class CGlobalLightBase
{
    void* __vftable;
    uint8 pad_0008[8];
public:
    bool m_bSpotLight;
    Vector m_SpotLightOrigin;
    QAngle m_SpotLightAngles;
    Vector m_ShadowDirection;
    Vector m_AmbientDirection;
    Vector m_SpecularDirection;
    Vector m_InspectorSpecularDirection;
    float32 m_flSpecularPower;
    float32 m_flSpecularIndependence;
    Color m_SpecularColor;
    bool m_bStartDisabled;
    bool m_bEnabled;
    Color m_LightColor;
    Color m_AmbientColor1;
    Color m_AmbientColor2;
    Color m_AmbientColor3;
    float32 m_flSunDistance;
    float32 m_flFOV;
    float32 m_flNearZ;
    float32 m_flFarZ;
    bool m_bEnableShadows;
    bool m_bOldEnableShadows;
    bool m_bBackgroundClearNotRequired;
    float32 m_flCloudScale;
    float32 m_flCloud1Speed;
    float32 m_flCloud1Direction;
    float32 m_flCloud2Speed;
    float32 m_flCloud2Direction;
private:
    uint8 pad_00A4[12];
public:
    float32 m_flAmbientScale1;
    float32 m_flAmbientScale2;
    float32 m_flGroundScale;
    float32 m_flLightScale;
    float32 m_flFoWDarkness;
    bool m_bEnableSeparateSkyboxFog;
    Vector m_vFowColor;
    Vector m_ViewOrigin;
    QAngle m_ViewAngles;
    float32 m_flViewFoV;
    Vector m_WorldPoints[8];
private:
    uint8 pad_0150[856];
public:
    Vector2D m_vFogOffsetLayer0;
    Vector2D m_vFogOffsetLayer1;
    CHandle<C_BaseEntity> m_hEnvWind;
    CHandle<C_BaseEntity> m_hEnvSky;
};