class CShatterGlassShard
{
void* __vftable;
public:
uint32 m_hShardHandle;
// MNotSaved = !!UNKNOWN!!
CUtlVector<Vector2D> m_vecPanelVertices;
// MNotSaved = !!UNKNOWN!!
Vector2D m_vLocalPanelSpaceOrigin;
// MNotSaved = !!UNKNOWN!!
CStrongHandle<InfoForResourceTypeCModel> m_hModel;
CHandle<CShatterGlassShardPhysics> m_hPhysicsEntity;
CHandle<CFuncShatterglass> m_hParentPanel;
uint32 m_hParentShard;
ShatterGlassStressType m_ShatterStressType;
Vector m_vecStressVelocity;
// MNotSaved = !!UNKNOWN!!
bool m_bCreatedModel;
// MNotSaved = !!UNKNOWN!!
float32 m_flLongestEdge;
// MNotSaved = !!UNKNOWN!!
float32 m_flShortestEdge;
// MNotSaved = !!UNKNOWN!!
float32 m_flLongestAcross;
// MNotSaved = !!UNKNOWN!!
float32 m_flShortestAcross;
// MNotSaved = !!UNKNOWN!!
float32 m_flSumOfAllEdges;
// MNotSaved = !!UNKNOWN!!
float32 m_flArea;
OnFrame m_nOnFrameEdge;
int32 m_nSubShardGeneration;
// MNotSaved = !!UNKNOWN!!
Vector2D m_vecAverageVertPosition;
// MNotSaved = !!UNKNOWN!!
bool m_bAverageVertPositionIsValid;
Vector2D m_vecPanelSpaceStressPositionA;
Vector2D m_vecPanelSpaceStressPositionB;
bool m_bStressPositionAIsValid;
bool m_bStressPositionBIsValid;
bool m_bFlaggedForRemoval;
GameTime_t m_flPhysicsEntitySpawnedAtTime;
CHandle<CBaseEntity> m_hEntityHittingMe;
CUtlVector<uint32> m_vecNeighbors;
};