// MNetworkExcludeByName = m_bClientSideRagdoll
// MNetworkExcludeByName = m_iMaxHealth
// MNetworkExcludeByUserGroup = Water
// MNetworkExcludeByUserGroup = Player
// MNetworkExcludeByUserGroup = LocalPlayerExclusive
// MNetworkExcludeByName = m_spawnflags
// MNetworkExcludeByName = m_bTakesDamage
// MNetworkExcludeByName = m_nTakeDamageFlags
// MNetworkExcludeByName = m_flSpeed
// MNetworkVarNames = CBodyComponent::Storage_t m_CBodyComponent
// MNetworkVarNames = int32 m_iHealth
// MNetworkVarNames = int32 m_iMaxHealth
// MNetworkVarNames = uint8 m_lifeState
// MNetworkVarNames = bool m_bTakesDamage
// MNetworkVarNames = TakeDamageFlags_t m_nTakeDamageFlags
// MNetworkVarNames = EntityPlatformTypes_t m_nPlatformType
// MNetworkVarNames = MoveCollide_t m_MoveCollide
// MNetworkVarNames = MoveType_t m_MoveType
// MNetworkVarNames = EntitySubclassID_t m_nSubclassID
// MNetworkUserGroupProxy = CBaseEntity
// MNetworkVarNames = float32 m_flAnimTime
// MNetworkVarNames = float32 m_flSimulationTime
// MNetworkVarNames = GameTime_t m_flCreateTime
// MNetworkVarNames = bool m_bClientSideRagdoll
// MNetworkVarNames = uint8 m_ubInterpolationFrame
// MNetworkVarNames = uint8 m_iTeamNum
// MNetworkVarNames = float m_flSpeed
// MNetworkVarNames = uint32 m_spawnflags
// MNetworkVarNames = GameTick_t m_nNextThinkTick
// MNetworkVarNames = uint32 m_fFlags
// MNetworkVarNames = CNetworkVelocityVector m_vecVelocity
// MNetworkVarNames = CModifierProperty * m_pModifierProp
// MNetworkVarNames = CHandle< CBaseEntity> m_hEffectEntity
// MNetworkVarNames = CHandle< CBaseEntity> m_hOwnerEntity
// MNetworkVarNames = uint32 m_fEffects
// MNetworkVarNames = CHandle< CBaseEntity> m_hGroundEntity
// MNetworkVarNames = int m_nGroundBodyIndex
// MNetworkVarNames = float32 m_flFriction
// MNetworkVarNames = float32 m_flElasticity
// MNetworkVarNames = float32 m_flGravityScale
// MNetworkVarNames = float32 m_flTimeScale
// MNetworkVarNames = float m_flWaterLevel
// MNetworkVarNames = bool m_bGravityDisabled
// MNetworkVarNames = bool m_bAnimatedEveryTick
// MNetworkVarNames = GameTime_t m_flNavIgnoreUntilTime
class CBaseEntity : public CEntityInstance
{
public:
// MNetworkEnable
// MNetworkUserGroup = CBodyComponent
// MNetworkAlias = CBodyComponent
// MNetworkTypeAlias = CBodyComponent
// MNetworkPriority = 48
CBodyComponent* m_CBodyComponent;
CNetworkTransmitComponent m_NetworkTransmitComponent;
private:
uint8 pad_0208[64];
public:
CUtlVector<thinkfunc_t> m_aThinkFunctions;
int32 m_iCurrentThinkContext;
GameTick_t m_nLastThinkTick;
bool m_bDisabledContextThinks;
private:
uint8 pad_026C[12];
public:
CTypedBitVec<64> m_isSteadyState;
float32 m_lastNetworkChange;
private:
uint8 pad_0288[8];
public:
CUtlVector<ResponseContext_t> m_ResponseContexts;
CUtlSymbolLarge m_iszResponseContext;
private:
uint8 pad_02B0[32];
public:
// MNetworkEnable
// MNetworkSerializer = ClampHealth
// MNetworkUserGroup = Player
// MNetworkPriority = 32
int32 m_iHealth;
// MNetworkEnable
int32 m_iMaxHealth;
// MNetworkEnable
// MNetworkUserGroup = Player
// MNetworkPriority = 32
uint8 m_lifeState;
float32 m_flDamageAccumulator;
// MNetworkEnable
bool m_bTakesDamage;
// MNetworkEnable
TakeDamageFlags_t m_nTakeDamageFlags;
// MNetworkEnable
EntityPlatformTypes_t m_nPlatformType;
