class CCitadel_Modifier_Backdoor_ProtectionVData : publicCCitadelModifierVData{public: // MPropertyDescription = How long this modifier must be alive before backdoor protection is activated float32 m_flActivationTime; // MPropertyDescription = How much should damage be reduced from players when backdoor protection is up? 0 is no reduction, 100 is complete reduction // MPropertyAttributeRange = 0 100 float32 m_flBackdoorProtectionDamageMitigationFromPlayers; // MPropertyDescription = How health per second does backdoor protection regen? float32 m_flHealthPerSecondRegen; // MPropertyDescription = How health per second when out of combat? float32 m_flOutOfCombatHealthRegen; // MPropertyDescription = How longer after taking no damage will out out of combat regen kick in? float32 m_flOutOfCombatRegenDelay; // MPropertyDescription = How long the shield effect lingers after having taken damage float32 m_flEffectsLingerTime; // MPropertyStartGroup = Visuals CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ShieldImpactParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ShieldActiveParticle; CUtlString m_strActiveEffectConfigName; float32 flShieldImpactDirectionOffset;};