// 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;
};