// MEntityAllowsPortraitWorldSpawn
// MNetworkVarNames = float m_FOV
// MNetworkVarNames = float m_Resolution
// MNetworkVarNames = bool m_bFogEnable
// MNetworkVarNames = Color m_FogColor
// MNetworkVarNames = float m_flFogStart
// MNetworkVarNames = float m_flFogEnd
// MNetworkVarNames = float m_flFogMaxDensity
// MNetworkVarNames = bool m_bActive
// MNetworkVarNames = bool m_bUseScreenAspectRatio
// MNetworkVarNames = float m_flAspectRatio
// MNetworkVarNames = bool m_bNoSky
// MNetworkVarNames = float m_fBrightness
// MNetworkVarNames = float m_flZFar
// MNetworkVarNames = float m_flZNear
// MNetworkVarNames = bool m_bCanHLTVUse
// MNetworkVarNames = bool m_bAlignWithParent
// MNetworkVarNames = bool m_bDofEnabled
// MNetworkVarNames = float m_flDofNearBlurry
// MNetworkVarNames = float m_flDofNearCrisp
// MNetworkVarNames = float m_flDofFarCrisp
// MNetworkVarNames = float m_flDofFarBlurry
// MNetworkVarNames = float m_flDofTiltToGround
class CPointCamera : public CBaseEntity
{
public:
    // MNetworkEnable
    float32 m_FOV;
    // MNetworkEnable
    float32 m_Resolution;
    // MNetworkEnable
    bool m_bFogEnable;
    // MNetworkEnable
    Color m_FogColor;
    // MNetworkEnable
    float32 m_flFogStart;
    // MNetworkEnable
    float32 m_flFogEnd;
    // MNetworkEnable
    float32 m_flFogMaxDensity;
    // MNetworkEnable
    bool m_bActive;
    // MNetworkEnable
    bool m_bUseScreenAspectRatio;
    // MNetworkEnable
    float32 m_flAspectRatio;
    // MNetworkEnable
    bool m_bNoSky;
    // MNetworkEnable
    float32 m_fBrightness;
    // MNetworkEnable
    float32 m_flZFar;
    // MNetworkEnable
    float32 m_flZNear;
    // MNetworkEnable
    bool m_bCanHLTVUse;
    // MNetworkEnable
    bool m_bAlignWithParent;
    // MNetworkEnable
    bool m_bDofEnabled;
    // MNetworkEnable
    float32 m_flDofNearBlurry;
    // MNetworkEnable
    float32 m_flDofNearCrisp;
    // MNetworkEnable
    float32 m_flDofFarCrisp;
    // MNetworkEnable
    float32 m_flDofFarBlurry;
    // MNetworkEnable
    float32 m_flDofTiltToGround;
    float32 m_TargetFOV;
    float32 m_DegreesPerSecond;
    bool m_bIsOn;
    CPointCamera* m_pNext;
};