class CNPC_Trooper_GraphController : public CAI_CitadelNPC_GraphController
{
public:
    CAnimGraph2ParamOptionalRef<float32> m_flVariant;
    CAnimGraph2ParamOptionalRef<bool> m_bExplosionReact;
    CAnimGraph2ParamOptionalRef<bool> m_bMedicHeal;
    CAnimGraph2ParamOptionalRef<float32> m_flExplosionReactRandomTimeScale;
    CAnimGraph2ParamOptionalRef<CGlobalSymbol> m_eTurn;
    CAnimGraph2ParamOptionalRef<CGlobalSymbol> m_eBaseAction;
    CAnimGraph2ParamOptionalRef<bool> m_bZiplining;
    CAnimGraph2ParamOptionalRef<bool> m_bFalling;
    bool m_bShouldReset;
};

KV3 Class Defaults

{
    _class = "CNPC_Trooper_GraphController"
    m_hExternalGraph = 4294967295
    m_sCurrScheduleName = null
    m_sCurrTaskName = null
    m_sMovementBodySection = null
    m_sActionBodySection = null
    m_sNavLinkSelection = null
    m_vecNavLinkTarget = null
    m_vecNavLinkUp = null
    m_sMovementTransitionForceFacingDisabled = "Movement_Transition_Disable_Force_Facing"
    m_flEnemyDistance = null
    m_flEnemyDirection = null
    m_bCanSeeEnemy = null
    m_bEnemyFacingMe = null
    m_bHitTrigger = null
    m_pszNPCState = null
    m_bStunned = null
    m_sBodyIdle = null
    m_sFlashlightMode = null
    m_flFlightSpeedNormalized = null
    m_bMoveSolveNudgeActive = null
    m_flMoveSolveNudgeYaw = null
    m_pszDoorOpenAction = null
    m_flDistanceToDoor = null
    m_bDoorLeft = null
    m_bIsNonZUp = null
    m_bEnemyInVehicle = null
    m_eVehicleMeleeSide = null
    m_bEnableMLLocomotion = null
    m_nNavLinkExternalGraphSlot = 0
    m_flRandomSeed = null
    m_flTimeScale = null
    m_flHealthPct = null
    m_bHasTarget = null
    m_bInAir = null
    m_flMoveSpeed = null
    m_flForwardSpeed = null
    m_flStrafeSpeed = null
    m_flVerticalSpeed = null
    m_flLookHeading = null
    m_flLookPitch = null
    m_vLookTarget = null
    m_bMeleeAttack = null
    m_bRangedAttack = null
    m_bKill = null
    m_eFlinch = null
    m_nHitLayerTrigger = null
    m_pszDamageState = null
    m_flHealth = null
    m_flTimeScale1 = null
    m_bBeam = null
    m_bCrouching = null
    m_bInAir1 = null
    m_bHasTarget1 = null
    m_bReloading = null
    m_flVariant = null
    m_bExplosionReact = null
    m_bMedicHeal = null
    m_flExplosionReactRandomTimeScale = null
    m_eTurn = null
    m_eBaseAction = null
    m_bZiplining = null
    m_bFalling = null
    m_bShouldReset = true
}