''' Generated using https://github.com/a2x/cs2-dumper Sat, 16 Mar 2024 22:03:48 +0000 ''' class CBaseRendererSource2: # CParticleFunctionRenderer m_flRadiusScale = 0x1F8 # CParticleCollectionRendererFloatInput m_flAlphaScale = 0x348 # CParticleCollectionRendererFloatInput m_flRollScale = 0x498 # CParticleCollectionRendererFloatInput m_nAlpha2Field = 0x5E8 # ParticleAttributeIndex_t m_vecColorScale = 0x5F0 # CParticleCollectionRendererVecInput m_nColorBlendType = 0xC20 # ParticleColorBlendType_t m_nShaderType = 0xC24 # SpriteCardShaderType_t m_strShaderOverride = 0xC28 # CUtlString m_flCenterXOffset = 0xC30 # CParticleCollectionRendererFloatInput m_flCenterYOffset = 0xD80 # CParticleCollectionRendererFloatInput m_flBumpStrength = 0xED0 # float m_nCropTextureOverride = 0xED4 # ParticleSequenceCropOverride_t m_vecTexturesInput = 0xED8 # CUtlVector m_flAnimationRate = 0xEF0 # float m_nAnimationType = 0xEF4 # AnimationType_t m_bAnimateInFPS = 0xEF8 # bool m_flSelfIllumAmount = 0xF00 # CParticleCollectionRendererFloatInput m_flDiffuseAmount = 0x1050 # CParticleCollectionRendererFloatInput m_flDiffuseClamp = 0x11A0 # CParticleCollectionRendererFloatInput m_nLightingControlPoint = 0x12F0 # int32_t m_nSelfIllumPerParticle = 0x12F4 # ParticleAttributeIndex_t m_nOutputBlendMode = 0x12F8 # ParticleOutputBlendMode_t m_bGammaCorrectVertexColors = 0x12FC # bool m_bSaturateColorPreAlphaBlend = 0x12FD # bool m_flAddSelfAmount = 0x1300 # CParticleCollectionRendererFloatInput m_flDesaturation = 0x1450 # CParticleCollectionRendererFloatInput m_flOverbrightFactor = 0x15A0 # CParticleCollectionRendererFloatInput m_nHSVShiftControlPoint = 0x16F0 # int32_t m_nFogType = 0x16F4 # ParticleFogType_t m_flFogAmount = 0x16F8 # CParticleCollectionRendererFloatInput m_bTintByFOW = 0x1848 # bool m_bTintByGlobalLight = 0x1849 # bool m_nPerParticleAlphaReference = 0x184C # SpriteCardPerParticleScale_t m_nPerParticleAlphaRefWindow = 0x1850 # SpriteCardPerParticleScale_t m_nAlphaReferenceType = 0x1854 # ParticleAlphaReferenceType_t m_flAlphaReferenceSoftness = 0x1858 # CParticleCollectionRendererFloatInput m_flSourceAlphaValueToMapToZero = 0x19A8 # CParticleCollectionRendererFloatInput m_flSourceAlphaValueToMapToOne = 0x1AF8 # CParticleCollectionRendererFloatInput m_bRefract = 0x1C48 # bool m_bRefractSolid = 0x1C49 # bool m_flRefractAmount = 0x1C50 # CParticleCollectionRendererFloatInput m_nRefractBlurRadius = 0x1DA0 # int32_t m_nRefractBlurType = 0x1DA4 # BlurFilterType_t m_bOnlyRenderInEffectsBloomPass = 0x1DA8 # bool m_bOnlyRenderInEffectsWaterPass = 0x1DA9 # bool m_bUseMixedResolutionRendering = 0x1DAA # bool m_bOnlyRenderInEffecsGameOverlay = 0x1DAB # bool m_stencilTestID = 0x1DAC # char[128] m_bStencilTestExclude = 0x1E2C # bool m_stencilWriteID = 0x1E2D # char[128] m_bWriteStencilOnDepthPass = 0x1EAD # bool m_bWriteStencilOnDepthFail = 0x1EAE # bool m_bReverseZBuffering = 0x1EAF # bool m_bDisableZBuffering = 0x1EB0 # bool m_nFeatheringMode = 0x1EB4 # ParticleDepthFeatheringMode_t m_flFeatheringMinDist = 0x1EB8 # CParticleCollectionRendererFloatInput m_flFeatheringMaxDist = 0x2008 # CParticleCollectionRendererFloatInput m_flFeatheringFilter = 0x2158 # CParticleCollectionRendererFloatInput m_flDepthBias = 0x22A8 # CParticleCollectionRendererFloatInput m_nSortMethod = 0x23F8 # ParticleSortingChoiceList_t m_bBlendFramesSeq0 = 0x23FC # bool m_bMaxLuminanceBlendingSequence0 = 0x23FD # bool class CBaseTrailRenderer: # CBaseRendererSource2 m_nOrientationType = 0x2638 # ParticleOrientationChoiceList_t m_nOrientationControlPoint = 0x263C # int32_t m_flMinSize = 0x2640 # float m_flMaxSize = 0x2644 # float m_flStartFadeSize = 0x2648 # CParticleCollectionRendererFloatInput m_flEndFadeSize = 0x2798 # CParticleCollectionRendererFloatInput m_bClampV = 0x28E8 # bool class CGeneralRandomRotation: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flDegrees = 0x1B8 # float m_flDegreesMin = 0x1BC # float m_flDegreesMax = 0x1C0 # float m_flRotationRandExponent = 0x1C4 # float m_bRandomlyFlipDirection = 0x1C8 # bool class CGeneralSpin: # CParticleFunctionOperator m_nSpinRateDegrees = 0x1B0 # int32_t m_nSpinRateMinDegrees = 0x1B4 # int32_t m_fSpinRateStopTime = 0x1BC # float class CNewParticleEffect: # IParticleEffect m_pNext = 0x10 # CNewParticleEffect* m_pPrev = 0x18 # CNewParticleEffect* m_pParticles = 0x20 # IParticleCollection* m_pDebugName = 0x28 # char* m_bDontRemove = 0x0 # bitfield:1 m_bRemove = 0x0 # bitfield:1 m_bNeedsBBoxUpdate = 0x0 # bitfield:1 m_bIsFirstFrame = 0x0 # bitfield:1 m_bAutoUpdateBBox = 0x0 # bitfield:1 m_bAllocated = 0x0 # bitfield:1 m_bSimulate = 0x0 # bitfield:1 m_bShouldPerformCullCheck = 0x0 # bitfield:1 m_bForceNoDraw = 0x0 # bitfield:1 m_bShouldSave = 0x0 # bitfield:1 m_bDisableAggregation = 0x0 # bitfield:1 m_bShouldSimulateDuringGamePaused = 0x0 # bitfield:1 m_bShouldCheckFoW = 0x0 # bitfield:1 m_vSortOrigin = 0x40 # Vector m_flScale = 0x4C # float m_hOwner = 0x50 # PARTICLE_EHANDLE__* m_pOwningParticleProperty = 0x58 # CParticleProperty* m_flFreezeTransitionStart = 0x70 # float m_flFreezeTransitionDuration = 0x74 # float m_flFreezeTransitionOverride = 0x78 # float m_bFreezeTransitionActive = 0x7C # bool m_bFreezeTargetState = 0x7D # bool m_bCanFreeze = 0x7E # bool m_LastMin = 0x80 # Vector m_LastMax = 0x8C # Vector m_nSplitScreenUser = 0x98 # CSplitScreenSlot m_vecAggregationCenter = 0x9C # Vector m_RefCount = 0xC0 # int32_t class CParticleCollectionBindingInstance: # CBasePulseGraphInstance class CParticleCollectionFloatInput: # CParticleFloatInput class CParticleCollectionRendererFloatInput: # CParticleCollectionFloatInput class CParticleCollectionRendererVecInput: # CParticleCollectionVecInput class CParticleCollectionVecInput: # CParticleVecInput class CParticleFloatInput: # CParticleInput m_nType = 0xC # ParticleFloatType_t m_nMapType = 0x10 # ParticleFloatMapType_t m_flLiteralValue = 0x14 # float m_NamedValue = 0x18 # CParticleNamedValueRef m_nControlPoint = 0x58 # int32_t m_nScalarAttribute = 0x5C # ParticleAttributeIndex_t m_nVectorAttribute = 0x60 # ParticleAttributeIndex_t m_nVectorComponent = 0x64 # int32_t m_flRandomMin = 0x68 # float m_flRandomMax = 0x6C # float m_bHasRandomSignFlip = 0x70 # bool m_nRandomSeed = 0x74 # int32_t m_nRandomMode = 0x78 # ParticleFloatRandomMode_t m_flLOD0 = 0x80 # float m_flLOD1 = 0x84 # float m_flLOD2 = 0x88 # float m_flLOD3 = 0x8C # float m_nNoiseInputVectorAttribute = 0x90 # ParticleAttributeIndex_t m_flNoiseOutputMin = 0x94 # float m_flNoiseOutputMax = 0x98 # float m_flNoiseScale = 0x9C # float m_vecNoiseOffsetRate = 0xA0 # Vector m_flNoiseOffset = 0xAC # float m_nNoiseOctaves = 0xB0 # int32_t m_nNoiseTurbulence = 0xB4 # PFNoiseTurbulence_t m_nNoiseType = 0xB8 # PFNoiseType_t m_nNoiseModifier = 0xBC # PFNoiseModifier_t m_flNoiseTurbulenceScale = 0xC0 # float m_flNoiseTurbulenceMix = 0xC4 # float m_flNoiseImgPreviewScale = 0xC8 # float m_bNoiseImgPreviewLive = 0xCC # bool m_flNoCameraFallback = 0xD8 # float m_bUseBoundsCenter = 0xDC # bool m_nInputMode = 0xE0 # ParticleFloatInputMode_t m_flMultFactor = 0xE4 # float m_flInput0 = 0xE8 # float m_flInput1 = 0xEC # float m_flOutput0 = 0xF0 # float m_flOutput1 = 0xF4 # float m_flNotchedRangeMin = 0xF8 # float m_flNotchedRangeMax = 0xFC # float m_flNotchedOutputOutside = 0x100 # float m_flNotchedOutputInside = 0x104 # float m_nBiasType = 0x108 # ParticleFloatBiasType_t m_flBiasParameter = 0x10C # float m_Curve = 0x110 # CPiecewiseCurve class CParticleFunction: m_flOpStrength = 0x8 # CParticleCollectionFloatInput m_nOpEndCapState = 0x158 # ParticleEndcapMode_t m_flOpStartFadeInTime = 0x15C # float m_flOpEndFadeInTime = 0x160 # float m_flOpStartFadeOutTime = 0x164 # float m_flOpEndFadeOutTime = 0x168 # float m_flOpFadeOscillatePeriod = 0x16C # float m_bNormalizeToStopTime = 0x170 # bool m_flOpTimeOffsetMin = 0x174 # float m_flOpTimeOffsetMax = 0x178 # float m_nOpTimeOffsetSeed = 0x17C # int32_t m_nOpTimeScaleSeed = 0x180 # int32_t m_flOpTimeScaleMin = 0x184 # float m_flOpTimeScaleMax = 0x188 # float m_bDisableOperator = 0x18E # bool m_Notes = 0x190 # CUtlString class CParticleFunctionConstraint: # CParticleFunction class CParticleFunctionEmitter: # CParticleFunction m_nEmitterIndex = 0x1B0 # int32_t class CParticleFunctionForce: # CParticleFunction class CParticleFunctionInitializer: # CParticleFunction m_nAssociatedEmitterIndex = 0x1B0 # int32_t class CParticleFunctionOperator: # CParticleFunction class CParticleFunctionPreEmission: # CParticleFunctionOperator m_bRunOnce = 0x1B0 # bool class CParticleFunctionRenderer: # CParticleFunction VisibilityInputs = 0x1B0 # CParticleVisibilityInputs m_bCannotBeRefracted = 0x1F4 # bool m_bSkipRenderingOnMobile = 0x1F5 # bool class CParticleInput: class CParticleModelInput: # CParticleInput m_nType = 0xC # ParticleModelType_t m_NamedValue = 0x10 # CParticleNamedValueRef m_nControlPoint = 0x50 # int32_t class CParticleProperty: class CParticleRemapFloatInput: # CParticleFloatInput class CParticleSystemDefinition: # IParticleSystemDefinition m_nBehaviorVersion = 0x8 # int32_t m_PreEmissionOperators = 0x10 # CUtlVector m_Emitters = 0x28 # CUtlVector m_Initializers = 0x40 # CUtlVector m_Operators = 0x58 # CUtlVector m_ForceGenerators = 0x70 # CUtlVector m_Constraints = 0x88 # CUtlVector m_Renderers = 0xA0 # CUtlVector m_Children = 0xB8 # CUtlVector m_nFirstMultipleOverride_BackwardCompat = 0x178 # int32_t m_nInitialParticles = 0x210 # int32_t m_nMaxParticles = 0x214 # int32_t m_nGroupID = 0x218 # int32_t m_BoundingBoxMin = 0x21C # Vector m_BoundingBoxMax = 0x228 # Vector m_flDepthSortBias = 0x234 # float m_nSortOverridePositionCP = 0x238 # int32_t m_bInfiniteBounds = 0x23C # bool m_bEnableNamedValues = 0x23D # bool m_NamedValueDomain = 0x240 # CUtlString m_NamedValueLocals = 0x248 # CUtlVector m_ConstantColor = 0x260 # Color m_ConstantNormal = 0x264 # Vector m_flConstantRadius = 0x270 # float m_flConstantRotation = 0x274 # float m_flConstantRotationSpeed = 0x278 # float m_flConstantLifespan = 0x27C # float m_nConstantSequenceNumber = 0x280 # int32_t m_nConstantSequenceNumber1 = 0x284 # int32_t m_nSnapshotControlPoint = 0x288 # int32_t m_hSnapshot = 0x290 # CStrongHandle m_pszCullReplacementName = 0x298 # CStrongHandle m_flCullRadius = 0x2A0 # float m_flCullFillCost = 0x2A4 # float m_nCullControlPoint = 0x2A8 # int32_t m_hFallback = 0x2B0 # CStrongHandle m_nFallbackMaxCount = 0x2B8 # int32_t m_hLowViolenceDef = 0x2C0 # CStrongHandle m_hReferenceReplacement = 0x2C8 # CStrongHandle m_flPreSimulationTime = 0x2D0 # float m_flStopSimulationAfterTime = 0x2D4 # float m_flMaximumTimeStep = 0x2D8 # float m_flMaximumSimTime = 0x2DC # float m_flMinimumSimTime = 0x2E0 # float m_flMinimumTimeStep = 0x2E4 # float m_nMinimumFrames = 0x2E8 # int32_t m_nMinCPULevel = 0x2EC # int32_t m_nMinGPULevel = 0x2F0 # int32_t m_flNoDrawTimeToGoToSleep = 0x2F4 # float m_flMaxDrawDistance = 0x2F8 # float m_flStartFadeDistance = 0x2FC # float m_flMaxCreationDistance = 0x300 # float m_nAggregationMinAvailableParticles = 0x304 # int32_t m_flAggregateRadius = 0x308 # float m_bShouldBatch = 0x30C # bool m_bShouldHitboxesFallbackToRenderBounds = 0x30D # bool m_bShouldHitboxesFallbackToSnapshot = 0x30E # bool m_nViewModelEffect = 0x310 # InheritableBoolType_t m_bScreenSpaceEffect = 0x314 # bool m_pszTargetLayerID = 0x318 # CUtlSymbolLarge m_nSkipRenderControlPoint = 0x320 # int32_t m_nAllowRenderControlPoint = 0x324 # int32_t m_bShouldSort = 0x328 # bool m_controlPointConfigurations = 0x370 # CUtlVector class CParticleTransformInput: # CParticleInput m_nType = 0xC # ParticleTransformType_t m_NamedValue = 0x10 # CParticleNamedValueRef m_bFollowNamedValue = 0x50 # bool m_bSupportsDisabled = 0x51 # bool m_bUseOrientation = 0x52 # bool m_nControlPoint = 0x54 # int32_t m_nControlPointRangeMax = 0x58 # int32_t m_flEndCPGrowthTime = 0x5C # float class CParticleVariableRef: m_variableName = 0x0 # CKV3MemberNameWithStorage m_variableType = 0x38 # PulseValueType_t class CParticleVecInput: # CParticleInput m_nType = 0xC # ParticleVecType_t m_vLiteralValue = 0x10 # Vector m_LiteralColor = 0x1C # Color m_NamedValue = 0x20 # CParticleNamedValueRef m_bFollowNamedValue = 0x60 # bool m_nVectorAttribute = 0x64 # ParticleAttributeIndex_t m_vVectorAttributeScale = 0x68 # Vector m_nControlPoint = 0x74 # int32_t m_nDeltaControlPoint = 0x78 # int32_t m_vCPValueScale = 0x7C # Vector m_vCPRelativePosition = 0x88 # Vector m_vCPRelativeDir = 0x94 # Vector m_FloatComponentX = 0xA0 # CParticleFloatInput m_FloatComponentY = 0x1F0 # CParticleFloatInput m_FloatComponentZ = 0x340 # CParticleFloatInput m_FloatInterp = 0x490 # CParticleFloatInput m_flInterpInput0 = 0x5E0 # float m_flInterpInput1 = 0x5E4 # float m_vInterpOutput0 = 0x5E8 # Vector m_vInterpOutput1 = 0x5F4 # Vector m_Gradient = 0x600 # CColorGradient m_vRandomMin = 0x618 # Vector m_vRandomMax = 0x624 # Vector class CParticleVisibilityInputs: m_flCameraBias = 0x0 # float m_nCPin = 0x4 # int32_t m_flProxyRadius = 0x8 # float m_flInputMin = 0xC # float m_flInputMax = 0x10 # float m_flNoPixelVisibilityFallback = 0x14 # float m_flDistanceInputMin = 0x18 # float m_flDistanceInputMax = 0x1C # float m_flDotInputMin = 0x20 # float m_flDotInputMax = 0x24 # float m_bDotCPAngles = 0x28 # bool m_bDotCameraAngles = 0x29 # bool m_flAlphaScaleMin = 0x2C # float m_flAlphaScaleMax = 0x30 # float m_flRadiusScaleMin = 0x34 # float m_flRadiusScaleMax = 0x38 # float m_flRadiusScaleFOVBase = 0x3C # float m_bRightEye = 0x40 # bool class CPathParameters: m_nStartControlPointNumber = 0x0 # int32_t m_nEndControlPointNumber = 0x4 # int32_t m_nBulgeControl = 0x8 # int32_t m_flBulge = 0xC # float m_flMidPoint = 0x10 # float m_vStartPointOffset = 0x14 # Vector m_vMidPointOffset = 0x20 # Vector m_vEndOffset = 0x2C # Vector class CPerParticleFloatInput: # CParticleFloatInput class CPerParticleVecInput: # CParticleVecInput class CRandomNumberGeneratorParameters: m_bDistributeEvenly = 0x0 # bool m_nSeed = 0x4 # int32_t class CSpinUpdateBase: # CParticleFunctionOperator class C_INIT_AddVectorToVector: # CParticleFunctionInitializer m_vecScale = 0x1B4 # Vector m_nFieldOutput = 0x1C0 # ParticleAttributeIndex_t m_nFieldInput = 0x1C4 # ParticleAttributeIndex_t m_vOffsetMin = 0x1C8 # Vector m_vOffsetMax = 0x1D4 # Vector m_randomnessParameters = 0x1E0 # CRandomNumberGeneratorParameters class C_INIT_AgeNoise: # CParticleFunctionInitializer m_bAbsVal = 0x1B4 # bool m_bAbsValInv = 0x1B5 # bool m_flOffset = 0x1B8 # float m_flAgeMin = 0x1BC # float m_flAgeMax = 0x1C0 # float m_flNoiseScale = 0x1C4 # float m_flNoiseScaleLoc = 0x1C8 # float m_vecOffsetLoc = 0x1CC # Vector class C_INIT_ChaoticAttractor: # CParticleFunctionInitializer m_flAParm = 0x1B4 # float m_flBParm = 0x1B8 # float m_flCParm = 0x1BC # float m_flDParm = 0x1C0 # float m_flScale = 0x1C4 # float m_flSpeedMin = 0x1C8 # float m_flSpeedMax = 0x1CC # float m_nBaseCP = 0x1D0 # int32_t m_bUniformSpeed = 0x1D4 # bool class C_INIT_ColorLitPerParticle: # CParticleFunctionInitializer m_ColorMin = 0x1CC # Color m_ColorMax = 0x1D0 # Color m_TintMin = 0x1D4 # Color m_TintMax = 0x1D8 # Color m_flTintPerc = 0x1DC # float m_nTintBlendMode = 0x1E0 # ParticleColorBlendMode_t m_flLightAmplification = 0x1E4 # float class C_INIT_CreateAlongPath: # CParticleFunctionInitializer m_fMaxDistance = 0x1B4 # float m_PathParams = 0x1C0 # CPathParameters m_bUseRandomCPs = 0x200 # bool m_vEndOffset = 0x204 # Vector m_bSaveOffset = 0x210 # bool class C_INIT_CreateFromCPs: # CParticleFunctionInitializer m_nIncrement = 0x1B4 # int32_t m_nMinCP = 0x1B8 # int32_t m_nMaxCP = 0x1BC # int32_t m_nDynamicCPCount = 0x1C0 # CParticleCollectionFloatInput class C_INIT_CreateFromParentParticles: # CParticleFunctionInitializer m_flVelocityScale = 0x1B4 # float m_flIncrement = 0x1B8 # float m_bRandomDistribution = 0x1BC # bool m_nRandomSeed = 0x1C0 # int32_t m_bSubFrame = 0x1C4 # bool class C_INIT_CreateFromPlaneCache: # CParticleFunctionInitializer m_vecOffsetMin = 0x1B4 # Vector m_vecOffsetMax = 0x1C0 # Vector m_bUseNormal = 0x1CD # bool class C_INIT_CreateInEpitrochoid: # CParticleFunctionInitializer m_nComponent1 = 0x1B4 # int32_t m_nComponent2 = 0x1B8 # int32_t m_TransformInput = 0x1C0 # CParticleTransformInput m_flParticleDensity = 0x220 # CPerParticleFloatInput m_flOffset = 0x370 # CPerParticleFloatInput m_flRadius1 = 0x4C0 # CPerParticleFloatInput m_flRadius2 = 0x610 # CPerParticleFloatInput m_bUseCount = 0x760 # bool m_bUseLocalCoords = 0x761 # bool m_bOffsetExistingPos = 0x762 # bool class C_INIT_CreateOnGrid: # CParticleFunctionInitializer m_nXCount = 0x1B8 # CParticleCollectionFloatInput m_nYCount = 0x308 # CParticleCollectionFloatInput m_nZCount = 0x458 # CParticleCollectionFloatInput m_nXSpacing = 0x5A8 # CParticleCollectionFloatInput m_nYSpacing = 0x6F8 # CParticleCollectionFloatInput m_nZSpacing = 0x848 # CParticleCollectionFloatInput m_nControlPointNumber = 0x998 # int32_t m_bLocalSpace = 0x99C # bool m_bCenter = 0x99D # bool m_bHollow = 0x99E # bool class C_INIT_CreateOnModel: # CParticleFunctionInitializer m_modelInput = 0x1B8 # CParticleModelInput m_transformInput = 0x210 # CParticleTransformInput m_nForceInModel = 0x270 # int32_t m_nDesiredHitbox = 0x274 # int32_t m_nHitboxValueFromControlPointIndex = 0x278 # int32_t m_vecHitBoxScale = 0x280 # CParticleCollectionVecInput m_flBoneVelocity = 0x8B0 # float m_flMaxBoneVelocity = 0x8B4 # float m_vecDirectionBias = 0x8B8 # CParticleCollectionVecInput m_HitboxSetName = 0xEE8 # char[128] m_bLocalCoords = 0xF68 # bool m_bUseBones = 0xF69 # bool m_bUseMesh = 0xF6A # bool m_flShellSize = 0xF70 # CParticleCollectionFloatInput class C_INIT_CreateOnModelAtHeight: # CParticleFunctionInitializer m_bUseBones = 0x1B4 # bool m_bForceZ = 0x1B5 # bool m_nControlPointNumber = 0x1B8 # int32_t m_nHeightCP = 0x1BC # int32_t m_bUseWaterHeight = 0x1C0 # bool m_flDesiredHeight = 0x1C8 # CParticleCollectionFloatInput m_vecHitBoxScale = 0x318 # CParticleCollectionVecInput m_vecDirectionBias = 0x948 # CParticleCollectionVecInput m_nBiasType = 0xF78 # ParticleHitboxBiasType_t m_bLocalCoords = 0xF7C # bool m_bPreferMovingBoxes = 0xF7D # bool m_HitboxSetName = 0xF7E # char[128] m_flHitboxVelocityScale = 0x1000 # CParticleCollectionFloatInput m_flMaxBoneVelocity = 0x1150 # CParticleCollectionFloatInput class C_INIT_CreateParticleImpulse: # CParticleFunctionInitializer m_InputRadius = 0x1B8 # CPerParticleFloatInput m_InputMagnitude = 0x308 # CPerParticleFloatInput m_nFalloffFunction = 0x458 # ParticleFalloffFunction_t m_InputFalloffExp = 0x460 # CPerParticleFloatInput m_nImpulseType = 0x5B0 # ParticleImpulseType_t class C_INIT_CreatePhyllotaxis: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nScaleCP = 0x1B8 # int32_t m_nComponent = 0x1BC # int32_t m_fRadCentCore = 0x1C0 # float m_fRadPerPoint = 0x1C4 # float m_fRadPerPointTo = 0x1C8 # float m_fpointAngle = 0x1CC # float m_fsizeOverall = 0x1D0 # float m_fRadBias = 0x1D4 # float m_fMinRad = 0x1D8 # float m_fDistBias = 0x1DC # float m_bUseLocalCoords = 0x1E0 # bool m_bUseWithContEmit = 0x1E1 # bool m_bUseOrigRadius = 0x1E2 # bool class C_INIT_CreateSequentialPath: # CParticleFunctionInitializer m_fMaxDistance = 0x1B4 # float m_flNumToAssign = 0x1B8 # float m_bLoop = 0x1BC # bool m_bCPPairs = 0x1BD # bool m_bSaveOffset = 0x1BE # bool m_PathParams = 0x1C0 # CPathParameters class C_INIT_CreateSequentialPathV2: # CParticleFunctionInitializer m_fMaxDistance = 0x1B8 # CPerParticleFloatInput m_flNumToAssign = 0x308 # CParticleCollectionFloatInput m_bLoop = 0x458 # bool m_bCPPairs = 0x459 # bool m_bSaveOffset = 0x45A # bool m_PathParams = 0x460 # CPathParameters class C_INIT_CreateSpiralSphere: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nOverrideCP = 0x1B8 # int32_t m_nDensity = 0x1BC # int32_t m_flInitialRadius = 0x1C0 # float m_flInitialSpeedMin = 0x1C4 # float m_flInitialSpeedMax = 0x1C8 # float m_bUseParticleCount = 0x1CC # bool class C_INIT_CreateWithinBox: # CParticleFunctionInitializer m_vecMin = 0x1B8 # CPerParticleVecInput m_vecMax = 0x7E8 # CPerParticleVecInput m_nControlPointNumber = 0xE18 # int32_t m_bLocalSpace = 0xE1C # bool m_randomnessParameters = 0xE20 # CRandomNumberGeneratorParameters class C_INIT_CreateWithinSphereTransform: # CParticleFunctionInitializer m_fRadiusMin = 0x1B8 # CPerParticleFloatInput m_fRadiusMax = 0x308 # CPerParticleFloatInput m_vecDistanceBias = 0x458 # CPerParticleVecInput m_vecDistanceBiasAbs = 0xA88 # Vector m_TransformInput = 0xA98 # CParticleTransformInput m_fSpeedMin = 0xAF8 # CPerParticleFloatInput m_fSpeedMax = 0xC48 # CPerParticleFloatInput m_fSpeedRandExp = 0xD98 # float m_bLocalCoords = 0xD9C # bool m_flEndCPGrowthTime = 0xDA0 # float m_LocalCoordinateSystemSpeedMin = 0xDA8 # CPerParticleVecInput m_LocalCoordinateSystemSpeedMax = 0x13D8 # CPerParticleVecInput m_nFieldOutput = 0x1A08 # ParticleAttributeIndex_t m_nFieldVelocity = 0x1A0C # ParticleAttributeIndex_t class C_INIT_CreationNoise: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_bAbsVal = 0x1B8 # bool m_bAbsValInv = 0x1B9 # bool m_flOffset = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float m_flNoiseScale = 0x1C8 # float m_flNoiseScaleLoc = 0x1CC # float m_vecOffsetLoc = 0x1D0 # Vector m_flWorldTimeScale = 0x1DC # float class C_INIT_DistanceCull: # CParticleFunctionInitializer m_nControlPoint = 0x1B4 # int32_t m_flDistance = 0x1B8 # CParticleCollectionFloatInput m_bCullInside = 0x308 # bool class C_INIT_DistanceToCPInit: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # CPerParticleFloatInput m_flInputMax = 0x308 # CPerParticleFloatInput m_flOutputMin = 0x458 # CPerParticleFloatInput m_flOutputMax = 0x5A8 # CPerParticleFloatInput m_nStartCP = 0x6F8 # int32_t m_bLOS = 0x6FC # bool m_CollisionGroupName = 0x6FD # char[128] m_nTraceSet = 0x780 # ParticleTraceSet_t m_flMaxTraceLength = 0x788 # CPerParticleFloatInput m_flLOSScale = 0x8D8 # float m_nSetMethod = 0x8DC # ParticleSetMethod_t m_bActiveRange = 0x8E0 # bool m_vecDistanceScale = 0x8E4 # Vector m_flRemapBias = 0x8F0 # float class C_INIT_DistanceToNeighborCull: # CParticleFunctionInitializer m_flDistance = 0x1B8 # CPerParticleFloatInput class C_INIT_GlobalScale: # CParticleFunctionInitializer m_flScale = 0x1B4 # float m_nScaleControlPointNumber = 0x1B8 # int32_t m_nControlPointNumber = 0x1BC # int32_t m_bScaleRadius = 0x1C0 # bool m_bScalePosition = 0x1C1 # bool m_bScaleVelocity = 0x1C2 # bool class C_INIT_InheritFromParentParticles: # CParticleFunctionInitializer m_flScale = 0x1B4 # float m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_nIncrement = 0x1BC # int32_t m_bRandomDistribution = 0x1C0 # bool m_nRandomSeed = 0x1C4 # int32_t class C_INIT_InheritVelocity: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_flVelocityScale = 0x1B8 # float class C_INIT_InitFloat: # CParticleFunctionInitializer m_InputValue = 0x1B8 # CPerParticleFloatInput m_nOutputField = 0x308 # ParticleAttributeIndex_t m_nSetMethod = 0x30C # ParticleSetMethod_t m_InputStrength = 0x310 # CPerParticleFloatInput class C_INIT_InitFloatCollection: # CParticleFunctionInitializer m_InputValue = 0x1B8 # CParticleCollectionFloatInput m_nOutputField = 0x308 # ParticleAttributeIndex_t class C_INIT_InitFromCPSnapshot: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nAttributeToRead = 0x1B8 # ParticleAttributeIndex_t m_nAttributeToWrite = 0x1BC # ParticleAttributeIndex_t m_nLocalSpaceCP = 0x1C0 # int32_t m_bRandom = 0x1C4 # bool m_bReverse = 0x1C5 # bool m_nSnapShotIncrement = 0x1C8 # CParticleCollectionFloatInput m_nManualSnapshotIndex = 0x318 # CPerParticleFloatInput m_nRandomSeed = 0x468 # int32_t m_bLocalSpaceAngles = 0x46C # bool class C_INIT_InitFromParentKilled: # CParticleFunctionInitializer m_nAttributeToCopy = 0x1B4 # ParticleAttributeIndex_t class C_INIT_InitFromVectorFieldSnapshot: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nLocalSpaceCP = 0x1B8 # int32_t m_nWeightUpdateCP = 0x1BC # int32_t m_bUseVerticalVelocity = 0x1C0 # bool m_vecScale = 0x1C8 # CPerParticleVecInput class C_INIT_InitSkinnedPositionFromCPSnapshot: # CParticleFunctionInitializer m_nSnapshotControlPointNumber = 0x1B4 # int32_t m_nControlPointNumber = 0x1B8 # int32_t m_bRandom = 0x1BC # bool m_nRandomSeed = 0x1C0 # int32_t m_bRigid = 0x1C4 # bool m_bSetNormal = 0x1C5 # bool m_bIgnoreDt = 0x1C6 # bool m_flMinNormalVelocity = 0x1C8 # float m_flMaxNormalVelocity = 0x1CC # float m_nIndexType = 0x1D0 # SnapshotIndexType_t m_flReadIndex = 0x1D8 # CPerParticleFloatInput m_flIncrement = 0x328 # float m_nFullLoopIncrement = 0x32C # int32_t m_nSnapShotStartPoint = 0x330 # int32_t m_flBoneVelocity = 0x334 # float m_flBoneVelocityMax = 0x338 # float m_bCopyColor = 0x33C # bool m_bCopyAlpha = 0x33D # bool m_bSetRadius = 0x33E # bool class C_INIT_InitVec: # CParticleFunctionInitializer m_InputValue = 0x1B8 # CPerParticleVecInput m_nOutputField = 0x7E8 # ParticleAttributeIndex_t m_nSetMethod = 0x7EC # ParticleSetMethod_t m_bNormalizedOutput = 0x7F0 # bool m_bWritePreviousPosition = 0x7F1 # bool class C_INIT_InitVecCollection: # CParticleFunctionInitializer m_InputValue = 0x1B8 # CParticleCollectionVecInput m_nOutputField = 0x7E8 # ParticleAttributeIndex_t class C_INIT_InitialRepulsionVelocity: # CParticleFunctionInitializer m_CollisionGroupName = 0x1B4 # char[128] m_nTraceSet = 0x234 # ParticleTraceSet_t m_vecOutputMin = 0x238 # Vector m_vecOutputMax = 0x244 # Vector m_nControlPointNumber = 0x250 # int32_t m_bPerParticle = 0x254 # bool m_bTranslate = 0x255 # bool m_bProportional = 0x256 # bool m_flTraceLength = 0x258 # float m_bPerParticleTR = 0x25C # bool m_bInherit = 0x25D # bool m_nChildCP = 0x260 # int32_t m_nChildGroupID = 0x264 # int32_t class C_INIT_InitialSequenceFromModel: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_nFieldOutputAnim = 0x1BC # ParticleAttributeIndex_t m_flInputMin = 0x1C0 # float m_flInputMax = 0x1C4 # float m_flOutputMin = 0x1C8 # float m_flOutputMax = 0x1CC # float m_nSetMethod = 0x1D0 # ParticleSetMethod_t class C_INIT_InitialVelocityFromHitbox: # CParticleFunctionInitializer m_flVelocityMin = 0x1B4 # float m_flVelocityMax = 0x1B8 # float m_nControlPointNumber = 0x1BC # int32_t m_HitboxSetName = 0x1C0 # char[128] m_bUseBones = 0x240 # bool class C_INIT_InitialVelocityNoise: # CParticleFunctionInitializer m_vecAbsVal = 0x1B4 # Vector m_vecAbsValInv = 0x1C0 # Vector m_vecOffsetLoc = 0x1D0 # CPerParticleVecInput m_flOffset = 0x800 # CPerParticleFloatInput m_vecOutputMin = 0x950 # CPerParticleVecInput m_vecOutputMax = 0xF80 # CPerParticleVecInput m_flNoiseScale = 0x15B0 # CPerParticleFloatInput m_flNoiseScaleLoc = 0x1700 # CPerParticleFloatInput m_TransformInput = 0x1850 # CParticleTransformInput m_bIgnoreDt = 0x18B0 # bool class C_INIT_LifespanFromVelocity: # CParticleFunctionInitializer m_vecComponentScale = 0x1B4 # Vector m_flTraceOffset = 0x1C0 # float m_flMaxTraceLength = 0x1C4 # float m_flTraceTolerance = 0x1C8 # float m_nMaxPlanes = 0x1CC # int32_t m_CollisionGroupName = 0x1D4 # char[128] m_nTraceSet = 0x254 # ParticleTraceSet_t m_bIncludeWater = 0x260 # bool class C_INIT_ModelCull: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_bBoundBox = 0x1B8 # bool m_bCullOutside = 0x1B9 # bool m_bUseBones = 0x1BA # bool m_HitboxSetName = 0x1BB # char[128] class C_INIT_MoveBetweenPoints: # CParticleFunctionInitializer m_flSpeedMin = 0x1B8 # CPerParticleFloatInput m_flSpeedMax = 0x308 # CPerParticleFloatInput m_flEndSpread = 0x458 # CPerParticleFloatInput m_flStartOffset = 0x5A8 # CPerParticleFloatInput m_flEndOffset = 0x6F8 # CPerParticleFloatInput m_nEndControlPointNumber = 0x848 # int32_t m_bTrailBias = 0x84C # bool class C_INIT_NormalAlignToCP: # CParticleFunctionInitializer m_transformInput = 0x1B8 # CParticleTransformInput m_nControlPointAxis = 0x218 # ParticleControlPointAxis_t class C_INIT_NormalOffset: # CParticleFunctionInitializer m_OffsetMin = 0x1B4 # Vector m_OffsetMax = 0x1C0 # Vector m_nControlPointNumber = 0x1CC # int32_t m_bLocalCoords = 0x1D0 # bool m_bNormalize = 0x1D1 # bool class C_INIT_OffsetVectorToVector: # CParticleFunctionInitializer m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_vecOutputMin = 0x1BC # Vector m_vecOutputMax = 0x1C8 # Vector m_randomnessParameters = 0x1D4 # CRandomNumberGeneratorParameters class C_INIT_Orient2DRelToCP: # CParticleFunctionInitializer m_nCP = 0x1B4 # int32_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flRotOffset = 0x1BC # float class C_INIT_PlaneCull: # CParticleFunctionInitializer m_nControlPoint = 0x1B4 # int32_t m_flDistance = 0x1B8 # CParticleCollectionFloatInput m_bCullInside = 0x308 # bool class C_INIT_PointList: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_pointList = 0x1B8 # CUtlVector m_bPlaceAlongPath = 0x1D0 # bool m_bClosedLoop = 0x1D1 # bool m_nNumPointsAlongPath = 0x1D4 # int32_t class C_INIT_PositionOffset: # CParticleFunctionInitializer m_OffsetMin = 0x1B8 # CPerParticleVecInput m_OffsetMax = 0x7E8 # CPerParticleVecInput m_TransformInput = 0xE18 # CParticleTransformInput m_bLocalCoords = 0xE78 # bool m_bProportional = 0xE79 # bool m_randomnessParameters = 0xE7C # CRandomNumberGeneratorParameters class C_INIT_PositionOffsetToCP: # CParticleFunctionInitializer m_nControlPointNumberStart = 0x1B4 # int32_t m_nControlPointNumberEnd = 0x1B8 # int32_t m_bLocalCoords = 0x1BC # bool class C_INIT_PositionPlaceOnGround: # CParticleFunctionInitializer m_flOffset = 0x1B8 # CPerParticleFloatInput m_flMaxTraceLength = 0x308 # CPerParticleFloatInput m_CollisionGroupName = 0x458 # char[128] m_nTraceSet = 0x4D8 # ParticleTraceSet_t m_nTraceMissBehavior = 0x4E8 # ParticleTraceMissBehavior_t m_bIncludeWater = 0x4EC # bool m_bSetNormal = 0x4ED # bool m_bSetPXYZOnly = 0x4EE # bool m_bTraceAlongNormal = 0x4EF # bool m_bOffsetonColOnly = 0x4F0 # bool m_flOffsetByRadiusFactor = 0x4F4 # float m_nPreserveOffsetCP = 0x4F8 # int32_t m_nIgnoreCP = 0x4FC # int32_t class C_INIT_PositionWarp: # CParticleFunctionInitializer m_vecWarpMin = 0x1B8 # CParticleCollectionVecInput m_vecWarpMax = 0x7E8 # CParticleCollectionVecInput m_nScaleControlPointNumber = 0xE18 # int32_t m_nControlPointNumber = 0xE1C # int32_t m_nRadiusComponent = 0xE20 # int32_t m_flWarpTime = 0xE24 # float m_flWarpStartTime = 0xE28 # float m_flPrevPosScale = 0xE2C # float m_bInvertWarp = 0xE30 # bool m_bUseCount = 0xE31 # bool class C_INIT_PositionWarpScalar: # CParticleFunctionInitializer m_vecWarpMin = 0x1B4 # Vector m_vecWarpMax = 0x1C0 # Vector m_InputValue = 0x1D0 # CPerParticleFloatInput m_flPrevPosScale = 0x320 # float m_nScaleControlPointNumber = 0x324 # int32_t m_nControlPointNumber = 0x328 # int32_t class C_INIT_QuantizeFloat: # CParticleFunctionInitializer m_InputValue = 0x1B8 # CPerParticleFloatInput m_nOutputField = 0x308 # ParticleAttributeIndex_t class C_INIT_RadiusFromCPObject: # CParticleFunctionInitializer m_nControlPoint = 0x1B4 # int32_t class C_INIT_RandomAlpha: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nAlphaMin = 0x1B8 # int32_t m_nAlphaMax = 0x1BC # int32_t m_flAlphaRandExponent = 0x1C8 # float class C_INIT_RandomAlphaWindowThreshold: # CParticleFunctionInitializer m_flMin = 0x1B4 # float m_flMax = 0x1B8 # float m_flExponent = 0x1BC # float class C_INIT_RandomColor: # CParticleFunctionInitializer m_ColorMin = 0x1D0 # Color m_ColorMax = 0x1D4 # Color m_TintMin = 0x1D8 # Color m_TintMax = 0x1DC # Color m_flTintPerc = 0x1E0 # float m_flUpdateThreshold = 0x1E4 # float m_nTintCP = 0x1E8 # int32_t m_nFieldOutput = 0x1EC # ParticleAttributeIndex_t m_nTintBlendMode = 0x1F0 # ParticleColorBlendMode_t m_flLightAmplification = 0x1F4 # float class C_INIT_RandomLifeTime: # CParticleFunctionInitializer m_fLifetimeMin = 0x1B4 # float m_fLifetimeMax = 0x1B8 # float m_fLifetimeRandExponent = 0x1BC # float class C_INIT_RandomModelSequence: # CParticleFunctionInitializer m_ActivityName = 0x1B4 # char[256] m_SequenceName = 0x2B4 # char[256] m_hModel = 0x3B8 # CStrongHandle class C_INIT_RandomNamedModelBodyPart: # C_INIT_RandomNamedModelElement class C_INIT_RandomNamedModelElement: # CParticleFunctionInitializer m_hModel = 0x1B8 # CStrongHandle m_names = 0x1C0 # CUtlVector m_bShuffle = 0x1D8 # bool m_bLinear = 0x1D9 # bool m_bModelFromRenderer = 0x1DA # bool m_nFieldOutput = 0x1DC # ParticleAttributeIndex_t class C_INIT_RandomNamedModelMeshGroup: # C_INIT_RandomNamedModelElement class C_INIT_RandomNamedModelSequence: # C_INIT_RandomNamedModelElement class C_INIT_RandomRadius: # CParticleFunctionInitializer m_flRadiusMin = 0x1B4 # float