class CFuncShatterglass : public CBaseModelEntity
{
public:
    matrix3x4_t m_matPanelTransform;
    matrix3x4_t m_matPanelTransformWsTemp;
    CUtlVector<uint32> m_vecShatterGlassShards;
    Vector2D m_PanelSize;
    GameTime_t m_flLastShatterSoundEmitTime;
    GameTime_t m_flLastCleanupTime;
    GameTime_t m_flInitAtTime;
    float32 m_flGlassThickness;
    float32 m_flSpawnInvulnerability;
    bool m_bBreakSilent;
    bool m_bBreakShardless;
    bool m_bBroken;
    bool m_bGlassNavIgnore;
    bool m_bGlassInFrame;
    bool m_bStartBroken;
    uint8 m_iInitialDamageType;
    CUtlSymbolLarge m_szDamagePositioningEntityName01;
    CUtlSymbolLarge m_szDamagePositioningEntityName02;
    CUtlSymbolLarge m_szDamagePositioningEntityName03;
    CUtlSymbolLarge m_szDamagePositioningEntityName04;
    CUtlVector<Vector> m_vInitialDamagePositions;
    CUtlVector<Vector> m_vExtraDamagePositions;
    CUtlVector<Vector4D> m_vInitialPanelVertices;
    CEntityIOOutput m_OnBroken;
    uint8 m_iSurfaceType;
    CStrongHandle<InfoForResourceTypeIMaterial2> m_hMaterialDamageBase;
};