[Problem] "Security Camera" rotation bounds - stop rotation if player goes past a specific point

Background:
I am working on a Security Camera prefab. It is fairly simple so far. I have a camera model that I make look at the player if the player is within some specified distance to the camera. Otherwise it pans back and forth between two points I have set in the 3D space close to the camera.

Problem:
The problem I am having is I want the camera to never go past those limits. If the player moves past it I want the camera to stay looking at the limit until the player is out of range. I will post my full code.

Any help is appreciated, I have been trying to figure out the best way to do this for a while now.

Code:

/* Settings */
var range = 40;
var followSpeed : float = 1.0;
var panSpeed : float = .5 ;

/* Exposed Objects */
var player : Transform;
var leftLimit : Transform;
var rightLimit : Transform;

private var currentPanTarget : Transform = rightLimit;

function Start(){
	// pick a random Direction
	if(Random.Range(1, 10) % 2 == 0){
		currentPanTarget = leftLimit;
	} else {
		currentPanTarget = rightLimit;
	}
}

function Update () {
	// calculate distance to player
	var currentDistance = Vector3.Distance(transform.position, player.position);
	
	/* if the player is within the range panTo player */
	if(currentDistance < range){
		panTo(player, followSpeed);
	} else {
		panBehavior();
	}
}

function panTo(target : Transform, speed : float){
	var relativePos = target.position - transform.position;
    var rotation = Quaternion.LookRotation(relativePos);
    
	transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * speed);
}


function panBehavior(){
	var relativePos = currentPanTarget.position - transform.position;
	
	var lookingAtLimit = false;
	if(Vector3.Angle(relativePos, transform.forward) < 20){
    	lookingAtLimit = true;
    }
    
    // if needed swap direction
    if(lookingAtLimit){
    	if(currentPanTarget == leftLimit){
    		currentPanTarget = rightLimit;
    	} else if(currentPanTarget == rightLimit) {
    		currentPanTarget = leftLimit;
    	}
    }
    
    panTo(currentPanTarget, panSpeed);
}

ey what you want is transform.eulerAngle.y (assuming your camera is rotating along the y axis). if you put that in a public variable, that will show what angle your camera is pointing (from 0 to 360 degrees). then use what eulerangles u want as the maximum range.