//------------------------------------------------------------------------------ // // 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(972, "Speaker", 272)] public class Speaker { [DNAFieldAttribute(208, "ID", 0, "id", "ID", false, 0)] public ID id; [DNAFieldAttribute(8, "AnimData", 1, "*adt", "AnimData", true, 208)] public AnimData adt; [DNAFieldAttribute(8, "bSound", 2, "*sound", "bSound", true, 216)] public bSound sound; [DNAFieldAttribute(4, "float", 3, "volume_max", "float", false, 224)] public float volume_max; [DNAFieldAttribute(4, "float", 4, "volume_min", "float", false, 228)] public float volume_min; [DNAFieldAttribute(4, "float", 5, "distance_max", "float", false, 232)] public float distance_max; [DNAFieldAttribute(4, "float", 6, "distance_reference", "float", false, 236)] public float distance_reference; [DNAFieldAttribute(4, "float", 7, "attenuation", "float", false, 240)] public float attenuation; [DNAFieldAttribute(4, "float", 8, "cone_angle_outer", "float", false, 244)] public float cone_angle_outer; [DNAFieldAttribute(4, "float", 9, "cone_angle_inner", "float", false, 248)] public float cone_angle_inner; [DNAFieldAttribute(4, "float", 10, "cone_volume_outer", "float", false, 252)] public float cone_volume_outer; [DNAFieldAttribute(4, "float", 11, "volume", "float", false, 256)] public float volume; [DNAFieldAttribute(4, "float", 12, "pitch", "float", false, 260)] public float pitch; [DNAFieldAttribute(2, "short", 13, "flag", "short", false, 264)] public short flag; [DNAArrayAttribute(6, "char", 14, "_pad1[6]", "System.Char[]", 6, 266)] public char[] _pad1 = new System.Char[6]; public Speaker() { this.id = default; this.adt = default; this.sound = default; this.volume_max = default; this.volume_min = default; this.distance_max = default; this.distance_reference = default; this.attenuation = default; this.cone_angle_outer = default; this.cone_angle_inner = default; this.cone_volume_outer = default; this.volume = default; this.pitch = default; this.flag = default; this._pad1 = default; } public Speaker(ID id, AnimData adt, bSound sound, float volume_max, float volume_min, float distance_max, float distance_reference, float attenuation, float cone_angle_outer, float cone_angle_inner, float cone_volume_outer, float volume, float pitch, short flag, char[] _pad1) { this.id = id; this.adt = adt; this.sound = sound; this.volume_max = volume_max; this.volume_min = volume_min; this.distance_max = distance_max; this.distance_reference = distance_reference; this.attenuation = attenuation; this.cone_angle_outer = cone_angle_outer; this.cone_angle_inner = cone_angle_inner; this.cone_volume_outer = cone_volume_outer; this.volume = volume; this.pitch = pitch; this.flag = flag; this._pad1 = _pad1; } } }