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
}