// MNetworkVarNames = GameTime_t m_flLastReloadStartTime
// MNetworkVarNames = GameTime_t m_flNextPrimaryAttack
// MNetworkVarNames = int32 m_iClip
// MNetworkVarNames = int32 m_iBonusClip
// MNetworkVarNames = int32 m_nNumContinuousShots
// MNetworkVarNames = GameTime_t m_flContinuousShotStartTime
// MNetworkVarNames = float m_flSpreadPenalty
// MNetworkVarNames = GameTime_t m_flZoomTime
// MNetworkVarNames = GameTime_t m_flZoomOutTime
// MNetworkVarNames = int8 m_iSpreadIndex
// MNetworkVarNames = int16 m_nShotRecoilIndex
// MNetworkVarNames = GameTime_t m_flNextShotRecoilRecoveryTime
// MNetworkVarNames = bool m_bIsZoomed
// MNetworkVarNames = uint8 m_nBurstShotsRemaining
// MNetworkVarNames = uint32 m_nShotNumber
// MNetworkVarNames = bool m_bInReload
// MNetworkVarNames = bool m_bSingleShotReloadFirstBullet
// MNetworkVarNames = GameTime_t m_reloadQueuedStartTime
// MNetworkVarNames = GameTime_t m_flReloadAvailableTime
// MNetworkVarNames = bool m_bCanActiveReload
// MNetworkVarNames = GameTime_t m_flLastAttackTime
// MNetworkVarNames = GameTime_t m_flNextAttackDelayStartTime
// MNetworkVarNames = GameTime_t m_flNextAttackDelayEndTime
// MNetworkVarNames = float m_flAttackDelayPauseTotalTime
// MNetworkVarNames = GameTime_t m_flAttackDelayPauseEndTime
// MNetworkVarNames = ENextAttackDelayReason_t m_eNextAttackDelayReason
// MNetworkVarNames = bool m_bInputPressedWhileSelected
// MNetworkVarNames = EFireMode_t m_eActiveFireMode
// MNetworkVarNames = bool m_bPassiveFXActive
// MNetworkVarNames = float m_flAmmoFrac
// MNetworkVarNames = bool m_bFiredRecently
class CCitadel_Ability_PrimaryWeapon : public C_CitadelBaseAbility
{
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flLastReloadStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flNextPrimaryAttack;
GameTime_t m_flDelayedShotCreateTime;
private:
uint8 pad_0FE4[276];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
// MNetworkSerializer = minusone
// MNetworkPriority = 32
int32 m_iClip;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
// MNetworkSerializer = minusone
// MNetworkPriority = 32
int32 m_iBonusClip;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
// MNetworkPriority = 32
int32 m_nNumContinuousShots;
// MNetworkEnable
// MNetworkUserGroup = LocalWeaponExclusive
GameTime_t m_flContinuousShotStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
float32 m_flSpreadPenalty;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flZoomTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flZoomOutTime;
// MNetworkEnable
// MNetworkUserGroup = LocalWeaponExclusive
int8 m_iSpreadIndex;
// MNetworkEnable
// MNetworkUserGroup = LocalWeaponExclusive
int16 m_nShotRecoilIndex;
// MNetworkEnable
// MNetworkUserGroup = LocalWeaponExclusive
GameTime_t m_flNextShotRecoilRecoveryTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bIsZoomed;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
uint8 m_nBurstShotsRemaining;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
uint32 m_nShotNumber;
// MNetworkEnable
bool m_bInReload;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bSingleShotReloadFirstBullet;
// MNetworkEnable
// MNetworkUserGroup = LocalWeaponExclusive
GameTime_t m_reloadQueuedStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flReloadAvailableTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bCanActiveReload;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flLastAttackTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flNextAttackDelayStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flNextAttackDelayEndTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
float32 m_flAttackDelayPauseTotalTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
GameTime_t m_flAttackDelayPauseEndTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
ENextAttackDelayReason_t m_eNextAttackDelayReason;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
bool m_bInputPressedWhileSelected;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
EFireMode_t m_eActiveFireMode;
// MNetworkEnable
// MNetworkChangeCallback = PassiveFXChanged
bool m_bPassiveFXActive;
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
// MNetworkChangeCallback = PassiveFXChanged
float32 m_flAmmoFrac;
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
// MNetworkChangeCallback = PassiveFXChanged
bool m_bFiredRecently;
QAngle m_angRecoilAngles;
QAngle m_angRecoilToAdd;
QAngle m_angRecoilRecovery;
GameTime_t m_flRecoilStartTime;
float32 m_flRecoilRecoverySpeed;
float32 m_flAddApproachSpeed;
float32 m_currentSpread;
float32 m_currentMaxSpread;
float32 m_currentFireSpread;
float32 m_flCurrentSpinRate;
private:
uint8 pad_11A0[4];
public:
float32 m_fFireDuration;
private:
uint8 pad_11A8[1];
public:
bool m_bFireOnEmpty;
bool m_bHasReleasedForSemiAuto;
GameTime_t m_flNextDisarmSound;
private:
uint8 pad_11B0[40];
public:
int32 m_nPrimaryMuzzleIndex;
GameTime_t m_flPrimaryMuzzleResetTime;
int32 m_nSecondaryMuzzleIndex;
GameTime_t m_flSecondaryMuzzleResetTime;
int32 m_nRandomStreak;
int32 m_nLastUsedMuzzleIndex;
private:
uint8 pad_11F0[56];
};