cs2-dumper/generated/vphysics2.dll.yaml

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---
CFeIndexedJiggleBone:
m_nNode: 0 # uint32_t
m_nJiggleParent: 4 # uint32_t
m_jiggleBone: 8 # CFeJiggleBone
CFeJiggleBone:
m_nFlags: 0 # uint32_t
m_flLength: 4 # float
m_flTipMass: 8 # float
m_flYawStiffness: 12 # float
m_flYawDamping: 16 # float
m_flPitchStiffness: 20 # float
m_flPitchDamping: 24 # float
m_flAlongStiffness: 28 # float
m_flAlongDamping: 32 # float
m_flAngleLimit: 36 # float
m_flMinYaw: 40 # float
m_flMaxYaw: 44 # float
m_flYawFriction: 48 # float
m_flYawBounce: 52 # float
m_flMinPitch: 56 # float
m_flMaxPitch: 60 # float
m_flPitchFriction: 64 # float
m_flPitchBounce: 68 # float
m_flBaseMass: 72 # float
m_flBaseStiffness: 76 # float
m_flBaseDamping: 80 # float
m_flBaseMinLeft: 84 # float
m_flBaseMaxLeft: 88 # float
m_flBaseLeftFriction: 92 # float
m_flBaseMinUp: 96 # float
m_flBaseMaxUp: 100 # float
m_flBaseUpFriction: 104 # float
m_flBaseMinForward: 108 # float
m_flBaseMaxForward: 112 # float
m_flBaseForwardFriction: 116 # float
m_flRadius0: 120 # float
m_flRadius1: 124 # float
m_vPoint0: 128 # Vector
m_vPoint1: 140 # Vector
m_nCollisionMask: 152 # uint16_t
CFeMorphLayer:
m_Name: 0 # CUtlString
m_nNameHash: 8 # uint32_t
m_Nodes: 16 # CUtlVector<uint16_t>
m_InitPos: 40 # CUtlVector<Vector>
m_Gravity: 64 # CUtlVector<float>
m_GoalStrength: 88 # CUtlVector<float>
m_GoalDamping: 112 # CUtlVector<float>
CFeNamedJiggleBone:
m_strParentBone: 0 # CUtlString
m_transform: 16 # CTransform
m_nJiggleParent: 48 # uint32_t
m_jiggleBone: 52 # CFeJiggleBone
CFeVertexMapBuildArray:
m_Array: 0 # CUtlVector<FeVertexMapBuild_t*>
CRegionSVM:
m_Planes: 0 # CUtlVector<RnPlane_t>
m_Nodes: 24 # CUtlVector<uint32_t>
CastSphereSATParams_t:
m_vRayStart: 0 # Vector
m_vRayDelta: 12 # Vector
m_flRadius: 24 # float
m_flMaxFraction: 28 # float
m_flScale: 32 # float
m_pHull: 40 # RnHull_t*
CovMatrix3:
m_vDiag: 0 # Vector
m_flXY: 12 # float
m_flXZ: 16 # float
m_flYZ: 20 # float
Dop26_t:
m_flSupport: 0 # float[26]
FeAnimStrayRadius_t:
nNode: 0 # uint16_t[2]
flMaxDist: 4 # float
flRelaxationFactor: 8 # float
FeAxialEdgeBend_t:
te: 0 # float
tv: 4 # float
flDist: 8 # float
flWeight: 12 # float[4]
nNode: 28 # uint16_t[6]
FeBandBendLimit_t:
flDistMin: 0 # float
flDistMax: 4 # float
nNode: 8 # uint16_t[6]
FeBoxRigid_t:
tmFrame2: 0 # CTransform
nNode: 32 # uint16_t
nCollisionMask: 34 # uint16_t
vSize: 36 # Vector
nVertexMapIndex: 48 # uint16_t
nFlags: 50 # uint16_t
FeBuildBoxRigid_t: # FeBoxRigid_t
m_nPriority: 64 # int32_t
m_nVertexMapHash: 68 # uint32_t
FeBuildSphereRigid_t: # FeSphereRigid_t
m_nPriority: 32 # int32_t
m_nVertexMapHash: 36 # uint32_t
FeBuildTaperedCapsuleRigid_t: # FeTaperedCapsuleRigid_t
