// 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];
};