class CSplineConstraint : public CPhysConstraint
{
uint8 pad_0500[80];
public:
Vector m_vAnchorOffsetRestore;
CHandle<CBaseEntity> m_hSplineEntity;
// MPhysPtr = !!UNKNOWN!!
IPhysicsBody* m_pSplineBody;
bool m_bEnableLateralConstraint;
bool m_bEnableVerticalConstraint;
bool m_bEnableAngularConstraint;
bool m_bEnableLimit;
bool m_bFireEventsOnPath;
float32 m_flLinearFrequency;
float32 m_flLinarDampingRatio;
float32 m_flJointFriction;
float32 m_flTransitionTime;
private:
uint8 pad_0580[16];
public:
// MNotSaved = !!UNKNOWN!!
VectorWS m_vPreSolveAnchorPos;
GameTime_t m_StartTransitionTime;
Vector m_vTangentSpaceAnchorAtTransitionStart;
};