m_nPriority: 48 # int32_t
m_nVertexMapHash: 52 # uint32_t
FeCollisionPlane_t:
nCtrlParent: 0 # uint16_t
nChildNode: 2 # uint16_t
m_Plane: 4 # RnPlane_t
flStrength: 20 # float
FeCtrlOffset_t:
vOffset: 0 # Vector
nCtrlParent: 12 # uint16_t
nCtrlChild: 14 # uint16_t
FeCtrlOsOffset_t:
nCtrlParent: 0 # uint16_t
nCtrlChild: 2 # uint16_t
FeCtrlSoftOffset_t:
nCtrlParent: 0 # uint16_t
nCtrlChild: 2 # uint16_t
vOffset: 4 # Vector
flAlpha: 16 # float
FeEdgeDesc_t:
nEdge: 0 # uint16_t[2]
nSide: 4 # uint16_t[2][2]
nVirtElem: 12 # uint16_t[2]
FeEffectDesc_t:
sName: 0 # CUtlString
nNameHash: 8 # uint32_t
nType: 12 # int32_t
m_Params: 16 # KeyValues3
FeFitInfluence_t:
nVertexNode: 0 # uint32_t
flWeight: 4 # float
nMatrixNode: 8 # uint32_t
FeFitMatrix_t:
bone: 0 # CTransform
vCenter: 32 # Vector
nEnd: 44 # uint16_t
nNode: 46 # uint16_t
nBeginDynamic: 48 # uint16_t
FeFitWeight_t:
flWeight: 0 # float
nNode: 4 # uint16_t
nDummy: 6 # uint16_t
FeFollowNode_t:
nParentNode: 0 # uint16_t
nChildNode: 2 # uint16_t
flWeight: 4 # float
FeKelagerBend2_t:
flWeight: 0 # float[3]
flHeight0: 12 # float
nNode: 16 # uint16_t[3]
nReserved: 22 # uint16_t
FeMorphLayerDepr_t:
m_Name: 0 # CUtlString
m_nNameHash: 8 # uint32_t
m_Nodes: 16 # CUtlVector<uint16_t>
m_InitPos: 40 # CUtlVector<Vector>
m_Gravity: 64 # CUtlVector<float>
m_GoalStrength: 88 # CUtlVector<float>
m_GoalDamping: 112 # CUtlVector<float>
m_nFlags: 136 # uint32_t
FeNodeBase_t:
nNode: 0 # uint16_t
nDummy: 2 # uint16_t[3]
nNodeX0: 8 # uint16_t
nNodeX1: 10 # uint16_t
nNodeY0: 12 # uint16_t
nNodeY1: 14 # uint16_t
qAdjust: 16 # QuaternionStorage
FeNodeIntegrator_t:
flPointDamping: 0 # float
flAnimationForceAttraction: 4 # float
flAnimationVertexAttraction: 8 # float
flGravity: 12 # float
FeNodeReverseOffset_t:
vOffset: 0 # Vector
nBoneCtrl: 12 # uint16_t
nTargetNode: 14 # uint16_t
FeNodeWindBase_t:
nNodeX0: 0 # uint16_t
nNodeX1: 2 # uint16_t
nNodeY0: 4 # uint16_t
nNodeY1: 6 # uint16_t
FeProxyVertexMap_t:
m_Name: 0 # CUtlString
m_flWeight: 8 # float
FeQuad_t:
nNode: 0 # uint16_t[4]
flSlack: 8 # float
vShape: 12 # Vector4D[4]
FeRigidColliderIndices_t:
m_nTaperedCapsuleRigidIndex: 0 # uint16_t
m_nSphereRigidIndex: 2 # uint16_t
m_nBoxRigidIndex: 4 # uint16_t
m_nCollisionPlaneIndex: 6 # uint16_t
FeRodConstraint_t:
nNode: 0 # uint16_t[2]
flMaxDist: 4 # float
flMinDist: 8 # float
flWeight0: 12 # float
flRelaxationFactor: 16 # float
FeSimdAnimStrayRadius_t:
nNode: 0 # uint16_t[4][2]
flMaxDist: 16 # fltx4
flRelaxationFactor: 32 # fltx4
FeSimdNodeBase_t:
nNode: 0 # uint16_t[4]
nNodeX0: 8 # uint16_t[4]
nNodeX1: 16 # uint16_t[4]
nNodeY0: 24 # uint16_t[4]
nNodeY1: 32 # uint16_t[4]
nDummy: 40 # uint16_t[4]
qAdjust: 48 # FourQuaternions
FeSimdQuad_t:
