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CCitadel_Modifier_DragVData

2208 bytes (0x08A0), align 8Source
Metadata
MGetKV3ClassDefaults: { "m_bDurationReducible": false, "m_bDurationReducibleByCrowdControlDiminish": false }
Also in
server

Fields

NameTypeOffset
EDragOffsetBasis = "EDragOffset_SourceFacing"
MPropertyStartGroup: "Drag - Hold Position"
EDragPullModel = "EDragPull_SourceVelocityPlusDistance"
MPropertyStartGroup: "Drag - Pull"
float32
MPropertyDescription: "If the victim ends up further than this from the hold point it's probably wedged on something, so pull it towards the source's elevation instead. Zero disables."
bool = true
MPropertyDescription: "Never chase slower than the source itself. Off means a spring drag can be outrun, which is what you want when the drag is only meant to trail loosely."
bool = true
MPropertyDescription: "If true, remove ourselves when the parent gets stunned"
MPropertyStartGroup: "Drag - Behavior"
bool
MPropertyDescription: "Only drag the victim downwards, and end the drag once it lands."
bool
MPropertyDescription: "Only take the victim off the ground when the pull is upwards, so a level or downward drag still walks along the floor."
bool = true
MPropertyDescription: "Apply the standard drag debuff set (immobilize, silence, disarm) when the victim is an enemy."
bool = true
MPropertyDescription: "Kill the victim's velocity when the drag ends. Turn off if the drag wants to hand off momentum itself - Astro's lasso and Tengu's airlift keep the horizontal component."