// 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;
};