// MEntityAllowsPortraitWorldSpawn
class C_PortraitWorldUnit : public C_BaseCombatCharacter
{
public:
    bool m_bSuppressIntroEffects;
    bool m_bIsAlternateLoadout;
    bool m_bSpawnBackgroundModels;
    bool m_bAnimateCloth;
    bool m_bDeferredPortrait;
    bool m_bShowParticleAssetModifiers;
    bool m_bIgnorePortraitInfo;
    CUtlSymbolLarge m_BodyGroup;
    float32 m_flStartingAnimationCycle;
    float32 m_flRareLoadoutAnimChance;
private:
    uint8 pad_0EF8[16];
public:
    CitadelPortraitEnvironmentType_t m_environment;
    StartupBehavior_t m_nStartupBehavior;
private:
    uint8 pad_0F10[368];
public:
    CUtlSymbolLarge m_cameraName;
private:
    uint8 pad_1088[48];
public:
    ParticleIndex_t m_nPortraitParticle;
    ParticleIndex_t m_nAmbientParticle;
    HeroID_t m_heroID;
    CUtlSymbolLarge m_strGraphBaseState;
    CUtlSymbolLarge m_sceneName;
    int32 m_nThinksUntilPresent;
private:
    uint8 pad_10DC[8];
};