// MNetworkOverride = CGameSceneNode::m_ angRotation
// MNetworkOverride = C_ BaseEntity::m_ flSimulationTime
class C_ FuncRotating : public C_ BaseModelEntity
{
};// MNetworkOverride = CGameSceneNode::m_ angRotation
// MNetworkOverride = C_ BaseEntity::m_ flSimulationTime
class C_ FuncRotating : public C_ BaseModelEntity
{
};