// MNetworkVarNames = CRenderComponent::Storage_t m_CRenderComponent
// MNetworkVarNames = CHitboxComponent::Storage_t m_CHitboxComponent
// MNetworkVarNames = CDestructiblePartsComponent * m_pDestructiblePartsSystemComponent
// MNetworkVarNames = RenderMode_t m_nRenderMode
// MNetworkVarNames = RenderFx_t m_nRenderFX
// MNetworkVarNames = Color m_clrRender
// MNetworkVarNames = EntityRenderAttribute_t m_vecRenderAttributes
// MNetworkVarNames = bool m_bRenderToCubemaps
// MNetworkVarNames = bool m_bNoInterpolate
// MNetworkVarNames = CCollisionProperty m_Collision
// MNetworkVarNames = CGlowProperty m_Glow
// MNetworkVarNames = float m_flGlowBackfaceMult
// MNetworkVarNames = float32 m_fadeMinDist
// MNetworkVarNames = float32 m_fadeMaxDist
// MNetworkVarNames = float32 m_flFadeScale
// MNetworkVarNames = float32 m_flShadowStrength
// MNetworkVarNames = uint8 m_nObjectCulling
// MNetworkVarNames = int m_nAddDecal
// MNetworkVarNames = Vector m_vDecalPosition
// MNetworkVarNames = Vector m_vDecalForwardAxis
// MNetworkVarNames = float m_flDecalHealBloodRate
// MNetworkVarNames = float m_flDecalHealHeightRate
// MNetworkVarNames = DecalMode_t m_nDecalMode
// MNetworkVarNames = DecalMode_t m_nRequiredDecalMode
// MNetworkVarNames = CHandle< CBaseModelEntity > m_ConfigEntitiesToPropagateMaterialDecalsTo
// MNetworkVarNames = CNetworkViewOffsetVector m_vecViewOffset
class CBaseModelEntity : public CBaseEntity
{
public:
// MNetworkEnable
// MNetworkUserGroup = CRenderComponent
// MNetworkAlias = CRenderComponent
// MNetworkTypeAlias = CRenderComponent
CRenderComponent* m_CRenderComponent;
// MNetworkEnable
// MNetworkUserGroup = CHitboxComponent
// MNetworkAlias = CHitboxComponent
// MNetworkTypeAlias = CHitboxComponent
CHitboxComponent m_CHitboxComponent;
HitGroup_t m_nDestructiblePartInitialStateDestructed0;
HitGroup_t m_nDestructiblePartInitialStateDestructed1;
HitGroup_t m_nDestructiblePartInitialStateDestructed2;
HitGroup_t m_nDestructiblePartInitialStateDestructed3;
HitGroup_t m_nDestructiblePartInitialStateDestructed4;
int32 m_nDestructiblePartInitialStateDestructed0_PartIndex;
int32 m_nDestructiblePartInitialStateDestructed1_PartIndex;
int32 m_nDestructiblePartInitialStateDestructed2_PartIndex;
int32 m_nDestructiblePartInitialStateDestructed3_PartIndex;
int32 m_nDestructiblePartInitialStateDestructed4_PartIndex;
// MNetworkEnable
CDestructiblePartsComponent* m_pDestructiblePartsSystemComponent;
HitGroup_t m_LastHitGroup;
CGlobalSymbol m_sLastDamageSourceName;
Vector m_vLastDamagePosition;
GameTime_t m_flDissolveStartTime;
CEntityIOOutput m_OnIgnite;
// MNetworkEnable
RenderMode_t m_nRenderMode;
// MNetworkEnable
RenderFx_t m_nRenderFX;
CUtlString m_szAddModifier;
bool m_bAllowFadeInView;
private:
uint8 pad_05A9[31];
public:
bool m_bHasCollision;
Vector m_vSupport;
// MNetworkEnable
// MNetworkChangeCallback = OnColorChanged
Color m_clrRender;
// MNetworkEnable
// MNetworkChangeCallback = OnRenderAttributesChanged
CUtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t> m_vecRenderAttributes;
// MNetworkEnable
bool m_bRenderToCubemaps;
// MNetworkEnable
bool m_bNoInterpolate;
// MNetworkEnable
CCollisionProperty m_Collision;
// MNetworkEnable
CGlowProperty m_Glow;
// MNetworkEnable
float32 m_flGlowBackfaceMult;
// MNetworkEnable
float32 m_fadeMinDist;
// MNetworkEnable
float32 m_fadeMaxDist;
// MNetworkEnable
float32 m_flFadeScale;
// MNetworkEnable
float32 m_flShadowStrength;
// MNetworkEnable
uint8 m_nObjectCulling;
// MNetworkEnable
int32 m_nAddDecal;
// MNetworkEnable
Vector m_vDecalPosition;
// MNetworkEnable
Vector m_vDecalForwardAxis;
// MNetworkEnable
float32 m_flDecalHealBloodRate;
// MNetworkEnable
float32 m_flDecalHealHeightRate;
// MNetworkEnable
DecalMode_t m_nDecalMode;
// MNetworkEnable
DecalMode_t m_nRequiredDecalMode;
// MNetworkEnable
CNetworkUtlVectorBase<CHandle<CBaseModelEntity>> m_ConfigEntitiesToPropagateMaterialDecalsTo;
private:
uint8 pad_07B0[40];
public:
// MNetworkEnable
// MNetworkPriority = 32
// MNetworkUserGroup = Player
CNetworkViewOffsetVector m_vecViewOffset;
private:
uint8 pad_0800[8];
};