// 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];
};