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CRotatorTarget
CRuleBrushEntity
CRuleEntity
CRulePointEntity
CSAdditionalMatchStats_t
CSAdditionalPerRoundStats_t
CSMatchStats_t
CSPerRoundStats_t
CSceneEntity
CSceneEntityAlias_logic_choreographed_scene
CSceneListManager
CScenePayloadVData
CSceneRequest
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
CSoundOpvarSetEntity
CSoundOpvarSetOBBEntity
CSoundOpvarSetOBBWindEntity
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CSoundOpvarSetPointBase
CSoundOpvarSetPointEntity
CSoundStackSave
CSplineConstraint
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CSprite
CSpriteAlias_env_glow
CSpriteOriented
CTakeDamageInfoAPI
CTankTargetChange
CTankTrainAI
CTeam
CTeamplayRules
CTestEffect
CTestPulseIO
CTestPulseIOAPI
CTextureBasedAnimatable
CTimeline
CTimerEntity
CTonemapController2
CTonemapController2Alias_env_tonemap_controller2
CTonemapTrigger
CTouchExpansionComponent
CTriggerActiveWeaponDetect
CTriggerBombReset
CTriggerBrush
CTriggerBuoyancy
CTriggerCallback
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Counter-Strike 2
server
CBaseEntity
CScriptedSequence
CScriptedSequence
Inherits from (83 fields)
CBaseEntity
CEntityInstance
expand fields
m_iszEntry
:
CUtlSymbolLarge
1192 (0x04A8)
m_iszPreIdle
:
CUtlSymbolLarge
1200 (0x04B0)
m_iszPlay
:
CUtlSymbolLarge
1208 (0x04B8)
m_iszPostIdle
:
CUtlSymbolLarge
1216 (0x04C0)
m_iszModifierToAddOnPlay
:
CUtlSymbolLarge
1224 (0x04C8)
m_iszNextScript
:
CUtlSymbolLarge
1232 (0x04D0)
m_iszEntity
:
CUtlSymbolLarge
1240 (0x04D8)
m_iszSyncGroup
:
CUtlSymbolLarge
1248 (0x04E0)
m_nMoveTo
:
ScriptedMoveTo_t
1256 (0x04E8)
m_nMoveToGait
:
SharedMovementGait_t
1260 (0x04EC)
m_nHeldWeaponBehavior
:
ScriptedHeldWeaponBehavior_t
1264 (0x04F0)
m_nForcedCrouchState
:
ForcedCrouchState_t
1268 (0x04F4)
m_bIsPlayingPreIdle
:
bool
1272 (0x04F8)
m_bIsPlayingEntry
:
bool
1273 (0x04F9)
m_bIsPlayingAction
:
bool
1274 (0x04FA)
m_bIsPlayingPostIdle
:
bool
1275 (0x04FB)
m_bDontRotateOther
:
bool
1276 (0x04FC)
m_bIsRepeatable
:
bool
1277 (0x04FD)
m_bShouldLeaveCorpse
:
bool
1278 (0x04FE)
m_bStartOnSpawn
:
bool
1279 (0x04FF)
m_bDisallowInterrupts
:
bool
1280 (0x0500)
m_bCanOverrideNPCState
:
bool
1281 (0x0501)
m_bDontTeleportAtEnd
:
bool
1282 (0x0502)
m_bHighPriority
:
bool
1283 (0x0503)
m_bHideDebugComplaints
:
bool
1284 (0x0504)
m_bContinueOnDeath
:
bool
1285 (0x0505)
m_bLoopPreIdleSequence
:
bool
1286 (0x0506)
m_bLoopActionSequence
:
bool
1287 (0x0507)
m_bLoopPostIdleSequence
:
bool
1288 (0x0508)
m_bSynchPostIdles
:
bool
1289 (0x0509)
m_bIgnoreLookAt
:
bool
1290 (0x050A)
m_bIgnoreGravity
:
bool
1291 (0x050B)
m_bDisableNPCCollisions
:
bool
1292 (0x050C)
m_bKeepAnimgraphLockedPost
:
bool
1293 (0x050D)
m_bDontAddModifiers
:
bool
1294 (0x050E)
m_bDisableAimingWhileMoving
:
bool
1295 (0x050F)
m_bIgnoreRotation
:
bool
1296 (0x0510)
m_flRadius
:
float32
1300 (0x0514)
m_flRepeat
:
float32
1304 (0x0518)
m_flPlayAnimFadeInTime
:
float32
1308 (0x051C)
m_flMoveInterpTime
:
float32
1312 (0x0520)
m_flAngRate
:
float32
1316 (0x0524)
m_flMoveSpeed
:
float32
1320 (0x0528)
m_bWaitUntilMoveCompletesToStartAnimation
:
bool
1324 (0x052C)
m_nNotReadySequenceCount
:
int32
1328 (0x0530)
m_startTime
:
GameTime_t
1332 (0x0534)
m_bWaitForBeginSequence
:
bool
1336 (0x0538)
m_saved_effects
:
int32
1340 (0x053C)
m_savedFlags
:
int32
1344 (0x0540)
m_savedCollisionGroup
:
int32
1348 (0x0544)
m_bInterruptable
:
bool
1352 (0x0548)
m_sequenceStarted
:
bool
1353 (0x0549)
m_bPositionRelativeToOtherEntity
:
bool
1354 (0x054A)
m_hTargetEnt
:
CHandle
<
CBaseEntity
>
1356 (0x054C)
m_hNextCine
:
CHandle
<
CScriptedSequence
>
1360 (0x0550)
m_bThinking
:
bool
1364 (0x0554)
m_bInitiatedSelfDelete
:
bool
1365 (0x0555)
m_bIsTeleportingDueToMoveTo
:
bool
1366 (0x0556)
m_bAllowCustomInterruptConditions
:
bool
1367 (0x0557)
m_hForcedTarget
:
CHandle
<
CBaseAnimGraph
>
1368 (0x0558)
m_bDontCancelOtherSequences
:
bool
1372 (0x055C)
m_bForceSynch
:
bool
1373 (0x055D)
m_bPreventUpdateYawOnFinish
:
bool
1374 (0x055E)
m_bEnsureOnNavmeshOnFinish
:
bool
1375 (0x055F)
m_onDeathBehavior
:
ScriptedOnDeath_t
1376 (0x0560)
m_ConflictResponse
:
ScriptedConflictResponse_t
1380 (0x0564)
m_OnBeginSequence
:
CEntityIOOutput
1384 (0x0568)
m_OnActionStartOrLoop
:
CEntityIOOutput
1408 (0x0580)
m_OnEndSequence
:
CEntityIOOutput
1432 (0x0598)
m_OnPostIdleEndSequence
:
CEntityIOOutput
1456 (0x05B0)
m_OnCancelSequence
:
CEntityIOOutput
1480 (0x05C8)
m_OnCancelFailedSequence
:
CEntityIOOutput
1504 (0x05E0)
m_OnScriptEvent
:
CEntityIOOutput
[8]
1528 (0x05F8)
m_matOtherToMain
:
CTransform
1728 (0x06C0)
m_hInteractionMainEntity
:
CHandle
<
CBaseEntity
>
1760 (0x06E0)
m_iPlayerDeathBehavior
:
int32
1764 (0x06E4)
m_bSkipFadeIn
:
bool
1768 (0x06E8)
Referenced by (1)
CGameChoreoServices
m_hScriptedSequence
Also in
Dota 2
Deadlock