nNode: 0 # uint16_t[4][4]
f4Slack: 32 # fltx4
vShape: 48 # FourVectors[4]
f4Weights: 240 # fltx4[4]
FeSimdRodConstraint_t:
nNode: 0 # uint16_t[4][2]
f4MaxDist: 16 # fltx4
f4MinDist: 32 # fltx4
f4Weight0: 48 # fltx4
f4RelaxationFactor: 64 # fltx4
FeSimdSpringIntegrator_t:
nNode: 0 # uint16_t[4][2]
flSpringRestLength: 16 # fltx4
flSpringConstant: 32 # fltx4
flSpringDamping: 48 # fltx4
flNodeWeight0: 64 # fltx4
FeSimdTri_t:
nNode: 0 # uint32_t[4][3]
w1: 48 # fltx4
w2: 64 # fltx4
v1x: 80 # fltx4
v2: 96 # FourVectors2D
FeSoftParent_t:
nParent: 0 # int32_t
flAlpha: 4 # float
FeSourceEdge_t:
nNode: 0 # uint16_t[2]
FeSphereRigid_t:
vSphere: 0 # fltx4
nNode: 16 # uint16_t
nCollisionMask: 18 # uint16_t
nVertexMapIndex: 20 # uint16_t
nFlags: 22 # uint16_t
FeSpringIntegrator_t:
nNode: 0 # uint16_t[2]
flSpringRestLength: 4 # float
flSpringConstant: 8 # float
flSpringDamping: 12 # float
flNodeWeight0: 16 # float
FeStiffHingeBuild_t:
flMaxAngle: 0 # float
flStrength: 4 # float
flMotionBias: 8 # float[3]
nNode: 20 # uint16_t[3]
FeTaperedCapsuleRigid_t:
vSphere: 0 # fltx4[2]
nNode: 32 # uint16_t
nCollisionMask: 34 # uint16_t
nVertexMapIndex: 36 # uint16_t
nFlags: 38 # uint16_t
FeTaperedCapsuleStretch_t:
nNode: 0 # uint16_t[2]
nCollisionMask: 4 # uint16_t
nDummy: 6 # uint16_t
flRadius: 8 # float[2]
FeTreeChildren_t:
nChild: 0 # uint16_t[2]
FeTri_t:
nNode: 0 # uint16_t[3]
w1: 8 # float
w2: 12 # float
v1x: 16 # float
v2: 20 # Vector2D
FeTwistConstraint_t:
nNodeOrient: 0 # uint16_t
nNodeEnd: 2 # uint16_t
flTwistRelax: 4 # float
flSwingRelax: 8 # float
FeVertexMapBuild_t:
m_VertexMapName: 0 # CUtlString
m_nNameHash: 8 # uint32_t
m_Color: 12 # Color
m_flVolumetricSolveStrength: 16 # float
m_nScaleSourceNode: 20 # int32_t
m_Weights: 24 # CUtlVector<float>
FeVertexMapDesc_t:
sName: 0 # CUtlString
nNameHash: 8 # uint32_t
nColor: 12 # uint32_t
nFlags: 16 # uint32_t
nVertexBase: 20 # uint16_t
nVertexCount: 22 # uint16_t
nMapOffset: 24 # uint32_t
nNodeListOffset: 28 # uint32_t
vCenterOfMass: 32 # Vector
flVolumetricSolveStrength: 44 # float
nScaleSourceNode: 48 # int16_t
nNodeListCount: 50 # uint16_t
FeWeightedNode_t:
nNode: 0 # uint16_t
nWeight: 2 # uint16_t
FeWorldCollisionParams_t:
flWorldFriction: 0 # float
flGroundFriction: 4 # float
nListBegin: 8 # uint16_t
nListEnd: 10 # uint16_t
FourCovMatrices3:
m_vDiag: 0 # FourVectors
m_flXY: 48 # fltx4
m_flXZ: 64 # fltx4
m_flYZ: 80 # fltx4
FourVectors2D:
x: 0 # fltx4
y: 16 # fltx4
IPhysicsPlayerController:
OldFeEdge_t:
m_flK: 0 # float[3]
invA: 12 # float
t: 16 # float
flThetaRelaxed: 20 # float
flThetaFactor: 24 # float
c01: 28 # float
c02: 32 # float
c03: 36 # float
c04: 40 # float
flAxialModelDist: 44 # float
flAxialModelWeights: 48 # float[4]
m_nNode: 64 # uint16_t[4]