m_flRadiusMax = 0x1B8 # float m_flRadiusRandExponent = 0x1BC # float class C_INIT_RandomRotation: # CGeneralRandomRotation class C_INIT_RandomRotationSpeed: # CGeneralRandomRotation class C_INIT_RandomScalar: # CParticleFunctionInitializer m_flMin = 0x1B4 # float m_flMax = 0x1B8 # float m_flExponent = 0x1BC # float m_nFieldOutput = 0x1C0 # ParticleAttributeIndex_t class C_INIT_RandomSecondSequence: # CParticleFunctionInitializer m_nSequenceMin = 0x1B4 # int32_t m_nSequenceMax = 0x1B8 # int32_t class C_INIT_RandomSequence: # CParticleFunctionInitializer m_nSequenceMin = 0x1B4 # int32_t m_nSequenceMax = 0x1B8 # int32_t m_bShuffle = 0x1BC # bool m_bLinear = 0x1BD # bool m_WeightedList = 0x1C0 # CUtlVector class C_INIT_RandomTrailLength: # CParticleFunctionInitializer m_flMinLength = 0x1B4 # float m_flMaxLength = 0x1B8 # float m_flLengthRandExponent = 0x1BC # float class C_INIT_RandomVector: # CParticleFunctionInitializer m_vecMin = 0x1B4 # Vector m_vecMax = 0x1C0 # Vector m_nFieldOutput = 0x1CC # ParticleAttributeIndex_t m_randomnessParameters = 0x1D0 # CRandomNumberGeneratorParameters class C_INIT_RandomVectorComponent: # CParticleFunctionInitializer m_flMin = 0x1B4 # float m_flMax = 0x1B8 # float m_nFieldOutput = 0x1BC # ParticleAttributeIndex_t m_nComponent = 0x1C0 # int32_t class C_INIT_RandomYaw: # CGeneralRandomRotation class C_INIT_RandomYawFlip: # CParticleFunctionInitializer m_flPercent = 0x1B4 # float class C_INIT_RemapCPtoScalar: # CParticleFunctionInitializer m_nCPInput = 0x1B4 # int32_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_nField = 0x1BC # int32_t m_flInputMin = 0x1C0 # float m_flInputMax = 0x1C4 # float m_flOutputMin = 0x1C8 # float m_flOutputMax = 0x1CC # float m_flStartTime = 0x1D0 # float m_flEndTime = 0x1D4 # float m_nSetMethod = 0x1D8 # ParticleSetMethod_t m_flRemapBias = 0x1DC # float class C_INIT_RemapInitialDirectionToTransformToVector: # CParticleFunctionInitializer m_TransformInput = 0x1B8 # CParticleTransformInput m_nFieldOutput = 0x218 # ParticleAttributeIndex_t m_flScale = 0x21C # float m_flOffsetRot = 0x220 # float m_vecOffsetAxis = 0x224 # Vector m_bNormalize = 0x230 # bool class C_INIT_RemapInitialTransformDirectionToRotation: # CParticleFunctionInitializer m_TransformInput = 0x1B8 # CParticleTransformInput m_nFieldOutput = 0x218 # ParticleAttributeIndex_t m_flOffsetRot = 0x21C # float m_nComponent = 0x220 # int32_t class C_INIT_RemapInitialVisibilityScalar: # CParticleFunctionInitializer m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float class C_INIT_RemapNamedModelBodyPartToScalar: # C_INIT_RemapNamedModelElementToScalar class C_INIT_RemapNamedModelElementToScalar: # CParticleFunctionInitializer m_hModel = 0x1B8 # CStrongHandle m_names = 0x1C0 # CUtlVector m_values = 0x1D8 # CUtlVector m_nFieldInput = 0x1F0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1F4 # ParticleAttributeIndex_t m_nSetMethod = 0x1F8 # ParticleSetMethod_t m_bModelFromRenderer = 0x1FC # bool class C_INIT_RemapNamedModelMeshGroupToScalar: # C_INIT_RemapNamedModelElementToScalar class C_INIT_RemapNamedModelSequenceToScalar: # C_INIT_RemapNamedModelElementToScalar class C_INIT_RemapParticleCountToNamedModelBodyPartScalar: # C_INIT_RemapParticleCountToNamedModelElementScalar class C_INIT_RemapParticleCountToNamedModelElementScalar: # C_INIT_RemapParticleCountToScalar m_hModel = 0x1E0 # CStrongHandle m_outputMinName = 0x1E8 # CUtlString m_outputMaxName = 0x1F0 # CUtlString m_bModelFromRenderer = 0x1F8 # bool class C_INIT_RemapParticleCountToNamedModelMeshGroupScalar: # C_INIT_RemapParticleCountToNamedModelElementScalar class C_INIT_RemapParticleCountToNamedModelSequenceScalar: # C_INIT_RemapParticleCountToNamedModelElementScalar class C_INIT_RemapParticleCountToScalar: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nInputMin = 0x1B8 # int32_t m_nInputMax = 0x1BC # int32_t m_nScaleControlPoint = 0x1C0 # int32_t m_nScaleControlPointField = 0x1C4 # int32_t m_flOutputMin = 0x1C8 # float m_flOutputMax = 0x1CC # float m_nSetMethod = 0x1D0 # ParticleSetMethod_t m_bActiveRange = 0x1D4 # bool m_bInvert = 0x1D5 # bool m_bWrap = 0x1D6 # bool m_flRemapBias = 0x1D8 # float class C_INIT_RemapQAnglesToRotation: # CParticleFunctionInitializer m_TransformInput = 0x1B8 # CParticleTransformInput class C_INIT_RemapScalar: # CParticleFunctionInitializer m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_flStartTime = 0x1CC # float m_flEndTime = 0x1D0 # float m_nSetMethod = 0x1D4 # ParticleSetMethod_t m_bActiveRange = 0x1D8 # bool m_flRemapBias = 0x1DC # float class C_INIT_RemapScalarToVector: # CParticleFunctionInitializer m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_vecOutputMin = 0x1C4 # Vector m_vecOutputMax = 0x1D0 # Vector m_flStartTime = 0x1DC # float m_flEndTime = 0x1E0 # float m_nSetMethod = 0x1E4 # ParticleSetMethod_t m_nControlPointNumber = 0x1E8 # int32_t m_bLocalCoords = 0x1EC # bool m_flRemapBias = 0x1F0 # float class C_INIT_RemapSpeedToScalar: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nControlPointNumber = 0x1B8 # int32_t m_flStartTime = 0x1BC # float m_flEndTime = 0x1C0 # float m_flInputMin = 0x1C4 # float m_flInputMax = 0x1C8 # float m_flOutputMin = 0x1CC # float m_flOutputMax = 0x1D0 # float m_nSetMethod = 0x1D4 # ParticleSetMethod_t m_bPerParticle = 0x1D8 # bool class C_INIT_RemapTransformOrientationToRotations: # CParticleFunctionInitializer m_TransformInput = 0x1B8 # CParticleTransformInput m_vecRotation = 0x218 # Vector m_bUseQuat = 0x224 # bool m_bWriteNormal = 0x225 # bool class C_INIT_RemapTransformToVector: # CParticleFunctionInitializer m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_vInputMin = 0x1B8 # Vector m_vInputMax = 0x1C4 # Vector m_vOutputMin = 0x1D0 # Vector m_vOutputMax = 0x1DC # Vector m_TransformInput = 0x1E8 # CParticleTransformInput m_LocalSpaceTransform = 0x248 # CParticleTransformInput m_flStartTime = 0x2A8 # float m_flEndTime = 0x2AC # float m_nSetMethod = 0x2B0 # ParticleSetMethod_t m_bOffset = 0x2B4 # bool m_bAccelerate = 0x2B5 # bool m_flRemapBias = 0x2B8 # float class C_INIT_RingWave: # CParticleFunctionInitializer m_TransformInput = 0x1B8 # CParticleTransformInput m_flParticlesPerOrbit = 0x218 # CParticleCollectionFloatInput m_flInitialRadius = 0x368 # CPerParticleFloatInput m_flThickness = 0x4B8 # CPerParticleFloatInput m_flInitialSpeedMin = 0x608 # CPerParticleFloatInput m_flInitialSpeedMax = 0x758 # CPerParticleFloatInput m_flRoll = 0x8A8 # CPerParticleFloatInput m_flPitch = 0x9F8 # CPerParticleFloatInput m_flYaw = 0xB48 # CPerParticleFloatInput m_bEvenDistribution = 0xC98 # bool m_bXYVelocityOnly = 0xC99 # bool class C_INIT_RtEnvCull: # CParticleFunctionInitializer m_vecTestDir = 0x1B4 # Vector m_vecTestNormal = 0x1C0 # Vector m_bUseVelocity = 0x1CC # bool m_bCullOnMiss = 0x1CD # bool m_bLifeAdjust = 0x1CE # bool m_RtEnvName = 0x1CF # char[128] m_nRTEnvCP = 0x250 # int32_t m_nComponent = 0x254 # int32_t class C_INIT_ScaleVelocity: # CParticleFunctionInitializer m_vecScale = 0x1B8 # CParticleCollectionVecInput class C_INIT_SequenceFromCP: # CParticleFunctionInitializer m_bKillUnused = 0x1B4 # bool m_bRadiusScale = 0x1B5 # bool m_nCP = 0x1B8 # int32_t m_vecOffset = 0x1BC # Vector class C_INIT_SequenceLifeTime: # CParticleFunctionInitializer m_flFramerate = 0x1B4 # float class C_INIT_SetAttributeToScalarExpression: # CParticleFunctionInitializer m_nExpression = 0x1B4 # ScalarExpressionType_t m_flInput1 = 0x1B8 # CPerParticleFloatInput m_flInput2 = 0x308 # CPerParticleFloatInput m_flOutputRemap = 0x458 # CParticleRemapFloatInput m_nOutputField = 0x5A8 # ParticleAttributeIndex_t m_nSetMethod = 0x5AC # ParticleSetMethod_t class C_INIT_SetHitboxToClosest: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nDesiredHitbox = 0x1B8 # int32_t m_vecHitBoxScale = 0x1C0 # CParticleCollectionVecInput m_HitboxSetName = 0x7F0 # char[128] m_bUseBones = 0x870 # bool m_bUseClosestPointOnHitbox = 0x871 # bool m_nTestType = 0x874 # ClosestPointTestType_t m_flHybridRatio = 0x878 # CParticleCollectionFloatInput m_bUpdatePosition = 0x9C8 # bool class C_INIT_SetHitboxToModel: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nForceInModel = 0x1B8 # int32_t m_nDesiredHitbox = 0x1BC # int32_t m_vecHitBoxScale = 0x1C0 # CParticleCollectionVecInput m_vecDirectionBias = 0x7F0 # Vector m_bMaintainHitbox = 0x7FC # bool m_bUseBones = 0x7FD # bool m_HitboxSetName = 0x7FE # char[128] m_flShellSize = 0x880 # CParticleCollectionFloatInput class C_INIT_SetRigidAttachment: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_nFieldInput = 0x1B8 # ParticleAttributeIndex_t m_nFieldOutput = 0x1BC # ParticleAttributeIndex_t m_bLocalSpace = 0x1C0 # bool class C_INIT_SetVectorAttributeToVectorExpression: # CParticleFunctionInitializer m_nExpression = 0x1B4 # VectorExpressionType_t m_vInput1 = 0x1B8 # CPerParticleVecInput m_vInput2 = 0x7E8 # CPerParticleVecInput m_nOutputField = 0xE18 # ParticleAttributeIndex_t m_nSetMethod = 0xE1C # ParticleSetMethod_t m_bNormalizedOutput = 0xE20 # bool class C_INIT_StatusEffect: # CParticleFunctionInitializer m_nDetail2Combo = 0x1B4 # Detail2Combo_t m_flDetail2Rotation = 0x1B8 # float m_flDetail2Scale = 0x1BC # float m_flDetail2BlendFactor = 0x1C0 # float m_flColorWarpIntensity = 0x1C4 # float m_flDiffuseWarpBlendToFull = 0x1C8 # float m_flEnvMapIntensity = 0x1CC # float m_flAmbientScale = 0x1D0 # float m_specularColor = 0x1D4 # Color m_flSpecularScale = 0x1D8 # float m_flSpecularExponent = 0x1DC # float m_flSpecularExponentBlendToFull = 0x1E0 # float m_flSpecularBlendToFull = 0x1E4 # float m_rimLightColor = 0x1E8 # Color m_flRimLightScale = 0x1EC # float m_flReflectionsTintByBaseBlendToNone = 0x1F0 # float m_flMetalnessBlendToFull = 0x1F4 # float m_flSelfIllumBlendToFull = 0x1F8 # float class C_INIT_StatusEffectCitadel: # CParticleFunctionInitializer m_flSFXColorWarpAmount = 0x1B4 # float m_flSFXNormalAmount = 0x1B8 # float m_flSFXMetalnessAmount = 0x1BC # float m_flSFXRoughnessAmount = 0x1C0 # float m_flSFXSelfIllumAmount = 0x1C4 # float m_flSFXSScale = 0x1C8 # float m_flSFXSScrollX = 0x1CC # float m_flSFXSScrollY = 0x1D0 # float m_flSFXSScrollZ = 0x1D4 # float m_flSFXSOffsetX = 0x1D8 # float m_flSFXSOffsetY = 0x1DC # float m_flSFXSOffsetZ = 0x1E0 # float m_nDetailCombo = 0x1E4 # DetailCombo_t m_flSFXSDetailAmount = 0x1E8 # float m_flSFXSDetailScale = 0x1EC # float m_flSFXSDetailScrollX = 0x1F0 # float m_flSFXSDetailScrollY = 0x1F4 # float m_flSFXSDetailScrollZ = 0x1F8 # float m_flSFXSUseModelUVs = 0x1FC # float class C_INIT_VelocityFromCP: # CParticleFunctionInitializer m_velocityInput = 0x1B8 # CParticleCollectionVecInput m_transformInput = 0x7E8 # CParticleTransformInput m_flVelocityScale = 0x848 # float m_bDirectionOnly = 0x84C # bool class C_INIT_VelocityFromNormal: # CParticleFunctionInitializer m_fSpeedMin = 0x1B4 # float m_fSpeedMax = 0x1B8 # float m_bIgnoreDt = 0x1BC # bool class C_INIT_VelocityRadialRandom: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_fSpeedMin = 0x1B8 # float m_fSpeedMax = 0x1BC # float m_vecLocalCoordinateSystemSpeedScale = 0x1C0 # Vector m_bIgnoreDelta = 0x1CD # bool class C_INIT_VelocityRandom: # CParticleFunctionInitializer m_nControlPointNumber = 0x1B4 # int32_t m_fSpeedMin = 0x1B8 # CPerParticleFloatInput m_fSpeedMax = 0x308 # CPerParticleFloatInput m_LocalCoordinateSystemSpeedMin = 0x458 # CPerParticleVecInput m_LocalCoordinateSystemSpeedMax = 0xA88 # CPerParticleVecInput m_bIgnoreDT = 0x10B8 # bool m_randomnessParameters = 0x10BC # CRandomNumberGeneratorParameters class C_OP_AlphaDecay: # CParticleFunctionOperator m_flMinAlpha = 0x1B0 # float class C_OP_AttractToControlPoint: # CParticleFunctionForce m_vecComponentScale = 0x1BC # Vector m_fForceAmount = 0x1C8 # CPerParticleFloatInput m_fFalloffPower = 0x318 # float m_TransformInput = 0x320 # CParticleTransformInput m_fForceAmountMin = 0x380 # CPerParticleFloatInput m_bApplyMinForce = 0x4D0 # bool class C_OP_BasicMovement: # CParticleFunctionOperator m_Gravity = 0x1B0 # CParticleCollectionVecInput m_fDrag = 0x7E0 # CParticleCollectionFloatInput m_nMaxConstraintPasses = 0x930 # int32_t class C_OP_BoxConstraint: # CParticleFunctionConstraint m_vecMin = 0x1B0 # CParticleCollectionVecInput m_vecMax = 0x7E0 # CParticleCollectionVecInput m_nCP = 0xE10 # int32_t m_bLocalSpace = 0xE14 # bool m_bAccountForRadius = 0xE15 # bool class C_OP_CPOffsetToPercentageBetweenCPs: # CParticleFunctionOperator m_flInputMin = 0x1B0 # float m_flInputMax = 0x1B4 # float m_flInputBias = 0x1B8 # float m_nStartCP = 0x1BC # int32_t m_nEndCP = 0x1C0 # int32_t m_nOffsetCP = 0x1C4 # int32_t m_nOuputCP = 0x1C8 # int32_t m_nInputCP = 0x1CC # int32_t m_bRadialCheck = 0x1D0 # bool m_bScaleOffset = 0x1D1 # bool m_vecOffset = 0x1D4 # Vector class C_OP_CPVelocityForce: # CParticleFunctionForce m_nControlPointNumber = 0x1BC # int32_t m_flScale = 0x1C0 # CPerParticleFloatInput class C_OP_CalculateVectorAttribute: # CParticleFunctionOperator m_vStartValue = 0x1B0 # Vector m_nFieldInput1 = 0x1BC # ParticleAttributeIndex_t m_flInputScale1 = 0x1C0 # float m_nFieldInput2 = 0x1C4 # ParticleAttributeIndex_t m_flInputScale2 = 0x1C8 # float m_nControlPointInput1 = 0x1CC # ControlPointReference_t m_flControlPointScale1 = 0x1E0 # float m_nControlPointInput2 = 0x1E4 # ControlPointReference_t m_flControlPointScale2 = 0x1F8 # float m_nFieldOutput = 0x1FC # ParticleAttributeIndex_t m_vFinalOutputScale = 0x200 # Vector class C_OP_Callback: # CParticleFunctionRenderer class C_OP_ChladniWave: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # CPerParticleFloatInput m_flInputMax = 0x308 # CPerParticleFloatInput m_flOutputMin = 0x458 # CPerParticleFloatInput m_flOutputMax = 0x5A8 # CPerParticleFloatInput m_vecWaveLength = 0x6F8 # CPerParticleVecInput m_vecHarmonics = 0xD28 # CPerParticleVecInput m_nSetMethod = 0x1358 # ParticleSetMethod_t m_nLocalSpaceControlPoint = 0x135C # int32_t m_b3D = 0x1360 # bool class C_OP_ChooseRandomChildrenInGroup: # CParticleFunctionPreEmission m_nChildGroupID = 0x1B4 # int32_t m_flNumberOfChildren = 0x1B8 # CParticleCollectionFloatInput class C_OP_ClampScalar: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flOutputMin = 0x1B8 # CPerParticleFloatInput m_flOutputMax = 0x308 # CPerParticleFloatInput class C_OP_ClampVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecOutputMin = 0x1B8 # CPerParticleVecInput m_vecOutputMax = 0x7E8 # CPerParticleVecInput class C_OP_CollideWithParentParticles: # CParticleFunctionConstraint m_flParentRadiusScale = 0x1B0 # CPerParticleFloatInput m_flRadiusScale = 0x300 # CPerParticleFloatInput class C_OP_CollideWithSelf: # CParticleFunctionConstraint m_flRadiusScale = 0x1B0 # CPerParticleFloatInput m_flMinimumSpeed = 0x300 # CPerParticleFloatInput class C_OP_ColorAdjustHSL: # CParticleFunctionOperator m_flHueAdjust = 0x1B0 # CPerParticleFloatInput m_flSaturationAdjust = 0x300 # CPerParticleFloatInput m_flLightnessAdjust = 0x450 # CPerParticleFloatInput class C_OP_ColorInterpolate: # CParticleFunctionOperator m_ColorFade = 0x1B0 # Color m_flFadeStartTime = 0x1C0 # float m_flFadeEndTime = 0x1C4 # float m_nFieldOutput = 0x1C8 # ParticleAttributeIndex_t m_bEaseInOut = 0x1CC # bool m_bUseNewCode = 0x1CD # bool class C_OP_ColorInterpolateRandom: # CParticleFunctionOperator m_ColorFadeMin = 0x1B0 # Color m_ColorFadeMax = 0x1CC # Color m_flFadeStartTime = 0x1DC # float m_flFadeEndTime = 0x1E0 # float m_nFieldOutput = 0x1E4 # ParticleAttributeIndex_t m_bEaseInOut = 0x1E8 # bool class C_OP_ConnectParentParticleToNearest: # CParticleFunctionOperator m_nFirstControlPoint = 0x1B0 # int32_t m_nSecondControlPoint = 0x1B4 # int32_t m_bUseRadius = 0x1B8 # bool m_flRadiusScale = 0x1C0 # CParticleCollectionFloatInput m_flParentRadiusScale = 0x310 # CParticleCollectionFloatInput class C_OP_ConstrainDistance: # CParticleFunctionConstraint m_fMinDistance = 0x1B0 # CParticleCollectionFloatInput m_fMaxDistance = 0x300 # CParticleCollectionFloatInput m_nControlPointNumber = 0x450 # int32_t m_CenterOffset = 0x454 # Vector m_bGlobalCenter = 0x460 # bool class C_OP_ConstrainDistanceToPath: # CParticleFunctionConstraint m_fMinDistance = 0x1B0 # float m_flMaxDistance0 = 0x1B4 # float m_flMaxDistanceMid = 0x1B8 # float m_flMaxDistance1 = 0x1BC # float