class CAbilityJumpVData : publicCitadelAbilityVData{public: float32 m_flShootingLockoutAfterJump; float32 m_flShootingInaccuracyPercentageAfterJump; float32 m_flShootingInaccuracyDurationAfterJump; // MPropertyStartGroup = Visuals CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_DashJumpParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AirJumpParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_WallJumpParticle; // MPropertyGroupName = Sounds CSoundEventName m_GroundJumpExecutedSound; // MPropertyGroupName = Sounds CSoundEventName m_AirJumpSound; // MPropertyStartGroup = Air Jump float32 m_flMantleRefundWindow; float32 m_flZiplineRefundWindow; float32 m_flLateJumpGraceWindow; // MPropertyDescription = The most we'll adjust your speed in the input direction when performing an air jump float32 m_flMaxSpeedDelta; // MPropertyGroupName = Sounds CSoundEventName m_strDashJumpSound; // MPropertyStartGroup = Roll Jump float32 m_flDashJumpStartTime; float32 m_flDashJumpEndTime; // MPropertyDescription = How far a dash jump will send you forward. This is on top of the ~8m already traveled by the dash. float32 m_flDashJumpDistanceInMeters;private: uint8 pad_1B14[4];public: float32 m_flDashJumpVerticalSpeed; float32 m_flDashJumpMissMaxSpeed; float32 m_flDashJumpMantleDisableTime; // MPropertyStartGroup = Wall Jump // MPropertyDescription = Basic wall jump sound CSoundEventName m_WallJumpExecutedSound; // MPropertyDescription = Corner Boost sound - a tricky to execute wall jump, off of an upward turned collision contact CSoundEventName m_CornerBoostExecutedSound; // MPropertyDescription = How far we'll trace to see if the wall we collided with is close enough to trigger a wall jump float32 m_flCollidedWallMaxDist; // MPropertyDescription = How far we'll trace using the player's velocity to find a wall to jump off ofCRemapFloat m_flRemapSpeedToWallJumpVelocityDist; // MPropertyDescription = Fatigue recovery: How long after the last wall jump does it take to recover a full wall jump. Seconds. float32 m_flWallJumpFullPowerRechargeTime; // MPropertyDescription = Smallest possible fraction of a full wall jump you can perform regardless of really small times since last button press. float32 m_flWallJumpPowerMin; // MPropertyDescription = How much does fatigue affect the power of the wall jump. 0.0 = aggressive (full power earlier) 0.5 = linear. 1.0 = gentle (full power later) float32 m_flWallJumpPowerBias; // MPropertyDescription = How much vertical speed do we give the player, before fatigue is applied. Fatigue only applies to vertical speed. float32 m_flWallJumpUpSpeed; // MPropertyDescription = Extra velocity along the wall, either direction, based on wish direction. float32 m_flWallJumpMaxLateralSpeed; // MPropertyDescription = How does the power of 'Wall Jump Max Lateral Speed' fall off with speed along the wall (so that players can't stack this speed forever). X axis is speed along the wall in meters per second (using METERS_PER_INCH). Values from this curve are clamped to 0..1 output. CPiecewiseCurve m_WallJumpLateralSpeedFalloffVsAlongSpeed; // MPropertyDescription = Velocity away from the wall when pressing wish direction toward the wall float32 m_flWallJumpMinOutSpeed; // MPropertyDescription = Velocity away from the wall when pressing wish direction away from the wall float32 m_flWallJumpMaxOutSpeed; // MPropertyDescription = Shortly after a wall jump, acceleration back toward the wall is increased. This is the period this exists for. Strength fades over this time to zero. float32 m_flWallJumpLateralInputSuppressTime; // MPropertyDescription = Shortly after a wall jump, acceleration back toward the wall is increased. This is the maximum bonus (immediately after the wall jump). float32 m_flWallJumpReturnToWallBonusAccel;};