// MNetworkVarNames = uint8 m_nCurrentState
// MNetworkVarNames = GameTime_t m_flStateStartTime
// MNetworkVarNames = Vector m_vStateStartPosition
// MNetworkVarNames = Vector m_vDashDirection
// MNetworkVarNames = Vector m_vLookDirection
// MNetworkVarNames = Vector m_vStrikeDirection
// MNetworkVarNames = bool m_bStartedInAir
class CAbility_Fencer_Riposte_Attack : public C_CitadelBaseAbility
{
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
uint8 m_nCurrentState;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flStateStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vStateStartPosition;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vDashDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vLookDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vStrikeDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bStartedInAir;
CUtlVector<CHandle<C_BaseEntity>> m_vecHitEnemies;
Vector m_vecLastPosition;
GameTime_t m_flStuckTime;
private:
uint8 pad_1040[4];
public:
float32 m_flStunDuration;
float32 m_flBulletResistReductionDuration;
private:
uint8 pad_104C[1120];
};