// 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;
};