// MEntityAllowsPortraitWorldSpawn
class CPointOrient : public CBaseEntity
{
public:
CUtlSymbolLarge m_ iszSpawnTargetName;
CHandle<CBaseEntity> m_ hTarget;
bool m_ bActive;
PointOrientGoalDirectionType_ t m_ nGoalDirection;
PointOrientConstraint_ t m_ nConstraint;
float32 m_ flMaxTurnRate;
GameTime_ t m_ flLastGameTime;
};