// MNetworkExcludeByName = m_flexWeight
// MNetworkExcludeByUserGroup = m_flPoseParameter
// MNetworkExcludeByName = m_animationController.m_flPlaybackRate
// MNetworkExcludeByUserGroup = overlay_vars
// MNetworkIncludeByName = m_spawnflags
// MNetworkVarNames = DoorState_t m_eDoorState
// MNetworkVarNames = bool m_bLocked
// MNetworkVarNames = bool m_bNoNPCs
// MNetworkVarNames = Vector m_closedPosition
// MNetworkVarNames = QAngle m_closedAngles
// MNetworkVarNames = CHandle< C_BasePropDoor> m_hMaster
class C_BasePropDoor : public C_DynamicProp
{
    uint8 pad_0EE0[16];
public:
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    DoorState_t m_eDoorState;
    // MNotSaved = !!UNKNOWN!!
    bool m_modelChanged;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bLocked;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bNoNPCs;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    Vector m_closedPosition;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    QAngle m_closedAngles;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    CHandle<C_BasePropDoor> m_hMaster;
    // MNotSaved = !!UNKNOWN!!
    Vector m_vWhereToSetLightingOrigin;
};