// MNetworkVarNames = Vector m_vStartPosition
// MNetworkVarNames = Vector m_vDashDirection
// MNetworkVarNames = Vector m_vecLastPosition
// MNetworkVarNames = bool m_bIsDashing
// MNetworkVarNames = bool m_bIsFinishing
// MNetworkVarNames = bool m_bStartedInAir
// MNetworkVarNames = bool m_bHitSomeone
class CAbility_Fencer_Ultimate : public C_CitadelBaseAbility
{
public:
bool m_bCameraFinished;
Vector m_vCameraEndPos;
CHandle<C_BaseEntity> m_hDummyForCamera;
GameTime_t m_bCameraLockedTime;
GameTime_t m_flChaseCamStartTime;
Vector m_vCameraChaseStartPos;
float32 m_flActiveDashRangeWithHitTargets;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vStartPosition;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vDashDirection;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
Vector m_vecLastPosition;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bIsDashing;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bIsFinishing;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bStartedInAir;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bHitSomeone;
CUtlVector<CEntityIndex> m_vecHitEnemies;
GameTime_t m_flStuckTime;
private:
uint8 pad_104C[20];
public:
ParticleIndex_t m_UltHoldVFX;
ParticleIndex_t m_DirPreviewVFX;
QAngle m_qCurrDashCamAngle;
float32 m_flHitPctForCamera;
private:
uint8 pad_1078[1568];
};