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;
};