// MNetworkVarNames = bool m_bDisabled
// MNetworkVarNames = bool m_bUpdateOnClient
// MNetworkVarNames = ValueRemapperInputType_t m_nInputType
// MNetworkVarNames = CHandle< CBaseEntity> m_hRemapLineStart
// MNetworkVarNames = CHandle< CBaseEntity> m_hRemapLineEnd
// MNetworkVarNames = float m_flMaximumChangePerSecond
// MNetworkVarNames = float m_flDisengageDistance
// MNetworkVarNames = float m_flEngageDistance
// MNetworkVarNames = bool m_bRequiresUseKey
// MNetworkVarNames = ValueRemapperOutputType_t m_nOutputType
// MNetworkVarNames = CHandle< C_BaseEntity > m_hOutputEntities
// MNetworkVarNames = ValueRemapperHapticsType_t m_nHapticsType
// MNetworkVarNames = ValueRemapperMomentumType_t m_nMomentumType
// MNetworkVarNames = float m_flMomentumModifier
// MNetworkVarNames = float m_flSnapValue
// MNetworkVarNames = ValueRemapperRatchetType_t m_nRatchetType
// MNetworkVarNames = float m_flInputOffset
class C_PointValueRemapper : public C_BaseEntity
{
public:
    // MNetworkEnable
    bool m_bDisabled;
    bool m_bDisabledOld;
    // MNetworkEnable
    bool m_bUpdateOnClient;
    // MNetworkEnable
    ValueRemapperInputType_t m_nInputType;
    // MNetworkEnable
    CHandle<C_BaseEntity> m_hRemapLineStart;
    // MNetworkEnable
    CHandle<C_BaseEntity> m_hRemapLineEnd;
    // MNetworkEnable
    float32 m_flMaximumChangePerSecond;
    // MNetworkEnable
    float32 m_flDisengageDistance;
    // MNetworkEnable
    float32 m_flEngageDistance;
    // MNetworkEnable
    bool m_bRequiresUseKey;
    // MNetworkEnable
    ValueRemapperOutputType_t m_nOutputType;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    C_NetworkUtlVectorBase<CHandle<C_BaseEntity>> m_hOutputEntities;
    // MNetworkEnable
    ValueRemapperHapticsType_t m_nHapticsType;
    // MNetworkEnable
    ValueRemapperMomentumType_t m_nMomentumType;
    // MNetworkEnable
    float32 m_flMomentumModifier;
    // MNetworkEnable
    float32 m_flSnapValue;
    float32 m_flCurrentMomentum;
    // MNetworkEnable
    ValueRemapperRatchetType_t m_nRatchetType;
    float32 m_flRatchetOffset;
    // MNetworkEnable
    float32 m_flInputOffset;
    bool m_bEngaged;
    bool m_bFirstUpdate;
    float32 m_flPreviousValue;
    GameTime_t m_flPreviousUpdateTickTime;
    Vector m_vecPreviousTestPoint;
};