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;};