// MNetworkVarNames = uint8 m_nCurrentLungeState
// MNetworkVarNames = GameTime_t m_flStateStartTime
// MNetworkVarNames = Vector m_vDashStartPos
// MNetworkVarNames = Vector m_vDashDirection
// MNetworkVarNames = Vector m_vLookDirection
// MNetworkVarNames = Vector m_vStrikeDirection
// MNetworkVarNames = bool m_bStartedInAir
// MNetworkVarNames = uint8 m_iRemainingCasts
// MNetworkVarNames = GameTime_t m_RecastEndTime
// MNetworkVarNames = uint8 m_eLungeDirection
// MNetworkVarNames = int m_nPowerLevel
class CAbility_Fencer_Lunge : public C_CitadelBaseAbility
{
uint8 pad_0FD8[4];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
uint8 m_nCurrentLungeState;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flStateStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vDashStartPos;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vDashDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vLookDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vStrikeDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bStartedInAir;
// MNetworkEnable
uint8 m_iRemainingCasts;
// MNetworkEnable
GameTime_t m_RecastEndTime;
// MNetworkEnable
uint8 m_eLungeDirection;
float32 m_flHeldTime;
CUtlVector<CHandle<C_BaseEntity>> m_vecHitEnemies;
Vector m_vLastPosition;
GameTime_t m_flStuckTime;
private:
uint8 pad_1050[4];
public:
ParticleIndex_t m_nGlintParticleIndex;
private:
uint8 pad_1058[324];
public:
float32 m_flLastOuterCircleProgress;
private:
uint8 pad_11A0[8];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
int32 m_nPowerLevel;
private:
uint8 pad_11AC[2240];
};