class CCitadel_BreakablePropGoldPickupVData : public CCitadel_BreakablePropPickupVData
{
public:
float32 m_flGoldAmount;
float32 m_flGoldPerMinuteAmount;
};
KV3 Class Defaults
{
_class = "CCitadel_BreakablePropGoldPickupVData"
m_friendlyParticle = resource_name:""
m_enemyParticle = resource_name:""
m_friendlyModelParticle = resource_name:""
m_enemyModelParticle = resource_name:""
m_friendlyInteractiveParticle = resource_name:""
m_enemyInteractiveParticle = resource_name:""
m_gainedParticle = resource_name:""
m_vacuumStartParticle = resource_name:""
m_Color = [ 0, 0, 0, 0 ]
m_hModel = resource_name:""
m_sDefaultMaterialGroupName = ""
m_sNameLocString = ""
m_nNameOffset = 60
m_bShowOnMinimap = false
m_bIsPermanentPickup = false
m_iTempParticleSheetIndex = -1
m_sMiniMapCssClass = ""
m_flParticleRadius = 80.0
m_sPickupSound = soundevent:""
m_sSpawnSound = soundevent:""
m_strVacuumStartSound = soundevent:""
m_sAmbientSound = soundevent:""
m_flPickupRadius =
{
m_flBase = 0.0
m_flPerMinuteAfterStart = 0.0
m_flStartMinute = 0.0
m_flMaxValue = 0.0
}
m_flPickupExpirationDuration =
{
m_flBase = 0.0
m_flPerMinuteAfterStart = 0.0
m_flStartMinute = 0.0
m_flMaxValue = 0.0
}
bPhysicallyDropToTheGroundOnSpawn = false
m_flSolidRadius = 5.0
m_fInitialSpawnXYSpeed = 0.0
m_fInitialSpawnZSpeed = [ 100.0, 200.0 ]
m_flFallGravity = 1.0
m_flHoverOffset = 0.0
m_bPicupIsVacuum = false
m_flInitialVacuumSideSpeed = [ 50.0, 100.0 ]
m_flInitialVacuumUpSpeed = [ 10.0, 100.0 ]
m_VacuumToPlayerSpeedCurve =
{
m_spline = [ ]
m_tangents = [ ]
m_vDomainMins = [ 0.0, 0.0 ]
m_vDomainMaxs = [ 0.0, 0.0 ]
}
m_VacuumInitialVelSpeedCurve =
{
m_spline = [ ]
m_tangents = [ ]
m_vDomainMins = [ 0.0, 0.0 ]
m_vDomainMaxs = [ 0.0, 0.0 ]
}
m_flVacuumCloseEnoughToPickup = 5.0
m_EffectDistanceToRadiusRemap = [ 300.0, 0.0, 1.0, 0.2 ]
m_bSameTeamOnly = false
m_flOutlineRange = -1.0
m_OutlineColor = [ 0, 0, 0, 0 ]
m_flGoldAmount = 0.0
m_flGoldPerMinuteAmount = 0.0
}