// MNetworkVarNames = GameTime_t m_nActivateTime
class CCitadelAbilityBeam_t
{
void* __vftable;
public:
// MNetworkEnable
GameTime_t m_nActivateTime;
private:
uint8 pad_000C[4];
public:
// MNetworkEnable
// MNetworkEncoder = qangle
// MNetworkChangeCallback = OnBeamAnglesChanged
QAngle m_angBeamAngles;
private:
uint8 pad_001C[132];
public:
// MNetworkEnable
// MNetworkEncoder = coord
// MNetworkChangeCallback = OnBeamAimPosChanged
VectorWS m_vBeamAimPos;
private:
uint8 pad_00AC[132];
public:
bool m_bNeedsBeamReset;
CHandle<C_BaseEntity> m_hShooter;
CHandle<C_CitadelPlayerPawn> m_hPlayerShooter;
private:
uint8 pad_013C[2060];
public:
bool m_bEnforceLOSToShootPosition;
};