//------------------------------------------------------------------------------ // // 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(460, "WaveModifierData", 408)] public class WaveModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Tex", 1, "*texture", "Tex", true, 120)] public Tex texture; [DNAFieldAttribute(8, "Object", 2, "*map_object", "Object", true, 128)] public Object map_object; [DNAArrayAttribute(64, "char", 3, "map_bone[64]", "System.Char[]", 64, 136)] public char[] map_bone = new System.Char[64]; [DNAArrayAttribute(68, "char", 4, "uvlayer_name[68]", "System.Char[]", 68, 200)] public char[] uvlayer_name = new System.Char[68]; [DNAArrayAttribute(4, "char", 5, "_pad1[4]", "System.Char[]", 4, 268)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(4, "int", 6, "uvlayer_tmp", "int", false, 272)] public int uvlayer_tmp; [DNAFieldAttribute(4, "int", 7, "texmapping", "int", false, 276)] public int texmapping; [DNAFieldAttribute(8, "Object", 8, "*objectcenter", "Object", true, 280)] public Object objectcenter; [DNAArrayAttribute(64, "char", 9, "defgrp_name[64]", "System.Char[]", 64, 288)] public char[] defgrp_name = new System.Char[64]; [DNAFieldAttribute(2, "short", 10, "flag", "short", false, 352)] public short flag; [DNAArrayAttribute(2, "char", 11, "_pad2[2]", "System.Char[]", 2, 354)] public char[] _pad2 = new System.Char[2]; [DNAFieldAttribute(4, "float", 12, "startx", "float", false, 356)] public float startx; [DNAFieldAttribute(4, "float", 13, "starty", "float", false, 360)] public float starty; [DNAFieldAttribute(4, "float", 14, "height", "float", false, 364)] public float height; [DNAFieldAttribute(4, "float", 15, "width", "float", false, 368)] public float width; [DNAFieldAttribute(4, "float", 16, "narrow", "float", false, 372)] public float narrow; [DNAFieldAttribute(4, "float", 17, "speed", "float", false, 376)] public float speed; [DNAFieldAttribute(4, "float", 18, "damp", "float", false, 380)] public float damp; [DNAFieldAttribute(4, "float", 19, "falloff", "float", false, 384)] public float falloff; [DNAFieldAttribute(4, "float", 20, "timeoffs", "float", false, 388)] public float timeoffs; [DNAFieldAttribute(4, "float", 21, "lifetime", "float", false, 392)] public float lifetime; [DNAArrayAttribute(4, "char", 22, "_pad3[4]", "System.Char[]", 4, 396)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(8, "void", 23, "*_pad4", "void", true, 400)] public object _pad4; public WaveModifierData() { this.modifier = default; this.texture = default; this.map_object = default; this.map_bone = default; this.uvlayer_name = default; this._pad1 = default; this.uvlayer_tmp = default; this.texmapping = default; this.objectcenter = default; this.defgrp_name = default; this.flag = default; this._pad2 = default; this.startx = default; this.starty = default; this.height = default; this.width = default; this.narrow = default; this.speed = default; this.damp = default; this.falloff = default; this.timeoffs = default; this.lifetime = default; this._pad3 = default; this._pad4 = default; } public WaveModifierData( ModifierData modifier, Tex texture, Object map_object, char[] map_bone, char[] uvlayer_name, char[] _pad1, int uvlayer_tmp, int texmapping, Object objectcenter, char[] defgrp_name, short flag, char[] _pad2, float startx, float starty, float height, float width, float narrow, float speed, float damp, float falloff, float timeoffs, float lifetime, char[] _pad3, object _pad4) { this.modifier = modifier; this.texture = texture; this.map_object = map_object; this.map_bone = map_bone; this.uvlayer_name = uvlayer_name; this._pad1 = _pad1; this.uvlayer_tmp = uvlayer_tmp; this.texmapping = texmapping; this.objectcenter = objectcenter; this.defgrp_name = defgrp_name; this.flag = flag; this._pad2 = _pad2; this.startx = startx; this.starty = starty; this.height = height; this.width = width; this.narrow = narrow; this.speed = speed; this.damp = damp; this.falloff = falloff; this.timeoffs = timeoffs; this.lifetime = lifetime; this._pad3 = _pad3; this._pad4 = _pad4; } } }