// MEntityAllowsPortraitWorldSpawn
// MNetworkVarNames = bool m_bEnabled
// MNetworkVarNames = int m_nColorMode
// MNetworkVarNames = Color m_Color
// MNetworkVarNames = float m_flColorTemperature
// MNetworkVarNames = float m_flBrightness
// MNetworkVarNames = float m_flBrightnessScale
// MNetworkVarNames = int m_nDirectLight
// MNetworkVarNames = int m_nBakedShadowIndex
// MNetworkVarNames = int32 m_nLightPathUniqueId
// MNetworkVarNames = int32 m_nLightMapUniqueId
// MNetworkVarNames = int m_nLuminaireShape
// MNetworkVarNames = float m_flLuminaireSize
// MNetworkVarNames = float m_flLuminaireAnisotropy
// MNetworkVarNames = CUtlString m_LightStyleString
// MNetworkVarNames = GameTime_t m_flLightStyleStartTime
// MNetworkVarNames = CUtlString m_QueuedLightStyleStrings
// MNetworkVarNames = CUtlString m_LightStyleEvents
// MNetworkVarNames = CHandle< CBaseModelEntity > m_LightStyleTargets
// MNetworkVarNames = HRenderTextureStrong m_hLightCookie
// MNetworkVarNames = float m_flShape
// MNetworkVarNames = float m_flSoftX
// MNetworkVarNames = float m_flSoftY
// MNetworkVarNames = float m_flSkirt
// MNetworkVarNames = float m_flSkirtNear
// MNetworkVarNames = Vector m_vSizeParams
// MNetworkVarNames = float m_flRange
// MNetworkVarNames = Vector m_vShear
// MNetworkVarNames = int m_nBakeSpecularToCubemaps
// MNetworkVarNames = Vector m_vBakeSpecularToCubemapsSize
// MNetworkVarNames = int m_nCastShadows
// MNetworkVarNames = int m_nShadowMapSize
// MNetworkVarNames = int m_nShadowPriority
// MNetworkVarNames = bool m_bContactShadow
// MNetworkVarNames = bool m_bForceShadowsEnabled
// MNetworkVarNames = int m_nBounceLight
// MNetworkVarNames = float m_flBounceScale
// MNetworkVarNames = float m_flMinRoughness
// MNetworkVarNames = Vector m_vAlternateColor
// MNetworkVarNames = float m_fAlternateColorBrightness
// MNetworkVarNames = int m_nFog
// MNetworkVarNames = float m_flFogStrength
// MNetworkVarNames = int m_nFogShadows
// MNetworkVarNames = float m_flFogScale
// MNetworkVarNames = bool m_bFogMixedShadows
// MNetworkVarNames = float m_flFadeSizeStart
// MNetworkVarNames = float m_flFadeSizeEnd
// MNetworkVarNames = float m_flShadowFadeSizeStart
// MNetworkVarNames = float m_flShadowFadeSizeEnd
// MNetworkVarNames = bool m_bPrecomputedFieldsValid
// MNetworkVarNames = Vector m_vPrecomputedBoundsMins
// MNetworkVarNames = Vector m_vPrecomputedBoundsMaxs
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent
// MNetworkVarNames = int m_nPrecomputedSubFrusta
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin0
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles0
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent0
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin1
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles1
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent1
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin2
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles2
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent2
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin3
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles3
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent3
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin4
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles4
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent4
// MNetworkVarNames = Vector m_vPrecomputedOBBOrigin5
// MNetworkVarNames = QAngle m_vPrecomputedOBBAngles5
// MNetworkVarNames = Vector m_vPrecomputedOBBExtent5
// MNetworkVarNames = uint16 m_VisClusters
class CBarnLight : public CBaseModelEntity
{
public:
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    bool m_bEnabled;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nColorMode;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Color m_Color;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flColorTemperature;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flBrightness;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flBrightnessScale;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nDirectLight;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nBakedShadowIndex;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nLightPathUniqueId;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nLightMapUniqueId;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nLuminaireShape;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flLuminaireSize;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flLuminaireAnisotropy;
    // MNetworkEnable
    // MNetworkChangeCallback = StyleChanged
    CUtlString m_LightStyleString;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    GameTime_t m_flLightStyleStartTime;
    // MNetworkEnable
    CNetworkUtlVectorBase<CUtlString> m_QueuedLightStyleStrings;
    // MNetworkEnable
    CNetworkUtlVectorBase<CUtlString> m_LightStyleEvents;
    // MNetworkEnable
    CNetworkUtlVectorBase<CHandle<CBaseModelEntity>> m_LightStyleTargets;
    CEntityIOOutput m_StyleEvent[4];
private:
    uint8 pad_0938[32];
public:
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    CStrongHandle<InfoForResourceTypeCTextureBase> m_hLightCookie;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flShape;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flSoftX;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flSoftY;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flSkirt;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flSkirtNear;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    // MNetworkBitCount = 32
    Vector m_vSizeParams;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    // MNetworkBitCount = 32
    float32 m_flRange;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    // MNetworkBitCount = 32
    Vector m_vShear;
    // MNetworkEnable
    int32 m_nBakeSpecularToCubemaps;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    // MNetworkBitCount = 32
    Vector m_vBakeSpecularToCubemapsSize;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nCastShadows;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nShadowMapSize;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nShadowPriority;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    bool m_bContactShadow;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    bool m_bForceShadowsEnabled;
    // MNetworkEnable
    int32 m_nBounceLight;
    // MNetworkEnable
    float32 m_flBounceScale;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flMinRoughness;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vAlternateColor;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_fAlternateColorBrightness;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nFog;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flFogStrength;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nFogShadows;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flFogScale;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    bool m_bFogMixedShadows;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flFadeSizeStart;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flFadeSizeEnd;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flShadowFadeSizeStart;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    float32 m_flShadowFadeSizeEnd;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    bool m_bPrecomputedFieldsValid;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedBoundsMins;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedBoundsMaxs;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    int32 m_nPrecomputedSubFrusta;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin0;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles0;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent0;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin1;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles1;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent1;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin2;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles2;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent2;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin3;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles3;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent3;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin4;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles4;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent4;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBOrigin5;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    QAngle m_vPrecomputedOBBAngles5;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    Vector m_vPrecomputedOBBExtent5;
    bool m_bPvsModifyEntity;
    // MNetworkEnable
    // MNetworkChangeCallback = RenderingChanged
    CNetworkUtlVectorBase<uint16> m_VisClusters;
private:
    uint8 pad_0B28[8];
};