// MEntityAllowsPortraitWorldSpawn
// MNetworkVarNames = bool m_bEnabled
// MNetworkVarNames = int m_nColorMode
// MNetworkVarNames = Color m_Color
// MNetworkVarNames = float m_flColorTemperature
// MNetworkVarNames = float m_flBrightness
// MNetworkVarNames = float m_flBrightnessScale
// MNetworkVarNames = int m_nDirectLight
// MNetworkVarNames = int m_nBakedShadowIndex
// MNetworkVarNames = int32 m_nLightPathUniqueId
// MNetworkVarNames = int32 m_nLightMapUniqueId
// MNetworkVarNames = int m_nLuminaireShape
// MNetworkVarNames = float m_flLuminaireSize
// MNetworkVarNames = float m_flLuminaireAnisotropy
// MNetworkVarNames = CUtlString m_LightStyleString
// MNetworkVarNames = GameTime_t m_flLightStyleStartTime
// MNetworkVarNames = CUtlString m_QueuedLightStyleStrings
// MNetworkVarNames = CUtlString m_LightStyleEvents
// MNetworkVarNames = CHandle< CBaseModelEntity > m_LightStyleTargets
// MNetworkVarNames = HRenderTextureStrong m_hLightCookie
// MNetworkVarNames = float m_flShape
// MNetworkVarNames = float m_flSoftX
// MNetworkVarNames = float m_flSoftY
// MNetworkVarNames = float m_flSkirt
// MNetworkVarNames = float m_flSkirtNear
// MNetworkVarNames = Vector m_vSizeParams
// MNetworkVarNames = float m_flRange
// MNetworkVarNames = Vector m_vShear
// MNetworkVarNames = int m_nBakeSpecularToCubemaps
// MNetworkVarNames = Vector m_vBakeSpecularToCubemapsSize
// MNetworkVarNames = int m_nCastShadows
// MNetworkVarNames = int m_nShadowMapSize
// MNetworkVarNames = int m_nShadowPriority
// MNetworkVarNames = bool m_bContactShadow
// MNetworkVarNames = bool m_bForceShadowsEnabled
// MNetworkVarNames = int m_nBounceLight
// MNetworkVarNames = float m_flBounceScale
// MNetworkVarNames = float m_flMinRoughness
// MNetworkVarNames = Vector m_vAlternateColor
// MNetworkVarNames = float m_fAlternateColorBrightness
// MNetworkVarNames = int m_nFog
// MNetworkVarNames = float m_flFogStrength
// MNetworkVarNames = int m_nFogShadows
// MNetworkVarNames = float m_flFogScale
// MNetworkVarNames = bool m_bFogMixedShadows
// MNetworkVarNames = float m_flFadeSizeStart
// MNetworkVarNames = float m_flFadeSizeEnd
// MNetworkVarNames = float m_flShadowFadeSizeStart
// MNetworkVarNames = float m_flShadowFadeSizeEnd
// MNetworkVarNames = bool m_bPrecomputedFieldsValid
// MNetworkVarNames = Vector m_vPrecomputedBoundsMins
// MNetworkVarNames = Vector m_vPrecomputedBoundsMaxs
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent
// MNetworkVarNames = int m_nPrecomputedSubFrusta
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin0
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles0
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent0
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin1
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles1
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent1
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin2
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles2
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent2
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin3
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles3
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent3
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin4
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles4
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent4
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin5
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles5
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent5
// MNetworkVarNames = uint16 m_VisClusters
class CBarnLight : public CBaseModelEntity
{
public:
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
bool m_bEnabled;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nColorMode;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Color m_Color;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flColorTemperature;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flBrightness;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flBrightnessScale;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nDirectLight;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nBakedShadowIndex;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nLightPathUniqueId;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nLightMapUniqueId;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nLuminaireShape;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flLuminaireSize;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flLuminaireAnisotropy;
// MNetworkEnable
// MNetworkChangeCallback = StyleChanged
CUtlString m_LightStyleString;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
GameTime_t m_flLightStyleStartTime;
// MNetworkEnable
CNetworkUtlVectorBase<CUtlString> m_QueuedLightStyleStrings;
// MNetworkEnable
CNetworkUtlVectorBase<CUtlString> m_LightStyleEvents;
// MNetworkEnable
CNetworkUtlVectorBase<CHandle<CBaseModelEntity>> m_LightStyleTargets;
CEntityIOOutput m_StyleEvent[4];
private:
uint8 pad_0938[32];
public:
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
CStrongHandle<InfoForResourceTypeCTextureBase> m_hLightCookie;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flShape;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flSoftX;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flSoftY;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flSkirt;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flSkirtNear;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
// MNetworkBitCount = 32
Vector m_vSizeParams;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
// MNetworkBitCount = 32
float32 m_flRange;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
// MNetworkBitCount = 32
Vector m_vShear;
// MNetworkEnable
int32 m_nBakeSpecularToCubemaps;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
// MNetworkBitCount = 32
Vector m_vBakeSpecularToCubemapsSize;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nCastShadows;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nShadowMapSize;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nShadowPriority;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
bool m_bContactShadow;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
bool m_bForceShadowsEnabled;
// MNetworkEnable
int32 m_nBounceLight;
// MNetworkEnable
float32 m_flBounceScale;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flMinRoughness;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vAlternateColor;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_fAlternateColorBrightness;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nFog;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flFogStrength;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nFogShadows;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flFogScale;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
bool m_bFogMixedShadows;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flFadeSizeStart;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flFadeSizeEnd;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flShadowFadeSizeStart;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
float32 m_flShadowFadeSizeEnd;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
bool m_bPrecomputedFieldsValid;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedBoundsMins;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedBoundsMaxs;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
int32 m_nPrecomputedSubFrusta;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin0;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles0;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent0;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin1;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles1;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent1;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin2;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles2;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent2;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin3;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles3;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent3;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin4;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles4;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent4;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBOrigin5;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
QAngle m_vPrecomputedOBBAngles5;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
Vector m_vPrecomputedOBBExtent5;
bool m_bPvsModifyEntity;
// MNetworkEnable
// MNetworkChangeCallback = RenderingChanged
CNetworkUtlVectorBase<uint16> m_VisClusters;
private:
uint8 pad_0B28[8];
};