// MNetworkIncludeByName = m_iMaxHealth
// MNetworkIncludeByName = m_iHealth
// MNetworkIncludeByName = m_iTeam
// MNetworkIncludeByName = m_vecViewOffset
// MNetworkExcludeByUserGroup = m_flCycle
// MNetworkExcludeByName = m_flEncodedController
// MNetworkExcludeByName = m_flPoseParameter
// MNetworkOverride = m_lifeState
// MNetworkVarNames = bool m_bBeamActive
// MNetworkVarNames = WeakPoint_t m_vecWeakPoints
// MNetworkVarNames = bool m_bMinion
// MNetworkVarNames = EHANDLE m_hLookTarget
// MNetworkVarNames = CCitadelAbilityComponent::Storage_t m_CCitadelAbilityComponent
class C_AI_CitadelNPC : public C_AI_BaseNPC
{
uint8 pad_0EF0[52];
public:
// MNetworkEnable
// MNetworkChangeCallback = OnEyeBeamActiveChanged
bool m_bBeamActive;
// MNetworkEnable
// MNetworkEncoder = coord
// MNetworkChangeCallback = OnEyeBeamTargetChanged
VectorWS m_vEyeBeamTarget;
private:
uint8 pad_0F34[1188];
public:
// MNotSaved = !!UNKNOWN!!
int32 m_nPlayerTeamEvent;
private:
uint8 pad_13E0[136];
public:
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
C_UtlVectorEmbeddedNetworkVar<WeakPoint_t> m_vecWeakPoints;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
bool m_bMinion;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
CHandle<C_BaseEntity> m_hLookTarget;
// MNetworkEnable
// MNetworkUserGroup = CCitadelAbilityComponent
// MNetworkAlias = CCitadelAbilityComponent
// MNetworkTypeAlias = CCitadelAbilityComponent
CCitadelAbilityComponent m_CCitadelAbilityComponent;
};