#pragma once



//Start:CFEGaussianRandomS_float_declaration:DE2B9BCD:9EDFB566 *** Machine generated code - do not edit ***

class CFEGaussianRandomS_float : public IFloatEvaluator

{

public:

   CFEGaussianRandomS_float(CEvaluatorAllocator &allocator);

   virtual ~CFEGaussianRandomS_float();



   virtual void         Initialize(CEvaluatorUpdateData &updateData) const;

   virtual real32 GetValue(CEvaluatorUpdateData const &updateData) const;

   virtual uint32       GetType() const;

   static IEvaluator *  Factory(CInputStream &inStream, CEvaluatorAllocator &allocator, IEvaluatorFactory const &factory);

   virtual void         ApplyProperties(CGameObjectApplyPropertiesData &applyProperties, CEvaluatorAllocator &allocator);

   virtual void         PostLoadUpdate();

   virtual uint32       CopyToLinearStream(CLinearCopyStream &stream, IEvaluatorTypeToVTable const &evalToVTable) const;



   static const uint32                             kType_0xB4855225;



   enum EProperties

   {

      kP_Mean                                          = 0xD0CA408E,

      kP_Variance                                      = 0xBBB90070,



      kP_Terminator                                    = 0xFFFFFFFF

   };



   // Regular component properties

   float                                           mMean;

   float                                           mVariance;

//End:CFEGaussianRandomS_float_declaration:DE2B9BCD *** Machine generated code - do not edit *** $End$:CFEGaussianRandomS_float_declaration:DE2B9BCD

};



