63 lines
2.6 KiB
C#
63 lines
2.6 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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using BlendFile;
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public class MultiplyGpencilModifierData {
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[DNAFieldAttribute(0, "GpencilModifierData", "modifier", 104)]
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public GpencilModifierData modifier;
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[DNAFieldAttribute(1, "Material", "*material", 392)]
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public Material ptr_material;
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[DNAFieldAttribute(2, "char", "layername[64]", 1)]
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public char[] layername = new System.Char[64];
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[DNAFieldAttribute(3, "char", "materialname[64]", 1)]
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public char[] materialname = new System.Char[64];
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[DNAFieldAttribute(4, "int", "pass_index", 4)]
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public int pass_index;
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[DNAFieldAttribute(5, "int", "flag", 4)]
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public int flag;
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[DNAFieldAttribute(6, "int", "layer_pass", 4)]
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public int layer_pass;
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[DNAFieldAttribute(7, "int", "flags", 4)]
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public int flags;
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[DNAFieldAttribute(8, "int", "duplications", 4)]
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public int duplications;
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[DNAFieldAttribute(9, "float", "distance", 4)]
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public float distance;
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[DNAFieldAttribute(10, "float", "offset", 4)]
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public float offset;
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[DNAFieldAttribute(11, "float", "fading_center", 4)]
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public float fading_center;
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[DNAFieldAttribute(12, "float", "fading_thickness", 4)]
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public float fading_thickness;
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[DNAFieldAttribute(13, "float", "fading_opacity", 4)]
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public float fading_opacity;
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public MultiplyGpencilModifierData(GpencilModifierData modifier, Material ptr_material, char[] layername, char[] materialname, int pass_index, int flag, int layer_pass, int flags, int duplications, float distance, float offset, float fading_center, float fading_thickness, float fading_opacity) {
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this.modifier = modifier;
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this.ptr_material = ptr_material;
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this.layername = layername;
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this.materialname = materialname;
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this.pass_index = pass_index;
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this.flag = flag;
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this.layer_pass = layer_pass;
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this.flags = flags;
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this.duplications = duplications;
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this.distance = distance;
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this.offset = offset;
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this.fading_center = fading_center;
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this.fading_thickness = fading_thickness;
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this.fading_opacity = fading_opacity;
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}
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}
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}
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