// MNetworkVarNames = int m_iLane
// MNetworkVarNames = GameTime_t m_flFadeOutStart
// MNetworkVarNames = GameTime_t m_flFadeOutEnd
// MNetworkVarNames = GameTime_t m_flLastWeakpointHitTime
// MNetworkVarNames = EHANDLE m_hTargetedEnemy
// MNetworkVarNames = int m_nElectricBeamCasts
class C_NPC_Boss_Tier2 : public C_AI_CitadelNPC
{
    uint8 pad_16C0[28];
public:
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    int32 m_iLane;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    GameTime_t m_flFadeOutStart;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    GameTime_t m_flFadeOutEnd;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    GameTime_t m_flLastWeakpointHitTime;
    // MNetworkEnable
    // MNetworkChangeCallback = OnBossTargetedEnemyChanged
    // MNotSaved = !!UNKNOWN!!
    CHandle<C_BaseEntity> m_hTargetedEnemy;
    // MNetworkEnable
    // MNetworkEncoder = coord
    // MNetworkChangeCallback = OnLookTargetChanged
    VectorWS m_vecElectricBeamLookTarget;
private:
    uint8 pad_16FC[132];
public:
    // MNetworkEnable
    // MNetworkChangeCallback = OnElectricBeamCastsChanged
    int32 m_nElectricBeamCasts;
};