internal SpecialEffectVfx(ParameterTable table, int index)
: base(table, index)
{
BitFields = new byte[2];
MidstSfxId = (Int32)(-1);
MidstSeId = (Int32)(-1);
InitSfxId = (Int32)(-1);
InitSeId = (Int32)(-1);
FinishSfxId = (Int32)(-1);
FinishSeId = (Int32)(-1);
CamouflageBeginDist = (Single)(-1);
CamouflageEndDist = (Single)(-1);
TransformProtectorId = (Int32)(-1);
MidstDmyId = (Int16)(-1);
InitDmyId = (Int16)(-1);
FinishDmyId = (Int16)(-1);
EffectType = (SpecialEffectVfxEffectType)0;
SoulParamIdForWepEnchant = (SpecialEffectVfxSoulParameterType)0;
PlayCategory = (SpecialEffectVfxPlayCategory)0;
PlayPriority = (Byte)0;
ExistEffectForLarge = false;
ExistEffectForSoul = false;
EffectInvisibleAtCamouflage = false;
UseCamouflage = false;
InvisibleAtFriendCamouflage = false;
AddMapAreaBlockOffset = false;
HalfCamouflage = false;
IsFullBodyTransformProtectorId = false;
IsInvisibleWeapon = false;
IsSilence = false;
Pad_1 = (Byte)0;
Pad = new Byte[16];
}