// MNetworkVarNames = float m_flInitialRadius
// MNetworkVarNames = float m_flEndRadius
// MNetworkVarNames = float m_flProgress
// MNetworkVarNames = float m_flCaptureTime
// MNetworkVarNames = EHANDLE m_hUnlockPrereq
// MNetworkVarNames = bool m_bAvailable
// MNetworkVarNames = bool m_bIsBeingCaptured
// MNetworkVarNames = bool m_bIsBeingBlocked
class CCitadelControlPointTrigger : public CTriggerMultiple
{
public:
    CEntityIOOutput m_OnFullyCaptured;
    CEntityIOOutput m_OnBecomeCapturable;
    // MNetworkEnable
    float32 m_flInitialRadius;
    // MNetworkEnable
    float32 m_flEndRadius;
    // MNetworkEnable
    float32 m_flProgress;
    // MNetworkEnable
    float32 m_flCaptureTime;
    // MNetworkEnable
    CHandle<CBaseEntity> m_hUnlockPrereq;
    // MNetworkEnable
    bool m_bAvailable;
    // MNetworkEnable
    bool m_bIsBeingCaptured;
    // MNetworkEnable
    bool m_bIsBeingBlocked;
private:
    uint8 pad_0A68[8];
public:
    GameTime_t m_flLastTouchedTime;
    Vector m_vecBeamTarget;
    Vector m_vecBeamStart;
    ParticleIndex_t m_nFXProgressBeam;
    CUtlSymbolLarge m_strUnlockPrereq;
    CUtlSymbolLarge m_strBeamStart;
    CUtlSymbolLarge m_strBeamTarget;
};