// 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;
};