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  • CProjectile_Stomp_Projectile
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  • CProjectile_Synth_PlasmaFlux
  • CPropAnimatingBreakable
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  • CPropDoorRotatingBreakable
  • CPulseAIVolumetricEventAPI
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  • CPulseCell_LerpCameraSettings::CursorState_t
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  • CPulseCell_Outflow_ListenForEntityOutput
  • CPulseCell_Outflow_ListenForEntityOutput::CursorState_t
  • CPulseCell_Outflow_PlaySceneBase
  • CPulseCell_Outflow_PlaySceneBase::CursorState_t
  • CPulseCell_Outflow_PlaySequence
  • CPulseCell_Outflow_PlayVCD
  • CPulseCell_Outflow_PlayVCD::VCDRequirementInfo_t
  • CPulseCell_Outflow_ScriptedSequence
  • CPulseCell_Outflow_ScriptedSequence::CursorState_t
  • CPulseCell_PlaySequence
  • CPulseCell_PlaySequence::CursorState_t
  • CPulseCell_SoundEventStart
  • CPulseCell_Step_EntFire
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  • CPulseCell_Step_SetAnimGraphParam
  • CPulseFuncs_GameParticleManager
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  • CScaleFunctionAbilityPropertyBase
  • CScaleFunctionAbilityPropertyMultiStats
  • CScaleFunctionAbilityPropertyMultiStatsVData
  • CScaleFunctionAbilityPropertySingleStat
  • CScaleFunctionAbilityPropertySingleStatCurve
  • CScaleFunctionAbilityPropertySingleStatCurveVData
  • CScaleFunctionAbilityPropertySingleStatVData
  • CScaleFunctionAbilityProperty_AbilityCharges
  • CScaleFunctionAbilityProperty_AbilityRechargeTime
  • CScaleFunctionAbilityProperty_BaseWeaponDamage
  • CScaleFunctionAbilityProperty_KineticCarbine
  • CScaleFunctionAbilityProperty_NanoTechRoundsDamage
  • CScaleFunctionAbilityProperty_TechDamage
  • CScaleFunctionAbilityProperty_TechDuration
  • CScaleFunctionAbilityProperty_TechRange
  • CScaleFunctionAbilityProperty_WeaponDamage
  • CScaleFunctionVData
  • CSceneEntity
  • CSceneEntityAlias_logic_choreographed_scene
  • CSceneListManager
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Type / to search
  1. Deadlock
  2. server
  3. CPulseCell_BaseYieldingInflow
  4. CPulseCell_Outflow_ScriptedSequence

CPulseCell_Outflow_ScriptedSequence

Inherits from (1 field)
CPulseCell_BaseYieldingInflowCPulseCell_BaseFlowCPulseCell_Base
  • m_szSyncGroup: CUtlString72 (0x48)
  • m_nExpectedNumSequencesInSyncGroup: int3280 (0x50)
  • m_bEnsureOnNavmeshOnFinish: bool = true84 (0x54)
  • m_bDontTeleportAtEnd: bool = true85 (0x55)
  • m_bDisallowInterrupts: bool = true86 (0x56)
  • m_scriptedSequenceDataMain: PulseScriptedSequenceData_t88 (0x58)
  • m_vecAdditionalActors: CUtlVector< PulseScriptedSequenceData_t >144 (0x90)
  • m_OnFinished: CPulse_ResumePoint = {"m_SourceOutflowName":"","m_nDestChunk":-1,"m_nInstruction":-1}168 (0xA8)
  • m_OnCanceled: CPulse_ResumePoint = {"m_SourceOutflowName":"","m_nDestChunk":-1,"m_nInstruction":-1}240 (0xF0)
  • m_Triggers: CUtlVector< CPulse_OutflowConnection >312 (0x0138)
Also in
Counter-Strike 2
Offsets are from Windows. Source revision 10577413 built on Apr 03 2026.