class LootTableEntry_t{public: // MPropertyDescription = What type of loot this entry references. // MPropertyFlattenIntoParentRow // MPropertyFlattenStretchFactor = !!UNKNOWN!!ELootTableEntryType m_eType; // MPropertyDescription = If this entry is rolled, this loot table's entries will then be rolled. // MPropertyFlattenIntoParentRow // MPropertyFlattenStretchFactor = !!UNKNOWN!! // MPropertySuppressExpr = m_eType != ELootType_NestedLootTable CSubclassName<6> m_strNestedLootTable; // MPropertyDescription = If this entry is rolled, this item will be the loot. // MPropertyFlattenIntoParentRow // MPropertyFlattenStretchFactor = !!UNKNOWN!! // MPropertySuppressExpr = m_eType != ELootType_Item // MPropertyLeafChoiceProviderFn = !!UNKNOWN!! CSubclassName<4> m_strItem; // MPropertyDescription = The weight of this entry. The chance of this entry being rolled is this_weight / all_entries_weight // MPropertyFlattenIntoParentRow // MPropertyFlattenIncludeLabel = !!UNKNOWN!! float32 m_flWeight; // MPropertyDescription = Used by the UI to communicate how rare this entry it. 0 is not rare, 1 is rare. Nested loot tables will add their rarity to their children // MPropertyFlattenIntoParentRow // MPropertyFlattenIncludeLabel = !!UNKNOWN!! int32 m_nRarity;};