m_PathParameters = 0x1C0 # CPathParameters m_flTravelTime = 0x200 # float m_nFieldScale = 0x204 # ParticleAttributeIndex_t m_nManualTField = 0x208 # ParticleAttributeIndex_t class C_OP_ConstrainDistanceToUserSpecifiedPath: # CParticleFunctionConstraint m_fMinDistance = 0x1B0 # float m_flMaxDistance = 0x1B4 # float m_flTimeScale = 0x1B8 # float m_bLoopedPath = 0x1BC # bool m_pointList = 0x1C0 # CUtlVector class C_OP_ConstrainLineLength: # CParticleFunctionConstraint m_flMinDistance = 0x1B0 # float m_flMaxDistance = 0x1B4 # float class C_OP_ContinuousEmitter: # CParticleFunctionEmitter m_flEmissionDuration = 0x1B8 # CParticleCollectionFloatInput m_flStartTime = 0x308 # CParticleCollectionFloatInput m_flEmitRate = 0x458 # CParticleCollectionFloatInput m_flEmissionScale = 0x5A8 # float m_flScalePerParentParticle = 0x5AC # float m_bInitFromKilledParentParticles = 0x5B0 # bool m_nSnapshotControlPoint = 0x5B4 # int32_t m_nLimitPerUpdate = 0x5B8 # int32_t m_bForceEmitOnFirstUpdate = 0x5BC # bool m_bForceEmitOnLastUpdate = 0x5BD # bool class C_OP_ControlPointToRadialScreenSpace: # CParticleFunctionPreEmission m_nCPIn = 0x1B4 # int32_t m_vecCP1Pos = 0x1B8 # Vector m_nCPOut = 0x1C4 # int32_t m_nCPOutField = 0x1C8 # int32_t m_nCPSSPosOut = 0x1CC # int32_t class C_OP_ControlpointLight: # CParticleFunctionOperator m_flScale = 0x1B0 # float m_nControlPoint1 = 0x640 # int32_t m_nControlPoint2 = 0x644 # int32_t m_nControlPoint3 = 0x648 # int32_t m_nControlPoint4 = 0x64C # int32_t m_vecCPOffset1 = 0x650 # Vector m_vecCPOffset2 = 0x65C # Vector m_vecCPOffset3 = 0x668 # Vector m_vecCPOffset4 = 0x674 # Vector m_LightFiftyDist1 = 0x680 # float m_LightZeroDist1 = 0x684 # float m_LightFiftyDist2 = 0x688 # float m_LightZeroDist2 = 0x68C # float m_LightFiftyDist3 = 0x690 # float m_LightZeroDist3 = 0x694 # float m_LightFiftyDist4 = 0x698 # float m_LightZeroDist4 = 0x69C # float m_LightColor1 = 0x6A0 # Color m_LightColor2 = 0x6A4 # Color m_LightColor3 = 0x6A8 # Color m_LightColor4 = 0x6AC # Color m_bLightType1 = 0x6B0 # bool m_bLightType2 = 0x6B1 # bool m_bLightType3 = 0x6B2 # bool m_bLightType4 = 0x6B3 # bool m_bLightDynamic1 = 0x6B4 # bool m_bLightDynamic2 = 0x6B5 # bool m_bLightDynamic3 = 0x6B6 # bool m_bLightDynamic4 = 0x6B7 # bool m_bUseNormal = 0x6B8 # bool m_bUseHLambert = 0x6B9 # bool m_bClampLowerRange = 0x6BE # bool m_bClampUpperRange = 0x6BF # bool class C_OP_Cull: # CParticleFunctionOperator m_flCullPerc = 0x1B0 # float m_flCullStart = 0x1B4 # float m_flCullEnd = 0x1B8 # float m_flCullExp = 0x1BC # float class C_OP_CurlNoiseForce: # CParticleFunctionForce m_nNoiseType = 0x1BC # ParticleDirectionNoiseType_t m_vecNoiseFreq = 0x1C0 # CPerParticleVecInput m_vecNoiseScale = 0x7F0 # CPerParticleVecInput m_vecOffset = 0xE20 # CPerParticleVecInput m_vecOffsetRate = 0x1450 # CPerParticleVecInput m_flWorleySeed = 0x1A80 # CPerParticleFloatInput m_flWorleyJitter = 0x1BD0 # CPerParticleFloatInput class C_OP_CycleScalar: # CParticleFunctionOperator m_nDestField = 0x1B0 # ParticleAttributeIndex_t m_flStartValue = 0x1B4 # float m_flEndValue = 0x1B8 # float m_flCycleTime = 0x1BC # float m_bDoNotRepeatCycle = 0x1C0 # bool m_bSynchronizeParticles = 0x1C1 # bool m_nCPScale = 0x1C4 # int32_t m_nCPFieldMin = 0x1C8 # int32_t m_nCPFieldMax = 0x1CC # int32_t m_nSetMethod = 0x1D0 # ParticleSetMethod_t class C_OP_CylindricalDistanceToTransform: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # CPerParticleFloatInput m_flInputMax = 0x308 # CPerParticleFloatInput m_flOutputMin = 0x458 # CPerParticleFloatInput m_flOutputMax = 0x5A8 # CPerParticleFloatInput m_TransformStart = 0x6F8 # CParticleTransformInput m_TransformEnd = 0x758 # CParticleTransformInput m_nSetMethod = 0x7B8 # ParticleSetMethod_t m_bActiveRange = 0x7BC # bool m_bAdditive = 0x7BD # bool m_bCapsule = 0x7BE # bool class C_OP_DampenToCP: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_flRange = 0x1B4 # float m_flScale = 0x1B8 # float class C_OP_Decay: # CParticleFunctionOperator m_bRopeDecay = 0x1B0 # bool m_bForcePreserveParticleOrder = 0x1B1 # bool class C_OP_DecayClampCount: # CParticleFunctionOperator m_nCount = 0x1B0 # CParticleCollectionFloatInput class C_OP_DecayMaintainCount: # CParticleFunctionOperator m_nParticlesToMaintain = 0x1B0 # int32_t m_flDecayDelay = 0x1B4 # float m_nSnapshotControlPoint = 0x1B8 # int32_t m_bLifespanDecay = 0x1BC # bool m_flScale = 0x1C0 # CParticleCollectionFloatInput m_bKillNewest = 0x310 # bool class C_OP_DecayOffscreen: # CParticleFunctionOperator m_flOffscreenTime = 0x1B0 # CParticleCollectionFloatInput class C_OP_DensityForce: # CParticleFunctionForce m_flRadiusScale = 0x1BC # float m_flForceScale = 0x1C0 # float m_flTargetDensity = 0x1C4 # float class C_OP_DifferencePreviousParticle: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # float m_flInputMax = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float m_nSetMethod = 0x1C8 # ParticleSetMethod_t m_bActiveRange = 0x1CC # bool m_bSetPreviousParticle = 0x1CD # bool class C_OP_Diffusion: # CParticleFunctionOperator m_flRadiusScale = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nVoxelGridResolution = 0x1B8 # int32_t class C_OP_DirectionBetweenVecsToVec: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecPoint1 = 0x1B8 # CPerParticleVecInput m_vecPoint2 = 0x7E8 # CPerParticleVecInput class C_OP_DistanceBetweenCPsToCP: # CParticleFunctionPreEmission m_nStartCP = 0x1B4 # int32_t m_nEndCP = 0x1B8 # int32_t m_nOutputCP = 0x1BC # int32_t m_nOutputCPField = 0x1C0 # int32_t m_bSetOnce = 0x1C4 # bool m_flInputMin = 0x1C8 # float m_flInputMax = 0x1CC # float m_flOutputMin = 0x1D0 # float m_flOutputMax = 0x1D4 # float m_flMaxTraceLength = 0x1D8 # float m_flLOSScale = 0x1DC # float m_bLOS = 0x1E0 # bool m_CollisionGroupName = 0x1E1 # char[128] m_nTraceSet = 0x264 # ParticleTraceSet_t m_nSetParent = 0x268 # ParticleParentSetMode_t class C_OP_DistanceBetweenTransforms: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_TransformStart = 0x1B8 # CParticleTransformInput m_TransformEnd = 0x218 # CParticleTransformInput m_flInputMin = 0x278 # CPerParticleFloatInput m_flInputMax = 0x3C8 # CPerParticleFloatInput m_flOutputMin = 0x518 # CPerParticleFloatInput m_flOutputMax = 0x668 # CPerParticleFloatInput m_flMaxTraceLength = 0x7B8 # float m_flLOSScale = 0x7BC # float m_CollisionGroupName = 0x7C0 # char[128] m_nTraceSet = 0x840 # ParticleTraceSet_t m_bLOS = 0x844 # bool m_nSetMethod = 0x848 # ParticleSetMethod_t class C_OP_DistanceBetweenVecs: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecPoint1 = 0x1B8 # CPerParticleVecInput m_vecPoint2 = 0x7E8 # CPerParticleVecInput m_flInputMin = 0xE18 # CPerParticleFloatInput m_flInputMax = 0xF68 # CPerParticleFloatInput m_flOutputMin = 0x10B8 # CPerParticleFloatInput m_flOutputMax = 0x1208 # CPerParticleFloatInput m_nSetMethod = 0x1358 # ParticleSetMethod_t m_bDeltaTime = 0x135C # bool class C_OP_DistanceCull: # CParticleFunctionOperator m_nControlPoint = 0x1B0 # int32_t m_vecPointOffset = 0x1B4 # Vector m_flDistance = 0x1C0 # float m_bCullInside = 0x1C4 # bool class C_OP_DistanceToTransform: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # CPerParticleFloatInput m_flInputMax = 0x308 # CPerParticleFloatInput m_flOutputMin = 0x458 # CPerParticleFloatInput m_flOutputMax = 0x5A8 # CPerParticleFloatInput m_TransformStart = 0x6F8 # CParticleTransformInput m_bLOS = 0x758 # bool m_CollisionGroupName = 0x759 # char[128] m_nTraceSet = 0x7DC # ParticleTraceSet_t m_flMaxTraceLength = 0x7E0 # float m_flLOSScale = 0x7E4 # float m_nSetMethod = 0x7E8 # ParticleSetMethod_t m_bActiveRange = 0x7EC # bool m_bAdditive = 0x7ED # bool m_vecComponentScale = 0x7F0 # CPerParticleVecInput class C_OP_DragRelativeToPlane: # CParticleFunctionOperator m_flDragAtPlane = 0x1B0 # CParticleCollectionFloatInput m_flFalloff = 0x300 # CParticleCollectionFloatInput m_bDirectional = 0x450 # bool m_vecPlaneNormal = 0x458 # CParticleCollectionVecInput m_nControlPointNumber = 0xA88 # int32_t class C_OP_DriveCPFromGlobalSoundFloat: # CParticleFunctionPreEmission m_nOutputControlPoint = 0x1B4 # int32_t m_nOutputField = 0x1B8 # int32_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_StackName = 0x1D0 # CUtlString m_OperatorName = 0x1D8 # CUtlString m_FieldName = 0x1E0 # CUtlString class C_OP_EnableChildrenFromParentParticleCount: # CParticleFunctionPreEmission m_nChildGroupID = 0x1B4 # int32_t m_nFirstChild = 0x1B8 # int32_t m_nNumChildrenToEnable = 0x1C0 # CParticleCollectionFloatInput m_bDisableChildren = 0x310 # bool m_bPlayEndcapOnStop = 0x311 # bool m_bDestroyImmediately = 0x312 # bool class C_OP_EndCapDecay: # CParticleFunctionOperator class C_OP_EndCapTimedDecay: # CParticleFunctionOperator m_flDecayTime = 0x1B0 # float class C_OP_EndCapTimedFreeze: # CParticleFunctionOperator m_flFreezeTime = 0x1B0 # CParticleCollectionFloatInput class C_OP_ExternalGameImpulseForce: # CParticleFunctionForce m_flForceScale = 0x1C0 # CPerParticleFloatInput m_bRopes = 0x310 # bool m_bRopesZOnly = 0x311 # bool m_bExplosions = 0x312 # bool m_bParticles = 0x313 # bool class C_OP_ExternalWindForce: # CParticleFunctionForce m_vecSamplePosition = 0x1C0 # CPerParticleVecInput m_vecScale = 0x7F0 # CPerParticleVecInput m_bSampleWind = 0xE20 # bool m_bSampleWater = 0xE21 # bool m_bDampenNearWaterPlane = 0xE22 # bool m_bSampleGravity = 0xE23 # bool m_vecGravityForce = 0xE28 # CPerParticleVecInput m_bUseBasicMovementGravity = 0x1458 # bool m_flLocalGravityScale = 0x1460 # CPerParticleFloatInput m_flLocalBuoyancyScale = 0x15B0 # CPerParticleFloatInput m_vecBuoyancyForce = 0x1700 # CPerParticleVecInput class C_OP_FadeAndKill: # CParticleFunctionOperator m_flStartFadeInTime = 0x1B0 # float m_flEndFadeInTime = 0x1B4 # float m_flStartFadeOutTime = 0x1B8 # float m_flEndFadeOutTime = 0x1BC # float m_flStartAlpha = 0x1C0 # float m_flEndAlpha = 0x1C4 # float m_bForcePreserveParticleOrder = 0x1C8 # bool class C_OP_FadeAndKillForTracers: # CParticleFunctionOperator m_flStartFadeInTime = 0x1B0 # float m_flEndFadeInTime = 0x1B4 # float m_flStartFadeOutTime = 0x1B8 # float m_flEndFadeOutTime = 0x1BC # float m_flStartAlpha = 0x1C0 # float m_flEndAlpha = 0x1C4 # float class C_OP_FadeIn: # CParticleFunctionOperator m_flFadeInTimeMin = 0x1B0 # float m_flFadeInTimeMax = 0x1B4 # float m_flFadeInTimeExp = 0x1B8 # float m_bProportional = 0x1BC # bool class C_OP_FadeInSimple: # CParticleFunctionOperator m_flFadeInTime = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t class C_OP_FadeOut: # CParticleFunctionOperator m_flFadeOutTimeMin = 0x1B0 # float m_flFadeOutTimeMax = 0x1B4 # float m_flFadeOutTimeExp = 0x1B8 # float m_flFadeBias = 0x1BC # float m_bProportional = 0x1F0 # bool m_bEaseInAndOut = 0x1F1 # bool class C_OP_FadeOutSimple: # CParticleFunctionOperator m_flFadeOutTime = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t class C_OP_ForceBasedOnDistanceToPlane: # CParticleFunctionForce m_flMinDist = 0x1BC # float m_vecForceAtMinDist = 0x1C0 # Vector m_flMaxDist = 0x1CC # float m_vecForceAtMaxDist = 0x1D0 # Vector m_vecPlaneNormal = 0x1DC # Vector m_nControlPointNumber = 0x1E8 # int32_t m_flExponent = 0x1EC # float class C_OP_ForceControlPointStub: # CParticleFunctionPreEmission m_ControlPoint = 0x1B4 # int32_t class C_OP_GlobalLight: # CParticleFunctionOperator m_flScale = 0x1B0 # float m_bClampLowerRange = 0x1B4 # bool m_bClampUpperRange = 0x1B5 # bool class C_OP_HSVShiftToCP: # CParticleFunctionPreEmission m_nColorCP = 0x1B4 # int32_t m_nColorGemEnableCP = 0x1B8 # int32_t m_nOutputCP = 0x1BC # int32_t m_DefaultHSVColor = 0x1C0 # Color class C_OP_InheritFromParentParticles: # CParticleFunctionOperator m_flScale = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nIncrement = 0x1B8 # int32_t m_bRandomDistribution = 0x1BC # bool class C_OP_InheritFromParentParticlesV2: # CParticleFunctionOperator m_flScale = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nIncrement = 0x1B8 # int32_t m_bRandomDistribution = 0x1BC # bool m_nMissingParentBehavior = 0x1C0 # MissingParentInheritBehavior_t class C_OP_InheritFromPeerSystem: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nIncrement = 0x1B8 # int32_t m_nGroupID = 0x1BC # int32_t class C_OP_InstantaneousEmitter: # CParticleFunctionEmitter m_nParticlesToEmit = 0x1B8 # CParticleCollectionFloatInput m_flStartTime = 0x308 # CParticleCollectionFloatInput m_flInitFromKilledParentParticles = 0x458 # float m_flParentParticleScale = 0x460 # CParticleCollectionFloatInput m_nMaxEmittedPerFrame = 0x5B0 # int32_t m_nSnapshotControlPoint = 0x5B4 # int32_t class C_OP_InterpolateRadius: # CParticleFunctionOperator m_flStartTime = 0x1B0 # float m_flEndTime = 0x1B4 # float m_flStartScale = 0x1B8 # float m_flEndScale = 0x1BC # float m_bEaseInAndOut = 0x1C0 # bool m_flBias = 0x1C4 # float class C_OP_LagCompensation: # CParticleFunctionOperator m_nDesiredVelocityCP = 0x1B0 # int32_t m_nLatencyCP = 0x1B4 # int32_t m_nLatencyCPField = 0x1B8 # int32_t m_nDesiredVelocityCPField = 0x1BC # int32_t class C_OP_LerpEndCapScalar: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flOutput = 0x1B4 # float m_flLerpTime = 0x1B8 # float class C_OP_LerpEndCapVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecOutput = 0x1B4 # Vector m_flLerpTime = 0x1C0 # float class C_OP_LerpScalar: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flOutput = 0x1B8 # CPerParticleFloatInput m_flStartTime = 0x308 # float m_flEndTime = 0x30C # float class C_OP_LerpToInitialPosition: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_flInterpolation = 0x1B8 # CPerParticleFloatInput m_nCacheField = 0x308 # ParticleAttributeIndex_t m_flScale = 0x310 # CParticleCollectionFloatInput m_vecScale = 0x460 # CParticleCollectionVecInput class C_OP_LerpToOtherAttribute: # CParticleFunctionOperator m_flInterpolation = 0x1B0 # CPerParticleFloatInput m_nFieldInputFrom = 0x300 # ParticleAttributeIndex_t m_nFieldInput = 0x304 # ParticleAttributeIndex_t m_nFieldOutput = 0x308 # ParticleAttributeIndex_t class C_OP_LerpVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecOutput = 0x1B4 # Vector m_flStartTime = 0x1C0 # float m_flEndTime = 0x1C4 # float m_nSetMethod = 0x1C8 # ParticleSetMethod_t class C_OP_LightningSnapshotGenerator: # CParticleFunctionPreEmission m_nCPSnapshot = 0x1B4 # int32_t m_nCPStartPnt = 0x1B8 # int32_t m_nCPEndPnt = 0x1BC # int32_t m_flSegments = 0x1C0 # CParticleCollectionFloatInput m_flOffset = 0x310 # CParticleCollectionFloatInput m_flOffsetDecay = 0x460 # CParticleCollectionFloatInput m_flRecalcRate = 0x5B0 # CParticleCollectionFloatInput m_flUVScale = 0x700 # CParticleCollectionFloatInput m_flUVOffset = 0x850 # CParticleCollectionFloatInput m_flSplitRate = 0x9A0 # CParticleCollectionFloatInput m_flBranchTwist = 0xAF0 # CParticleCollectionFloatInput m_nBranchBehavior = 0xC40 # ParticleLightnintBranchBehavior_t m_flRadiusStart = 0xC48 # CParticleCollectionFloatInput m_flRadiusEnd = 0xD98 # CParticleCollectionFloatInput m_flDedicatedPool = 0xEE8 # CParticleCollectionFloatInput class C_OP_LocalAccelerationForce: # CParticleFunctionForce m_nCP = 0x1BC # int32_t m_nScaleCP = 0x1C0 # int32_t m_vecAccel = 0x1C8 # CParticleCollectionVecInput class C_OP_LockPoints: # CParticleFunctionOperator m_nMinCol = 0x1B0 # int32_t m_nMaxCol = 0x1B4 # int32_t m_nMinRow = 0x1B8 # int32_t m_nMaxRow = 0x1BC # int32_t m_nControlPoint = 0x1C0 # int32_t m_flBlendValue = 0x1C4 # float class C_OP_LockToBone: # CParticleFunctionOperator m_modelInput = 0x1B0 # CParticleModelInput m_transformInput = 0x208 # CParticleTransformInput m_flLifeTimeFadeStart = 0x268 # float m_flLifeTimeFadeEnd = 0x26C # float m_flJumpThreshold = 0x270 # float m_flPrevPosScale = 0x274 # float m_HitboxSetName = 0x278 # char[128] m_bRigid = 0x2F8 # bool m_bUseBones = 0x2F9 # bool m_nFieldOutput = 0x2FC # ParticleAttributeIndex_t m_nFieldOutputPrev = 0x300 # ParticleAttributeIndex_t m_nRotationSetType = 0x304 # ParticleRotationLockType_t m_bRigidRotationLock = 0x308 # bool m_vecRotation = 0x310 # CPerParticleVecInput m_flRotLerp = 0x940 # CPerParticleFloatInput class C_OP_LockToPointList: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_pointList = 0x1B8 # CUtlVector m_bPlaceAlongPath = 0x1D0 # bool m_bClosedLoop = 0x1D1 # bool m_nNumPointsAlongPath = 0x1D4 # int32_t class C_OP_LockToSavedSequentialPath: # CParticleFunctionOperator m_flFadeStart = 0x1B4 # float m_flFadeEnd = 0x1B8 # float m_bCPPairs = 0x1BC # bool m_PathParams = 0x1C0 # CPathParameters class C_OP_LockToSavedSequentialPathV2: # CParticleFunctionOperator m_flFadeStart = 0x1B0 # float m_flFadeEnd = 0x1B4 # float m_bCPPairs = 0x1B8 # bool m_PathParams = 0x1C0 # CPathParameters class C_OP_MaintainEmitter: # CParticleFunctionEmitter m_nParticlesToMaintain = 0x1B8 # CParticleCollectionFloatInput m_flStartTime = 0x308 # float m_flEmissionDuration = 0x310 # CParticleCollectionFloatInput m_flEmissionRate = 0x460 # float m_nSnapshotControlPoint = 0x464 # int32_t m_bEmitInstantaneously = 0x468 # bool m_bFinalEmitOnStop = 0x469 # bool m_flScale = 0x470 # CParticleCollectionFloatInput class C_OP_MaintainSequentialPath: # CParticleFunctionOperator m_fMaxDistance = 0x1B0 # float m_flNumToAssign = 0x1B4 # float m_flCohesionStrength = 0x1B8 # float m_flTolerance = 0x1BC # float m_bLoop = 0x1C0 # bool m_bUseParticleCount = 0x1C1 # bool m_PathParams = 0x1D0 # CPathParameters class C_OP_MaxVelocity: # CParticleFunctionOperator m_flMaxVelocity = 0x1B0 # float m_flMinVelocity = 0x1B4 # float m_nOverrideCP = 0x1B8 # int32_t m_nOverrideCPField = 0x1BC # int32_t class C_OP_ModelCull: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_bBoundBox = 0x1B4 # bool m_bCullOutside = 0x1B5 # bool m_bUseBones = 0x1B6 # bool m_HitboxSetName = 0x1B7 # char[128] class C_OP_ModelDampenMovement: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_bBoundBox = 0x1B4 # bool m_bOutside = 0x1B5 # bool m_bUseBones = 0x1B6 # bool m_HitboxSetName = 0x1B7 # char[128] m_vecPosOffset = 0x238 # CPerParticleVecInput m_fDrag = 0x868 # float class C_OP_MoveToHitbox: # CParticleFunctionOperator m_modelInput = 0x1B0 # CParticleModelInput m_transformInput = 0x208 # CParticleTransformInput m_flLifeTimeLerpStart = 0x26C # float m_flLifeTimeLerpEnd = 0x270 # float m_flPrevPosScale = 0x274 # float m_HitboxSetName = 0x278 # char[128] m_bUseBones = 0x2F8 # bool m_nLerpType = 0x2FC # HitboxLerpType_t m_flInterpolation = 0x300 # CPerParticleFloatInput class C_OP_MovementLoopInsideSphere: # CParticleFunctionOperator m_nCP = 0x1B0 # int32_t m_flDistance = 0x1B8 # CParticleCollectionFloatInput m_vecScale = 0x308 # CParticleCollectionVecInput m_nDistSqrAttr = 0x938 # ParticleAttributeIndex_t class C_OP_MovementMaintainOffset: # CParticleFunctionOperator m_vecOffset = 0x1B0 # Vector m_nCP = 0x1BC # int32_t m_bRadiusScale = 0x1C0 # bool class C_OP_MovementMoveAlongSkinnedCPSnapshot: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_nSnapshotControlPointNumber = 0x1B4 # int32_t m_bSetNormal = 0x1B8 # bool m_bSetRadius = 0x1B9 # bool m_flInterpolation = 0x1C0 # CPerParticleFloatInput m_flTValue = 0x310 # CPerParticleFloatInput class C_OP_MovementPlaceOnGround: # CParticleFunctionOperator m_flOffset = 0x1B0 # CPerParticleFloatInput m_flMaxTraceLength = 0x300 # float m_flTolerance = 0x304 # float m_flTraceOffset = 0x308 # float m_flLerpRate = 0x30C # float m_CollisionGroupName = 0x310 # char[128] m_nTraceSet = 0x390 # ParticleTraceSet_t m_nRefCP1 = 0x394 # int32_t m_nRefCP2 = 0x398 # int32_t m_nLerpCP = 0x39C # int32_t m_nTraceMissBehavior = 0x3A8 # ParticleTraceMissBehavior_t m_bIncludeShotHull = 0x3AC # bool m_bIncludeWater = 0x3AD # bool m_bSetNormal = 0x3B0 # bool m_bScaleOffset = 0x3B1 # bool m_nPreserveOffsetCP = 0x3B4 # int32_t m_nIgnoreCP = 0x3B8 # int32_t class C_OP_MovementRigidAttachToCP: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_nScaleControlPoint = 0x1B4 # int32_t m_nScaleCPField = 0x1B8 # int32_t m_nFieldInput = 0x1BC # ParticleAttributeIndex_t m_nFieldOutput = 0x1C0 # ParticleAttributeIndex_t m_bOffsetLocal = 0x1C4 # bool class C_OP_MovementRotateParticleAroundAxis: # CParticleFunctionOperator m_vecRotAxis = 0x1B0 # CParticleCollectionVecInput m_flRotRate = 0x7E0 # CParticleCollectionFloatInput m_TransformInput = 0x930 # CParticleTransformInput m_bLocalSpace = 0x990 # bool class C_OP_MovementSkinnedPositionFromCPSnapshot: # CParticleFunctionOperator m_nSnapshotControlPointNumber = 0x1B0 # int32_t m_nControlPointNumber = 0x1B4 # int32_t m_bRandom = 0x1B8 # bool m_nRandomSeed = 0x1BC # int32_t m_bSetNormal = 0x1C0 # bool m_bSetRadius = 0x1C1 # bool m_nIndexType = 0x1C4 # SnapshotIndexType_t m_flReadIndex = 0x1C8 # CPerParticleFloatInput m_flIncrement = 0x318 # CParticleCollectionFloatInput m_nFullLoopIncrement = 0x468 # CParticleCollectionFloatInput m_nSnapShotStartPoint = 0x5B8 # CParticleCollectionFloatInput m_flInterpolation = 0x708 # CPerParticleFloatInput class C_OP_Noise: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flOutputMin = 0x1B4 # float m_flOutputMax = 0x1B8 # float m_fl4NoiseScale = 0x1BC # float m_bAdditive = 0x1C0 # bool m_flNoiseAnimationTimeScale = 0x1C4 # float class C_OP_NoiseEmitter: # CParticleFunctionEmitter m_flEmissionDuration = 0x1B4 # float m_flStartTime = 0x1B8 # float m_flEmissionScale = 0x1BC # float m_nScaleControlPoint = 0x1C0 # int32_t m_nScaleControlPointField = 0x1C4 # int32_t m_nWorldNoisePoint = 0x1C8 # int32_t m_bAbsVal = 0x1CC # bool m_bAbsValInv = 0x1CD # bool m_flOffset = 0x1D0 # float m_flOutputMin = 0x1D4 # float m_flOutputMax = 0x1D8 # float m_flNoiseScale = 0x1DC # float m_flWorldNoiseScale = 0x1E0 # float m_vecOffsetLoc = 0x1E4 # Vector m_flWorldTimeScale = 0x1F0 # float class C_OP_NormalLock: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t class C_OP_NormalizeVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flScale = 0x1B4 # float class C_OP_Orient2DRelToCP: # CParticleFunctionOperator m_flRotOffset = 0x1B0 # float m_flSpinStrength = 0x1B4 # float m_nCP = 0x1B8 # int32_t m_nFieldOutput = 0x1BC # ParticleAttributeIndex_t class C_OP_OrientTo2dDirection: # CParticleFunctionOperator m_flRotOffset = 0x1B0 # float m_flSpinStrength = 0x1B4 # float m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t class C_OP_OscillateScalar: # CParticleFunctionOperator m_RateMin = 0x1B0 # float m_RateMax = 0x1B4 # float m_FrequencyMin = 0x1B8 # float m_FrequencyMax = 0x1BC # float m_nField = 0x1C0 # ParticleAttributeIndex_t m_bProportional = 0x1C4 # bool m_bProportionalOp = 0x1C5 # bool m_flStartTime_min = 0x1C8 # float m_flStartTime_max = 0x1CC # float m_flEndTime_min = 0x1D0 # float m_flEndTime_max = 0x1D4 # float m_flOscMult = 0x1D8 # float m_flOscAdd = 0x1DC # float class C_OP_OscillateScalarSimple: # CParticleFunctionOperator m_Rate = 0x1B0 # float m_Frequency = 0x1B4 # float m_nField = 0x1B8 # ParticleAttributeIndex_t m_flOscMult = 0x1BC # float m_flOscAdd = 0x1C0 # float class C_OP_OscillateVector: # CParticleFunctionOperator m_RateMin = 0x1B0 # Vector m_RateMax = 0x1BC # Vector m_FrequencyMin = 0x1C8 # Vector m_FrequencyMax = 0x1D4 # Vector m_nField = 0x1E0 # ParticleAttributeIndex_t m_bProportional = 0x1E4 # bool m_bProportionalOp = 0x1E5 # bool m_bOffset = 0x1E6 # bool m_flStartTime_min = 0x1E8 # float m_flStartTime_max = 0x1EC # float m_flEndTime_min = 0x1F0 # float m_flEndTime_max = 0x1F4 # float m_flOscMult = 0x1F8 # CPerParticleFloatInput m_flOscAdd = 0x348 # CPerParticleFloatInput m_flRateScale = 0x498 # CPerParticleFloatInput class C_OP_OscillateVectorSimple: # CParticleFunctionOperator m_Rate = 0x1B0 # Vector m_Frequency = 0x1BC # Vector m_nField = 0x1C8 # ParticleAttributeIndex_t m_flOscMult = 0x1CC # float m_flOscAdd = 0x1D0 # float m_bOffset = 0x1D4 # bool class C_OP_ParentVortices: # CParticleFunctionForce m_flForceScale = 0x1BC # float m_vecTwistAxis = 0x1C0 # Vector m_bFlipBasedOnYaw = 0x1CC # bool class C_OP_ParticlePhysics: # CParticleFunctionOperator m_Gravity = 0x1B0 # CParticleCollectionVecInput m_fDrag = 0x7E0 # CParticleCollectionFloatInput m_nMaxConstraintPasses = 0x930 # int32_t class C_OP_PerParticleForce: # CParticleFunctionForce m_flForceScale = 0x1C0 # CPerParticleFloatInput m_vForce = 0x310 # CPerParticleVecInput m_nCP = 0x940 # int32_t class C_OP_PercentageBetweenTransformLerpCPs: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B4 # float m_flInputMax = 0x1B8 # float m_TransformStart = 0x1C0 # CParticleTransformInput m_TransformEnd = 0x220 # CParticleTransformInput m_nOutputStartCP = 0x280 # int32_t m_nOutputStartField = 0x284 # int32_t m_nOutputEndCP = 0x288 # int32_t m_nOutputEndField = 0x28C # int32_t m_nSetMethod = 0x290 # ParticleSetMethod_t m_bActiveRange = 0x294 # bool m_bRadialCheck = 0x295 # bool class C_OP_PercentageBetweenTransforms: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B4 # float m_flInputMax = 0x1B8 # float m_flOutputMin = 0x1BC # float m_flOutputMax = 0x1C0 # float m_TransformStart = 0x1C8 # CParticleTransformInput m_TransformEnd = 0x228 # CParticleTransformInput m_nSetMethod = 0x288 # ParticleSetMethod_t m_bActiveRange = 0x28C # bool m_bRadialCheck = 0x28D # bool class C_OP_PercentageBetweenTransformsVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B4 # float m_flInputMax = 0x1B8 # float m_vecOutputMin = 0x1BC # Vector m_vecOutputMax = 0x1C8 # Vector m_TransformStart = 0x1D8 # CParticleTransformInput m_TransformEnd = 0x238 # CParticleTransformInput m_nSetMethod = 0x298 # ParticleSetMethod_t m_bActiveRange = 0x29C # bool m_bRadialCheck = 0x29D # bool class C_OP_PinParticleToCP: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_vecOffset = 0x1B8 # CParticleCollectionVecInput m_bOffsetLocal = 0x7E8 # bool m_nParticleSelection = 0x7EC # ParticleSelection_t m_nParticleNumber = 0x7F0 # CParticleCollectionFloatInput m_nPinBreakType = 0x940 # ParticlePinDistance_t m_flBreakDistance = 0x948 # CParticleCollectionFloatInput m_flBreakSpeed = 0xA98 # CParticleCollectionFloatInput m_flAge = 0xBE8 # CParticleCollectionFloatInput m_nBreakControlPointNumber = 0xD38 # int32_t m_nBreakControlPointNumber2 = 0xD3C # int32_t m_flBreakValue = 0xD40 # CParticleCollectionFloatInput m_flInterpolation = 0xE90 # CPerParticleFloatInput class C_OP_PlanarConstraint: # CParticleFunctionConstraint m_PointOnPlane = 0x1B0 # Vector m_PlaneNormal = 0x1BC # Vector m_nControlPointNumber = 0x1C8 # int32_t m_bGlobalOrigin = 0x1CC # bool m_bGlobalNormal = 0x1CD # bool m_flRadiusScale = 0x1D0 # CPerParticleFloatInput m_flMaximumDistanceToCP = 0x320 # CParticleCollectionFloatInput m_bUseOldCode = 0x470 # bool class C_OP_PlaneCull: # CParticleFunctionOperator m_nPlaneControlPoint = 0x1B0 # int32_t m_vecPlaneDirection = 0x1B4 # Vector m_bLocalSpace = 0x1C0 # bool m_flPlaneOffset = 0x1C4 # float class C_OP_PlayEndCapWhenFinished: # CParticleFunctionPreEmission m_bFireOnEmissionEnd = 0x1B1 # bool m_bIncludeChildren = 0x1B2 # bool class C_OP_PointVectorAtNextParticle: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInterpolation = 0x1B8 # CPerParticleFloatInput class C_OP_PositionLock: # CParticleFunctionOperator m_TransformInput = 0x1B0 # CParticleTransformInput m_flStartTime_min = 0x210 # float m_flStartTime_max = 0x214 # float m_flStartTime_exp = 0x218 # float m_flEndTime_min = 0x21C # float m_flEndTime_max = 0x220 # float m_flEndTime_exp = 0x224 # float m_flRange = 0x228 # float m_flRangeBias = 0x230 # CParticleCollectionFloatInput m_flJumpThreshold = 0x380 # float m_flPrevPosScale = 0x384 # float m_bLockRot = 0x388 # bool m_vecScale = 0x390 # CParticleCollectionVecInput m_nFieldOutput = 0x9C0 # ParticleAttributeIndex_t m_nFieldOutputPrev = 0x9C4 # ParticleAttributeIndex_t class C_OP_QuantizeCPComponent: # CParticleFunctionPreEmission m_flInputValue = 0x1B8 # CParticleCollectionFloatInput m_nCPOutput = 0x308 # int32_t m_nOutVectorField = 0x30C # int32_t m_flQuantizeValue = 0x310 # CParticleCollectionFloatInput class C_OP_QuantizeFloat: # CParticleFunctionOperator m_InputValue = 0x1B0 # CPerParticleFloatInput m_nOutputField = 0x300 # ParticleAttributeIndex_t class C_OP_RadiusDecay: # CParticleFunctionOperator m_flMinRadius = 0x1B0 # float class C_OP_RampCPLinearRandom: # CParticleFunctionPreEmission m_nOutControlPointNumber = 0x1B4 # int32_t m_vecRateMin = 0x1B8 # Vector m_vecRateMax = 0x1C4 # Vector class C_OP_RampScalarLinear: # CParticleFunctionOperator m_RateMin = 0x1B0 # float m_RateMax = 0x1B4 # float m_flStartTime_min = 0x1B8 # float m_flStartTime_max = 0x1BC # float m_flEndTime_min = 0x1C0 # float m_flEndTime_max = 0x1C4 # float m_nField = 0x1F0 # ParticleAttributeIndex_t m_bProportionalOp = 0x1F4 # bool class C_OP_RampScalarLinearSimple: # CParticleFunctionOperator m_Rate = 0x1B0 # float m_flStartTime = 0x1B4 # float m_flEndTime = 0x1B8 # float m_nField = 0x1E0 # ParticleAttributeIndex_t class C_OP_RampScalarSpline: # CParticleFunctionOperator m_RateMin = 0x1B0 # float m_RateMax = 0x1B4 # float m_flStartTime_min = 0x1B8 # float m_flStartTime_max = 0x1BC # float m_flEndTime_min = 0x1C0 # float m_flEndTime_max = 0x1C4 # float m_flBias = 0x1C8 # float m_nField = 0x1F0 # ParticleAttributeIndex_t m_bProportionalOp = 0x1F4 # bool m_bEaseOut = 0x1F5 # bool class C_OP_RampScalarSplineSimple: # CParticleFunctionOperator m_Rate = 0x1B0 # float m_flStartTime = 0x1B4 # float m_flEndTime = 0x1B8 # float m_nField = 0x1E0 # ParticleAttributeIndex_t m_bEaseOut = 0x1E4 # bool class C_OP_RandomForce: # CParticleFunctionForce m_MinForce = 0x1BC # Vector m_MaxForce = 0x1C8 # Vector class C_OP_ReadFromNeighboringParticle: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nIncrement = 0x1B8 # int32_t m_DistanceCheck = 0x1C0 # CPerParticleFloatInput m_flInterpolation = 0x310 # CPerParticleFloatInput class C_OP_ReinitializeScalarEndCap: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flOutputMin = 0x1B4 # float m_flOutputMax = 0x1B8 # float class C_OP_RemapAverageHitboxSpeedtoCP: # CParticleFunctionPreEmission m_nInControlPointNumber = 0x1B4 # int32_t m_nOutControlPointNumber = 0x1B8 # int32_t m_nField = 0x1BC # int32_t m_nHitboxDataType = 0x1C0 # ParticleHitboxDataSelection_t m_flInputMin = 0x1C8 # CParticleCollectionFloatInput m_flInputMax = 0x318 # CParticleCollectionFloatInput m_flOutputMin = 0x468 # CParticleCollectionFloatInput m_flOutputMax = 0x5B8 # CParticleCollectionFloatInput m_nHeightControlPointNumber = 0x708 # int32_t m_vecComparisonVelocity = 0x710 # CParticleCollectionVecInput m_HitboxSetName = 0xD40 # char[128] class C_OP_RemapAverageScalarValuetoCP: # CParticleFunctionPreEmission m_nOutControlPointNumber = 0x1B4 # int32_t m_nOutVectorField = 0x1B8 # int32_t m_nField = 0x1BC # ParticleAttributeIndex_t m_flInputMin = 0x1C0 # float m_flInputMax = 0x1C4 # float m_flOutputMin = 0x1C8 # float m_flOutputMax = 0x1CC # float class C_OP_RemapBoundingVolumetoCP: # CParticleFunctionPreEmission m_nOutControlPointNumber = 0x1B4 # int32_t m_flInputMin = 0x1B8 # float m_flInputMax = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float class C_OP_RemapCPVelocityToVector: # CParticleFunctionOperator m_nControlPoint = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flScale = 0x1B8 # float m_bNormalize = 0x1BC # bool class C_OP_RemapCPtoCP: # CParticleFunctionPreEmission m_nInputControlPoint = 0x1B4 # int32_t m_nOutputControlPoint = 0x1B8 # int32_t m_nInputField = 0x1BC # int32_t m_nOutputField = 0x1C0 # int32_t m_flInputMin = 0x1C4 # float m_flInputMax = 0x1C8 # float m_flOutputMin = 0x1CC # float m_flOutputMax = 0x1D0 # float m_bDerivative = 0x1D4 # bool m_flInterpRate = 0x1D8 # float class C_OP_RemapCPtoScalar: # CParticleFunctionOperator m_nCPInput = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nField = 0x1B8 # int32_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_flStartTime = 0x1CC # float m_flEndTime = 0x1D0 # float m_flInterpRate = 0x1D4 # float m_nSetMethod = 0x1D8 # ParticleSetMethod_t class C_OP_RemapCPtoVector: # CParticleFunctionOperator m_nCPInput = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nLocalSpaceCP = 0x1B8 # int32_t m_vInputMin = 0x1BC # Vector m_vInputMax = 0x1C8 # Vector m_vOutputMin = 0x1D4 # Vector m_vOutputMax = 0x1E0 # Vector m_flStartTime = 0x1EC # float m_flEndTime = 0x1F0 # float m_flInterpRate = 0x1F4 # float m_nSetMethod = 0x1F8 # ParticleSetMethod_t m_bOffset = 0x1FC # bool m_bAccelerate = 0x1FD # bool class C_OP_RemapControlPointDirectionToVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flScale = 0x1B4 # float m_nControlPointNumber = 0x1B8 # int32_t class