class GameModeStreetBrawl_t{public: CUtlVector<float32> m_vecRespawnTimes; CUtlVector<float32> m_flOvertimeRespawnTimeIncrease; CUtlVector<float32> m_flOvertimeRespawnTimeIncreaseUrgent; CUtlVector<float32> m_flOvertimeTrooperHealthScale; CUtlVector<float32> m_flOvertimeTrooperDamageScale; CUtlVector<float32> m_vecPreBuyTime; CUtlVector<float32> m_vecBuyTime; CUtlVector<int32> m_vecGoldPerRound; CUtlVector<int32> m_vecAPPerRound; CUtlVector<int32> m_vecObjectiveMaxHealth; CUtlVector<int32> m_vecItemDraftRerollsPerRound; CUtlVector<float32> m_vecRoundLengthMinutes; CUtlVector<float32> m_vecRoundLengthMinutesUrgent; CUtlVector<float32> m_flTrooperSpawnTimer; CUtlVector<StreetBrawlGameRoundDrafts_t> m_vecItemDraftRoundsPerGameRound; float32 m_nMatchLengthMinutes; int32 m_nTier2BonusHealth; int32 m_nComebackBonusHealth; int32 m_nComebackBonusHealthCritical; float32 m_flTrooperNonOvertimeResist; float32 m_flTrooperOvertimeResist; // MPropertyDescription = Exponentially weight rares by this much, making higher weighted things even more weighted float32 m_flRareWeightExponentialBias; // MPropertyDescription = When we own 3 actives, scale the weight of actives by this much float32 m_flActivesReductionWeightScale; // MPropertyDescription = If you've got more legendaries than everyone else, we'll not even consider you for another this % of the time float32 m_flLegendaryOwnerSkipChancePct; // MPropertyDescription = If you've got more enhanced than everyone else, we'll not even consider you for another this % of the time float32 m_flEnhancedOwnerSkipChancePct; // MPropertyDescription = When a players' team is in comeback state, apply this exponential weighting to their drafts, improving the items they get float32 m_flComebackWeightExponentialBias; CSubclassName<0> m_strAmberTrooperPickupToDrop; CSubclassName<0> m_strSapphireTrooperPickupToDrop; CSubclassName<2> m_strTrooperModifier; float32 m_flScoringTime; float32 m_flPreScoringTime; int32 m_iScoreToWin; int32 m_iLaneNumber; float32 m_flTrooperSpawnBeforeRoundStartTimer; float32 m_flZipBoostCooldownOnStart; float32 m_flBuyTimeGracePeriod; int32 m_iUltimateUnlockRound; float32 m_flTier1MaxResistTime; float32 m_flTier2MaxResistTime;};