealthBarDrawDistance; // MPropertyStartGroup = Movement float32 m_flWalkSpeed; float32 m_flRunSpeed; float32 m_flTurnRate; float32 m_flAcceleration; float32 m_flStepHeight; float32 m_flJumpAnticipationTime; // MPropertyStartGroup = Sounds CSoundEventName m_BeamStartSound; CSoundEventName m_BeamStopSound; CSoundEventName m_BeamPointStartLoopSound; CSoundEventName m_BeamPointEndLoopSound; CSoundEventName m_BeamPointClosestLoopSound; CSoundEventName m_strAmbientLoopSound; CSoundEventName m_DeathSound; CSoundEventName m_strLastHitSound; bool m_bPlayLastHitSound; float32 m_flLastHitSoundWindowTime; CSoundEventName m_MeleeHitSound; CSoundEventName m_MeleeHitPlayerSound; // MPropertyStartGroup = Visuals // MPropertyDescription = When set, uses this model when on the Amber team. Falls back to Model Name if not set CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_sAmberModelName; // MPropertyDescription = When set, uses this model when on the Sapphire team. Falls back to Model Name if not set CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_sSapphireModelName; CModelMaterialGroupName m_sDefaultMaterialGroupName; CModelMaterialGroupName m_sEnemyMaterialGroupName; CModelMaterialGroupName m_sTeam1MaterialGroupName; CModelMaterialGroupName m_sTeam2MaterialGroupName; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_MeleeSwingParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_MeleeActivateParticle; float32 m_flModelScale; // MPropertyDescription = Particle to play instead of doing a ragdoll CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_DeathParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_JumpParticle; // MPropertyStartGroup = Outline float32 m_flOutlineRange; float32 m_flOutlineWidth; // MPropertyDescription = Whether to show an outline through walls bool m_bOutlineThroughWalls; // MPropertyDescription = Whether to show an outline when visible bool m_bOutlineWhenVisible; // MPropertyDescription = If not showing an outline, whether to hide / suppress other outlines through this object. bool m_bSuppressOtherOutlinesWhenVisible; // MPropertyStartGroup = Health Bar CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_HealthBarParticle; CUtlString m_sHealthBarAttachment; Color m_HealthBarColorFriend; Color m_HealthBarColorEnemy; Color m_HealthBarColorTeam1; Color m_HealthBarColorTeam2; Color m_HealthBarColorTeamNeutral; // MPropertyStartGroup = Misc // MPropertyDescription = Extra distance that a melee attacking npc can hit this npc from. Useful for medium and larger npcs. float32 m_flMeleeTargetRadius; float32 m_flHealthBarOffset; // MPropertyDescription = When true, spawns breakables defined in the model bool m_bSpawnBreakablesOnDeath; // MPropertySuppressExpr = m_bSpawnBreakablesOnDeath == false float32 m_flBreakableForceScale; // MPropertyDescription = Modifier for physics impulses applied to this NPC (0 == unmoveable) float32 m_flPhysicsImpulseMultiplier; // MPropertyStartGroup = Beam Weapon float32 m_flBeamWeaponWidth; float32 m_flBeamTurnRate; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_BeamWeaponParticle;CCitadelWeaponInfo m_WeaponInfo;};