// MEntityAllowsPortraitWorldSpawn
// MNetworkVarNames = float m_flScattering
// MNetworkVarNames = Color m_TintColor
// MNetworkVarNames = float m_flAnisotropy
// MNetworkVarNames = float m_flFadeSpeed
// MNetworkVarNames = float m_flDrawDistance
// MNetworkVarNames = float m_flFadeInStart
// MNetworkVarNames = float m_flFadeInEnd
// MNetworkVarNames = float m_flIndirectStrength
// MNetworkVarNames = int m_nVolumeDepth
// MNetworkVarNames = float m_fFirstVolumeSliceThickness
// MNetworkVarNames = int m_nIndirectTextureDimX
// MNetworkVarNames = int m_nIndirectTextureDimY
// MNetworkVarNames = int m_nIndirectTextureDimZ
// MNetworkVarNames = Vector m_vBoxMins
// MNetworkVarNames = Vector m_vBoxMaxs
// MNetworkVarNames = bool m_bActive
// MNetworkVarNames = GameTime_t m_flStartAnisoTime
// MNetworkVarNames = GameTime_t m_flStartScatterTime
// MNetworkVarNames = GameTime_t m_flStartDrawDistanceTime
// MNetworkVarNames = float m_flStartAnisotropy
// MNetworkVarNames = float m_flStartScattering
// MNetworkVarNames = float m_flStartDrawDistance
// MNetworkVarNames = float m_flDefaultAnisotropy
// MNetworkVarNames = float m_flDefaultScattering
// MNetworkVarNames = float m_flDefaultDrawDistance
// MNetworkVarNames = bool m_bStartDisabled
// MNetworkVarNames = bool m_bEnableIndirect
// MNetworkVarNames = bool m_bIsMaster
// MNetworkVarNames = HRenderTextureStrong m_hFogIndirectTexture
// MNetworkVarNames = int m_nForceRefreshCount
// MNetworkVarNames = float m_fNoiseSpeed
// MNetworkVarNames = float m_fNoiseStrength
// MNetworkVarNames = Vector m_vNoiseScale
// MNetworkVarNames = float m_fWindSpeed
// MNetworkVarNames = Vector m_vWindDirection
class CEnvVolumetricFogController : public CBaseEntity
{
public:
    // MNetworkEnable
    float32 m_flScattering;
    // MNetworkEnable
    Color m_TintColor;
    // MNetworkEnable
    float32 m_flAnisotropy;
    // MNetworkEnable
    float32 m_flFadeSpeed;
    // MNetworkEnable
    float32 m_flDrawDistance;
    // MNetworkEnable
    float32 m_flFadeInStart;
    // MNetworkEnable
    float32 m_flFadeInEnd;
    // MNetworkEnable
    float32 m_flIndirectStrength;
    // MNetworkEnable
    int32 m_nVolumeDepth;
    // MNetworkEnable
    float32 m_fFirstVolumeSliceThickness;
    // MNetworkEnable
    int32 m_nIndirectTextureDimX;
    // MNetworkEnable
    int32 m_nIndirectTextureDimY;
    // MNetworkEnable
    int32 m_nIndirectTextureDimZ;
    // MNetworkEnable
    Vector m_vBoxMins;
    // MNetworkEnable
    Vector m_vBoxMaxs;
    // MNetworkEnable
    bool m_bActive;
    // MNetworkEnable
    GameTime_t m_flStartAnisoTime;
    // MNetworkEnable
    GameTime_t m_flStartScatterTime;
    // MNetworkEnable
    GameTime_t m_flStartDrawDistanceTime;
    // MNetworkEnable
    float32 m_flStartAnisotropy;
    // MNetworkEnable
    float32 m_flStartScattering;
    // MNetworkEnable
    float32 m_flStartDrawDistance;
    // MNetworkEnable
    float32 m_flDefaultAnisotropy;
    // MNetworkEnable
    float32 m_flDefaultScattering;
    // MNetworkEnable
    float32 m_flDefaultDrawDistance;
    // MNetworkEnable
    bool m_bStartDisabled;
    // MNetworkEnable
    bool m_bEnableIndirect;
    // MNetworkEnable
    bool m_bIsMaster;
    // MNetworkEnable
    CStrongHandle<InfoForResourceTypeCTextureBase> m_hFogIndirectTexture;
    // MNetworkEnable
    int32 m_nForceRefreshCount;
    // MNetworkEnable
    float32 m_fNoiseSpeed;
    // MNetworkEnable
    float32 m_fNoiseStrength;
    // MNetworkEnable
    Vector m_vNoiseScale;
    // MNetworkEnable
    float32 m_fWindSpeed;
    // MNetworkEnable
    Vector m_vWindDirection;
    bool m_bFirstTime;
};