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;
};