Source 2 Viewer
CRectLight
CRelativeLocation
CRelativeTransform
CRenderComponent
CResponseQueue
CRetakeGameRules
CRevertSaved
CRopeKeyframe
CRopeKeyframeAlias_move_rope
CRotButton
CRotDoor
CRotatorTarget
CRuleBrushEntity
CRuleEntity
CRulePointEntity
CSAdditionalMatchStats_t
CSAdditionalPerRoundStats_t
CSMatchStats_t
CSPerRoundStats_t
CSceneEntity
CSceneEntityAlias_logic_choreographed_scene
CSceneListManager
CScriptItem
CScriptNavBlocker
CScriptTriggerHurt
CScriptTriggerMultiple
CScriptTriggerOnce
CScriptTriggerPush
CScriptedSequence
CServerOnlyEntity
CServerOnlyModelEntity
CServerOnlyPointEntity
CServerRagdollTrigger
CShatterGlassShard
CShatterGlassShardPhysics
CShower
CSimpleMarkupVolumeTagged
CSingleplayRules
CSkeletonInstance
CSkyCamera
CSkyboxReference
CSmokeGrenade
CSmokeGrenadeProjectile
CSmoothFunc
CSoundAreaEntityBase
CSoundAreaEntityOrientedBox
CSoundAreaEntitySphere
CSoundEventAABBEntity
CSoundEventConeEntity
CSoundEventEntity
CSoundEventEntityAlias_snd_event_point
CSoundEventOBBEntity
CSoundEventParameter
CSoundEventPathCornerEntity
CSoundEventSphereEntity
CSoundOpvarSetAABBEntity
CSoundOpvarSetAutoRoomEntity
CSoundOpvarSetBoxEntity
CSoundOpvarSetEntity
CSoundOpvarSetOBBEntity
CSoundOpvarSetOBBWindEntity
CSoundOpvarSetPathCornerEntity
CSoundOpvarSetPointBase
CSoundOpvarSetPointEntity
CSoundStackSave
CSplineConstraint
CSpotlightEnd
CSprite
CSpriteAlias_env_glow
CSpriteOriented
CTakeDamageResultAPI
CTankTargetChange
CTankTrainAI
CTeam
CTeamplayRules
CTestEffect
CTestPulseIO
CTestPulseIO::EntityHandleIntArgs_t
CTestPulseIO::EntityNameStringArgs_t
CTestPulseIO::FloatStringArgs_t
Type
/
to search
Counter-Strike 2
server
CPointEntity
CSceneEntity
CSceneEntity
Inherits from (88 fields)
CPointEntity
CBaseEntity
CEntityInstance
expand fields
m_iszSceneFile
:
CUtlSymbolLarge
1200 (0x04B0)
m_iszTarget1
:
CUtlSymbolLarge
1208 (0x04B8)
m_iszTarget2
:
CUtlSymbolLarge
1216 (0x04C0)
m_iszTarget3
:
CUtlSymbolLarge
1224 (0x04C8)
m_iszTarget4
:
CUtlSymbolLarge
1232 (0x04D0)
m_iszTarget5
:
CUtlSymbolLarge
1240 (0x04D8)
m_iszTarget6
:
CUtlSymbolLarge
1248 (0x04E0)
m_iszTarget7
:
CUtlSymbolLarge
1256 (0x04E8)
m_iszTarget8
:
CUtlSymbolLarge
1264 (0x04F0)
m_hTarget1
:
CHandle
<
CBaseEntity
>
1272 (0x04F8)
m_hTarget2
:
CHandle
<
CBaseEntity
>
1276 (0x04FC)
m_hTarget3
:
CHandle
<
CBaseEntity
>
1280 (0x0500)
m_hTarget4
:
CHandle
<
CBaseEntity
>
1284 (0x0504)
m_hTarget5
:
CHandle
<
CBaseEntity
>
1288 (0x0508)
m_hTarget6
:
CHandle
<
CBaseEntity
>
1292 (0x050C)
