// MNetworkVarNames = CGameSceneNodeHandle m_hParent
// MNetworkVarNames = CNetworkOriginCellCoordQuantizedVector m_vecOrigin
// MNetworkVarNames = QAngle m_angRotation
// MNetworkVarNames = float m_flScale
// MNetworkVarNames = CUtlStringToken m_name
// MNetworkVarNames = CUtlStringToken m_hierarchyAttachName
class CGameSceneNode
{
void* __vftable;
uint8 pad_0008[8];
public:
// MNotSaved = !!UNKNOWN!!
CTransformWS m_nodeToWorld;
// MNotSaved = !!UNKNOWN!!
CEntityInstance* m_pOwner;
// MNotSaved = !!UNKNOWN!!
CGameSceneNode* m_pParent;
// MNotSaved = !!UNKNOWN!!
CGameSceneNode* m_pChild;
// MNotSaved = !!UNKNOWN!!
CGameSceneNode* m_pNextSibling;
private:
uint8 pad_0050[32];
public:
// MNetworkEnable
// MNetworkSerializer = gameSceneNode
// MNetworkChangeCallback = gameSceneNodeHierarchyParentChanged
// MNetworkPriority = 32
// MNetworkVarEmbeddedFieldOffsetDelta = 8
CGameSceneNodeHandle m_hParent;
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkUserGroup = Origin
// MNetworkChangeCallback = gameSceneNodeLocalOriginChanged
CNetworkOriginCellCoordQuantizedVector m_vecOrigin;
private:
uint8 pad_00B0[8];
public:
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkSerializer = gameSceneNodeStepSimulationAnglesSerializer
// MNetworkChangeCallback = gameSceneNodeLocalAnglesChanged
// MNetworkEncoder = qangle_precise
QAngle m_angRotation;
// MNetworkEnable
// MNetworkChangeCallback = gameSceneNodeLocalScaleChanged
// MNetworkPriority = 32
float32 m_flScale;
VectorWS m_vecAbsOrigin;
QAngle m_angAbsRotation;
float32 m_flAbsScale;
// MNotSaved = !!UNKNOWN!!
Vector m_vecWrappedLocalOrigin;
// MNotSaved = !!UNKNOWN!!
QAngle m_angWrappedLocalRotation;
// MNotSaved = !!UNKNOWN!!
float32 m_flWrappedScale;
// MNotSaved = !!UNKNOWN!!
int16 m_nParentAttachmentOrBone;
// MNotSaved = !!UNKNOWN!!
bool m_bDebugAbsOriginChanges;
bool m_bDormant;
bool m_bForceParentToBeNetworked;
// MNotSaved = !!UNKNOWN!!
uint8 m_bDirtyHierarchy : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bDirtyBoneMergeInfo : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bNetworkedPositionChanged : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bNetworkedAnglesChanged : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bNetworkedScaleChanged : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bWillBeCallingPostDataUpdate : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_bBoneMergeFlex : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_nLatchAbsOrigin : 2;
// MNotSaved = !!UNKNOWN!!
uint8 m_bDirtyBoneMergeBoneToRoot : 1;
// MNotSaved = !!UNKNOWN!!
uint8 m_nHierarchicalDepth;
// MNotSaved = !!UNKNOWN!!
uint8 m_nHierarchyType;
// MNotSaved = !!UNKNOWN!!
uint8 m_nDoNotSetAnimTimeInInvalidatePhysicsCount;
// MNetworkEnable
CUtlStringToken m_name;
private:
uint8 pad_0110[16];
public:
// MNetworkEnable
// MNetworkChangeCallback = gameSceneNodeHierarchyAttachmentChanged
CUtlStringToken m_hierarchyAttachName;
float32 m_flClientLocalScale;
Vector m_vRenderOrigin;
};