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Schemas4,516ConVars & Commands5,573
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  • PhysGenericShapeType_t
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  • PropDoorRotatingOpenDirection_e
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  • PulseCollisionGroup_t
  • PulseNPCCondition_t
  • PulseScriptedSequenceData_t
  • PulseTraceContents_t
  • RadiusDmgOverride_t
  • RelationshipOverride_t
  • Relationship_t
  • RelativeLocationType_t
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  • CGameSoundEventName
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Type / to search schemas
  1. Counter-Strike 2
  2. server
  3. PulseScriptedSequenceData_t

PulseScriptedSequenceData_t

56 bytes (0x38), align 8Source
Used by fields
CPulseCell_Outflow_ScriptedSequencem_scriptedSequenceDataMainCPulseCell_Outflow_ScriptedSequencem_vecAdditionalActors
Also in
Deadlock

Fields

NameTypeOffset
m_nActorID
int32
00x00
m_szPreIdleSequence
CUtlString
80x08
m_szEntrySequence
CUtlString
160x10
m_szSequence
CUtlString
240x18
m_szExitSequence
CUtlString
320x20
m_nMoveTo
ScriptedMoveTo_t = "eWaitFacing"
400x28
m_nMoveToGait
SharedMovementGait_t = "eInvalid"
440x2C
m_nHeldWeaponBehavior
ScriptedHeldWeaponBehavior_t = "eInvalid"
480x30
m_bLoopPreIdleSequence
bool
520x34
m_bLoopActionSequence
bool
530x35
m_bLoopPostIdleSequence
bool
540x36
m_bIgnoreLookAt
bool
550x37
Offsets are from Windows. Source revision 11087167 built on Oct 05 2026. Machine-readable data for scripts and AI agents: llms.txt.