// MNetworkIncludeByUserGroup = Origin
// MNetworkIncludeByName = CGameSceneNode::m_angRotation
// MNetworkIncludeByName = m_hOwnerEntity
// MNetworkIncludeByName = CGameSceneNode::m_hParent
// MNetworkIncludeByName = CGameSceneNode::m_hierarchyAttachName
// MNetworkIncludeByName = m_nameStringableIndex
// MEntityAllowsPortraitWorldSpawn
// MNetworkVarNames = char m_szSnapshotFileName
// MNetworkVarNames = bool m_bActive
// MNetworkVarNames = bool m_bFrozen
// MNetworkVarNames = float m_flFreezeTransitionDuration
// MNetworkVarNames = int m_nStopType
// MNetworkVarNames = bool m_bAnimateDuringGameplayPause
// MNetworkVarNames = HParticleSystemDefinitionStrong m_iEffectIndex
// MNetworkVarNames = GameTime_t m_flStartTime
// MNetworkVarNames = float32 m_flPreSimTime
// MNetworkVarNames = Vector m_vServerControlPoints
// MNetworkVarNames = uint8 m_iServerControlPointAssignments
// MNetworkVarNames = CHandle< CBaseEntity > m_hControlPointEnts
// MNetworkVarNames = bool m_bNoSave
// MNetworkVarNames = bool m_bNoFreeze
// MNetworkVarNames = bool m_bNoRamp
class CParticleSystem : public CBaseModelEntity
{
public:
// MNetworkEnable
char m_szSnapshotFileName[512];
// MNetworkEnable
bool m_bActive;
// MNetworkEnable
bool m_bFrozen;
// MNetworkEnable
float32 m_flFreezeTransitionDuration;
// MNetworkEnable
int32 m_nStopType;
// MNetworkEnable
bool m_bAnimateDuringGameplayPause;
// MNetworkEnable
CStrongHandle<InfoForResourceTypeIParticleSystemDefinition> m_iEffectIndex;
// MNetworkEnable
GameTime_t m_flStartTime;
// MNetworkEnable
float32 m_flPreSimTime;
// MNetworkEnable
Vector m_vServerControlPoints[4];
// MNetworkEnable
uint8 m_iServerControlPointAssignments[4];
// MNetworkEnable
CHandle<CBaseEntity> m_hControlPointEnts[64];
// MNetworkEnable
bool m_bNoSave;
// MNetworkEnable
bool m_bNoFreeze;
// MNetworkEnable
bool m_bNoRamp;
bool m_bStartActive;
CUtlSymbolLarge m_iszEffectName;
CUtlSymbolLarge m_iszControlPointNames[64];
int32 m_nDataCP;
Vector m_vecDataCPValue;
int32 m_nTintCP;
Color m_clrTint;
};