//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(914, "ShaderFxData", 104)] public class ShaderFxData { [DNAFieldAttribute(8, "ShaderFxData", 0, "*next", "ShaderFxData", true, 0)] public ShaderFxData next; [DNAFieldAttribute(8, "ShaderFxData", 1, "*prev", "ShaderFxData", true, 8)] public ShaderFxData prev; [DNAFieldAttribute(4, "int", 2, "type", "int", false, 16)] public int type; [DNAFieldAttribute(4, "int", 3, "mode", "int", false, 20)] public int mode; [DNAFieldAttribute(4, "char", 4, "_pad0[4]", "System.Char[]", false, 24)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(2, "short", 5, "flag", "short", false, 28)] public short flag; [DNAFieldAttribute(2, "short", 6, "ui_expand_flag", "short", false, 30)] public short ui_expand_flag; [DNAFieldAttribute(64, "char", 7, "name[64]", "System.Char[]", false, 32)] public char[] name = new System.Char[64]; [DNAFieldAttribute(8, "char", 8, "*error", "char", true, 96)] public char error; public ShaderFxData() { this.next = default; this.prev = default; this.type = default; this.mode = default; this._pad0 = default; this.flag = default; this.ui_expand_flag = default; this.name = default; this.error = default; } public ShaderFxData(ShaderFxData next, ShaderFxData prev, int type, int mode, char[] _pad0, short flag, short ui_expand_flag, char[] name, char error) { this.next = next; this.prev = prev; this.type = type; this.mode = mode; this._pad0 = _pad0; this.flag = flag; this.ui_expand_flag = ui_expand_flag; this.name = name; this.error = error; } } }