// MNetworkVarNames = float m_flVisibilityStrength
// MNetworkVarNames = float m_flFogDistanceMultiplier
// MNetworkVarNames = float m_flFogMaxDensityMultiplier
// MNetworkVarNames = float m_flFadeTime
// MNetworkVarNames = bool m_bStartDisabled
// MNetworkVarNames = bool m_bIsEnabled
class CPlayerVisibility : public CBaseEntity
{
public:
    // MNetworkEnable
    // MNetworkChangeCallback = PlayerVisibilityStateChanged
    float32 m_flVisibilityStrength;
    // MNetworkEnable
    // MNetworkChangeCallback = PlayerVisibilityStateChanged
    float32 m_flFogDistanceMultiplier;
    // MNetworkEnable
    // MNetworkChangeCallback = PlayerVisibilityStateChanged
    float32 m_flFogMaxDensityMultiplier;
    // MNetworkEnable
    // MNetworkChangeCallback = PlayerVisibilityStateChanged
    float32 m_flFadeTime;
    // MNetworkEnable
    bool m_bStartDisabled;
    // MNetworkEnable
    bool m_bIsEnabled;
};