// MNetworkVarNames = CHandle< CBaseModelEntity> m_glowEntity
// MNetworkVarNames = bool m_usable
// MNetworkVarNames = string_t m_szDisplayText
class CBaseButton : public CBaseToggle
{
public:
QAngle m_angMoveEntitySpace;
bool m_fStayPushed;
bool m_fRotating;
locksound_t m_ls;
CUtlSymbolLarge m_sUseSound;
CUtlSymbolLarge m_sLockedSound;
CUtlSymbolLarge m_sUnlockedSound;
CUtlSymbolLarge m_sOverrideAnticipationName;
bool m_bLocked;
bool m_bDisabled;
GameTime_t m_flUseLockedTime;
bool m_bSolidBsp;
CEntityIOOutput m_OnDamaged;
CEntityIOOutput m_OnPressed;
CEntityIOOutput m_OnUseLocked;
CEntityIOOutput m_OnIn;
CEntityIOOutput m_OnOut;
int32 m_nState;
CEntityHandle m_hConstraint;
CEntityHandle m_hConstraintParent;
bool m_bForceNpcExclude;
CUtlSymbolLarge m_sGlowEntity;
// MNetworkEnable
CHandle<CBaseModelEntity> m_glowEntity;
// MNetworkEnable
bool m_usable;
// MNetworkEnable
CUtlSymbolLarge m_szDisplayText;
};