// MNetworkVarTypeOverride = CCitadelPlayer_CameraServices m_pCameraServices
// MNetworkIncludeByName = m_pCameraServices
// MNetworkVarTypeOverride = CCitadelPlayer_MovementServices m_pMovementServices
// MNetworkIncludeByName = m_pMovementServices
// MNetworkVarNames = CMsgLaneColor m_eZipLineLaneColor
// MNetworkVarNames = int32 m_nLevel
// MNetworkVarNames = int32 m_nCurrencies
// MNetworkVarNames = int32 m_nSpentCurrencies
// MNetworkVarNames = GameTime_t m_flLastSpawnTime
// MNetworkVarNames = GameTime_t m_flRespawnTime
// MNetworkVarNames = bool m_bInRegenerationZone
// MNetworkVarNames = bool m_bInItemShopZone
// MNetworkVarNames = bool m_bInHideoutZone
// MNetworkVarNames = GameTime_t m_timeRevealedOnMinimapByNPC
// MNetworkVarNames = EntitySubclassID_t m_vecFullSellPriceItems
// MNetworkVarNames = FullSellPriceAbilityUpgrades_t m_vecFullSellPriceAbilityUpgrades
// MNetworkVarNames = EntitySubclassID_t m_vecQuickbuyQueue
// MNetworkVarNames = EntitySubclassID_t m_vecQuickbuySellQueue
// MNetworkVarNames = AbilityID_t m_unQuickbuyAutoPurchaseRequest
// MNetworkVarNames = bool m_bQuickbuyAutoPurchase
// MNetworkVarNames = bool m_bQuickbuyAutoQueueBuild
// MNetworkVarNames = bool m_bHasQuickbuyBeenUsed
// MNetworkVarNames = HeroBuildID_t m_unHeroBuildID
// MNetworkVarNames = CUtlString m_sHeroBuildSerialized
// MNetworkVarNames = EHANDLE m_hViewEntityForObserver
// MNetworkVarNames = bool m_bNetworkDisconnected
// MNetworkVarNames = bool m_bLearningAbility
// MNetworkVarNames = int m_nFlashStartTick
// MNetworkVarNames = int m_nFlashMaxStartTick
// MNetworkVarNames = int m_nFlashFadeStartTick
// MNetworkVarNames = int m_nFlashEndTick
// MNetworkVarNames = int8 m_nFlashMaxAlpha
// MNetworkVarNames = int32 m_nDeducedLane
// MNetworkVarNames = EHANDLE m_hEnemyPlayerAimTarget
// MNetworkVarNames = ItemDraftRoundState_t m_ItemDraftRoundState
// MNetworkVarNames = CCitadelRecentDamage m_sInCombat
// MNetworkVarNames = CCitadelRecentDamage m_sPlayerDamageTaken
// MNetworkVarNames = CCitadelRecentDamage m_sPlayerDamageDealt
// MNetworkVarNames = int8 m_nSuccessiveDucks
// MNetworkVarNames = GameTime_t m_flLastDuckTime
// MNetworkVarNames = bool m_bDismissedReportCard
// MNetworkVarNames = float m_flCurrentHealingAmount
// MNetworkVarNames = QAngle m_angLockedEyeAngles
// MNetworkVarNames = CCitadelAbilityComponent::Storage_t m_CCitadelAbilityComponent
// MNetworkVarNames = CCitadelHeroComponent::Storage_t m_CCitadelHeroComponent
// MNetworkVarNames = bool m_bAnimGraphMovementClipped
// MNetworkVarNames = bool m_bAnimGraphMovementDisableGravity
// MNetworkVarNames = bool m_bAnimGraphMovementDirectAirControl
// MNetworkVarNames = GameTime_t m_flPredTimeSlowedStart
// MNetworkVarNames = GameTime_t m_flPredTimeSlowedEnd
// MNetworkVarNames = float32 m_flPredSlowSpeed
// MNetworkVarNames = GameTime_t m_flTimeSlowedStart
// MNetworkVarNames = GameTime_t m_flTimeSlowedEnd
// MNetworkVarNames = float32 m_flSlowSpeed
// MNetworkVarNames = GameTime_t m_flForceInCombatAnimsUntilTime
// MNetworkVarNames = uint8 m_nAudioEnclosure
// MNetworkVarNames = bool m_bAudioHasSkyExposure
class C_CitadelPlayerPawn : public CCitadelPlayerPawnBase
{
    uint8 pad_10D0[224];
public:
    // MNetworkEnable
    // MNetworkEncoder = qangle
    // MNetworkBitCount = 11
    // MNetworkChangeCallback = angEyeAnglesChanged
    // MNetworkPriority = 32
    QAngle m_angEyeAngles;
private:
    uint8 pad_11BC[132];
public:
    // MNetworkEnable
    // MNetworkEncoder = qangle
    // MNetworkBitCount = 11
    // MNetworkChangeCallback = angClientCameraChanged
    // MNetworkPriority = 32
    QAngle m_angClientCamera;
private:
    uint8 pad_124C[132];
public:
    // MNetworkEnable
    CMsgLaneColor m_eZipLineLaneColor;
    // MNetworkEnable
    // MNetworkChangeCallback = LevelChanged
    int32 m_nLevel;
    // MNetworkEnable
    // MNetworkPriority = 32
    // MNetworkChangeCallback = CurrenciesChanged
    int32 m_nCurrencies[6];
    // MNetworkEnable
    int32 m_nSpentCurrencies[6];
    // MNetworkEnable
    GameTime_t m_flLastSpawnTime;
    // MNetworkEnable
    // MNetworkChangeCallback = RespawnTimeChanged
    GameTime_t m_flRespawnTime;
    // MNetworkEnable
    // MNetworkChangeCallback = InRegenZoneChanged