m_hTarget7
:
CHandle
<
CBaseEntity
>
1296 (0x0510)
m_hTarget8
:
CHandle
<
CBaseEntity
>
1300 (0x0514)
m_hLocatorOrigin
:
CHandle
<
CBaseEntity
>
1304 (0x0518)
m_sTargetAttachment
:
CUtlSymbolLarge
1312 (0x0520)
m_bIsPlayingBack
:
bool
1320 (0x0528)
m_bPaused
:
bool
1321 (0x0529)
m_bMultiplayer
:
bool
1322 (0x052A)
m_bAutogenerated
:
bool
1323 (0x052B)
m_flForceClientTime
:
float32
1324 (0x052C)
m_flCurrentTime
:
float32
1328 (0x0530)
m_flFrameTime
:
float32
1332 (0x0534)
m_bCancelAtNextInterrupt
:
bool
1336 (0x0538)
m_fPitch
:
float32
1340 (0x053C)
m_bAutomated
:
bool
1344 (0x0540)
m_nAutomatedAction
:
int32
1348 (0x0544)
m_flAutomationDelay
:
float32
1352 (0x0548)
m_flAutomationTime
:
float32
1356 (0x054C)
m_nSpeechPriority
:
int32
1360 (0x0550)
m_bPausedViaInput
:
bool
1364 (0x0554)
m_bPauseAtNextInterrupt
:
bool
1365 (0x0555)
m_bWaitingForActor
:
bool
1366 (0x0556)
m_bWaitingForInterrupt
:
bool
1367 (0x0557)
m_bInterruptedActorsScenes
:
bool
1368 (0x0558)
m_bBreakOnNonIdle
:
bool
1369 (0x0559)
m_bSceneFinished
:
bool
1370 (0x055A)
m_hActorList
:
CNetworkUtlVectorBase
<
CHandle
<
CBaseModelEntity
>
>
1376 (0x0560)
m_hRemoveActorList
:
CUtlVector
<
CHandle
<
CBaseEntity
>
>
1400 (0x0578)
m_nSceneStringIndex
:
uint16
1472 (0x05C0)
MNotSaved
m_OnStart
:
CEntityIOOutput
1480 (0x05C8)
m_OnCompletion
:
CEntityIOOutput
1504 (0x05E0)
m_OnCanceled
:
CEntityIOOutput
1528 (0x05F8)
m_OnPaused
:
CEntityIOOutput
1552 (0x0610)
m_OnResumed
:
CEntityIOOutput
1576 (0x0628)
m_OnPulseRequirement
:
CEntityIOOutput
1600 (0x0640)
m_ActorMap
:
CUtlVector
<
ActorMapping_t
>
1864 (0x0748)
m_hInterruptScene
:
CHandle
<
CSceneEntity
>
1928 (0x0788)
m_nInterruptCount
:
int32
1932 (0x078C)
m_bSceneMissing
:
bool
1936 (0x0790)
MNotSaved
m_bInterrupted
:
bool
1937 (0x0791)
m_bCompletedEarly
:
bool
1938 (0x0792)
m_bInterruptSceneFinished
:
bool
1939 (0x0793)
m_bRestoring
:
bool
1940 (0x0794)
MNotSaved
m_hNotifySceneCompletion
:
CUtlVector
<
CHandle
<
CSceneEntity
>
>
1944 (0x0798)
m_hListManagers
:
CUtlVector
<
CHandle
<
CSceneListManager
>
>
1968 (0x07B0)
m_iszSoundName
:
CUtlSymbolLarge
1992 (0x07C8)
m_iszSequenceName
:
CUtlSymbolLarge
2000 (0x07D0)
m_hActor
:
CHandle
<
CBaseModelEntity
>
2008 (0x07D8)
m_hActivator
:
CHandle
<
CBaseEntity
>
2012 (0x07DC)
m_BusyActor
:
int32
2016 (0x07E0)
m_iPlayerDeathBehavior
:
SceneOnPlayerDeath_t
2020 (0x07E4)
Referenced by (2)
CInstancedSceneEntity
CSceneEntityAlias_logic_choreographed_scene
Also in
client.dll
Dota 2
Deadlock