// MNetworkVarNames = bool m_ bIsFullyCharged
class CCitadel_ Ability_ Necro_ HauntingSkull : public C_ CitadelBaseAbility
{
public:
GameTime_ t m_ tPriorityTargetTime;
CHandle<C_ BaseEntity> m_ eSkullPriorityTarget;
VectorWS m_ vLaunchPosition;
QAngle m_ qLaunchAngle;
// MNetworkEnable
bool m_ bIsFullyCharged;
private:
uint8 pad_ 0FF9[2240];
};