// MNetworkVarNames = int m_iLane
// MNetworkVarNames = EHANDLE m_hTargetedEnemy
// MNetworkVarNames = GameTime_t m_flFadeOutStart
// MNetworkVarNames = GameTime_t m_flFadeOutEnd
// MNetworkVarNames = GameTime_t m_flLastWeakpointHitTime
// MNetworkVarNames = VectorWS m_vecElectricBeamLookTarget
// MNetworkVarNames = int m_nElectricBeamCasts
class CNPC_Boss_Tier2 : public CAI_CitadelNPC
{
uint8 pad_1A40[48];
public:
// MNotSaved = !!UNKNOWN!!
Vector m_vecStartingPosition;
// MNetworkEnable
int32 m_iLane;
private:
uint8 pad_1A80[8];
public:
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
CHandle<CBaseEntity> m_hTargetedEnemy;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
GameTime_t m_flFadeOutStart;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
GameTime_t m_flFadeOutEnd;
// MNetworkEnable
// MNotSaved = !!UNKNOWN!!
GameTime_t m_flLastWeakpointHitTime;
private:
uint8 pad_1A98[76];
public:
// MNetworkEnable
// MNetworkEncoder = coord
VectorWS m_vecElectricBeamLookTarget;
// MNetworkEnable
int32 m_nElectricBeamCasts;
private:
uint8 pad_1AF8[8];
public:
CEntityIOOutput m_eventOnBossKilled;
private:
uint8 pad_1B18[8];
public:
CUtlSymbolLarge m_strBossEntityName;
private:
uint8 pad_1B28[176];
};