// MModelGameData
class CitadelCameraSettings_t
{
public:
    float32 m_flCameraSideOffset;
    // MPropertyDescription = An offset in addition to the base side offset while ziplining
    float32 m_flCameraSideOffsetZiplining;
    float32 m_flCameraBackOffset;
    float32 m_flCameraBackOffsetAiming;
    float32 m_flCameraHeightStanding;
    float32 m_flCameraHeightCrouching;
    // MPropertyDescription = An offset in addition to the base standing offset while ziplining
    float32 m_flCameraHeightOffsetZiplining;
    // MPropertyDescription = The target offset position of the camera when the character is backed up against a wall. X = forward/back. Y = right/left. Z = up/down. Use citadel_camera_parrot_pov 1 to tune. Requires Save & Recompile to apply.
    Vector m_vCameraParrotOffset;
};

KV3 Class Defaults

{
    m_flCameraSideOffset = -34.0
    m_flCameraSideOffsetZiplining = 0.0
    m_flCameraBackOffset = 135.0
    m_flCameraBackOffsetAiming = 110.0
    m_flCameraHeightStanding = 86.0
    m_flCameraHeightCrouching = 55.0
    m_flCameraHeightOffsetZiplining = 0.0
    m_vCameraParrotOffset = [ -10.0, -10.0, 10.0 ]
}