// MNetworkVarNames = CHandle<CCitadelBaseAbility> m_vecAbilities
// MNetworkVarNames = CHandle<CCitadelBaseAbility> m_vecThinkableAbilities
// MNetworkVarNames = int32 m_arPendingAsyncAbilityReservationSlots
// MNetworkVarNames = int32 m_arPendingAsyncAbilityReservationAbilityIDs
// MNetworkVarNames = CHandle< CCitadelBaseAbility> m_hSelectedAbility
// MNetworkVarNames = CHandle< CCitadelBaseAbility> m_hChannellingAbility
// MNetworkVarNames = CHandle< CCitadelBaseAbility> m_hCastDelayingAbility
// MNetworkVarNames = EHANDLE m_hPreviouslySelectedAbility
// MNetworkVarNames = bool m_bPreviousAbilityQueued
// MNetworkVarNames = float m_flTimeScale
// MNetworkVarNames = float m_flParticleTimeScale
// MNetworkVarNames = bool m_bInInterruptState
// MNetworkVarNames = AbilityResource_t m_ResourceStamina
// MNetworkVarNames = AbilityResource_t m_ResourceAbility
// MNetworkVarNames = ConsumedComponentState_t m_vecConsumedComponents
class CCitadelAbilityComponent : public CEntityComponent
{
uint8 pad_0008[120];
public:
// MNetworkEnable
// MNetworkUserGroup = Abilities
// MNetworkPriority = 32
CNetworkUtlVectorBase<CHandle<CCitadelBaseAbility>> m_vecAbilities;
// MNetworkEnable
// MNetworkUserGroup = Abilities
// MNetworkPriority = 32
CNetworkUtlVectorBase<CHandle<CCitadelBaseAbility>> m_vecThinkableAbilities;
// MNetworkEnable
// MNetworkUserGroup = Abilities
// MNetworkPriority = 32
CNetworkUtlVectorBase<int32> m_arPendingAsyncAbilityReservationSlots;
// MNetworkEnable
// MNetworkUserGroup = Abilities
// MNetworkPriority = 32
CNetworkUtlVectorBase<int32> m_arPendingAsyncAbilityReservationAbilityIDs;
// MNetworkEnable
// MNetworkChangeCallback = AbiCompSelectedAbilityChanged
CHandle<CCitadelBaseAbility> m_hSelectedAbility;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CHandle<CCitadelBaseAbility> m_hChannellingAbility;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CHandle<CCitadelBaseAbility> m_hCastDelayingAbility;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CHandle<CBaseEntity> m_hPreviouslySelectedAbility;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bPreviousAbilityQueued;
// MNetworkEnable
// MNetworkChangeCallback = AbiCompTimeScaleChanged
float32 m_flTimeScale;
// MNetworkEnable
// MNetworkChangeCallback = AbiCompParticleTimeScaleChanged
float32 m_flParticleTimeScale;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bInInterruptState;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
AbilityResource_t m_ResourceStamina;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
AbilityResource_t m_ResourceAbility;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerOwnerAndObserversExclusive
CUtlVectorEmbeddedNetworkVar<ConsumedComponentState_t> m_vecConsumedComponents;
private:
uint8 pad_01A8[72];
public:
uint32 m_nExecuteAbilityMask;
private:
uint8 pad_01F4[4];
public:
bool m_bSelectedEffectsStarted;
private:
uint8 pad_01F9[104];
};