// 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;
};