// MNetworkIncludeByName = m_ lifeState
// MNetworkIncludeByName = m_ spawnflags
// MNetworkVarNames = NPC_ STATE m_ NPCState
// MNetworkVarNames = bool m_ bFadeCorpse
// MNetworkVarNames = bool m_ bImportantRagdoll
class C_ AI_ BaseNPC : public C_ BaseCombatCharacter
{
uint8 pad_ 0EE0[8];
public:
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
NPC_ STATE m_ NPCState;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_ bFadeCorpse;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_ bImportantRagdoll;
};