How do I clamp the camera x rotation

i have a rotate touch pad, that rotates a camera around a pivot how would I clamp the x rotation? basically how do i clamp the camera so it does not do backflips and frontflips

#pragma strict

@script RequireComponent(CharacterController)
@script AddComponentMenu("Camera-Control/Smooth Look At")

private var character : CharacterController;
private var thisTransform : Transform;

var rotateTouchPad : Joystick;
var cameraPivot : Transform;

var camRotation : Vector3 = Vector3(xCamRotation,yCamRotation,0);
var xSpeed : float = .5;
var ySpeed : float = .5;
var xCamRotation : float = 0;
var yCamRotation : float = 0;
var rotationSpeed : Vector3 = Vector3(xSpeed,ySpeed,0);


function Start () {

	character = GetComponent(CharacterController);
	thisTransform = GetComponent(Transform);
	

}
	
function LookFunction () {

	
	camRotation = rotateTouchPad.position;
	
	xCamRotation = rotateTouchPad.position.x;
	yCamRotation = rotateTouchPad.position.y;
	
	camRotation.x = xCamRotation;
	camRotation.y = yCamRotation;
	
	rotationSpeed.x = xSpeed;
	rotationSpeed.y = ySpeed;
	
	xCamRotation *= xSpeed;
	yCamRotation *= ySpeed;
	
	camRotation *= Time.smoothDeltaTime;
	
	cameraPivot.Rotate(0,xCamRotation,0,Space.World);
	cameraPivot.Rotate(-yCamRotation,0,0);
	
	//this line of code is not clamaping it
	cameraPivot.rotation.x = Mathf.Clamp(cameraPivot.rotation.x,-45,45);
	
	//this line of code is not clamping
	cameraPivot.eulerAngles.x = Mathf.Clamp(cameraPivot.eulerAngles.y,-45,45);
	
	
	
	
	
}

if camera X rotation larger than 45, camera X rotation equals 45.
If camera X rotation lower than -45, camera X rotation equals -45.

check out the last function here:

var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;

@script AddComponentMenu("Camera-Control/Mouse Orbit")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

	// Make the rigid body not change rotation
   	if (rigidbody)
		rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target) {
        x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
        y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
 		
 		y = ClampAngle(y, yMinLimit, yMaxLimit);
 		       
        var rotation = Quaternion.Euler(y, x, 0);
        var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
        
        transform.rotation = rotation;
        transform.position = position;
    }
}

static function ClampAngle (angle : float, min : float, max : float) {
	if (angle < -360)
		angle += 360;
	if (angle > 360)
		angle -= 360;
	return Mathf.Clamp (angle, min, max);
}

check the last line in the ClampAngle function: Mathf.Clamp (…) That is what does the limit to rotation.