// MNetworkVarNames = bool m_bIsPlayingBack
// MNetworkVarNames = bool m_bPaused
// MNetworkVarNames = bool m_bMultiplayer
// MNetworkVarNames = bool m_bAutogenerated
// MNetworkVarNames = bool m_bAllRequirementsComplete
// MNetworkVarNames = float32 m_flForceClientTime
// MNetworkVarNames = uint16 m_nSceneStringIndex
// MNetworkVarNames = CHandle< C_BaseModelEntity > m_hActorList
class C_SceneEntity : public C_PointEntity
{
    uint8 pad_05F0[8];
public:
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bIsPlayingBack;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bPaused;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bMultiplayer;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bAutogenerated;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bAllRequirementsComplete;
    // MNetworkEnable
    // MNetworkChangeCallback = OnResetClientTime
    // MNotSaved = !!UNKNOWN!!
    float32 m_flForceClientTime;
    // MNetworkEnable
    // MNetworkPriority = 32
    // MNotSaved = !!UNKNOWN!!
    uint16 m_nSceneStringIndex;
    // MNotSaved = !!UNKNOWN!!
    bool m_bClientOnly;
    // MNotSaved = !!UNKNOWN!!
    CHandle<C_BaseModelEntity> m_hOwner;
    // MNetworkEnable
    // MNetworkPriority = 32
    // MNotSaved = !!UNKNOWN!!
    C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>> m_hActorList;
    // MNotSaved = !!UNKNOWN!!
    bool m_bWasPlaying;
private:
    uint8 pad_0630[8];
public:
    // MNotSaved = !!UNKNOWN!!
    CUtlVector<C_SceneEntity__QueuedEvents_t> m_QueuedEvents;
    // MNotSaved = !!UNKNOWN!!
    float32 m_flCurrentTime;
};