// MNetworkIncludeByName = m_nModelIndex
// MNetworkIncludeByName = m_lifeState
// MNetworkVarNames = float32 m_x
// MNetworkVarNames = float32 m_y
// MNetworkVarNames = float32 m_z
// MNetworkVarNames = float32 m_angle
// MNetworkVarNames = Vector m_poolOrigin
// MNetworkVarNames = float32 m_waterLevel
class CFish : public CBaseAnimGraph
{
public:
CHandle<CFishPool> m_pool;
uint32 m_id;
// MNetworkEnable
// MNetworkSerializer = fish_pos_x
float32 m_x;
// MNetworkEnable
// MNetworkSerializer = fish_pos_y
float32 m_y;
// MNetworkEnable
// MNetworkSerializer = fish_pos_z
float32 m_z;
// MNetworkEnable
// MNetworkSerializer = angle_normalize_positive
// MNetworkBitCount = 7
// MNetworkMinValue = 0.000000
// MNetworkMaxValue = 360.000000
// MNetworkEncodeFlags = 1
float32 m_angle;
float32 m_angleChange;
Vector m_forward;
Vector m_perp;
// MNetworkEnable
// MNetworkEncoder = coord
Vector m_poolOrigin;
// MNetworkEnable
float32 m_waterLevel;
float32 m_speed;
float32 m_desiredSpeed;
float32 m_calmSpeed;
float32 m_panicSpeed;
float32 m_avoidRange;
CountdownTimer m_turnTimer;
bool m_turnClockwise;
CountdownTimer m_goTimer;
CountdownTimer m_moveTimer;
CountdownTimer m_panicTimer;
CountdownTimer m_disperseTimer;
CountdownTimer m_proximityTimer;
CUtlVector<CFish*> m_visible;
};