class BleedingSourceZone { string m_FireSelectionName; int m_Bit; vector m_EmitterOffset; vector m_EmitterOrientation; string m_Bone; float m_FlowModifier; int m_MaxTime; string m_ParticleName; int m_InventorySlotLocation; void BleedingSourceZone(string selection_name, int bit, vector offset, vector orientation, string bone, int max_time, float flow_modifier, string particle_name) { m_FireSelectionName = selection_name; m_Bit = bit; m_EmitterOffset = offset; m_EmitterOrientation = orientation; m_Bone = bone; m_FlowModifier = flow_modifier; m_MaxTime = max_time; m_ParticleName = particle_name; } //which inv location is associated(is covering) with this bleeding source ? void SetInvLocation(int inv_slot) { m_InventorySlotLocation = inv_slot; } int GetInvLocation() { return m_InventorySlotLocation; } void ~BleedingSourceZone() { } string GetSelectionName() { return m_FireSelectionName; } int GetMaxTime() { return m_MaxTime; } string GetParticleName() { return m_ParticleName; } int GetBit() { return m_Bit; } float GetFlowModifier() { return m_FlowModifier; } vector GetOrientation() { return m_EmitterOrientation; } vector GetOffset() { return m_EmitterOffset; } string GetBoneName() { return m_Bone; } }