// MNetworkVarNames = bool m_bActive
// MNetworkVarNames = CUtlString m_sPickupName
// MNetworkVarNames = int m_nNameOffset
// MNetworkVarNames = CUtlString m_sAmbientNoise
// MNetworkVarNames = Vector m_vVacuumStartPos
// MNetworkVarNames = Vector m_vInitialVacuumVel
// MNetworkVarNames = CHandle< CCitadelPlayerPawn> m_hVacuumTarget
class C_Citadel_BreakablePropPickup : public CBaseAnimGraph
{
public:
    // MNetworkEnable
    // MNetworkChangeCallback = OnActiveChanged
    bool m_bActive;
    // MNetworkEnable
    CUtlString m_sPickupName;
    // MNetworkEnable
    int32 m_nNameOffset;
    // MNetworkEnable
    CUtlString m_sAmbientNoise;
    // MNetworkEnable
    Vector m_vVacuumStartPos;
    // MNetworkEnable
    Vector m_vInitialVacuumVel;
    // MNetworkEnable
    // MNetworkChangeCallback = OnVacuumTargetChanged
    CHandle<C_CitadelPlayerPawn> m_hVacuumTarget;
private:
    uint8 pad_0CDC[252];
public:
    GameTime_t m_flVacuumStartTime;
    VectorWS m_vVacuumPos;
    float32 m_flLastFrameTime;
    bool m_bVacuumFinished;
};