class CFeJiggleBone
{
public:
uint32 m_nFlags;
float32 m_flLength;
float32 m_flTipMass;
float32 m_flYawStiffness;
float32 m_flYawDamping;
float32 m_flPitchStiffness;
float32 m_flPitchDamping;
float32 m_flAlongStiffness;
float32 m_flAlongDamping;
float32 m_flAngleLimit;
float32 m_flMinYaw;
float32 m_flMaxYaw;
float32 m_flYawFriction;
float32 m_flYawBounce;
float32 m_flMinPitch;
float32 m_flMaxPitch;
float32 m_flPitchFriction;
float32 m_flPitchBounce;
float32 m_flBaseMass;
float32 m_flBaseStiffness;
float32 m_flBaseDamping;
float32 m_flBaseMinLeft;
float32 m_flBaseMaxLeft;
float32 m_flBaseLeftFriction;
float32 m_flBaseMinUp;
float32 m_flBaseMaxUp;
float32 m_flBaseUpFriction;
float32 m_flBaseMinForward;
float32 m_flBaseMaxForward;
float32 m_flBaseForwardFriction;
float32 m_flRadius0;
float32 m_flRadius1;
Vector m_vPoint0;
Vector m_vPoint1;
uint16 m_nCollisionMask;
};
KV3 Class Defaults
{
m_nFlags = 0
m_flLength = 1.0
m_flTipMass = 0.0
m_flYawStiffness = 0.0
m_flYawDamping = 0.0
m_flPitchStiffness = 0.0
m_flPitchDamping = 0.0
m_flAlongStiffness = 0.0
m_flAlongDamping = 0.0
m_flAngleLimit = 0.0
m_flMinYaw = 0.0
m_flMaxYaw = 0.0
m_flYawFriction = 0.0
m_flYawBounce = 0.0
m_flMinPitch = 0.0
m_flMaxPitch = 0.0
m_flPitchFriction = 0.0
m_flPitchBounce = 0.0
m_flBaseMass = 0.0
m_flBaseStiffness = 0.0
m_flBaseDamping = 0.0
m_flBaseMinLeft = 0.0
m_flBaseMaxLeft = 0.0
m_flBaseLeftFriction = 0.0
m_flBaseMinUp = 0.0
m_flBaseMaxUp = 0.0
m_flBaseUpFriction = 0.0
m_flBaseMinForward = 0.0
m_flBaseMaxForward = 0.0
m_flBaseForwardFriction = 0.0
m_flRadius0 = 1.0
m_flRadius1 = 1.0
m_vPoint0 = [ 0.0, 0.0, 0.0 ]
m_vPoint1 = [ 10.0, 0.0, 0.0 ]
m_nCollisionMask = 65535
}