//------------------------------------------------------------------------------ // // 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; public class WaveEff { [DNAFieldAttribute(0, "WaveEff", "*next", 64)] public WaveEff ptr_next; [DNAFieldAttribute(1, "WaveEff", "*prev", 64)] public WaveEff ptr_prev; [DNAFieldAttribute(2, "short", "type", 2)] public short type; [DNAFieldAttribute(3, "short", "flag", 2)] public short flag; [DNAFieldAttribute(4, "short", "buttype", 2)] public short buttype; [DNAFieldAttribute(5, "short", "stype", 2)] public short stype; [DNAFieldAttribute(6, "float", "startx", 4)] public float startx; [DNAFieldAttribute(7, "float", "starty", 4)] public float starty; [DNAFieldAttribute(8, "float", "height", 4)] public float height; [DNAFieldAttribute(9, "float", "width", 4)] public float width; [DNAFieldAttribute(10, "float", "narrow", 4)] public float narrow; [DNAFieldAttribute(11, "float", "speed", 4)] public float speed; [DNAFieldAttribute(12, "float", "minfac", 4)] public float minfac; [DNAFieldAttribute(13, "float", "damp", 4)] public float damp; [DNAFieldAttribute(14, "float", "timeoffs", 4)] public float timeoffs; [DNAFieldAttribute(15, "float", "lifetime", 4)] public float lifetime; public WaveEff( WaveEff ptr_next, WaveEff ptr_prev, short type, short flag, short buttype, short stype, float startx, float starty, float height, float width, float narrow, float speed, float minfac, float damp, float timeoffs, float lifetime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.type = type; this.flag = flag; this.buttype = buttype; this.stype = stype; this.startx = startx; this.starty = starty; this.height = height; this.width = width; this.narrow = narrow; this.speed = speed; this.minfac = minfac; this.damp = damp; this.timeoffs = timeoffs; this.lifetime = lifetime; } } }