C_OP_RemapControlPointOrientationToRotation: # CParticleFunctionOperator m_nCP = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flOffsetRot = 0x1B8 # float m_nComponent = 0x1BC # int32_t class C_OP_RemapCrossProductOfTwoVectorsToVector: # CParticleFunctionOperator m_InputVec1 = 0x1B0 # CPerParticleVecInput m_InputVec2 = 0x7E0 # CPerParticleVecInput m_nFieldOutput = 0xE10 # ParticleAttributeIndex_t m_bNormalize = 0xE14 # bool class C_OP_RemapDensityGradientToVectorAttribute: # CParticleFunctionOperator m_flRadiusScale = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t class C_OP_RemapDensityToVector: # CParticleFunctionOperator m_flRadiusScale = 0x1B0 # float m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flDensityMin = 0x1B8 # float m_flDensityMax = 0x1BC # float m_vecOutputMin = 0x1C0 # Vector m_vecOutputMax = 0x1CC # Vector m_bUseParentDensity = 0x1D8 # bool m_nVoxelGridResolution = 0x1DC # int32_t class C_OP_RemapDirectionToCPToVector: # CParticleFunctionOperator m_nCP = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flScale = 0x1B8 # float m_flOffsetRot = 0x1BC # float m_vecOffsetAxis = 0x1C0 # Vector m_bNormalize = 0x1CC # bool m_nFieldStrength = 0x1D0 # ParticleAttributeIndex_t class C_OP_RemapDistanceToLineSegmentBase: # CParticleFunctionOperator m_nCP0 = 0x1B0 # int32_t m_nCP1 = 0x1B4 # int32_t m_flMinInputValue = 0x1B8 # float m_flMaxInputValue = 0x1BC # float m_bInfiniteLine = 0x1C0 # bool class C_OP_RemapDistanceToLineSegmentToScalar: # C_OP_RemapDistanceToLineSegmentBase m_nFieldOutput = 0x1C4 # ParticleAttributeIndex_t m_flMinOutputValue = 0x1C8 # float m_flMaxOutputValue = 0x1CC # float class C_OP_RemapDistanceToLineSegmentToVector: # C_OP_RemapDistanceToLineSegmentBase m_nFieldOutput = 0x1C4 # ParticleAttributeIndex_t m_vMinOutputValue = 0x1C8 # Vector m_vMaxOutputValue = 0x1D4 # Vector class C_OP_RemapDotProductToCP: # CParticleFunctionPreEmission m_nInputCP1 = 0x1B4 # int32_t m_nInputCP2 = 0x1B8 # int32_t m_nOutputCP = 0x1BC # int32_t m_nOutVectorField = 0x1C0 # int32_t m_flInputMin = 0x1C8 # CParticleCollectionFloatInput m_flInputMax = 0x318 # CParticleCollectionFloatInput m_flOutputMin = 0x468 # CParticleCollectionFloatInput m_flOutputMax = 0x5B8 # CParticleCollectionFloatInput class C_OP_RemapDotProductToScalar: # CParticleFunctionOperator m_nInputCP1 = 0x1B0 # int32_t m_nInputCP2 = 0x1B4 # int32_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_bUseParticleVelocity = 0x1CC # bool m_nSetMethod = 0x1D0 # ParticleSetMethod_t m_bActiveRange = 0x1D4 # bool m_bUseParticleNormal = 0x1D5 # bool class C_OP_RemapExternalWindToCP: # CParticleFunctionPreEmission m_nCP = 0x1B4 # int32_t m_nCPOutput = 0x1B8 # int32_t m_vecScale = 0x1C0 # CParticleCollectionVecInput m_bSetMagnitude = 0x7F0 # bool m_nOutVectorField = 0x7F4 # int32_t class C_OP_RemapModelVolumetoCP: # CParticleFunctionPreEmission m_nBBoxType = 0x1B4 # BBoxVolumeType_t m_nInControlPointNumber = 0x1B8 # int32_t m_nOutControlPointNumber = 0x1BC # int32_t m_nOutControlPointMaxNumber = 0x1C0 # int32_t m_nField = 0x1C4 # int32_t m_flInputMin = 0x1C8 # float m_flInputMax = 0x1CC # float m_flOutputMin = 0x1D0 # float m_flOutputMax = 0x1D4 # float class C_OP_RemapNamedModelBodyPartEndCap: # C_OP_RemapNamedModelElementEndCap class C_OP_RemapNamedModelBodyPartOnceTimed: # C_OP_RemapNamedModelElementOnceTimed class C_OP_RemapNamedModelElementEndCap: # CParticleFunctionOperator m_hModel = 0x1B0 # CStrongHandle m_inNames = 0x1B8 # CUtlVector m_outNames = 0x1D0 # CUtlVector m_fallbackNames = 0x1E8 # CUtlVector m_bModelFromRenderer = 0x200 # bool m_nFieldInput = 0x204 # ParticleAttributeIndex_t m_nFieldOutput = 0x208 # ParticleAttributeIndex_t class C_OP_RemapNamedModelElementOnceTimed: # CParticleFunctionOperator m_hModel = 0x1B0 # CStrongHandle m_inNames = 0x1B8 # CUtlVector m_outNames = 0x1D0 # CUtlVector m_fallbackNames = 0x1E8 # CUtlVector m_bModelFromRenderer = 0x200 # bool m_bProportional = 0x201 # bool m_nFieldInput = 0x204 # ParticleAttributeIndex_t m_nFieldOutput = 0x208 # ParticleAttributeIndex_t m_flRemapTime = 0x20C # float class C_OP_RemapNamedModelMeshGroupEndCap: # C_OP_RemapNamedModelElementEndCap class C_OP_RemapNamedModelMeshGroupOnceTimed: # C_OP_RemapNamedModelElementOnceTimed class C_OP_RemapNamedModelSequenceEndCap: # C_OP_RemapNamedModelElementEndCap class C_OP_RemapNamedModelSequenceOnceTimed: # C_OP_RemapNamedModelElementOnceTimed class C_OP_RemapParticleCountOnScalarEndCap: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_nInputMin = 0x1B4 # int32_t m_nInputMax = 0x1B8 # int32_t m_flOutputMin = 0x1BC # float m_flOutputMax = 0x1C0 # float m_bBackwards = 0x1C4 # bool m_nSetMethod = 0x1C8 # ParticleSetMethod_t class C_OP_RemapParticleCountToScalar: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_nInputMin = 0x1B8 # CParticleCollectionFloatInput m_nInputMax = 0x308 # CParticleCollectionFloatInput m_flOutputMin = 0x458 # CParticleCollectionFloatInput m_flOutputMax = 0x5A8 # CParticleCollectionFloatInput m_bActiveRange = 0x6F8 # bool m_nSetMethod = 0x6FC # ParticleSetMethod_t class C_OP_RemapSDFDistanceToScalarAttribute: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_nVectorFieldInput = 0x1B4 # ParticleAttributeIndex_t m_flMinDistance = 0x1B8 # CParticleCollectionFloatInput m_flMaxDistance = 0x308 # CParticleCollectionFloatInput m_flValueBelowMin = 0x458 # CParticleCollectionFloatInput m_flValueAtMin = 0x5A8 # CParticleCollectionFloatInput m_flValueAtMax = 0x6F8 # CParticleCollectionFloatInput m_flValueAboveMax = 0x848 # CParticleCollectionFloatInput class C_OP_RemapSDFDistanceToVectorAttribute: # CParticleFunctionOperator m_nVectorFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_nVectorFieldInput = 0x1B4 # ParticleAttributeIndex_t m_flMinDistance = 0x1B8 # CParticleCollectionFloatInput m_flMaxDistance = 0x308 # CParticleCollectionFloatInput m_vValueBelowMin = 0x458 # Vector m_vValueAtMin = 0x464 # Vector m_vValueAtMax = 0x470 # Vector m_vValueAboveMax = 0x47C # Vector class C_OP_RemapSDFGradientToVectorAttribute: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t class C_OP_RemapScalar: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # float m_flInputMax = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float m_bOldCode = 0x1C8 # bool class C_OP_RemapScalarEndCap: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # float m_flInputMax = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float class C_OP_RemapScalarOnceTimed: # CParticleFunctionOperator m_bProportional = 0x1B0 # bool m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_flRemapTime = 0x1CC # float class C_OP_RemapSpeed: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flInputMin = 0x1B4 # float m_flInputMax = 0x1B8 # float m_flOutputMin = 0x1BC # float m_flOutputMax = 0x1C0 # float m_nSetMethod = 0x1C4 # ParticleSetMethod_t m_bIgnoreDelta = 0x1C8 # bool class C_OP_RemapSpeedtoCP: # CParticleFunctionPreEmission m_nInControlPointNumber = 0x1B4 # int32_t m_nOutControlPointNumber = 0x1B8 # int32_t m_nField = 0x1BC # int32_t m_flInputMin = 0x1C0 # float m_flInputMax = 0x1C4 # float m_flOutputMin = 0x1C8 # float m_flOutputMax = 0x1CC # float m_bUseDeltaV = 0x1D0 # bool class C_OP_RemapTransformOrientationToRotations: # CParticleFunctionOperator m_TransformInput = 0x1B0 # CParticleTransformInput m_vecRotation = 0x210 # Vector m_bUseQuat = 0x21C # bool m_bWriteNormal = 0x21D # bool class C_OP_RemapTransformOrientationToYaw: # CParticleFunctionOperator m_TransformInput = 0x1B0 # CParticleTransformInput m_nFieldOutput = 0x210 # ParticleAttributeIndex_t m_flRotOffset = 0x214 # float m_flSpinStrength = 0x218 # float class C_OP_RemapTransformToVelocity: # CParticleFunctionOperator m_TransformInput = 0x1B0 # CParticleTransformInput class C_OP_RemapTransformVisibilityToScalar: # CParticleFunctionOperator m_nSetMethod = 0x1B0 # ParticleSetMethod_t m_TransformInput = 0x1B8 # CParticleTransformInput m_nFieldOutput = 0x218 # ParticleAttributeIndex_t m_flInputMin = 0x21C # float m_flInputMax = 0x220 # float m_flOutputMin = 0x224 # float m_flOutputMax = 0x228 # float m_flRadius = 0x22C # float class C_OP_RemapTransformVisibilityToVector: # CParticleFunctionOperator m_nSetMethod = 0x1B0 # ParticleSetMethod_t m_TransformInput = 0x1B8 # CParticleTransformInput m_nFieldOutput = 0x218 # ParticleAttributeIndex_t m_flInputMin = 0x21C # float m_flInputMax = 0x220 # float m_vecOutputMin = 0x224 # Vector m_vecOutputMax = 0x230 # Vector m_flRadius = 0x23C # float class C_OP_RemapVectorComponentToScalar: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nComponent = 0x1B8 # int32_t class C_OP_RemapVectortoCP: # CParticleFunctionOperator m_nOutControlPointNumber = 0x1B0 # int32_t m_nFieldInput = 0x1B4 # ParticleAttributeIndex_t m_nParticleNumber = 0x1B8 # int32_t class C_OP_RemapVelocityToVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_flScale = 0x1B4 # float m_bNormalize = 0x1B8 # bool class C_OP_RemapVisibilityScalar: # CParticleFunctionOperator m_nFieldInput = 0x1B0 # ParticleAttributeIndex_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_flInputMin = 0x1B8 # float m_flInputMax = 0x1BC # float m_flOutputMin = 0x1C0 # float m_flOutputMax = 0x1C4 # float m_flRadiusScale = 0x1C8 # float class C_OP_RenderAsModels: # CParticleFunctionRenderer m_ModelList = 0x1F8 # CUtlVector m_flModelScale = 0x214 # float m_bFitToModelSize = 0x218 # bool m_bNonUniformScaling = 0x219 # bool m_nXAxisScalingAttribute = 0x21C # ParticleAttributeIndex_t m_nYAxisScalingAttribute = 0x220 # ParticleAttributeIndex_t m_nZAxisScalingAttribute = 0x224 # ParticleAttributeIndex_t m_nSizeCullBloat = 0x228 # int32_t class C_OP_RenderBlobs: # CParticleFunctionRenderer m_cubeWidth = 0x1F8 # CParticleCollectionRendererFloatInput m_cutoffRadius = 0x348 # CParticleCollectionRendererFloatInput m_renderRadius = 0x498 # CParticleCollectionRendererFloatInput m_nScaleCP = 0x5E8 # int32_t m_MaterialVars = 0x5F0 # CUtlVector m_hMaterial = 0x620 # CStrongHandle class C_OP_RenderCables: # CParticleFunctionRenderer m_flRadiusScale = 0x1F8 # CParticleCollectionFloatInput m_flAlphaScale = 0x348 # CParticleCollectionFloatInput m_vecColorScale = 0x498 # CParticleCollectionVecInput m_nColorBlendType = 0xAC8 # ParticleColorBlendType_t m_hMaterial = 0xAD0 # CStrongHandle m_nTextureRepetitionMode = 0xAD8 # TextureRepetitionMode_t m_flTextureRepeatsPerSegment = 0xAE0 # CParticleCollectionFloatInput m_flTextureRepeatsCircumference = 0xC30 # CParticleCollectionFloatInput m_flColorMapOffsetV = 0xD80 # CParticleCollectionFloatInput m_flColorMapOffsetU = 0xED0 # CParticleCollectionFloatInput m_flNormalMapOffsetV = 0x1020 # CParticleCollectionFloatInput m_flNormalMapOffsetU = 0x1170 # CParticleCollectionFloatInput m_bDrawCableCaps = 0x12C0 # bool m_flCapRoundness = 0x12C4 # float m_flCapOffsetAmount = 0x12C8 # float m_flTessScale = 0x12CC # float m_nMinTesselation = 0x12D0 # int32_t m_nMaxTesselation = 0x12D4 # int32_t m_nRoundness = 0x12D8 # int32_t m_LightingTransform = 0x12E0 # CParticleTransformInput m_MaterialFloatVars = 0x1340 # CUtlVector m_MaterialVecVars = 0x1370 # CUtlVector class C_OP_RenderClothForce: # CParticleFunctionRenderer class C_OP_RenderDeferredLight: # CParticleFunctionRenderer m_bUseAlphaTestWindow = 0x1F6 # bool m_bUseTexture = 0x1F7 # bool m_flRadiusScale = 0x1F8 # float m_flAlphaScale = 0x1FC # float m_nAlpha2Field = 0x200 # ParticleAttributeIndex_t m_vecColorScale = 0x208 # CParticleCollectionVecInput m_nColorBlendType = 0x838 # ParticleColorBlendType_t m_flLightDistance = 0x83C # float m_flStartFalloff = 0x840 # float m_flDistanceFalloff = 0x844 # float m_flSpotFoV = 0x848 # float m_nAlphaTestPointField = 0x84C # ParticleAttributeIndex_t m_nAlphaTestRangeField = 0x850 # ParticleAttributeIndex_t m_nAlphaTestSharpnessField = 0x854 # ParticleAttributeIndex_t m_hTexture = 0x858 # CStrongHandle m_nHSVShiftControlPoint = 0x860 # int32_t class C_OP_RenderFlattenGrass: # CParticleFunctionRenderer m_flFlattenStrength = 0x1F8 # float m_nStrengthFieldOverride = 0x1FC # ParticleAttributeIndex_t m_flRadiusScale = 0x200 # float class C_OP_RenderGpuImplicit: # CParticleFunctionRenderer m_bUsePerParticleRadius = 0x1F6 # bool m_fGridSize = 0x1F8 # CParticleCollectionRendererFloatInput m_fRadiusScale = 0x348 # CParticleCollectionRendererFloatInput m_fIsosurfaceThreshold = 0x498 # CParticleCollectionRendererFloatInput m_nScaleCP = 0x5E8 # int32_t m_hMaterial = 0x5F0 # CStrongHandle class C_OP_RenderLightBeam: # CParticleFunctionRenderer m_vColorBlend = 0x1F8 # CParticleCollectionVecInput m_nColorBlendType = 0x828 # ParticleColorBlendType_t m_flBrightnessLumensPerMeter = 0x830 # CParticleCollectionFloatInput m_bCastShadows = 0x980 # bool m_flSkirt = 0x988 # CParticleCollectionFloatInput m_flRange = 0xAD8 # CParticleCollectionFloatInput m_flThickness = 0xC28 # CParticleCollectionFloatInput class C_OP_RenderLights: # C_OP_RenderPoints m_flAnimationRate = 0x200 # float m_nAnimationType = 0x204 # AnimationType_t m_bAnimateInFPS = 0x208 # bool m_flMinSize = 0x20C # float m_flMaxSize = 0x210 # float m_flStartFadeSize = 0x214 # float m_flEndFadeSize = 0x218 # float class C_OP_RenderMaterialProxy: # CParticleFunctionRenderer m_nMaterialControlPoint = 0x1F8 # int32_t m_nProxyType = 0x1FC # MaterialProxyType_t m_MaterialVars = 0x200 # CUtlVector m_hOverrideMaterial = 0x218 # CStrongHandle m_flMaterialOverrideEnabled = 0x220 # CParticleCollectionFloatInput m_vecColorScale = 0x370 # CParticleCollectionVecInput m_flAlpha = 0x9A0 # CPerParticleFloatInput m_nColorBlendType = 0xAF0 # ParticleColorBlendType_t class C_OP_RenderModels: # CParticleFunctionRenderer m_bOnlyRenderInEffectsBloomPass = 0x1F6 # bool m_bOnlyRenderInEffectsWaterPass = 0x1F7 # bool m_bUseMixedResolutionRendering = 0x1F8 # bool m_bOnlyRenderInEffecsGameOverlay = 0x1F9 # bool m_ModelList = 0x200 # CUtlVector m_nBodyGroupField = 0x21C # ParticleAttributeIndex_t m_nSubModelField = 0x220 # ParticleAttributeIndex_t m_bIgnoreNormal = 0x224 # bool m_bOrientZ = 0x225 # bool m_bCenterOffset = 0x226 # bool m_vecLocalOffset = 0x228 # CPerParticleVecInput m_vecLocalRotation = 0x858 # CPerParticleVecInput m_bIgnoreRadius = 0xE88 # bool m_nModelScaleCP = 0xE8C # int32_t m_vecComponentScale = 0xE90 # CPerParticleVecInput m_bLocalScale = 0x14C0 # bool m_nSizeCullBloat = 0x14C4 # int32_t m_bAnimated = 0x14C8 # bool m_flAnimationRate = 0x14D0 # CPerParticleFloatInput m_bScaleAnimationRate = 0x1620 # bool m_bForceLoopingAnimation = 0x1621 # bool m_bResetAnimOnStop = 0x1622 # bool m_bManualAnimFrame = 0x1623 # bool m_nAnimationScaleField = 0x1624 # ParticleAttributeIndex_t m_nAnimationField = 0x1628 # ParticleAttributeIndex_t m_nManualFrameField = 0x162C # ParticleAttributeIndex_t m_ActivityName = 0x1630 # char[256] m_SequenceName = 0x1730 # char[256] m_bEnableClothSimulation = 0x1830 # bool m_hOverrideMaterial = 0x1838 # CStrongHandle m_bOverrideTranslucentMaterials = 0x1840 # bool m_nSkin = 0x1848 # CPerParticleFloatInput m_MaterialVars = 0x1998 # CUtlVector m_flManualModelSelection = 0x19B0 # CPerParticleFloatInput m_modelInput = 0x1B00 # CParticleModelInput m_nLOD = 0x1B58 # int32_t m_EconSlotName = 0x1B5C # char[256] m_bOriginalModel = 0x1C5C # bool m_bSuppressTint = 0x1C5D # bool m_bUseRawMeshGroup = 0x1C5E # bool m_bDisableShadows = 0x1C5F # bool m_bDisableDepthPrepass = 0x1C60 # bool m_bAcceptsDecals = 0x1C61 # bool m_bForceDrawInterlevedWithSiblings = 0x1C62 # bool m_bDoNotDrawInParticlePass = 0x1C63 # bool m_bUseFastModelCollectionRenderPath = 0x1C64 # bool m_bAllowApproximateTransforms = 0x1C65 # bool m_szRenderAttribute = 0x1C66 # char[4096] m_flRadiusScale = 0x2C68 # CParticleCollectionFloatInput m_flAlphaScale = 0x2DB8 # CParticleCollectionFloatInput m_flRollScale = 0x2F08 # CParticleCollectionFloatInput m_nAlpha2Field = 0x3058 # ParticleAttributeIndex_t m_vecColorScale = 0x3060 # CParticleCollectionVecInput m_nColorBlendType = 0x3690 # ParticleColorBlendType_t class C_OP_RenderOmni2Light: # CParticleFunctionRenderer m_nLightType = 0x1F8 # ParticleOmni2LightTypeChoiceList_t m_vColorBlend = 0x200 # CParticleCollectionVecInput m_nColorBlendType = 0x830 # ParticleColorBlendType_t m_nBrightnessUnit = 0x834 # ParticleLightUnitChoiceList_t