// 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;
};