class EventClientOutput_ t
{
public:
EngineLoopState_ t m_ LoopState;
float32 m_ flRenderTime;
float32 m_ flRealTime;
float32 m_ flRenderFrameTimeUnbounded;
bool m_ bRenderOnly;
};class EventClientOutput_ t
{
public:
EngineLoopState_ t m_ LoopState;
float32 m_ flRenderTime;
float32 m_ flRealTime;
float32 m_ flRenderFrameTimeUnbounded;
bool m_ bRenderOnly;
};