// MNetworkVarNames = Vector m_vStartPosition
// MNetworkVarNames = Vector m_vDashDirection
// MNetworkVarNames = bool m_bIsDashing
// MNetworkVarNames = bool m_bStartedInAir
class CCitadel_Ability_NanoDash : public C_CitadelBaseAbility
{
public:
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vStartPosition;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vDashDirection;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    bool m_bIsDashing;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    bool m_bStartedInAir;
    CUtlVector<CEntityIndex> m_vecHitEnemies;
    Vector m_vecLastPosition;
private:
    uint8 pad_101C[1460];
public:
    GameTime_t m_flStuckTime;
};