// MNetworkVarNames = Vector dirPrimary
// MNetworkVarNames = Color colorPrimary
// MNetworkVarNames = Color colorSecondary
// MNetworkVarNames = Color colorPrimaryLerpTo
// MNetworkVarNames = Color colorSecondaryLerpTo
// MNetworkVarNames = float32 start
// MNetworkVarNames = float32 end
// MNetworkVarNames = float32 farz
// MNetworkVarNames = float32 maxdensity
// MNetworkVarNames = float32 exponent
// MNetworkVarNames = float32 HDRColorScale
// MNetworkVarNames = float32 skyboxFogFactor
// MNetworkVarNames = float32 skyboxFogFactorLerpTo
// MNetworkVarNames = float32 startLerpTo
// MNetworkVarNames = float32 endLerpTo
// MNetworkVarNames = float32 maxdensityLerpTo
// MNetworkVarNames = GameTime_t lerptime
// MNetworkVarNames = float32 duration
// MNetworkVarNames = float32 blendtobackground
// MNetworkVarNames = float32 scattering
// MNetworkVarNames = float32 locallightscale
// MNetworkVarNames = bool enable
// MNetworkVarNames = bool blend
class fogparams_t
{
    void* __vftable;
public:
    // MNetworkEnable
    // MNetworkEncoder = coord
    Vector dirPrimary;
    // MNetworkEnable
    Color colorPrimary;
    // MNetworkEnable
    Color colorSecondary;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    Color colorPrimaryLerpTo;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    Color colorSecondaryLerpTo;
    // MNetworkEnable
    float32 start;
    // MNetworkEnable
    float32 end;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    float32 farz;
    // MNetworkEnable
    float32 maxdensity;
    // MNetworkEnable
    float32 exponent;
    // MNetworkEnable
    float32 HDRColorScale;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    float32 skyboxFogFactor;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    float32 skyboxFogFactorLerpTo;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    float32 startLerpTo;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    float32 endLerpTo;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    float32 maxdensityLerpTo;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    // MNotSaved = !!UNKNOWN!!
    GameTime_t lerptime;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    float32 duration;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    float32 blendtobackground;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    float32 scattering;
    // MNetworkEnable
    // MNetworkUserGroup = FogController
    float32 locallightscale;
    // MNetworkEnable
    bool enable;
    // MNetworkEnable
    bool blend;
    // MNotSaved = !!UNKNOWN!!
    bool m_bPadding2;
    // MNotSaved = !!UNKNOWN!!
    bool m_bPadding;
};