// MNetworkVarNames = uint8 m_nCurrentState
// MNetworkVarNames = GameTime_t m_flStateStartTime
// MNetworkVarNames = Vector m_vStateStartPosition
// MNetworkVarNames = Vector m_vDashDirection
// MNetworkVarNames = Vector m_vLookDirection
// MNetworkVarNames = Vector m_vStrikeDirection
// MNetworkVarNames = bool m_bStartedInAir
class CAbility_Fencer_Riposte_Attack : public CCitadelBaseAbility
{
public:
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    uint8 m_nCurrentState;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    GameTime_t m_flStateStartTime;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vStateStartPosition;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vDashDirection;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vLookDirection;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    Vector m_vStrikeDirection;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
    bool m_bStartedInAir;
    CUtlVector<CHandle<CBaseEntity>> m_vecHitEnemies;
    Vector m_vecLastPosition;
    GameTime_t m_flStuckTime;
private:
    uint8 pad_0DF8[4];
public:
    float32 m_flStunDuration;
    float32 m_flBulletResistReductionDuration;
private:
    uint8 pad_0E04[1120];
};