// 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;
};