// MNetworkVarNames = VectorWS m_vecPosition
// MNetworkVarNames = VectorWS m_vecTravellingPosition
// MNetworkVarNames = VectorWS m_vecInitialPosition
// MNetworkVarNames = GameTime_t m_CastTime
// MNetworkVarNames = Vector m_vecDirection
// MNetworkVarNames = Vector m_vecLeft
// MNetworkVarNames = float m_Length
// MNetworkVarNames = bool m_bTraveling
// MNetworkVarNames = bool m_bPreview
class CCitadel_Ability_FissureWall : public C_CitadelBaseAbility
{
    uint8 pad_0FD8[16];
public:
    CUtlVector<ParticleIndex_t> m_vecWallPreviewParticles;
private:
    uint8 pad_1000[336];
public:
    // MNetworkEnable
    VectorWS m_vecPosition;
    // MNetworkEnable
    VectorWS m_vecTravellingPosition;
    // MNetworkEnable
    VectorWS m_vecInitialPosition;
    // MNetworkEnable
    GameTime_t m_CastTime;
    // MNetworkEnable
    Vector m_vecDirection;
    // MNetworkEnable
    Vector m_vecLeft;
    // MNetworkEnable
    float32 m_Length;
    // MNetworkEnable
    // MNetworkChangeCallback = PreviewModeChanged
    bool m_bTraveling;
    // MNetworkEnable
    // MNetworkChangeCallback = PreviewModeChanged
    bool m_bPreview;
};