// MModelGameDataclass CitadelMuzzleSettings_t{public: CUtlVector<CitadelMuzzle_t> m_vecPrimaryMuzzles; CUtlVector<CitadelMuzzle_t> m_vecSecondaryMuzzles; // MPropertyDescription = When true, primary muzzles will be selected randomly instead of sequentially. bool m_bRandomizePrimaryMuzzleUsage; // MPropertyDescription = When true, secondary muzzles will be selected randomly instead of sequentially. bool m_bRandomizeSecondaryMuzzleUsage; // MPropertyDescription = How long between primary shots before resetting the next muzzle used to the first one float32 m_flPrimaryMuzzleResetTime; // MPropertyDescription = How long between secondary shots before resetting the next muzzle used to the first one float32 m_flSecondaryMuzzleResetTime;};