// MNetworkIncludeByName = m_iMaxHealth
// MNetworkIncludeByName = m_iHealth
// MNetworkIncludeByName = m_iTeam
// MNetworkIncludeByName = m_vecViewOffset
// MNetworkExcludeByUserGroup = m_flCycle
// MNetworkExcludeByName = m_flEncodedController
// MNetworkExcludeByName = m_flPoseParameter
// MNetworkVarNames = CCitadelAbilityComponent::Storage_t m_CCitadelAbilityComponent
// MNetworkVarNames = CCitadelRegenComponent::Storage_t m_CCitadelRegenComponent
// MNetworkVarNames = CCitadelMinimapComponent::Storage_t m_CCitadelMinimapComponent
// MNetworkVarNames = WeakPoint_t m_vecWeakPoints
// MNetworkVarNames = bool m_bMinion
// MNetworkVarNames = EHANDLE m_hLookTarget
// MNetworkVarNames = bool m_bBeamActive
// MNetworkVarNames = VectorWS m_vEyeBeamTarget
class CAI_CitadelNPC : public CAI_BaseNPC
{
    uint8 pad_13F0[120];
public:
    // MNotSaved = !!UNKNOWN!!
    Vector m_vLastGroundEntityCheckPos;
    // MNotSaved = !!UNKNOWN!!
    GameTime_t m_flLastGroundCheckTime;
    // MNetworkEnable
    // MNetworkUserGroup = CCitadelAbilityComponent
    // MNetworkAlias = CCitadelAbilityComponent
    // MNetworkTypeAlias = CCitadelAbilityComponent
    CCitadelAbilityComponent m_CCitadelAbilityComponent;
    // MNetworkEnable
    // MNetworkUserGroup = CCitadelRegenComponent
    // MNetworkAlias = CCitadelRegenComponent
    // MNetworkTypeAlias = CCitadelRegenComponent
    CCitadelRegenComponent m_CCitadelRegenComponent;
    // MNetworkEnable
    // MNetworkUserGroup = CCitadelMinimapComponent
    // MNetworkAlias = CCitadelMinimapComponent
    // MNetworkTypeAlias = CCitadelMinimapComponent
    CCitadelMinimapComponent m_CCitadelMinimapComponent;
private:
    uint8 pad_1858[8];
public:
    int32 m_iBaseGoldReward;
    int32 m_iSkillShotReward;
private:
    uint8 pad_1868[44];
public:
    CHandle<CCitadelBaseAbility> m_hAbilityOwner;
private:
    uint8 pad_1898[96];
public:
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    CUtlVectorEmbeddedNetworkVar<WeakPoint_t> m_vecWeakPoints;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    bool m_bMinion;
    // MNetworkEnable
    // MNotSaved = !!UNKNOWN!!
    CHandle<CBaseEntity> m_hLookTarget;
    int32 m_iCoverGroupID;
private:
    uint8 pad_196C[96];
public:
    VectorWS m_vecSpawnOrigin;
private:
    uint8 pad_19D8[36];
public:
    // MNetworkEnable
    bool m_bBeamActive;
    // MNetworkEnable
    // MNetworkEncoder = coord
    VectorWS m_vEyeBeamTarget;
private:
    uint8 pad_1A0C[48];
};