// MModelGameData// MFgdHelper = game_data_list{ key = 'CDestructiblePart' }class CDestructiblePart{public: // MPropertySuppressField CGlobalSymbol m_DebugName; // MPropertyStartGroup = +Hitgroup // MPropertyDescription = The hitgroup this is related to.HitGroup_t m_nHitGroup; // MPropertyDescription = Do we disable the hitgroup and physics bodies tagged with said hitgroup when all damage levels are destroyed? // MPropertyFriendlyName = Disable Hit Group & Remove Tagged Physics Bodies When Destroyed bool m_bDisableHitGroupWhenDestroyed; // MPropertyDescription = Other hitgroups to destroy when this one is fully destroyed. Useful for chaining destructibles like blowing up the lower arm when the upper arm dies. CUtlVector<HitGroup_t> m_nOtherHitgroupsToDestroyWhenFullyDestructed; // MPropertyStartGroup = +Gibbing // MPropertyDescription = Only allow this part to be destroyed when gibbing. Useful for special case gibbing breakables like torsos. bool m_bOnlyDestroyWhenGibbing; // MPropertyStartGroup = +Model Setup/+Body Group // MPropertyDescription = Body group to set when this damage level is broken. // MPropertyAttributeEditor = ModelDocPicker( MODELDOC_PICK_TYPE_BODY_GROUP ) CGlobalSymbol m_sBodyGroupName; // MPropertyStartGroup // MPropertyDescription = The various damage levels for this hitgroup. // MPropertyFriendlyName = Damage Levels // MPropertyAutoExpandSelf CUtlVector<CDestructiblePart_DamageLevel> m_DamageLevels;};