// MNetworkVarNames = bool m_ragEnabled
// MNetworkVarNames = Vector m_ragPos
// MNetworkVarNames = QAngle m_ragAngles
// MNetworkVarNames = EHANDLE m_hRagdollSource
// MNetworkVarNames = float32 m_flBlendWeight
class CRagdollProp : public CBaseAnimGraph
{
uint8 pad_0AB8[8];
public:
ragdoll_t m_ragdoll;
bool m_bStartDisabled;
// MNetworkEnable
CNetworkUtlVectorBase<bool> m_ragEnabled;
// MNetworkEnable
// MNetworkEncoder = coord
CNetworkUtlVectorBase<Vector> m_ragPos;
// MNetworkEnable
// MNetworkEncoder = qangle
// MNetworkBitCount = 13
CNetworkUtlVectorBase<QAngle> m_ragAngles;
// MNetworkEnable
CHandle<CBaseEntity> m_hRagdollSource;
uint32 m_lastUpdateTickCount;
bool m_allAsleep;
bool m_bFirstCollisionAfterLaunch;
CHandle<CBaseEntity> m_hDamageEntity;
CHandle<CBaseEntity> m_hKiller;
CHandle<CBasePlayerPawn> m_hPhysicsAttacker;
GameTime_t m_flLastPhysicsInfluenceTime;
GameTime_t m_flFadeOutStartTime;
float32 m_flFadeTime;
Vector m_vecLastOrigin;
GameTime_t m_flAwakeTime;
GameTime_t m_flLastOriginChangeTime;
CUtlSymbolLarge m_strOriginClassName;
CUtlSymbolLarge m_strSourceClassName;
bool m_bHasBeenPhysgunned;
bool m_bShouldTeleportPhysics;
bool m_bAllowStretch;
// MNetworkEnable
// MNetworkBitCount = 8
// MNetworkMinValue = 0.000000
// MNetworkMaxValue = 1.000000
// MNetworkEncodeFlags = 1
float32 m_flBlendWeight;
float32 m_flDefaultFadeScale;
CUtlVector<Vector> m_ragdollMins;
CUtlVector<Vector> m_ragdollMaxs;
bool m_bShouldDeleteActivationRecord;
private:
uint8 pad_0BE9[95];
public:
bool m_bValidatePoweredRagdollPose;
private:
uint8 pad_0C49[56];
};