// MNetworkOverride = CGameSceneNode::m_angRotation
// MNetworkOverride = CBaseEntity::m_flSimulationTime
class CFuncRotating : public CBaseModelEntity
{
public:
    CEntityIOOutput m_OnStopped;
    CEntityIOOutput m_OnStarted;
    CEntityIOOutput m_OnReachedStart;
    RotationVector m_localRotationVector;
    float32 m_flFanFriction;
    float32 m_flAttenuation;
    float32 m_flVolume;
    float32 m_flTargetSpeed;
    float32 m_flMaxSpeed;
    float32 m_flBlockDamage;
    CUtlSymbolLarge m_NoiseRunning;
    bool m_bReversed;
    bool m_bAccelDecel;
private:
    uint8 pad_08B4[20];
public:
    QAngle m_prevLocalAngles;
    QAngle m_angStart;
    bool m_bStopAtStartPos;
    Vector m_vecClientOrigin;
    QAngle m_vecClientAngles;
};