// 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;
};