class CPhysForce : public CPointEntity
{
public:
// MPhysPtr = !!UNKNOWN!!
IPhysicsMotionController* m_ pController;
CUtlSymbolLarge m_ nameAttach;
float32 m_ force;
float32 m_ forceTime;
CHandle<CBaseEntity> m_ attachedObject;
// MNotSaved = !!UNKNOWN!!
bool m_ wasRestored;
CConstantForceController m_ integrator;
};