class CFuncMover : public CBaseModelEntity
{
public:
CUtlSymbolLarge m_iszPathName;
CHandle<CPathMover> m_hPathMover;
CUtlSymbolLarge m_iszPathNodeStart;
CUtlSymbolLarge m_iszPathNodeEnd;
CFuncMover__Move_t m_eMoveType;
bool m_bIsReversing;
Vector m_vTarget;
float32 m_flStartSpeed;
float32 m_flPathLocation;
float32 m_flT;
int32 m_nCurrentNodeIndex;
int32 m_nPreviousNodeIndex;
SolidType_t m_eSolidType;
bool m_bIsMoving;
float32 m_flTimeToReachMaxSpeed;
float32 m_flDistanceToReachMaxSpeed;
float32 m_flTimeToReachZeroSpeed;
float32 m_flDistanceToReachZeroSpeed;
GameTime_t m_flTimeMovementStart;
GameTime_t m_flTimeMovementStop;
CHandle<CMoverPathNode> m_hStopAtNode;
float32 m_flPathLocationToBeginStop;
CUtlSymbolLarge m_iszStartForwardSound;
CUtlSymbolLarge m_iszLoopForwardSound;
CUtlSymbolLarge m_iszStopForwardSound;
CUtlSymbolLarge m_iszStartReverseSound;
CUtlSymbolLarge m_iszLoopReverseSound;
CUtlSymbolLarge m_iszStopReverseSound;
CUtlSymbolLarge m_iszArriveAtDestinationSound;
private:
uint8 pad_08B0[24];
public:
CEntityIOOutput m_OnMovementEnd;
bool m_bStartAtClosestPoint;
bool m_bStartAtEnd;
CFuncMover__OrientationUpdate_t m_eOrientationUpdate;
GameTime_t m_flTimeStartOrientationChange;
float32 m_flTimeToBlendToNewOrientation;
float32 m_flDurationBlendToNewOrientationRan;
int32 m_nOriginalOrientationIndex;
bool m_bCreateMovableNavMesh;
bool m_bAllowMovableNavMeshDockingOnEntireEntity;
CEntityIOOutput m_OnNodePassed;
CUtlSymbolLarge m_iszOrientationMatchEntityName;
CHandle<CBaseEntity> m_hOrientationMatchEntity;
float32 m_flTimeToTraverseToNextNode;
Vector m_vLerpToNewPosStartInPathEntitySpace;
Vector m_vLerpToNewPosEndInPathEntitySpace;
float32 m_flLerpToPositionT;
float32 m_flLerpToPositionDeltaT;
CEntityIOOutput m_OnLerpToPositionComplete;
bool m_bIsPaused;
CFuncMover__TransitionToPathNodeAction_t m_eTransitionedToPathNodeAction;
int32 m_nDelayedTeleportToNode;
bool m_bIsVerboseLogging;
CHandle<CBaseEntity> m_hFollowEntity;
float32 m_flFollowDistance;
float32 m_flFollowMinimumSpeed;
float32 m_flCurFollowEntityT;
float32 m_flCurFollowSpeed;
CUtlSymbolLarge m_strOrientationFaceEntityName;
CHandle<CBaseEntity> m_hOrientationFaceEntity;
CEntityIOOutput m_OnStart;
CEntityIOOutput m_OnStartForward;
CEntityIOOutput m_OnStartReverse;
CEntityIOOutput m_OnStop;
CEntityIOOutput m_OnStopped;
bool m_bNextNodeReturnsCurrent;
bool m_bStartedMoving;
private:
uint8 pad_0A94[28];
public:
CFuncMover__FollowEntityDirection_t m_eFollowEntityDirection;
};