PhysFeModelDesc_t:
m_CtrlHash: 0 # CUtlVector<uint32_t>
m_CtrlName: 24 # CUtlVector<CUtlString>
m_nStaticNodeFlags: 48 # uint32_t
m_nDynamicNodeFlags: 52 # uint32_t
m_flLocalForce: 56 # float
m_flLocalRotation: 60 # float
m_nNodeCount: 64 # uint16_t
m_nStaticNodes: 66 # uint16_t
m_nRotLockStaticNodes: 68 # uint16_t
m_nFirstPositionDrivenNode: 70 # uint16_t
m_nSimdTriCount1: 72 # uint16_t
m_nSimdTriCount2: 74 # uint16_t
m_nSimdQuadCount1: 76 # uint16_t
m_nSimdQuadCount2: 78 # uint16_t
m_nQuadCount1: 80 # uint16_t
m_nQuadCount2: 82 # uint16_t
m_nTreeDepth: 84 # uint16_t
m_nNodeBaseJiggleboneDependsCount: 86 # uint16_t
m_nRopeCount: 88 # uint16_t
m_Ropes: 96 # CUtlVector<uint16_t>
m_NodeBases: 120 # CUtlVector<FeNodeBase_t>
m_SimdNodeBases: 144 # CUtlVector<FeSimdNodeBase_t>
m_Quads: 168 # CUtlVector<FeQuad_t>
m_SimdQuads: 192 # CUtlVector<FeSimdQuad_t>
m_SimdTris: 216 # CUtlVector<FeSimdTri_t>
m_SimdRods: 240 # CUtlVector<FeSimdRodConstraint_t>
m_InitPose: 264 # CUtlVector<CTransform>
m_Rods: 288 # CUtlVector<FeRodConstraint_t>
m_Twists: 312 # CUtlVector<FeTwistConstraint_t>
m_AxialEdges: 336 # CUtlVector<FeAxialEdgeBend_t>
m_NodeInvMasses: 360 # CUtlVector<float>
m_CtrlOffsets: 384 # CUtlVector<FeCtrlOffset_t>
m_CtrlOsOffsets: 408 # CUtlVector<FeCtrlOsOffset_t>
m_FollowNodes: 432 # CUtlVector<FeFollowNode_t>
m_CollisionPlanes: 456 # CUtlVector<FeCollisionPlane_t>
m_NodeIntegrator: 480 # CUtlVector<FeNodeIntegrator_t>
m_SpringIntegrator: 504 # CUtlVector<FeSpringIntegrator_t>
m_SimdSpringIntegrator: 528 # CUtlVector<FeSimdSpringIntegrator_t>
m_WorldCollisionParams: 552 # CUtlVector<FeWorldCollisionParams_t>
m_LegacyStretchForce: 576 # CUtlVector<float>
m_NodeCollisionRadii: 600 # CUtlVector<float>
m_DynNodeFriction: 624 # CUtlVector<float>
m_LocalRotation: 648 # CUtlVector<float>
m_LocalForce: 672 # CUtlVector<float>
m_TaperedCapsuleStretches: 696 # CUtlVector<FeTaperedCapsuleStretch_t>
m_TaperedCapsuleRigids: 720 # CUtlVector<FeTaperedCapsuleRigid_t>
m_SphereRigids: 744 # CUtlVector<FeSphereRigid_t>
m_WorldCollisionNodes: 768 # CUtlVector<uint16_t>
m_TreeParents: 792 # CUtlVector<uint16_t>
m_TreeCollisionMasks: 816 # CUtlVector<uint16_t>
m_TreeChildren: 840 # CUtlVector<FeTreeChildren_t>
m_FreeNodes: 864 # CUtlVector<uint16_t>
m_FitMatrices: 888 # CUtlVector<FeFitMatrix_t>
m_FitWeights: 912 # CUtlVector<FeFitWeight_t>
m_ReverseOffsets: 936 # CUtlVector<FeNodeReverseOffset_t>
m_AnimStrayRadii: 960 # CUtlVector<FeAnimStrayRadius_t>
m_SimdAnimStrayRadii: 984 # CUtlVector<FeSimdAnimStrayRadius_t>
m_KelagerBends: 1008 # CUtlVector<FeKelagerBend2_t>
m_CtrlSoftOffsets: 1032 # CUtlVector<FeCtrlSoftOffset_t>
m_JiggleBones: 1056 # CUtlVector<CFeIndexedJiggleBone>
