// 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;
};