#pragma once



//Start:CFEInitialRandomVS_float_declaration:4304D5B5:0997B652 *** Machine generated code - do not edit ***

class CFEInitialRandomVS_float : public IFloatEvaluator

{

public:

   CFEInitialRandomVS_float(CEvaluatorAllocator &allocator);

   virtual ~CFEInitialRandomVS_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_0x060AAB0D;



   enum EProperties

   {

      kP_CenterValue                                   = 0x2AA88BCF,

      kP_RandomVariation                               = 0xDE09F15B,



      kP_Terminator                                    = 0xFFFFFFFF

   };



   // Regular component properties

   float                                           mCenterValue;

   float                                           mRandomVariation;

//End:CFEInitialRandomVS_float_declaration:4304D5B5 *** Machine generated code - do not edit *** $End$:CFEInitialRandomVS_float_declaration:4304D5B5

   CEvalFloatData                                  mInitialValue;

};



