class DeploymentInfo_t{public: // MPropertyDescription = If set, deployment will do a cast from above the cast point to see if there's a valid up surface to deploy to. Will reject any non up facing surfaces. bool m_bRequiresUpNormal; // MPropertyDescription = If set, deployment will trace up and down to search for valid ground position. bool m_bGroundCheck; // MPropertyDescription = If set, deployment will always have a pitch and roll of 0. bool m_bPlaceFlat; // MPropertyDescription = If being placed flat, apply this yaw offset. float32 m_flFlatYawOffset; // MPropertyDescription = If set, deployment will always be normal to surface. bool m_bPlaceNormalToSurface; // MPropertyDescription = If set, always use a line trace, instead of tracing the size of the object. bool m_bPointTrace; // MPropertyDescription = If set, make sure the casting player will fit at the target spot, instead of the deployment model. bool m_bCheckPlayerFit; // MPropertyDescription = Offset the deployment position by this amount of the deployment model's height. Useful for making something be centered on the crosshair when placed on a wall float32 m_flModelVerticalPlacementScaleOffset; // MPropertyDescription = If set, ignore LOS check if deploy target is below caster bool m_bDownCheckIgnoreLos; CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_previewModel; // MPropertyDescription = CP0=caster origin, CP1=deploy target position, CP2=caster's ability_cast CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_previewParticle; CUtlString m_strPreviewParticleEffectConfig; CUtlString m_strExraBodygroup; CUtlString m_strPreviewClass; float32 m_flPreviewModelScale; // MPropertyDescription = If set, use the height offset instead of citadel_deployment_max_height_offset_up float32 m_flGroundCheckHeightOffset; // MPropertyDescription = If set, max the distance below caster for valid ground (positive value) default - citadel_deployment_max_height_offset_down float32 m_flGroundCheckHeightOffsetDown;};