// MModelGameDataclass 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;};