// 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];
};