// 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;
};