// MNetworkOverride = CGameSceneNode::m_angRotation
// MNetworkOverride = CBaseEntity::m_flSimulationTime
class CFuncRotating : public CBaseModelEntity
{
public:
CEntityIOOutput m_OnStopped;
CEntityIOOutput m_OnStarted;
CEntityIOOutput m_OnReachedStart;
RotationVector m_localRotationVector;
float32 m_flFanFriction;
float32 m_flAttenuation;
float32 m_flVolume;
float32 m_flTargetSpeed;
float32 m_flMaxSpeed;
float32 m_flBlockDamage;
CUtlSymbolLarge m_NoiseRunning;
bool m_bReversed;
bool m_bAccelDecel;
private:
uint8 pad_07F4[20];
public:
QAngle m_prevLocalAngles;
QAngle m_angStart;
bool m_bStopAtStartPos;
// MNotSaved = !!UNKNOWN!!
Vector m_vecClientOrigin;
// MNotSaved = !!UNKNOWN!!
QAngle m_vecClientAngles;
};