// MNetworkVarNames = Color m_Color
// MNetworkVarNames = Color m_SecondaryColor
// MNetworkVarNames = float m_flBrightness
// MNetworkVarNames = float m_flBrightnessScale
// MNetworkVarNames = float m_flBrightnessMult
// MNetworkVarNames = float m_flRange
// MNetworkVarNames = float m_flFalloff
// MNetworkVarNames = float m_flAttenuation0
// MNetworkVarNames = float m_flAttenuation1
// MNetworkVarNames = float m_flAttenuation2
// MNetworkVarNames = float m_flTheta
// MNetworkVarNames = float m_flPhi
// MNetworkVarNames = HRenderTextureStrong m_hLightCookie
// MNetworkVarNames = int m_nCascades
// MNetworkVarNames = int m_nCastShadows
// MNetworkVarNames = int m_nShadowWidth
// MNetworkVarNames = int m_nShadowHeight
// MNetworkVarNames = bool m_bRenderDiffuse
// MNetworkVarNames = int m_nRenderSpecular
// MNetworkVarNames = bool m_bRenderTransmissive
// MNetworkVarNames = float m_flOrthoLightWidth
// MNetworkVarNames = float m_flOrthoLightHeight
// MNetworkVarNames = int m_nStyle
// MNetworkVarNames = CUtlString m_Pattern
// MNetworkVarNames = int m_nCascadeRenderStaticObjects
// MNetworkVarNames = float m_flShadowCascadeCrossFade
// MNetworkVarNames = float m_flShadowCascadeDistanceFade
// MNetworkVarNames = float m_flShadowCascadeDistance0
// MNetworkVarNames = float m_flShadowCascadeDistance1
// MNetworkVarNames = float m_flShadowCascadeDistance2
// MNetworkVarNames = float m_flShadowCascadeDistance3
// MNetworkVarNames = int m_nShadowCascadeResolution0
// MNetworkVarNames = int m_nShadowCascadeResolution1
// MNetworkVarNames = int m_nShadowCascadeResolution2
// MNetworkVarNames = int m_nShadowCascadeResolution3
// MNetworkVarNames = bool m_bUsesBakedShadowing
// MNetworkVarNames = int m_nShadowPriority
// MNetworkVarNames = int m_nBakedShadowIndex
// MNetworkVarNames = int32 m_nLightPathUniqueId
// MNetworkVarNames = int32 m_nLightMapUniqueId
// MNetworkVarNames = bool m_bRenderToCubemaps
// MNetworkVarNames = bool m_bAllowSSTGeneration
// MNetworkVarNames = int m_nDirectLight
// MNetworkVarNames = int m_nIndirectLight
// MNetworkVarNames = bool m_bDynamicBounce
// MNetworkVarNames = float m_flFadeMinDist
// MNetworkVarNames = float m_flFadeMaxDist
// MNetworkVarNames = float m_flShadowFadeMinDist
// MNetworkVarNames = float m_flShadowFadeMaxDist
// MNetworkVarNames = bool m_bEnabled
// MNetworkVarNames = bool m_bFlicker
// MNetworkVarNames = bool m_bPrecomputedFieldsValid
// MNetworkVarNames = Vector m_vPrecomputedBoundsMins
// MNetworkVarNames = Vector m_vPrecomputedBoundsMaxs
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent
// MNetworkVarNames = float m_flPrecomputedMaxRange
// MNetworkVarNames = int m_nFogLightingMode
// MNetworkVarNames = float m_flFogContributionStength
// MNetworkVarNames = float m_flNearClipPlane
// MNetworkVarNames = Color m_SkyColor
// MNetworkVarNames = float m_flSkyIntensity
// MNetworkVarNames = Color m_SkyAmbientBounce
// MNetworkVarNames = bool m_bUseSecondaryColor
// MNetworkVarNames = bool m_bMixedShadows
// MNetworkVarNames = GameTime_t m_flLightStyleStartTime
// MNetworkVarNames = float m_flCapsuleLength
// MNetworkVarNames = float m_flMinRoughness
class CLightComponent : public CEntityComponent
{
    uint8 pad_0008[48];
public:
    // MNotSaved = !!UNKNOWN!!
    CNetworkVarChainer __m_pChainEntity;
private:
    uint8 pad_0060[21];
public:
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    Color m_Color;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    Color m_SecondaryColor;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flBrightness;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flBrightnessScale;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flBrightnessMult;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flRange;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flFalloff;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flAttenuation0;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flAttenuation1;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flAttenuation2;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flTheta;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flPhi;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    CStrongHandle<InfoForResourceTypeCTextureBase> m_hLightCookie;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nCascades;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nCastShadows;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowWidth;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowHeight;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    bool m_bRenderDiffuse;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nRenderSpecular;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    bool m_bRenderTransmissive;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flOrthoLightWidth;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flOrthoLightHeight;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nStyle;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    CUtlString m_Pattern;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nCascadeRenderStaticObjects;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeCrossFade;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeDistanceFade;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeDistance0;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeDistance1;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeDistance2;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowCascadeDistance3;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowCascadeResolution0;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowCascadeResolution1;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowCascadeResolution2;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowCascadeResolution3;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    // MNetworkAlias = m_bUsesIndexedBakedLighting
    bool m_bUsesBakedShadowing;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nShadowPriority;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nBakedShadowIndex;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nLightPathUniqueId;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    int32 m_nLightMapUniqueId;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    bool m_bRenderToCubemaps;
    // MNetworkEnable
    bool m_bAllowSSTGeneration;
    // MNetworkEnable
    int32 m_nDirectLight;
    // MNetworkEnable
    int32 m_nIndirectLight;
    // MNetworkEnable
    bool m_bDynamicBounce;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flFadeMinDist;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flFadeMaxDist;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowFadeMinDist;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flShadowFadeMaxDist;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    bool m_bEnabled;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    bool m_bFlicker;
    // MNetworkEnable
    bool m_bPrecomputedFieldsValid;
    // MNetworkEnable
    Vector m_vPrecomputedBoundsMins;
    // MNetworkEnable
    Vector m_vPrecomputedBoundsMaxs;
    // MNetworkEnable
    Vector m_vPrecomputedOBBOrigin;
    // MNetworkEnable
    QAngle m_vPrecomputedOBBAngles;
    // MNetworkEnable
    Vector m_vPrecomputedOBBExtent;
    // MNetworkEnable
    float32 m_flPrecomputedMaxRange;
    // MNetworkEnable
    int32 m_nFogLightingMode;
    // MNetworkEnable
    float32 m_flFogContributionStength;
    // MNetworkEnable
    float32 m_flNearClipPlane;
    // MNetworkEnable
    Color m_SkyColor;
    // MNetworkEnable
    float32 m_flSkyIntensity;
    // MNetworkEnable
    Color m_SkyAmbientBounce;
    // MNetworkEnable
    bool m_bUseSecondaryColor;
    // MNetworkEnable
    // MNetworkChangeCallback = MixedShadowsChanged
    // MNotSaved = !!UNKNOWN!!
    bool m_bMixedShadows;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    GameTime_t m_flLightStyleStartTime;
    // MNetworkEnable
    float32 m_flCapsuleLength;
    // MNetworkEnable
    // MNetworkChangeCallback = LightRenderingChanged
    float32 m_flMinRoughness;
private:
    uint8 pad_01AC[8];
};