m_flBrightnessLumens = 0x838 # CPerParticleFloatInput m_flBrightnessCandelas = 0x988 # CPerParticleFloatInput m_bCastShadows = 0xAD8 # bool m_flLuminaireRadius = 0xAE0 # CPerParticleFloatInput m_flSkirt = 0xC30 # CPerParticleFloatInput m_flRange = 0xD80 # CPerParticleFloatInput m_flInnerConeAngle = 0xED0 # CPerParticleFloatInput m_flOuterConeAngle = 0x1020 # CPerParticleFloatInput m_hLightCookie = 0x1170 # CStrongHandle m_bSphericalCookie = 0x1178 # bool class C_OP_RenderPoints: # CParticleFunctionRenderer m_hMaterial = 0x1F8 # CStrongHandle class C_OP_RenderPostProcessing: # CParticleFunctionRenderer m_flPostProcessStrength = 0x1F8 # CPerParticleFloatInput m_hPostTexture = 0x348 # CStrongHandle m_nPriority = 0x350 # ParticlePostProcessPriorityGroup_t class C_OP_RenderProjected: # CParticleFunctionRenderer m_bProjectCharacter = 0x1F6 # bool m_bProjectWorld = 0x1F7 # bool m_bProjectWater = 0x1F8 # bool m_bFlipHorizontal = 0x1F9 # bool m_bEnableProjectedDepthControls = 0x1FA # bool m_flMinProjectionDepth = 0x1FC # float m_flMaxProjectionDepth = 0x200 # float m_vecProjectedMaterials = 0x208 # CUtlVector m_flMaterialSelection = 0x220 # CPerParticleFloatInput m_flAnimationTimeScale = 0x370 # float m_bOrientToNormal = 0x374 # bool m_MaterialVars = 0x378 # CUtlVector class C_OP_RenderRopes: # CBaseRendererSource2 m_bEnableFadingAndClamping = 0x2638 # bool m_flMinSize = 0x263C # float m_flMaxSize = 0x2640 # float m_flStartFadeSize = 0x2644 # float m_flEndFadeSize = 0x2648 # float m_flStartFadeDot = 0x264C # float m_flEndFadeDot = 0x2650 # float m_flRadiusTaper = 0x2654 # float m_nMinTesselation = 0x2658 # int32_t m_nMaxTesselation = 0x265C # int32_t m_flTessScale = 0x2660 # float m_flTextureVWorldSize = 0x2668 # CParticleCollectionRendererFloatInput m_flTextureVScrollRate = 0x27B8 # CParticleCollectionRendererFloatInput m_flTextureVOffset = 0x2908 # CParticleCollectionRendererFloatInput m_nTextureVParamsCP = 0x2A58 # int32_t m_bClampV = 0x2A5C # bool m_nScaleCP1 = 0x2A60 # int32_t m_nScaleCP2 = 0x2A64 # int32_t m_flScaleVSizeByControlPointDistance = 0x2A68 # float m_flScaleVScrollByControlPointDistance = 0x2A6C # float m_flScaleVOffsetByControlPointDistance = 0x2A70 # float m_bUseScalarForTextureCoordinate = 0x2A75 # bool m_nScalarFieldForTextureCoordinate = 0x2A78 # ParticleAttributeIndex_t m_flScalarAttributeTextureCoordScale = 0x2A7C # float m_bReverseOrder = 0x2A80 # bool m_bClosedLoop = 0x2A81 # bool m_nOrientationType = 0x2A84 # ParticleOrientationChoiceList_t m_nVectorFieldForOrientation = 0x2A88 # ParticleAttributeIndex_t m_bDrawAsOpaque = 0x2A8C # bool m_bGenerateNormals = 0x2A8D # bool class C_OP_RenderScreenShake: # CParticleFunctionRenderer m_flDurationScale = 0x1F8 # float m_flRadiusScale = 0x1FC # float m_flFrequencyScale = 0x200 # float m_flAmplitudeScale = 0x204 # float m_nRadiusField = 0x208 # ParticleAttributeIndex_t m_nDurationField = 0x20C # ParticleAttributeIndex_t m_nFrequencyField = 0x210 # ParticleAttributeIndex_t m_nAmplitudeField = 0x214 # ParticleAttributeIndex_t m_nFilterCP = 0x218 # int32_t class C_OP_RenderScreenVelocityRotate: # CParticleFunctionRenderer m_flRotateRateDegrees = 0x1F8 # float m_flForwardDegrees = 0x1FC # float class C_OP_RenderSimpleModelCollection: # CParticleFunctionRenderer m_bCenterOffset = 0x1F6 # bool m_modelInput = 0x1F8 # CParticleModelInput m_nLOD = 0x250 # int32_t m_bDisableShadows = 0x254 # bool m_bAcceptsDecals = 0x255 # bool class C_OP_RenderSound: # CParticleFunctionRenderer m_flDurationScale = 0x1F8 # float m_flSndLvlScale = 0x1FC # float m_flPitchScale = 0x200 # float m_flVolumeScale = 0x204 # float m_nSndLvlField = 0x208 # ParticleAttributeIndex_t m_nDurationField = 0x20C # ParticleAttributeIndex_t m_nPitchField = 0x210 # ParticleAttributeIndex_t m_nVolumeField = 0x214 # ParticleAttributeIndex_t m_nChannel = 0x218 # int32_t m_nCPReference = 0x21C # int32_t m_pszSoundName = 0x220 # char[256] m_bSuppressStopSoundEvent = 0x320 # bool class C_OP_RenderSprites: # CBaseRendererSource2 m_nSequenceOverride = 0x2638 # CParticleCollectionRendererFloatInput m_nOrientationType = 0x2788 # ParticleOrientationChoiceList_t m_nOrientationControlPoint = 0x278C # int32_t m_bUseYawWithNormalAligned = 0x2790 # bool m_flMinSize = 0x2798 # CParticleCollectionRendererFloatInput m_flMaxSize = 0x28E8 # CParticleCollectionRendererFloatInput m_flAlphaAdjustWithSizeAdjust = 0x2A38 # CParticleCollectionRendererFloatInput m_flStartFadeSize = 0x2B88 # CParticleCollectionRendererFloatInput m_flEndFadeSize = 0x2CD8 # CParticleCollectionRendererFloatInput m_flStartFadeDot = 0x2E28 # float m_flEndFadeDot = 0x2E2C # float m_bDistanceAlpha = 0x2E30 # bool m_bSoftEdges = 0x2E31 # bool m_flEdgeSoftnessStart = 0x2E34 # float m_flEdgeSoftnessEnd = 0x2E38 # float m_bOutline = 0x2E3C # bool m_OutlineColor = 0x2E3D # Color m_nOutlineAlpha = 0x2E44 # int32_t m_flOutlineStart0 = 0x2E48 # float m_flOutlineStart1 = 0x2E4C # float m_flOutlineEnd0 = 0x2E50 # float m_flOutlineEnd1 = 0x2E54 # float m_nLightingMode = 0x2E58 # ParticleLightingQuality_t m_flLightingTessellation = 0x2E60 # CParticleCollectionRendererFloatInput m_flLightingDirectionality = 0x2FB0 # CParticleCollectionRendererFloatInput m_bParticleShadows = 0x3100 # bool m_flShadowDensity = 0x3104 # float class C_OP_RenderStandardLight: # CParticleFunctionRenderer m_nLightType = 0x1F8 # ParticleLightTypeChoiceList_t m_vecColorScale = 0x200 # CParticleCollectionVecInput m_nColorBlendType = 0x830 # ParticleColorBlendType_t m_flIntensity = 0x838 # CParticleCollectionFloatInput m_bCastShadows = 0x988 # bool m_flTheta = 0x990 # CParticleCollectionFloatInput m_flPhi = 0xAE0 # CParticleCollectionFloatInput m_flRadiusMultiplier = 0xC30 # CParticleCollectionFloatInput m_nAttenuationStyle = 0xD80 # StandardLightingAttenuationStyle_t m_flFalloffLinearity = 0xD88 # CParticleCollectionFloatInput m_flFiftyPercentFalloff = 0xED8 # CParticleCollectionFloatInput m_flZeroPercentFalloff = 0x1028 # CParticleCollectionFloatInput m_bRenderDiffuse = 0x1178 # bool m_bRenderSpecular = 0x1179 # bool m_lightCookie = 0x1180 # CUtlString m_nPriority = 0x1188 # int32_t m_nFogLightingMode = 0x118C # ParticleLightFogLightingMode_t m_flFogContribution = 0x1190 # CParticleCollectionRendererFloatInput m_nCapsuleLightBehavior = 0x12E0 # ParticleLightBehaviorChoiceList_t m_flCapsuleLength = 0x12E4 # float m_bReverseOrder = 0x12E8 # bool m_bClosedLoop = 0x12E9 # bool m_nPrevPntSource = 0x12EC # ParticleAttributeIndex_t m_flMaxLength = 0x12F0 # float m_flMinLength = 0x12F4 # float m_bIgnoreDT = 0x12F8 # bool m_flConstrainRadiusToLengthRatio = 0x12FC # float m_flLengthScale = 0x1300 # float m_flLengthFadeInTime = 0x1304 # float class C_OP_RenderStatusEffect: # CParticleFunctionRenderer m_pTextureColorWarp = 0x1F8 # CStrongHandle m_pTextureDetail2 = 0x200 # CStrongHandle m_pTextureDiffuseWarp = 0x208 # CStrongHandle m_pTextureFresnelColorWarp = 0x210 # CStrongHandle m_pTextureFresnelWarp = 0x218 # CStrongHandle m_pTextureSpecularWarp = 0x220 # CStrongHandle m_pTextureEnvMap = 0x228 # CStrongHandle class C_OP_RenderStatusEffectCitadel: # CParticleFunctionRenderer m_pTextureColorWarp = 0x1F8 # CStrongHandle m_pTextureNormal = 0x200 # CStrongHandle m_pTextureMetalness = 0x208 # CStrongHandle m_pTextureRoughness = 0x210 # CStrongHandle m_pTextureSelfIllum = 0x218 # CStrongHandle m_pTextureDetail = 0x220 # CStrongHandle class C_OP_RenderText: # CParticleFunctionRenderer m_OutlineColor = 0x1F6 # Color m_DefaultText = 0x200 # CUtlString class C_OP_RenderTonemapController: # CParticleFunctionRenderer m_flTonemapLevel = 0x1F8 # float m_flTonemapWeight = 0x1FC # float m_nTonemapLevelField = 0x200 # ParticleAttributeIndex_t m_nTonemapWeightField = 0x204 # ParticleAttributeIndex_t class C_OP_RenderTrails: # CBaseTrailRenderer m_bEnableFadingAndClamping = 0x28E9 # bool m_flStartFadeDot = 0x28EC # float m_flEndFadeDot = 0x28F0 # float m_nPrevPntSource = 0x28F4 # ParticleAttributeIndex_t m_flMaxLength = 0x28F8 # float m_flMinLength = 0x28FC # float m_bIgnoreDT = 0x2900 # bool m_flConstrainRadiusToLengthRatio = 0x2904 # float m_flLengthScale = 0x2908 # float m_flLengthFadeInTime = 0x290C # float m_flRadiusHeadTaper = 0x2910 # CPerParticleFloatInput m_vecHeadColorScale = 0x2A60 # CParticleCollectionVecInput m_flHeadAlphaScale = 0x3090 # CPerParticleFloatInput m_flRadiusTaper = 0x31E0 # CPerParticleFloatInput m_vecTailColorScale = 0x3330 # CParticleCollectionVecInput m_flTailAlphaScale = 0x3960 # CPerParticleFloatInput m_nHorizCropField = 0x3AB0 # ParticleAttributeIndex_t m_nVertCropField = 0x3AB4 # ParticleAttributeIndex_t m_flForwardShift = 0x3AB8 # float m_bFlipUVBasedOnPitchYaw = 0x3ABC # bool class C_OP_RenderTreeShake: # CParticleFunctionRenderer m_flPeakStrength = 0x1F8 # float m_nPeakStrengthFieldOverride = 0x1FC # ParticleAttributeIndex_t m_flRadius = 0x200 # float m_nRadiusFieldOverride = 0x204 # ParticleAttributeIndex_t m_flShakeDuration = 0x208 # float m_flTransitionTime = 0x20C # float m_flTwistAmount = 0x210 # float m_flRadialAmount = 0x214 # float m_flControlPointOrientationAmount = 0x218 # float m_nControlPointForLinearDirection = 0x21C # int32_t class C_OP_RenderVRHapticEvent: # CParticleFunctionRenderer m_nHand = 0x1F8 # ParticleVRHandChoiceList_t m_nOutputHandCP = 0x1FC # int32_t m_nOutputField = 0x200 # int32_t m_flAmplitude = 0x208 # CPerParticleFloatInput class C_OP_RepeatedTriggerChildGroup: # CParticleFunctionPreEmission m_nChildGroupID = 0x1B4 # int32_t m_flClusterRefireTime = 0x1B8 # CParticleCollectionFloatInput m_flClusterSize = 0x308 # CParticleCollectionFloatInput m_flClusterCooldown = 0x458 # CParticleCollectionFloatInput m_bLimitChildCount = 0x5A8 # bool class C_OP_RestartAfterDuration: # CParticleFunctionOperator m_flDurationMin = 0x1B0 # float m_flDurationMax = 0x1B4 # float m_nCP = 0x1B8 # int32_t m_nCPField = 0x1BC # int32_t m_nChildGroupID = 0x1C0 # int32_t m_bOnlyChildren = 0x1C4 # bool class C_OP_RopeSpringConstraint: # CParticleFunctionConstraint m_flRestLength = 0x1B0 # CParticleCollectionFloatInput m_flMinDistance = 0x300 # CParticleCollectionFloatInput m_flMaxDistance = 0x450 # CParticleCollectionFloatInput m_flAdjustmentScale = 0x5A0 # float m_flInitialRestingLength = 0x5A8 # CParticleCollectionFloatInput class C_OP_RotateVector: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecRotAxisMin = 0x1B4 # Vector m_vecRotAxisMax = 0x1C0 # Vector m_flRotRateMin = 0x1CC # float m_flRotRateMax = 0x1D0 # float m_bNormalize = 0x1D4 # bool m_flScale = 0x1D8 # CPerParticleFloatInput class C_OP_RtEnvCull: # CParticleFunctionOperator m_vecTestDir = 0x1B0 # Vector m_vecTestNormal = 0x1BC # Vector m_bCullOnMiss = 0x1C8 # bool m_bStickInsteadOfCull = 0x1C9 # bool m_RtEnvName = 0x1CA # char[128] m_nRTEnvCP = 0x24C # int32_t m_nComponent = 0x250 # int32_t class C_OP_SDFConstraint: # CParticleFunctionConstraint m_flMinDist = 0x1B0 # CParticleCollectionFloatInput m_flMaxDist = 0x300 # CParticleCollectionFloatInput m_nMaxIterations = 0x450 # int32_t class C_OP_SDFForce: # CParticleFunctionForce m_flForceScale = 0x1BC # float class C_OP_SDFLighting: # CParticleFunctionOperator m_vLightingDir = 0x1B0 # Vector m_vTint_0 = 0x1BC # Vector m_vTint_1 = 0x1C8 # Vector class C_OP_SelectivelyEnableChildren: # CParticleFunctionPreEmission m_nChildGroupID = 0x1B8 # CParticleCollectionFloatInput m_nFirstChild = 0x308 # CParticleCollectionFloatInput m_nNumChildrenToEnable = 0x458 # CParticleCollectionFloatInput m_bPlayEndcapOnStop = 0x5A8 # bool m_bDestroyImmediately = 0x5A9 # bool class C_OP_SequenceFromModel: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t m_nFieldOutputAnim = 0x1B8 # ParticleAttributeIndex_t m_flInputMin = 0x1BC # float m_flInputMax = 0x1C0 # float m_flOutputMin = 0x1C4 # float m_flOutputMax = 0x1C8 # float m_nSetMethod = 0x1CC # ParticleSetMethod_t class C_OP_SetAttributeToScalarExpression: # CParticleFunctionOperator m_nExpression = 0x1B0 # ScalarExpressionType_t m_flInput1 = 0x1B8 # CPerParticleFloatInput m_flInput2 = 0x308 # CPerParticleFloatInput m_flOutputRemap = 0x458 # CParticleRemapFloatInput m_nOutputField = 0x5A8 # ParticleAttributeIndex_t m_nSetMethod = 0x5AC # ParticleSetMethod_t class C_OP_SetCPOrientationToDirection: # CParticleFunctionOperator m_nInputControlPoint = 0x1B0 # int32_t m_nOutputControlPoint = 0x1B4 # int32_t class C_OP_SetCPOrientationToGroundNormal: # CParticleFunctionOperator m_flInterpRate = 0x1B0 # float m_flMaxTraceLength = 0x1B4 # float m_flTolerance = 0x1B8 # float m_flTraceOffset = 0x1BC # float m_CollisionGroupName = 0x1C0 # char[128] m_nTraceSet = 0x240 # ParticleTraceSet_t m_nInputCP = 0x244 # int32_t m_nOutputCP = 0x248 # int32_t m_bIncludeWater = 0x258 # bool class C_OP_SetCPOrientationToPointAtCP: # CParticleFunctionPreEmission m_nInputCP = 0x1B4 # int32_t m_nOutputCP = 0x1B8 # int32_t m_flInterpolation = 0x1C0 # CParticleCollectionFloatInput m_b2DOrientation = 0x310 # bool m_bAvoidSingularity = 0x311 # bool m_bPointAway = 0x312 # bool class C_OP_SetCPtoVector: # CParticleFunctionOperator m_nCPInput = 0x1B0 # int32_t m_nFieldOutput = 0x1B4 # ParticleAttributeIndex_t class C_OP_SetChildControlPoints: # CParticleFunctionOperator m_nChildGroupID = 0x1B0 # int32_t m_nFirstControlPoint = 0x1B4 # int32_t m_nNumControlPoints = 0x1B8 # int32_t m_nFirstSourcePoint = 0x1C0 # CParticleCollectionFloatInput m_bReverse = 0x310 # bool m_bSetOrientation = 0x311 # bool class C_OP_SetControlPointFieldFromVectorExpression: # CParticleFunctionPreEmission m_nExpression = 0x1B4 # VectorFloatExpressionType_t m_vecInput1 = 0x1B8 # CParticleCollectionVecInput m_vecInput2 = 0x7E8 # CParticleCollectionVecInput m_flOutputRemap = 0xE18 # CParticleRemapFloatInput m_nOutputCP = 0xF68 # int32_t m_nOutVectorField = 0xF6C # int32_t class C_OP_SetControlPointFieldToScalarExpression: # CParticleFunctionPreEmission m_nExpression = 0x1B4 # ScalarExpressionType_t m_flInput1 = 0x1B8 # CParticleCollectionFloatInput m_flInput2 = 0x308 # CParticleCollectionFloatInput m_flOutputRemap = 0x458 # CParticleRemapFloatInput m_nOutputCP = 0x5A8 # int32_t m_nOutVectorField = 0x5AC # int32_t class C_OP_SetControlPointFieldToWater: # CParticleFunctionPreEmission m_nSourceCP = 0x1B4 # int32_t m_nDestCP = 0x1B8 # int32_t m_nCPField = 0x1BC # int32_t class C_OP_SetControlPointFromObjectScale: # CParticleFunctionPreEmission m_nCPInput = 0x1B4 # int32_t m_nCPOutput = 0x1B8 # int32_t class C_OP_SetControlPointOrientation: # CParticleFunctionPreEmission m_bUseWorldLocation = 0x1B1 # bool m_bRandomize = 0x1B3 # bool m_bSetOnce = 0x1B4 # bool m_nCP = 0x1B8 # int32_t m_nHeadLocation = 0x1BC # int32_t m_vecRotation = 0x1C0 # QAngle m_vecRotationB = 0x1CC # QAngle m_flInterpolation = 0x1D8 # CParticleCollectionFloatInput class C_OP_SetControlPointOrientationToCPVelocity: # CParticleFunctionPreEmission m_nCPInput = 0x1B4 # int32_t m_nCPOutput = 0x1B8 # int32_t class C_OP_SetControlPointPositionToRandomActiveCP: # CParticleFunctionPreEmission m_nCP1 = 0x1B4 # int32_t m_nHeadLocationMin = 0x1B8 # int32_t m_nHeadLocationMax = 0x1BC # int32_t m_flResetRate = 0x1C0 # CParticleCollectionFloatInput class C_OP_SetControlPointPositionToTimeOfDayValue: # CParticleFunctionPreEmission m_nControlPointNumber = 0x1B4 # int32_t m_pszTimeOfDayParameter = 0x1B8 # char[128] m_vecDefaultValue = 0x238 # Vector class C_OP_SetControlPointPositions: # CParticleFunctionPreEmission m_bUseWorldLocation = 0x1B1 # bool m_bOrient = 0x1B2 # bool m_bSetOnce = 0x1B3 # bool m_nCP1 = 0x1B4 # int32_t m_nCP2 = 0x1B8 # int32_t m_nCP3 = 0x1BC # int32_t m_nCP4 = 0x1C0 # int32_t m_vecCP1Pos = 0x1C4 # Vector m_vecCP2Pos = 0x1D0 # Vector m_vecCP3Pos = 0x1DC # Vector m_vecCP4Pos = 0x1E8 # Vector m_nHeadLocation = 0x1F4 # int32_t class C_OP_SetControlPointRotation: # CParticleFunctionPreEmission m_vecRotAxis = 0x1B8 # CParticleCollectionVecInput m_flRotRate = 0x7E8 # CParticleCollectionFloatInput m_nCP = 0x938 # int32_t m_nLocalCP = 0x93C # int32_t class C_OP_SetControlPointToCPVelocity: # CParticleFunctionPreEmission m_nCPInput = 0x1B4 # int32_t m_nCPOutputVel = 0x1B8 # int32_t m_bNormalize = 0x1BC # bool m_nCPOutputMag = 0x1C0 # int32_t m_nCPField = 0x1C4 # int32_t m_vecComparisonVelocity = 0x1C8 # CParticleCollectionVecInput