m_SourceElems: 1080 # CUtlVector<uint16_t>
m_GoalDampedSpringIntegrators: 1104 # CUtlVector<uint32_t>
m_Tris: 1128 # CUtlVector<FeTri_t>
m_nTriCount1: 1152 # uint16_t
m_nTriCount2: 1154 # uint16_t
m_nReservedUint8: 1156 # uint8_t
m_nExtraPressureIterations: 1157 # uint8_t
m_nExtraGoalIterations: 1158 # uint8_t
m_nExtraIterations: 1159 # uint8_t
m_BoxRigids: 1160 # CUtlVector<FeBoxRigid_t>
m_DynNodeVertexSet: 1184 # CUtlVector<uint8_t>
m_VertexSetNames: 1208 # CUtlVector<uint32_t>
m_RigidColliderPriorities: 1232 # CUtlVector<FeRigidColliderIndices_t>
m_MorphLayers: 1256 # CUtlVector<FeMorphLayerDepr_t>
m_MorphSetData: 1280 # CUtlVector<uint8_t>
m_VertexMaps: 1304 # CUtlVector<FeVertexMapDesc_t>
m_VertexMapValues: 1328 # CUtlVector<uint8_t>
m_Effects: 1352 # CUtlVector<FeEffectDesc_t>
m_LockToParent: 1376 # CUtlVector<FeCtrlOffset_t>
m_LockToGoal: 1400 # CUtlVector<uint16_t>
m_DynNodeWindBases: 1424 # CUtlVector<FeNodeWindBase_t>
m_flInternalPressure: 1448 # float
m_flDefaultTimeDilation: 1452 # float
m_flWindage: 1456 # float
m_flWindDrag: 1460 # float
m_flDefaultSurfaceStretch: 1464 # float
m_flDefaultThreadStretch: 1468 # float
m_flDefaultGravityScale: 1472 # float
m_flDefaultVelAirDrag: 1476 # float
m_flDefaultExpAirDrag: 1480 # float
m_flDefaultVelQuadAirDrag: 1484 # float
m_flDefaultExpQuadAirDrag: 1488 # float
m_flRodVelocitySmoothRate: 1492 # float
m_flQuadVelocitySmoothRate: 1496 # float
m_flAddWorldCollisionRadius: 1500 # float
m_flDefaultVolumetricSolveAmount: 1504 # float
m_nRodVelocitySmoothIterations: 1508 # uint16_t
m_nQuadVelocitySmoothIterations: 1510 # uint16_t
RnBlendVertex_t:
m_nWeight0: 0 # uint16_t
m_nIndex0: 2 # uint16_t
m_nWeight1: 4 # uint16_t
m_nIndex1: 6 # uint16_t
m_nWeight2: 8 # uint16_t
m_nIndex2: 10 # uint16_t
m_nFlags: 12 # uint16_t
m_nTargetIndex: 14 # uint16_t
RnBodyDesc_t:
m_sDebugName: 0 # CUtlString
m_vPosition: 8 # Vector
m_qOrientation: 20 # QuaternionStorage
m_vLinearVelocity: 36 # Vector
m_vAngularVelocity: 48 # Vector
m_vLocalMassCenter: 60 # Vector
m_LocalInertiaInv: 72 # Vector[3]
m_flMassInv: 108 # float
m_flGameMass: 112 # float
m_flInertiaScaleInv: 116 # float
m_flLinearDamping: 120 # float
m_flAngularDamping: 124 # float
m_flLinearDrag: 128 # float
m_flAngularDrag: 132 # float
m_flLinearBuoyancyDrag: 136 # float
m_flAngularBuoyancyDrag: 140 # float
m_vLastAwakeForceAccum: 144 # Vector
m_vLastAwakeTorqueAccum: 156 # Vector
m_flBuoyancyFactor: 168 # float
m_flGravityScale: 172 # float
m_flTimeScale: 176 # float
m_nBodyType: 180 # int32_t
m_nGameIndex: 184 # uint32_t
m_nGameFlags: 188 # uint32_t
m_nMinVelocityIterations: 192 # int8_t
m_nMinPositionIterations: 193 # int8_t
m_nMassPriority: 194 # int8_t
m_bEnabled: 195 # bool
