class MantleType_t
{
    void* __vftable;
public:
    // MPropertyDescription = The minimum height difference of the player origin from the ledge for this type to be selected
    float32 m_flMinHeight;
    // MPropertyDescription = How much vertical distance the anim of this type will appear to travel
    float32 m_flAnimHeight;
    // MPropertyDescription = The maximum height difference of the player origin from the ledge for this type to be selected
    float32 m_flMaxHeight;
    // MPropertyDescription = How long to apply all of the vertical movement of this mantle
    float32 m_flVerticalTime;
    // MPropertyDescription = How long to apply all of the horizontal movement of this mantle.  NOTE: Horizontal applies after the vertical
    float32 m_flHorizontalTime;
    EMantleType m_eMantleType;
private:
    uint8 pad_0020[8];
public:
    // MPropertyDescription = Sliding out of a mantle gives you this impulse. units/second
    float32 m_flSlideExitBoostOnGround;
};

KV3 Class Defaults

{
    _class = "MantleType_t"
    m_flMinHeight = 0.0
    m_flAnimHeight = 0.0
    m_flMaxHeight = 0.0
    m_flVerticalTime = 0.2
    m_flHorizontalTime = 0.2
    m_eMantleType = "EMantleNone"
    m_flSlideExitBoostOnGround = 400.0
}