class CGameScriptedMoveData
{
public:
Vector m_vAccumulatedRootMotion;
QAngle m_angAccumulatedRootMotionRotation;
VectorWS m_vSrc;
QAngle m_angSrc;
QAngle m_angCurrent;
float32 m_flLockedSpeed;
float32 m_flAngRate;
float32 m_flDuration;
GameTime_t m_flStartTime;
bool m_bActive;
bool m_bTeleportOnEnd;
bool m_bIgnoreRotation;
bool m_bSuccess;
ForcedCrouchState_t m_nForcedCrouchState;
bool m_bIgnoreCollisions;
Vector m_vDest;
QAngle m_angDst;
CHandle<CBaseEntity> m_hDestEntity;
};
KV3 Class Defaults
{
m_vAccumulatedRootMotion = [ 0.0, 0.0, 0.0 ]
m_angAccumulatedRootMotionRotation = [ 0.0, 0.0, 0.0 ]
m_vSrc = null
m_angSrc = [ 0.0, 0.0, 0.0 ]
m_angCurrent = [ 0.0, 0.0, 0.0 ]
m_flLockedSpeed = -1.0
m_flAngRate = 0.0
m_flDuration = 0.0
m_flStartTime = null
m_bActive = false
m_bTeleportOnEnd = false
m_bIgnoreRotation = false
m_bSuccess = true
m_nForcedCrouchState = "FORCEDCROUCH_NONE"
m_bIgnoreCollisions = false
m_vDest = [ 0.0, 0.0, 0.0 ]
m_angDst = [ 0.0, 0.0, 0.0 ]
m_hDestEntity = null
}