//------------------------------------------------------------------------------ // // 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(480, "MultiresModifierData", 136)] public class MultiresModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(1, "char", 1, "lvl", "char", false, 120)] public char lvl; [DNAFieldAttribute(1, "char", 2, "sculptlvl", "char", false, 121)] public char sculptlvl; [DNAFieldAttribute(1, "char", 3, "renderlvl", "char", false, 122)] public char renderlvl; [DNAFieldAttribute(1, "char", 4, "totlvl", "char", false, 123)] public char totlvl; [DNAFieldAttribute(1, "char", 5, "simple", "char", false, 124)] public char simple; [DNAFieldAttribute(1, "char", 6, "flags", "char", false, 125)] public char flags; [DNAArrayAttribute(2, "char", 7, "_pad[2]", "System.Char[]", 2, 126)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(2, "short", 8, "quality", "short", false, 128)] public short quality; [DNAFieldAttribute(2, "short", 9, "uv_smooth", "short", false, 130)] public short uv_smooth; [DNAFieldAttribute(2, "short", 10, "boundary_smooth", "short", false, 132)] public short boundary_smooth; [DNAArrayAttribute(2, "char", 11, "_pad2[2]", "System.Char[]", 2, 134)] public char[] _pad2 = new System.Char[2]; public MultiresModifierData() { this.modifier = default; this.lvl = default; this.sculptlvl = default; this.renderlvl = default; this.totlvl = default; this.simple = default; this.flags = default; this._pad = default; this.quality = default; this.uv_smooth = default; this.boundary_smooth = default; this._pad2 = default; } public MultiresModifierData(ModifierData modifier, char lvl, char sculptlvl, char renderlvl, char totlvl, char simple, char flags, char[] _pad, short quality, short uv_smooth, short boundary_smooth, char[] _pad2) { this.modifier = modifier; this.lvl = lvl; this.sculptlvl = sculptlvl; this.renderlvl = renderlvl; this.totlvl = totlvl; this.simple = simple; this.flags = flags; this._pad = _pad; this.quality = quality; this.uv_smooth = uv_smooth; this.boundary_smooth = boundary_smooth; this._pad2 = _pad2; } } }