m_bSleeping: 196 # bool
m_bIsContinuousEnabled: 197 # bool
m_bDragEnabled: 198 # bool
m_bBuoyancyDragEnabled: 199 # bool
m_bGravityDisabled: 200 # bool
m_bSpeculativeEnabled: 201 # bool
m_bHasShadowController: 202 # bool
RnCapsuleDesc_t: # RnShapeDesc_t
m_Capsule: 16 # RnCapsule_t
RnCapsule_t:
m_vCenter: 0 # Vector[2]
m_flRadius: 24 # float
RnFace_t:
m_nEdge: 0 # uint8_t
RnHalfEdge_t:
m_nNext: 0 # uint8_t
m_nTwin: 1 # uint8_t
m_nOrigin: 2 # uint8_t
m_nFace: 3 # uint8_t
RnHullDesc_t: # RnShapeDesc_t
m_Hull: 16 # RnHull_t
RnHull_t:
m_vCentroid: 0 # Vector
m_flMaxAngularRadius: 12 # float
m_Bounds: 16 # AABB_t
m_vOrthographicAreas: 40 # Vector
m_MassProperties: 52 # matrix3x4_t
m_flVolume: 100 # float
m_Vertices: 104 # CUtlVector<RnVertex_t>
m_VertexPositions: 128 # CUtlVector<Vector>
m_Edges: 152 # CUtlVector<RnHalfEdge_t>
m_Faces: 176 # CUtlVector<RnFace_t>
m_FacePlanes: 200 # CUtlVector<RnPlane_t>
m_nFlags: 224 # uint32_t
m_pRegionSVM: 232 # CRegionSVM*
RnMeshDesc_t: # RnShapeDesc_t
m_Mesh: 16 # RnMesh_t
RnMesh_t:
m_vMin: 0 # Vector
m_vMax: 12 # Vector
m_Nodes: 24 # CUtlVector<RnNode_t>
m_Vertices: 48 # CUtlVectorSIMDPaddedVector
m_Triangles: 72 # CUtlVector<RnTriangle_t>
m_Wings: 96 # CUtlVector<RnWing_t>
m_Materials: 120 # CUtlVector<uint8_t>
m_vOrthographicAreas: 144 # Vector
m_nFlags: 156 # uint32_t
m_nDebugFlags: 160 # uint32_t
RnNode_t:
m_vMin: 0 # Vector
m_nChildren: 12 # uint32_t
m_vMax: 16 # Vector
m_nTriangleOffset: 28 # uint32_t
RnPlane_t:
m_vNormal: 0 # Vector
m_flOffset: 12 # float
RnShapeDesc_t:
m_nCollisionAttributeIndex: 0 # uint32_t
m_nSurfacePropertyIndex: 4 # uint32_t
m_UserFriendlyName: 8 # CUtlString
RnSoftbodyCapsule_t:
m_vCenter: 0 # Vector[2]
m_flRadius: 24 # float
m_nParticle: 28 # uint16_t[2]
RnSoftbodyParticle_t:
m_flMassInv: 0 # float
RnSoftbodySpring_t:
m_nParticle: 0 # uint16_t[2]
m_flLength: 4 # float
RnSphereDesc_t: # RnShapeDesc_t
m_Sphere: 16 # RnSphere_t
RnSphere_t:
m_vCenter: 0 # Vector
m_flRadius: 12 # float
RnTriangle_t:
m_nIndex: 0 # int32_t[3]
RnVertex_t:
m_nEdge: 0 # uint8_t
RnWing_t:
m_nIndex: 0 # int32_t[3]
VertexPositionColor_t:
m_vPosition: 0 # Vector
VertexPositionNormal_t:
m_vPosition: 0 # Vector
m_vNormal: 12 # Vector
constraint_axislimit_t:
flMinRotation: 0 # float
flMaxRotation: 4 # float
flMotorTargetAngSpeed: 8 # float
flMotorMaxTorque: 12 # float
constraint_breakableparams_t:
strength: 0 # float
forceLimit: 4 # float
torqueLimit: 8 # float
bodyMassScale: 12 # float[2]
isActive: 20 # bool
constraint_hingeparams_t:
worldPosition: 0 # Vector
worldAxisDirection: 12 # Vector
hingeAxis: 24 # constraint_axislimit_t
constraint: 40 # constraint_breakableparams_t
vphysics_save_cphysicsbody_t: # RnBodyDesc_t
m_nOldPointer: 208 # uint64_t