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Counter-Strike 2
Dota 2
Deadlock
Half-Life: Alyx
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CPropDoorRotatingBreakable
CPulseCell_ApplyAnimGraphParam
CPulseCell_ApplyAnimGraphParam::CursorState_t
CPulseCell_ApplyDynamicAttributeBase
CPulseCell_ApplyDynamicAttributeBase::CursorState_t
CPulseCell_ApplyDynamicAttributeEHandle
CPulseCell_ApplyDynamicAttributeInt
CPulseCell_ApplyDynamicAttributeString
CPulseCell_ApplyEntityFlags
CPulseCell_ApplyEntityFlags::CursorState_t
CPulseCell_ApplyParent
CPulseCell_ApplyParent::CursorState_t
CPulseCell_LerpCameraSettings
CPulseCell_LerpCameraSettings::CursorState_t
CPulseCell_Outflow_ListenForAnimgraphTag
CPulseCell_Outflow_ListenForEntityOutput
CPulseCell_Outflow_ListenForEntityOutput::CursorState_t
CPulseCell_Outflow_PlayDynamicVCD
CPulseCell_Outflow_PlaySceneBase
CPulseCell_Outflow_PlaySceneBase::CursorState_t
CPulseCell_Outflow_PlaySequence
CPulseCell_Outflow_PlayVCD
CPulseCell_Outflow_PlayVCD::VCDRequirementInfo_t
CPulseCell_Outflow_PlayVCDBase
CPulseCell_Outflow_PlayVOLine
CPulseCell_Outflow_PlayVOLine::CursorState_t
CPulseCell_Outflow_ScriptedSequence
CPulseCell_Outflow_ScriptedSequence::CursorState_t
CPulseCell_PlaySequence
CPulseCell_PlaySequence::CursorState_t
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CPulseCell_Step_SetAnimGraphParam
CPulseGameBlackboard
CPulseGraphInstance_GameBlackboard
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Counter-Strike 2
server
CPulseCell_Outflow_PlaySceneBase::CursorState_t
CPulseCell_Outflow_PlaySceneBase::CursorState_t
40 bytes (0x28), align 8
Source
Also in
Deadlock
differs
Fields
Name
Type
Offset
m_sceneInstance
CHandle
<
CBaseEntity
>
0
0x00
m_mainActor
CHandle
<
CBaseEntity
>
4
0x04
m_cursorIDToEventID
CUtlHashtable
<
PulseCursorID_t
,
int32
>
= {}
8
0x08