// 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;
};