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;
};

KV3 Class Defaults

{
    m_vecRespawnTimes = [  ]
    m_flOvertimeRespawnTimeIncrease = [  ]
    m_flOvertimeRespawnTimeIncreaseUrgent = [  ]
    m_flOvertimeTrooperHealthScale = [  ]
    m_flOvertimeTrooperDamageScale = [  ]
    m_vecPreBuyTime = [  ]
    m_vecBuyTime = [  ]
    m_vecGoldPerRound = [  ]
    m_vecAPPerRound = [  ]
    m_vecObjectiveMaxHealth = [  ]
    m_vecItemDraftRerollsPerRound = [  ]
    m_vecRoundLengthMinutes = [  ]
    m_vecRoundLengthMinutesUrgent = [  ]
    m_flTrooperSpawnTimer = [  ]
    m_vecItemDraftRoundsPerGameRound = [  ]
    m_nMatchLengthMinutes = 18.0
    m_nTier2BonusHealth = 4000
    m_nComebackBonusHealth = 1000
    m_nComebackBonusHealthCritical = 4000
    m_flTrooperNonOvertimeResist = 20.0
    m_flTrooperOvertimeResist = 20.0
    m_flRareWeightExponentialBias = 2.0
    m_flActivesReductionWeightScale = 0.5
    m_flLegendaryOwnerSkipChancePct = 95.0
    m_flEnhancedOwnerSkipChancePct = 75.0
    m_flComebackWeightExponentialBias = 4.0
    m_strAmberTrooperPickupToDrop = ""
    m_strSapphireTrooperPickupToDrop = ""
    m_strTrooperModifier = ""
    m_flScoringTime = 5.0
    m_flPreScoringTime = 1.0
    m_iScoreToWin = 3
    m_iLaneNumber = 4
    m_flTrooperSpawnBeforeRoundStartTimer = 5.0
    m_flZipBoostCooldownOnStart = 20.0
    m_flBuyTimeGracePeriod = 15.0
    m_iUltimateUnlockRound = 0
    m_flTier1MaxResistTime = 4.0
    m_flTier2MaxResistTime = 4.0
}