private:
uint8 pad_02F1[1];
public:
// MNetworkEnable
MoveCollide_t m_MoveCollide;
// MNetworkEnable
MoveType_t m_MoveType;
MoveType_t m_nActualMoveType;
uint8 m_nWaterTouch;
uint8 m_nSlimeTouch;
bool m_bRestoreInHierarchy;
CUtlSymbolLarge m_target;
CHandle<CBaseFilter> m_hDamageFilter;
CUtlSymbolLarge m_iszDamageFilterName;
float32 m_flMoveDoneTime;
// MNetworkEnable
// MNetworkSendProxyRecipientsFilter
CUtlStringToken m_nSubclassID;
private:
uint8 pad_0318[8];
public:
// MNetworkEnable
// MNetworkPriority = 0
// MNetworkSerializer = animTimeSerializer
// MNetworkUserGroup = AnimTime
float32 m_flAnimTime;
// MNetworkEnable
// MNetworkPriority = 1
// MNetworkSerializer = simulationTimeSerializer
// MNetworkSendProxyRecipientsFilter
float32 m_flSimulationTime;
// MNetworkEnable
GameTime_t m_flCreateTime;
// MNetworkEnable
bool m_bClientSideRagdoll;
// MNetworkEnable
uint8 m_ubInterpolationFrame;
Vector m_vPrevVPhysicsUpdatePos;
// MNetworkEnable
uint8 m_iTeamNum;
CUtlSymbolLarge m_iGlobalname;
int32 m_iSentToClients;
// MNetworkEnable
float32 m_flSpeed;
CUtlString m_sUniqueHammerID;
// MNetworkEnable
uint32 m_spawnflags;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTick_t m_nNextThinkTick;
int32 m_nSimulationTick;
CEntityIOOutput m_OnKilled;
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkUserGroup = Player
uint32 m_fFlags;
Vector m_vecAbsVelocity;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
// MNetworkPriority = 32
CNetworkVelocityVector m_vecVelocity;
private:
uint8 pad_03C8[8];
public:
int32 m_nPushEnumCount;
CCollisionProperty* m_pCollision;
// MNetworkEnable
CModifierProperty* m_pModifierProp;
// MNetworkEnable
CHandle<CBaseEntity> m_hEffectEntity;
// MNetworkEnable
// MNetworkPriority = 32
CHandle<CBaseEntity> m_hOwnerEntity;
// MNetworkEnable
// MNetworkChangeCallback = OnEffectsChanged
uint32 m_fEffects;
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkUserGroup = Player
CHandle<CBaseEntity> m_hGroundEntity;
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkUserGroup = Player
int32 m_nGroundBodyIndex;
// MNetworkEnable
// MNetworkBitCount = 8
// MNetworkMinValue = 0.000000
// MNetworkMaxValue = 4.000000
// MNetworkEncodeFlags = 1
// MNetworkUserGroup = LocalPlayerExclusive
float32 m_flFriction;
// MNetworkEnable
// MNetworkEncoder = coord
float32 m_flElasticity;
// MNetworkEnable
float32 m_flGravityScale;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
float32 m_flTimeScale;
// MNetworkEnable
// MNetworkUserGroup = Water
// MNetworkBitCount = 8
// MNetworkMinValue = 0.000000
// MNetworkMaxValue = 1.000000
// MNetworkEncodeFlags = 8
float32 m_flWaterLevel;
// MNetworkEnable
bool m_bGravityDisabled;
// MNetworkEnable
bool m_bAnimatedEveryTick;
float32 m_flActualGravityScale;
bool m_bGravityActuallyDisabled;
bool m_bDisableLowViolence;
uint8 m_nWaterType;
int32 m_iEFlags;
CEntityIOOutput m_OnUser1;
CEntityIOOutput m_OnUser2;
CEntityIOOutput m_OnUser3;
CEntityIOOutput m_OnUser4;
int32 m_iInitialTeamNum;
// MNetworkEnable
GameTime_t m_flNavIgnoreUntilTime;
QAngle m_vecAngVelocity;
bool m_bNetworkQuantizeOriginAndAngles;
bool m_bLagCompensate;
CHandle<CBaseEntity> m_pBlocker;
float32 m_flLocalTime;
float32 m_flVPhysicsUpdateLocalTime;
CPulseGraphInstance_ServerEntity* m_pPulseGraphInstance;
};