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
}