// 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;
};