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Counter-Strike 2
Dota 2
Deadlock
Half-Life: Alyx
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482
HostagePathCost
HoverPoseFlags_t
INavObstacle
INavObstacle::NavObstacleType_t
IntervalTimer
LessonPanelLayoutFileTypes_t
Materials
MoveLinearAuthoredPos_t
NPCFollowFormation_t
NavScopeFlags_t
NavScope_t
PathCost
PathMoverEntitySpawn
PhysGenericShapeType_t
PhysicsRagdollPose_t
PropDoorRotatingOpenDirection_e
PropDoorRotatingSpawnPos_t
PulseCollisionGroup_t
PulseNPCCondition_t
PulseScriptedSequenceData_t
PulseTraceContents_t
RadiusDmgOverride_t
RelationshipOverride_t
Relationship_t
RelativeLocationType_t
ResponseContext_t
SceneOnPlayerDeath_t
ScriptedConflictResponse_t
SellbackPurchaseEntry_t
SequenceHistory_t
ServerAuthoritativeWeaponSlot_t
SimpleConstraintSoundProfile
SoundEventStartType_t
SoundOpvarTraceResult_t
SpawnPoint
TOGGLE_STATE
TRAIN_CODE
TestInputOutputCombinationsEnum_t
Touch_t
TrackOrientationType_t
TrainOrientationType_t
TrainVelocityType_t
VPhysicsCollisionAttribute_t
VelocitySampler
ViewAngleServerChange_t
WeaponPurchaseCount_t
WeaponPurchaseTracker_t
audioparams_t
doorCheck_e
dynpitchvol_base_t
dynpitchvol_t
eSplinePushType
fogparams_t
fogplayerparams_t
lerpdata_t
locksound_t
magnetted_objects_t
modifiedconvars_t
navproperties_t
shard_model_desc_t
sky3dparams_t
_intrinsic
128
BASEPTR
CAnimGraph2ParamAutoResetOptionalRef
CAnimGraph2ParamOptionalRef
CAnimNetVar
CAnimScriptParam
CAnimValue
CAnimVariant
CAttachmentNameSymbolWithStorage
CBitVec
CBufferString
CColorGradient
CEmbeddedSubclass
CEntityHandle
CEntityIndex
CEntityNameString
CEntityOutputTemplate
CGameSoundEventName
CGlobalSymbol
Type
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Counter-Strike 2
server
PulseScriptedSequenceData_t
PulseScriptedSequenceData_t
56 bytes (0x38), align 8
Source
Used by fields
CPulseCell_Outflow_ScriptedSequence
m_scriptedSequenceDataMain
CPulseCell_Outflow_ScriptedSequence
m_vecAdditionalActors
Also in
Deadlock
Fields
Name
Type
Offset
m_nActorID
int32
0
0x00
m_szPreIdleSequence
CUtlString
8
0x08
m_szEntrySequence
CUtlString
16
0x10
m_szSequence
CUtlString
24
0x18
m_szExitSequence
CUtlString
32
0x20
m_nMoveTo
ScriptedMoveTo_t
= "eWaitFacing"
40
0x28
m_nMoveToGait
SharedMovementGait_t
= "eInvalid"
44
0x2C
m_nHeldWeaponBehavior
ScriptedHeldWeaponBehavior_t
= "eInvalid"
48
0x30
m_bLoopPreIdleSequence
bool
52
0x34
m_bLoopActionSequence
bool
53
0x35
m_bLoopPostIdleSequence
bool
54
0x36
m_bIgnoreLookAt
bool
55
0x37