class CGenericConstraint : public CPhysConstraint
{
uint8 pad_0560[8];
public:
JointMotion_t m_nLinearMotionX;
JointMotion_t m_nLinearMotionY;
JointMotion_t m_nLinearMotionZ;
float32 m_flLinearFrequencyX;
float32 m_flLinearFrequencyY;
float32 m_flLinearFrequencyZ;
float32 m_flLinearDampingRatioX;
float32 m_flLinearDampingRatioY;
float32 m_flLinearDampingRatioZ;
float32 m_flMaxLinearImpulseX;
float32 m_flMaxLinearImpulseY;
float32 m_flMaxLinearImpulseZ;
float32 m_flBreakAfterTimeX;
float32 m_flBreakAfterTimeY;
float32 m_flBreakAfterTimeZ;
GameTime_t m_flBreakAfterTimeStartTimeX;
GameTime_t m_flBreakAfterTimeStartTimeY;
GameTime_t m_flBreakAfterTimeStartTimeZ;
float32 m_flBreakAfterTimeThresholdX;
float32 m_flBreakAfterTimeThresholdY;
float32 m_flBreakAfterTimeThresholdZ;
float32 m_flNotifyForceX;
float32 m_flNotifyForceY;
float32 m_flNotifyForceZ;
float32 m_flNotifyForceMinTimeX;
float32 m_flNotifyForceMinTimeY;
float32 m_flNotifyForceMinTimeZ;
GameTime_t m_flNotifyForceLastTimeX;
GameTime_t m_flNotifyForceLastTimeY;
GameTime_t m_flNotifyForceLastTimeZ;
bool m_bAxisNotifiedX;
bool m_bAxisNotifiedY;
bool m_bAxisNotifiedZ;
JointMotion_t m_nAngularMotionX;
JointMotion_t m_nAngularMotionY;
JointMotion_t m_nAngularMotionZ;
float32 m_flAngularFrequencyX;
float32 m_flAngularFrequencyY;
float32 m_flAngularFrequencyZ;
float32 m_flAngularDampingRatioX;
float32 m_flAngularDampingRatioY;
float32 m_flAngularDampingRatioZ;
float32 m_flMaxAngularImpulseX;
float32 m_flMaxAngularImpulseY;
float32 m_flMaxAngularImpulseZ;
CEntityIOOutput m_NotifyForceReachedX;
CEntityIOOutput m_NotifyForceReachedY;
CEntityIOOutput m_NotifyForceReachedZ;
};