// 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;
};