// MPropertySuppressBaseClassField = m_bProcChanceAffectedByEffectivenessclass CCitadel_Modifier_Mirage_SandPhantom_Proc_VData : publicCCitadelModifierVData{public: // MPropertyDescription = When true, we roll for a proc once per shot and apply that result to all bullets in the shot. When false, we roll independently for each bullet in the shot. bool m_bRollOnceForAllBulletsInAShot; // MPropertyDescription = When not rolling once for all shots, what's the max number of times we can proc in a single shot? 0 means no limit. float32 m_flMaxBulletsToProcInShot; // MPropertyDescription = When true, each bullet can apply its proc to any entities hit. When false, we only apply the first proc to the first entity. bool m_bCanProcMultipleTimesFromSameShot; // MPropertyDescription = When true, will only call OnProc if the target hit passes the unit filter. bool m_bRequiresTargetFilter; // MPropertyStartGroup = Modifiers CEmbeddedSubclass<CCitadelModifier> m_ProcReadyModifier; CEmbeddedSubclass<CCitadelModifier> m_PassiveVictimModifier; // MPropertyGroupName = Visuals CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ProcReadyParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_TracerAdditionParticle; CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ExplodeParticle; // MPropertyStartGroup = Sounds // MPropertyDescription = Sound to play on the shooter when a bullet rolls a proc when fired. CSoundEventName m_OnBulletRolledProcSound; CSoundEventName m_ProcSound; CSoundEventName m_ExplodeSound;};