// MNetworkVarNames = bool m_bIsUsable
class CBaseDoor : public CBaseToggle
{
uint8 pad_0888[16];
public:
QAngle m_angMoveEntitySpace;
Vector m_vecMoveDirParentSpace;
locksound_t m_ls;
bool m_bForceClosed;
bool m_bDoorGroup;
bool m_bLocked;
bool m_bIgnoreDebris;
bool m_bNoNPCs;
FuncDoorSpawnPos_t m_eSpawnPosition;
float32 m_flBlockDamage;
CUtlSymbolLarge m_NoiseMoving;
CUtlSymbolLarge m_NoiseArrived;
CUtlSymbolLarge m_NoiseMovingClosed;
CUtlSymbolLarge m_NoiseArrivedClosed;
CUtlSymbolLarge m_ChainTarget;
CEntityIOOutput m_OnBlockedClosing;
CEntityIOOutput m_OnBlockedOpening;
CEntityIOOutput m_OnUnblockedClosing;
CEntityIOOutput m_OnUnblockedOpening;
CEntityIOOutput m_OnFullyClosed;
CEntityIOOutput m_OnFullyOpen;
CEntityIOOutput m_OnClose;
CEntityIOOutput m_OnOpen;
CEntityIOOutput m_OnLockedUse;
bool m_bLoopMoveSound;
private:
uint8 pad_0A71[31];
public:
bool m_bCreateNavObstacle;
bool m_isChaining;
// MNetworkEnable
bool m_bIsUsable;
};