    bool m_bInRegenerationZone;
    // MNetworkEnable
    // MNetworkChangeCallback = InItemShopZoneChanged
    bool m_bInItemShopZone;
    // MNetworkEnable
    // MNetworkChangeCallback = InHideoutZoneChanged
    bool m_bInHideoutZone;
    // MNetworkEnable
    GameTime_t m_timeRevealedOnMinimapByNPC;
    // MNetworkEnable
    // MNetworkChangeCallback = ItemSellPriceChanged
    C_NetworkUtlVectorBase<CUtlStringToken> m_vecFullSellPriceItems;
    // MNetworkEnable
    // MNetworkChangeCallback = AbilityUpgradeSellPriceChanged
    C_NetworkUtlVectorBase<FullSellPriceAbilityUpgrades_t> m_vecFullSellPriceAbilityUpgrades;
    // MNetworkEnable
    // MNetworkChangeCallback = QuickbuyChanged
    C_NetworkUtlVectorBase<CUtlStringToken> m_vecQuickbuyQueue;
    // MNetworkEnable
    // MNetworkChangeCallback = QuickbuyChanged
    C_NetworkUtlVectorBase<CUtlStringToken> m_vecQuickbuySellQueue;
    // MNetworkEnable
    // MNetworkChangeCallback = QuickbuyPurchaseRequestChanged
    CUtlStringToken m_unQuickbuyAutoPurchaseRequest;
    // MNetworkEnable
    bool m_bQuickbuyAutoPurchase;
    // MNetworkEnable
    bool m_bQuickbuyAutoQueueBuild;
    // MNetworkEnable
    bool m_bHasQuickbuyBeenUsed;
    // MNetworkEnable
    HeroBuildID_t m_unHeroBuildID;
    // MNetworkEnable
    // MNetworkChangeCallback = HeroBuildChanged
    CUtlString m_sHeroBuildSerialized;
    // MNetworkEnable
    CHandle<C_BaseEntity> m_hViewEntityForObserver;
    // MNetworkEnable
    bool m_bNetworkDisconnected;
    // MNetworkEnable
    bool m_bLearningAbility;
    // MNetworkEnable
    // MNetworkChangeCallback = OnFlashStartChanged
    int32 m_nFlashStartTick;
    // MNetworkEnable
    int32 m_nFlashMaxStartTick;
    // MNetworkEnable
    int32 m_nFlashFadeStartTick;
    // MNetworkEnable
    int32 m_nFlashEndTick;
    // MNetworkEnable
    int8 m_nFlashMaxAlpha;
    // MNetworkEnable
    int32 m_nDeducedLane;
    // MNetworkEnable
    CHandle<C_BaseEntity> m_hEnemyPlayerAimTarget;
    // MNetworkEnable
    // MNetworkChangeCallback = ItemDraftRoundChanged
    ItemDraftRoundState_t m_ItemDraftRoundState;
    // MNetworkEnable
    CCitadelRecentDamage m_sInCombat;
    // MNetworkEnable
    CCitadelRecentDamage m_sPlayerDamageTaken;
    // MNetworkEnable
    CCitadelRecentDamage m_sPlayerDamageDealt;
    // MNetworkEnable
    int8 m_nSuccessiveDucks;
    // MNetworkEnable
    GameTime_t m_flLastDuckTime;
    // MNetworkEnable
    bool m_bDismissedReportCard;
    // MNetworkEnable
    float32 m_flCurrentHealingAmount;
    // MNetworkEnable
    QAngle m_angLockedEyeAngles;
    // MNetworkEnable
    // MNetworkUserGroup = CCitadelAbilityComponent
    // MNetworkAlias = CCitadelAbilityComponent
    // MNetworkTypeAlias = CCitadelAbilityComponent
    CCitadelAbilityComponent m_CCitadelAbilityComponent;
    // MNetworkEnable
    // MNetworkUserGroup = CCitadelHeroComponent
    // MNetworkAlias = CCitadelHeroComponent
    // MNetworkTypeAlias = CCitadelHeroComponent
    CCitadelHeroComponent m_CCitadelHeroComponent;
private:
    uint8 pad_16D0[164];
public:
    float32 m_flRichPresenceUpdateInterval;
private:
    uint8 pad_1778[256];
public:
    // MNetworkEnable
    bool m_bAnimGraphMovementClipped;
    // MNetworkEnable
    bool m_bAnimGraphMovementDisableGravity;
    // MNetworkEnable
    bool m_bAnimGraphMovementDirectAirControl;
    // MNetworkEnable
    GameTime_t m_flPredTimeSlowedStart;
    // MNetworkEnable
    GameTime_t m_flPredTimeSlowedEnd;
    // MNetworkEnable
    float32 m_flPredSlowSpeed;
    // MNetworkEnable
    GameTime_t m_flTimeSlowedStart[4];
    // MNetworkEnable
    GameTime_t m_flTimeSlowedEnd[4];
    // MNetworkEnable
    float32 m_flSlowSpeed[4];
    // MNetworkEnable
    GameTime_t m_flForceInCombatAnimsUntilTime;
    int32 m_iCurSlowSlot;
    bool m_bLocoLeanTriggeredForDirection;
    bool m_bLocoRunToStopCanTrigger;
    float32 m_flCrouchFraction;
    float32 m_flCrouchSpeed;
    GameTime_t m_fidgetTime;
    Vector m_vShootTestOffsetStanding;
    Vector m_vShootTestOffsetCrouching;
    GameTime_t m_leanStartTime;
private:
    uint8 pad_18EC[128];
public:
    // MNetworkEnable
    uint8 m_nAudioEnclosure;
    // MNetworkEnable
    bool m_bAudioHasSkyExposure;
private:
    uint8 pad_196E[8];
};