class CEnvShake : public CPointEntity
{
public:
    CUtlSymbolLarge m_limitToEntity;
    float32 m_Amplitude;
    float32 m_Frequency;
    float32 m_Duration;
    float32 m_Radius;
    GameTime_t m_stopTime;
    GameTime_t m_nextShake;
    float32 m_currentAmp;
    Vector m_maxForce;
    // MPhysPtr = !!UNKNOWN!!
    IPhysicsMotionController* m_pShakeController;
    CPhysicsShake m_shakeCallback;
};