class C_OP_SetControlPointToCenter: # CParticleFunctionPreEmission m_nCP1 = 0x1B4 # int32_t m_vecCP1Pos = 0x1B8 # Vector m_nSetParent = 0x1C4 # ParticleParentSetMode_t class C_OP_SetControlPointToHMD: # CParticleFunctionPreEmission m_nCP1 = 0x1B4 # int32_t m_vecCP1Pos = 0x1B8 # Vector m_bOrientToHMD = 0x1C4 # bool class C_OP_SetControlPointToHand: # CParticleFunctionPreEmission m_nCP1 = 0x1B4 # int32_t m_nHand = 0x1B8 # int32_t m_vecCP1Pos = 0x1BC # Vector m_bOrientToHand = 0x1C8 # bool class C_OP_SetControlPointToImpactPoint: # CParticleFunctionPreEmission m_nCPOut = 0x1B4 # int32_t m_nCPIn = 0x1B8 # int32_t m_flUpdateRate = 0x1BC # float m_flTraceLength = 0x1C0 # CParticleCollectionFloatInput m_flStartOffset = 0x310 # float m_flOffset = 0x314 # float m_vecTraceDir = 0x318 # Vector m_CollisionGroupName = 0x324 # char[128] m_nTraceSet = 0x3A4 # ParticleTraceSet_t m_bSetToEndpoint = 0x3A8 # bool m_bTraceToClosestSurface = 0x3A9 # bool m_bIncludeWater = 0x3AA # bool class C_OP_SetControlPointToPlayer: # CParticleFunctionPreEmission m_nCP1 = 0x1B4 # int32_t m_vecCP1Pos = 0x1B8 # Vector m_bOrientToEyes = 0x1C4 # bool class C_OP_SetControlPointToVectorExpression: # CParticleFunctionPreEmission m_nExpression = 0x1B4 # VectorExpressionType_t m_nOutputCP = 0x1B8 # int32_t m_vInput1 = 0x1C0 # CParticleCollectionVecInput m_vInput2 = 0x7F0 # CParticleCollectionVecInput m_bNormalizedOutput = 0xE20 # bool class C_OP_SetControlPointToWaterSurface: # CParticleFunctionPreEmission m_nSourceCP = 0x1B4 # int32_t m_nDestCP = 0x1B8 # int32_t m_nFlowCP = 0x1BC # int32_t m_nActiveCP = 0x1C0 # int32_t m_nActiveCPField = 0x1C4 # int32_t m_flRetestRate = 0x1C8 # CParticleCollectionFloatInput m_bAdaptiveThreshold = 0x318 # bool class C_OP_SetControlPointsToModelParticles: # CParticleFunctionOperator m_HitboxSetName = 0x1B0 # char[128] m_AttachmentName = 0x230 # char[128] m_nFirstControlPoint = 0x2B0 # int32_t m_nNumControlPoints = 0x2B4 # int32_t m_nFirstSourcePoint = 0x2B8 # int32_t m_bSkin = 0x2BC # bool m_bAttachment = 0x2BD # bool class C_OP_SetControlPointsToParticle: # CParticleFunctionOperator m_nChildGroupID = 0x1B0 # int32_t m_nFirstControlPoint = 0x1B4 # int32_t m_nNumControlPoints = 0x1B8 # int32_t m_nFirstSourcePoint = 0x1BC # int32_t m_bSetOrientation = 0x1C0 # bool m_nOrientationMode = 0x1C4 # ParticleOrientationSetMode_t m_nSetParent = 0x1C8 # ParticleParentSetMode_t class C_OP_SetFloat: # CParticleFunctionOperator m_InputValue = 0x1B0 # CPerParticleFloatInput m_nOutputField = 0x300 # ParticleAttributeIndex_t m_nSetMethod = 0x304 # ParticleSetMethod_t m_Lerp = 0x308 # CPerParticleFloatInput m_bUseNewCode = 0x458 # bool class C_OP_SetFloatAttributeToVectorExpression: # CParticleFunctionOperator m_nExpression = 0x1B0 # VectorFloatExpressionType_t m_vInput1 = 0x1B8 # CPerParticleVecInput m_vInput2 = 0x7E8 # CPerParticleVecInput m_flOutputRemap = 0xE18 # CParticleRemapFloatInput m_nOutputField = 0xF68 # ParticleAttributeIndex_t m_nSetMethod = 0xF6C # ParticleSetMethod_t class C_OP_SetFloatCollection: # CParticleFunctionOperator m_InputValue = 0x1B0 # CParticleCollectionFloatInput m_nOutputField = 0x300 # ParticleAttributeIndex_t m_nSetMethod = 0x304 # ParticleSetMethod_t m_Lerp = 0x308 # CParticleCollectionFloatInput class C_OP_SetFromCPSnapshot: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_nAttributeToRead = 0x1B4 # ParticleAttributeIndex_t m_nAttributeToWrite = 0x1B8 # ParticleAttributeIndex_t m_nLocalSpaceCP = 0x1BC # int32_t m_bRandom = 0x1C0 # bool m_bReverse = 0x1C1 # bool m_nRandomSeed = 0x1C4 # int32_t m_nSnapShotStartPoint = 0x1C8 # CParticleCollectionFloatInput m_nSnapShotIncrement = 0x318 # CParticleCollectionFloatInput m_flInterpolation = 0x468 # CPerParticleFloatInput m_bSubSample = 0x5B8 # bool m_bPrev = 0x5B9 # bool class C_OP_SetGravityToCP: # CParticleFunctionPreEmission m_nCPInput = 0x1B4 # int32_t m_nCPOutput = 0x1B8 # int32_t m_flScale = 0x1C0 # CParticleCollectionFloatInput m_bSetOrientation = 0x310 # bool m_bSetZDown = 0x311 # bool class C_OP_SetParentControlPointsToChildCP: # CParticleFunctionPreEmission m_nChildGroupID = 0x1B4 # int32_t m_nChildControlPoint = 0x1B8 # int32_t m_nNumControlPoints = 0x1BC # int32_t m_nFirstSourcePoint = 0x1C0 # int32_t m_bSetOrientation = 0x1C4 # bool class C_OP_SetPerChildControlPoint: # CParticleFunctionOperator m_nChildGroupID = 0x1B0 # int32_t m_nFirstControlPoint = 0x1B4 # int32_t m_nNumControlPoints = 0x1B8 # int32_t m_nParticleIncrement = 0x1C0 # CParticleCollectionFloatInput m_nFirstSourcePoint = 0x310 # CParticleCollectionFloatInput m_bSetOrientation = 0x460 # bool m_nOrientationField = 0x464 # ParticleAttributeIndex_t m_bNumBasedOnParticleCount = 0x468 # bool class C_OP_SetPerChildControlPointFromAttribute: # CParticleFunctionOperator m_nChildGroupID = 0x1B0 # int32_t m_nFirstControlPoint = 0x1B4 # int32_t m_nNumControlPoints = 0x1B8 # int32_t m_nParticleIncrement = 0x1BC # int32_t m_nFirstSourcePoint = 0x1C0 # int32_t m_bNumBasedOnParticleCount = 0x1C4 # bool m_nAttributeToRead = 0x1C8 # ParticleAttributeIndex_t m_nCPField = 0x1CC # int32_t class C_OP_SetRandomControlPointPosition: # CParticleFunctionPreEmission m_bUseWorldLocation = 0x1B1 # bool m_bOrient = 0x1B2 # bool m_nCP1 = 0x1B4 # int32_t m_nHeadLocation = 0x1B8 # int32_t m_flReRandomRate = 0x1C0 # CParticleCollectionFloatInput m_vecCPMinPos = 0x310 # Vector m_vecCPMaxPos = 0x31C # Vector m_flInterpolation = 0x328 # CParticleCollectionFloatInput class C_OP_SetSimulationRate: # CParticleFunctionPreEmission m_flSimulationScale = 0x1B8 # CParticleCollectionFloatInput class C_OP_SetSingleControlPointPosition: # CParticleFunctionPreEmission m_bSetOnce = 0x1B1 # bool m_nCP1 = 0x1B4 # int32_t m_vecCP1Pos = 0x1B8 # CParticleCollectionVecInput m_transformInput = 0x7E8 # CParticleTransformInput class C_OP_SetToCP: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_vecOffset = 0x1B4 # Vector m_bOffsetLocal = 0x1C0 # bool class C_OP_SetVariable: # CParticleFunctionPreEmission m_variableReference = 0x1B8 # CParticleVariableRef m_transformInput = 0x1F8 # CParticleTransformInput m_positionOffset = 0x258 # Vector m_rotationOffset = 0x264 # QAngle m_vecInput = 0x270 # CParticleCollectionVecInput m_floatInput = 0x8A0 # CParticleCollectionFloatInput class C_OP_SetVec: # CParticleFunctionOperator m_InputValue = 0x1B0 # CPerParticleVecInput m_nOutputField = 0x7E0 # ParticleAttributeIndex_t m_nSetMethod = 0x7E4 # ParticleSetMethod_t m_Lerp = 0x7E8 # CPerParticleFloatInput m_bNormalizedOutput = 0x938 # bool class C_OP_SetVectorAttributeToVectorExpression: # CParticleFunctionOperator m_nExpression = 0x1B0 # VectorExpressionType_t m_vInput1 = 0x1B8 # CPerParticleVecInput m_vInput2 = 0x7E8 # CPerParticleVecInput m_nOutputField = 0xE18 # ParticleAttributeIndex_t m_nSetMethod = 0xE1C # ParticleSetMethod_t m_bNormalizedOutput = 0xE20 # bool class C_OP_ShapeMatchingConstraint: # CParticleFunctionConstraint m_flShapeRestorationTime = 0x1B0 # float class C_OP_SnapshotRigidSkinToBones: # CParticleFunctionOperator m_bTransformNormals = 0x1B0 # bool m_bTransformRadii = 0x1B1 # bool m_nControlPointNumber = 0x1B4 # int32_t class C_OP_SnapshotSkinToBones: # CParticleFunctionOperator m_bTransformNormals = 0x1B0 # bool m_bTransformRadii = 0x1B1 # bool m_nControlPointNumber = 0x1B4 # int32_t m_flLifeTimeFadeStart = 0x1B8 # float m_flLifeTimeFadeEnd = 0x1BC # float m_flJumpThreshold = 0x1C0 # float m_flPrevPosScale = 0x1C4 # float class C_OP_Spin: # CGeneralSpin class C_OP_SpinUpdate: # CSpinUpdateBase class C_OP_SpinYaw: # CGeneralSpin class C_OP_SpringToVectorConstraint: # CParticleFunctionConstraint m_flRestLength = 0x1B0 # CPerParticleFloatInput m_flMinDistance = 0x300 # CPerParticleFloatInput m_flMaxDistance = 0x450 # CPerParticleFloatInput m_flRestingLength = 0x5A0 # CPerParticleFloatInput m_vecAnchorVector = 0x6F0 # CPerParticleVecInput class C_OP_StopAfterCPDuration: # CParticleFunctionPreEmission m_flDuration = 0x1B8 # CParticleCollectionFloatInput m_bDestroyImmediately = 0x308 # bool m_bPlayEndCap = 0x309 # bool class C_OP_TeleportBeam: # CParticleFunctionOperator m_nCPPosition = 0x1B0 # int32_t m_nCPVelocity = 0x1B4 # int32_t m_nCPMisc = 0x1B8 # int32_t m_nCPColor = 0x1BC # int32_t m_nCPInvalidColor = 0x1C0 # int32_t m_nCPExtraArcData = 0x1C4 # int32_t m_vGravity = 0x1C8 # Vector m_flArcMaxDuration = 0x1D4 # float m_flSegmentBreak = 0x1D8 # float m_flArcSpeed = 0x1DC # float m_flAlpha = 0x1E0 # float class C_OP_TimeVaryingForce: # CParticleFunctionForce m_flStartLerpTime = 0x1BC # float m_StartingForce = 0x1C0 # Vector m_flEndLerpTime = 0x1CC # float m_EndingForce = 0x1D0 # Vector class C_OP_TurbulenceForce: # CParticleFunctionForce m_flNoiseCoordScale0 = 0x1BC # float m_flNoiseCoordScale1 = 0x1C0 # float m_flNoiseCoordScale2 = 0x1C4 # float m_flNoiseCoordScale3 = 0x1C8 # float m_vecNoiseAmount0 = 0x1CC # Vector m_vecNoiseAmount1 = 0x1D8 # Vector m_vecNoiseAmount2 = 0x1E4 # Vector m_vecNoiseAmount3 = 0x1F0 # Vector class C_OP_TwistAroundAxis: # CParticleFunctionForce m_fForceAmount = 0x1BC # float m_TwistAxis = 0x1C0 # Vector m_bLocalSpace = 0x1CC # bool m_nControlPointNumber = 0x1D0 # int32_t class C_OP_UpdateLightSource: # CParticleFunctionOperator m_vColorTint = 0x1B0 # Color m_flBrightnessScale = 0x1B4 # float m_flRadiusScale = 0x1B8 # float m_flMinimumLightingRadius = 0x1BC # float m_flMaximumLightingRadius = 0x1C0 # float m_flPositionDampingConstant = 0x1C4 # float class C_OP_VectorFieldSnapshot: # CParticleFunctionOperator m_nControlPointNumber = 0x1B0 # int32_t m_nAttributeToWrite = 0x1B4 # ParticleAttributeIndex_t m_nLocalSpaceCP = 0x1B8 # int32_t m_flInterpolation = 0x1C0 # CPerParticleFloatInput m_vecScale = 0x310 # CPerParticleVecInput m_flBoundaryDampening = 0x940 # float m_bSetVelocity = 0x944 # bool m_bLockToSurface = 0x945 # bool m_flGridSpacing = 0x948 # float class C_OP_VectorNoise: # CParticleFunctionOperator m_nFieldOutput = 0x1B0 # ParticleAttributeIndex_t m_vecOutputMin = 0x1B4 # Vector m_vecOutputMax = 0x1C0 # Vector m_fl4NoiseScale = 0x1CC # float m_bAdditive = 0x1D0 # bool m_bOffset = 0x1D1 # bool m_flNoiseAnimationTimeScale = 0x1D4 # float class C_OP_VelocityDecay: # CParticleFunctionOperator m_flMinVelocity = 0x1B0 # float class C_OP_VelocityMatchingForce: # CParticleFunctionOperator m_flDirScale = 0x1B0 # float m_flSpdScale = 0x1B4 # float m_nCPBroadcast = 0x1B8 # int32_t class C_OP_WindForce: # CParticleFunctionForce m_vForce = 0x1BC # Vector class C_OP_WorldCollideConstraint: # CParticleFunctionConstraint class C_OP_WorldTraceConstraint: # CParticleFunctionConstraint m_nCP = 0x1B0 # int32_t m_vecCpOffset = 0x1B4 # Vector m_nCollisionMode = 0x1C0 # ParticleCollisionMode_t m_nCollisionModeMin = 0x1C4 # ParticleCollisionMode_t m_nTraceSet = 0x1C8 # ParticleTraceSet_t m_CollisionGroupName = 0x1CC # char[128] m_bWorldOnly = 0x24C # bool m_bBrushOnly = 0x24D # bool m_bIncludeWater = 0x24E # bool m_nIgnoreCP = 0x250 # int32_t m_flCpMovementTolerance = 0x254 # float m_flRetestRate = 0x258 # float m_flTraceTolerance = 0x25C # float m_flCollisionConfirmationSpeed = 0x260 # float m_nMaxTracesPerFrame = 0x264 # float m_flRadiusScale = 0x268 # CPerParticleFloatInput m_flBounceAmount = 0x3B8 # CPerParticleFloatInput m_flSlideAmount = 0x508 # CPerParticleFloatInput m_flRandomDirScale = 0x658 # CPerParticleFloatInput m_bDecayBounce = 0x7A8 # bool m_bKillonContact = 0x7A9 # bool m_flMinSpeed = 0x7AC # float m_bSetNormal = 0x7B0 # bool m_nStickOnCollisionField = 0x7B4 # ParticleAttributeIndex_t m_flStopSpeed = 0x7B8 # CPerParticleFloatInput m_nEntityStickDataField = 0x908 # ParticleAttributeIndex_t m_nEntityStickNormalField = 0x90C # ParticleAttributeIndex_t class CollisionGroupContext_t: m_nCollisionGroupNumber = 0x0 # int32_t class ControlPointReference_t: m_controlPointNameString = 0x0 # int32_t m_vOffsetFromControlPoint = 0x4 # Vector m_bOffsetInLocalSpace = 0x10 # bool class FloatInputMaterialVariable_t: m_strVariable = 0x0 # CUtlString m_flInput = 0x8 # CParticleCollectionFloatInput class IControlPointEditorData: class IParticleCollection: class IParticleEffect: class IParticleSystemDefinition: class MaterialVariable_t: m_strVariable = 0x0 # CUtlString m_nVariableField = 0x8 # ParticleAttributeIndex_t m_flScale = 0xC # float class ModelReference_t: m_model = 0x0 # CStrongHandle m_flRelativeProbabilityOfSpawn = 0x8 # float class PARTICLE_EHANDLE__: unused = 0x0 # int32_t class PARTICLE_WORLD_HANDLE__: unused = 0x0 # int32_t class ParticleAttributeIndex_t: m_Value = 0x0 # int32_t class ParticleChildrenInfo_t: m_ChildRef = 0x0 # CStrongHandle m_flDelay = 0x8 # float m_bEndCap = 0xC # bool m_bDisableChild = 0xD # bool m_nDetailLevel = 0x10 # ParticleDetailLevel_t class ParticleControlPointConfiguration_t: m_name = 0x0 # CUtlString m_drivers = 0x8 # CUtlVector m_previewState = 0x20 # ParticlePreviewState_t class ParticleControlPointDriver_t: m_iControlPoint = 0x0 # int32_t m_iAttachType = 0x4 # ParticleAttachment_t m_attachmentName = 0x8 # CUtlString m_vecOffset = 0x10 # Vector m_angOffset = 0x1C # QAngle m_entityName = 0x28 # CUtlString class ParticleNamedValueConfiguration_t: m_ConfigName = 0x0 # CUtlString m_ConfigValue = 0x8 # KeyValues3 m_iAttachType = 0x18 # ParticleAttachment_t m_BoundEntityPath = 0x20 # CUtlString m_strEntityScope = 0x28 # CUtlString m_strAttachmentName = 0x30 # CUtlString class ParticleNamedValueSource_t: m_Name = 0x0 # CUtlString m_IsPublic = 0x8 # bool m_ValueType = 0xC # PulseValueType_t m_DefaultConfig = 0x10 # ParticleNamedValueConfiguration_t m_NamedConfigs = 0x48 # CUtlVector class ParticlePreviewBodyGroup_t: m_bodyGroupName = 0x0 # CUtlString m_nValue = 0x8 # int32_t class ParticlePreviewState_t: m_previewModel = 0x0 # CUtlString m_nModSpecificData = 0x8 # uint32_t m_groundType = 0xC # PetGroundType_t m_sequenceName = 0x10 # CUtlString m_nFireParticleOnSequenceFrame = 0x18 # int32_t m_hitboxSetName = 0x20 # CUtlString m_materialGroupName = 0x28 # CUtlString m_vecBodyGroups = 0x30 # CUtlVector m_flPlaybackSpeed = 0x48 # float m_flParticleSimulationRate = 0x4C # float m_bShouldDrawHitboxes = 0x50 # bool m_bShouldDrawAttachments = 0x51 # bool m_bShouldDrawAttachmentNames = 0x52 # bool m_bShouldDrawControlPointAxes = 0x53 # bool m_bAnimationNonLooping = 0x54 # bool m_vecPreviewGravity = 0x58 # Vector class PointDefinitionWithTimeValues_t: # PointDefinition_t m_flTimeDuration = 0x14 # float class PointDefinition_t: m_nControlPoint = 0x0 # int32_t m_bLocalCoords = 0x4 # bool m_vOffset = 0x8 # Vector class RenderProjectedMaterial_t: m_hMaterial = 0x0 # CStrongHandle class SequenceWeightedList_t: m_nSequence = 0x0 # int32_t m_flRelativeWeight = 0x4 # float class TextureControls_t: m_flFinalTextureScaleU = 0x0 # CParticleCollectionRendererFloatInput m_flFinalTextureScaleV = 0x150 # CParticleCollectionRendererFloatInput m_flFinalTextureOffsetU = 0x2A0 # CParticleCollectionRendererFloatInput m_flFinalTextureOffsetV = 0x3F0 # CParticleCollectionRendererFloatInput m_flFinalTextureUVRotation = 0x540 # CParticleCollectionRendererFloatInput m_flZoomScale = 0x690 # CParticleCollectionRendererFloatInput m_flDistortion = 0x7E0 # CParticleCollectionRendererFloatInput m_bRandomizeOffsets = 0x930 # bool m_bClampUVs = 0x931 # bool m_nPerParticleBlend = 0x934 # SpriteCardPerParticleScale_t m_nPerParticleScale = 0x938 # SpriteCardPerParticleScale_t m_nPerParticleOffsetU = 0x93C # SpriteCardPerParticleScale_t m_nPerParticleOffsetV = 0x940 # SpriteCardPerParticleScale_t m_nPerParticleRotation = 0x944 # SpriteCardPerParticleScale_t m_nPerParticleZoom = 0x948 # SpriteCardPerParticleScale_t m_nPerParticleDistortion = 0x94C # SpriteCardPerParticleScale_t class TextureGroup_t: m_bEnabled = 0x0 # bool m_bReplaceTextureWithGradient = 0x1 # bool m_hTexture = 0x8 # CStrongHandle m_Gradient = 0x10 # CColorGradient m_nTextureType = 0x28 # SpriteCardTextureType_t m_nTextureChannels = 0x2C # SpriteCardTextureChannel_t m_nTextureBlendMode = 0x30 # ParticleTextureLayerBlendType_t m_flTextureBlend = 0x38 # CParticleCollectionRendererFloatInput m_TextureControls = 0x188 # TextureControls_t class VecInputMaterialVariable_t: m_strVariable = 0x0 # CUtlString m_vecInput = 0x8 # CParticleCollectionVecInput