// MNetworkExcludeByName = m_flexWeight
// MNetworkExcludeByName = m_blinktoggle
// MNetworkExcludeByUserGroup = m_flPoseParameter
// MNetworkExcludeByName = m_animationController.m_flPlaybackRate
// MNetworkExcludeByUserGroup = overlay_vars
// MNetworkIncludeByName = m_spawnflags
// MNetworkVarNames = bool m_bAwake
class CPhysicsProp : public CBreakableProp
{
    uint8 pad_0C80[8];
public:
    CEntityIOOutput m_MotionEnabled;
    CEntityIOOutput m_OnAwakened;
    CEntityIOOutput m_OnAwake;
    CEntityIOOutput m_OnAsleep;
    CEntityIOOutput m_OnPlayerUse;
    CEntityIOOutput m_OnOutOfWorld;
    CEntityIOOutput m_OnPlayerPickup;
    bool m_bForceNavIgnore;
    bool m_bNoNavmeshBlocker;
    bool m_bForceNpcExclude;
    float32 m_massScale;
    float32 m_buoyancyScale;
    int32 m_damageType;
    int32 m_damageToEnableMotion;
    float32 m_flForceToEnableMotion;
    bool m_bThrownByPlayer;
    bool m_bDroppedByPlayer;
    bool m_bTouchedByPlayer;
    bool m_bFirstCollisionAfterLaunch;
    bool m_bHasBeenAwakened;
    bool m_bIsOverrideProp;
    GameTime_t m_flLastBurn;
    DynamicContinuousContactBehavior_t m_nDynamicContinuousContactBehavior;
    GameTime_t m_fNextCheckDisableMotionContactsTime;
    int32 m_iInitialGlowState;
    int32 m_nGlowRange;
    int32 m_nGlowRangeMin;
    Color m_glowColor;
    bool m_bShouldAutoConvertBackFromDebris;
    bool m_bMuteImpactEffects;
private:
    uint8 pad_0DDE[9];
public:
    bool m_bAcceptDamageFromHeldObjects;
    bool m_bEnableUseOutput;
    CPhysicsProp__CrateType_t m_CrateType;
    CUtlSymbolLarge m_strItemClass[4];
    int32 m_nItemCount[4];
    bool m_bRemovableForAmmoBalancing;
    // MNetworkEnable
    bool m_bAwake;
    bool m_bAttachedToReferenceFrame;
};