// MNetworkVarNames = float m_flInitialRadius
// MNetworkVarNames = float m_flEndRadius
// MNetworkVarNames = float m_flProgress
// MNetworkVarNames = float m_flCaptureTime
// MNetworkVarNames = EHANDLE m_hUnlockPrereq
// MNetworkVarNames = bool m_bAvailable
// MNetworkVarNames = bool m_bIsBeingCaptured
// MNetworkVarNames = bool m_bIsBeingBlocked
class CCitadelControlPointTrigger : public C_BaseTrigger
{
public:
// MNetworkEnable
float32 m_flInitialRadius;
// MNetworkEnable
float32 m_flEndRadius;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
float32 m_flProgress;
// MNetworkEnable
float32 m_flCaptureTime;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
CHandle<C_BaseEntity> m_hUnlockPrereq;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_bAvailable;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_bIsBeingCaptured;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_bIsBeingBlocked;
private:
uint8 pad_0A88[8];
public:
// MNotSaved = !!UNKNOWN!!
GameTime_t m_flLastTouchedTime;
// MNotSaved = !!UNKNOWN!!
Vector m_vecBeamTarget;
// MNotSaved = !!UNKNOWN!!
Vector m_vecBeamStart;
// MNotSaved = !!UNKNOWN!!
ParticleIndex_t m_nFXProgressBeam;
CUtlSymbolLarge m_strUnlockPrereq;
CUtlSymbolLarge m_strBeamStart;
CUtlSymbolLarge m_strBeamTarget;
};