// MNetworkVarNames = bool m_bIsPlayingBack
// MNetworkVarNames = bool m_bPaused
// MNetworkVarNames = bool m_bMultiplayer
// MNetworkVarNames = bool m_bAutogenerated
// MNetworkVarNames = float32 m_flForceClientTime
// MNetworkVarNames = CHandle< CBaseFlex > m_hActorList
// MNetworkVarNames = uint16 m_nSceneStringIndex
class CSceneEntity : public CPointEntity
{
    uint8 pad_04F0[8];
public:
    CUtlSymbolLarge m_iszSceneFile;
    CUtlSymbolLarge m_iszResumeSceneFile;
    CUtlSymbolLarge m_iszTarget1;
    CUtlSymbolLarge m_iszTarget2;
    CUtlSymbolLarge m_iszTarget3;
    CUtlSymbolLarge m_iszTarget4;
    CUtlSymbolLarge m_iszTarget5;
    CUtlSymbolLarge m_iszTarget6;
    CUtlSymbolLarge m_iszTarget7;
    CUtlSymbolLarge m_iszTarget8;
    CHandle<CBaseEntity> m_hTarget1;
    CHandle<CBaseEntity> m_hTarget2;
    CHandle<CBaseEntity> m_hTarget3;
    CHandle<CBaseEntity> m_hTarget4;
    CHandle<CBaseEntity> m_hTarget5;
    CHandle<CBaseEntity> m_hTarget6;
    CHandle<CBaseEntity> m_hTarget7;
    CHandle<CBaseEntity> m_hTarget8;
    CUtlSymbolLarge m_sTargetAttachment;
    // MNetworkEnable
    bool m_bIsPlayingBack;
    // MNetworkEnable
    bool m_bPaused;
    // MNetworkEnable
    bool m_bMultiplayer;
    // MNetworkEnable
    bool m_bAutogenerated;
    // MNetworkEnable
    float32 m_flForceClientTime;
    float32 m_flCurrentTime;
    float32 m_flFrameTime;
    bool m_bCancelAtNextInterrupt;
    float32 m_fPitch;
    bool m_bAutomated;
    int32 m_nAutomatedAction;
    float32 m_flAutomationDelay;
    float32 m_flAutomationTime;
    int32 m_nSpeechPriority;
    CHandle<CBaseEntity> m_hWaitingForThisResumeScene;
    bool m_bWaitingForResumeScene;
    bool m_bPausedViaInput;
    bool m_bPauseAtNextInterrupt;
    bool m_bWaitingForActor;
    bool m_bWaitingForInterrupt;
    bool m_bInterruptedActorsScenes;
    bool m_bBreakOnNonIdle;
    bool m_bSceneFinished;
    // MNetworkEnable
    CNetworkUtlVectorBase<CHandle<CBaseFlex>> m_hActorList;
    CUtlVector<CHandle<CBaseEntity>> m_hRemoveActorList;
private:
    uint8 pad_05D8[48];
public:
    int32 m_nSceneFlushCounter;
    // MNetworkEnable
    uint16 m_nSceneStringIndex;
    CEntityIOOutput m_OnStart;
    CEntityIOOutput m_OnCompletion;
    CEntityIOOutput m_OnCanceled;
    CEntityIOOutput m_OnPaused;
    CEntityIOOutput m_OnResumed;
    CEntityIOOutput m_OnTrigger[16];
private:
    uint8 pad_0958[144];
public:
    CHandle<CSceneEntity> m_hInterruptScene;
    int32 m_nInterruptCount;
    bool m_bSceneMissing;
    bool m_bInterrupted;
    bool m_bCompletedEarly;
    bool m_bInterruptSceneFinished;
    bool m_bRestoring;
    CUtlVector<CHandle<CSceneEntity>> m_hNotifySceneCompletion;
    CUtlVector<CHandle<CSceneListManager>> m_hListManagers;
    CUtlSymbolLarge m_iszSoundName;
    CUtlSymbolLarge m_iszSequenceName;
    CHandle<CBaseFlex> m_hActor;
    CHandle<CBaseEntity> m_hActivator;
    int32 m_BusyActor;
    SceneOnPlayerDeath_t m_iPlayerDeathBehavior;
private:
    uint8 pad_0A48[8];
};