Source 2 Viewer
MoveLinearAuthoredPos_t
NPCFollowFormation_t
NPCPathingRequest_t
NavAreaSave_t
NavGoalType_t
NavScopeFlags_t
NavScope_t
Navigation_t
PathAccompanyCoordinate_t
PathAccompanyNode_t
PathAccompanyProperties_t
PhysicsRagdollPose_t
PlayOfTheGamePlaybackData_t
PlayOfTheGameTrigger_t
PlayerDataGlobal_t
PropDoorRotatingOpenDirection_e
PropDoorRotatingSpawnPos_t
PulseCollisionGroup_t
PulseNPCCondition_t
PulseScriptedSequenceData_t
PulseTraceContents_t
RelationshipOverride_t
Relationship_t
RelativeLocationType_t
ResponseContext_t
RotatorHistoryEntry_t
RotatorQueueEntry_t
RotatorTargetSpace_t
STeamFOWEntity
STrooperFOWEntity
SceneOnPlayerDeath_t
SceneRequestTargetMapPair_t
ScriptedConflictResponse_t
SequenceHistory_t
SimpleConstraintSoundProfile
SoundEventStartType_t
SoundOpvarTraceResult_t
SquadModeInfo_t
StatViewerModifierValues_t
StolenAbilityPair_t
TOGGLE_STATE
TRAIN_CODE
TaskHandshakeScope_t
TaskStatus_t
TestInputOutputCombinationsEnum_t
Touch_t
TrackOrientationType_t
TrackedStatNetworkData_t
TrainOrientationType_t
TrainVelocityType_t
UnreachableTargetType_t
UnreachableTarget_t
VPhysicsCollisionAttribute_t
VelocitySampler
ViewAngleServerChange_t
WaypointFlags_t
WeakPoint_t
audioparams_t
doorCheck_e
dynpitchvol_base_t
dynpitchvol_t
eSplinePushType
fogparams_t
fogplayerparams_t
ice_path_shard_model_desc_t
lerpdata_t
locksound_t
magnetted_objects_t
modifiedconvars_t
navproperties_t
shard_model_desc_t
sky3dparams_t
_intrinsic (44)
CBufferString
CEntityHandle
CEntityIndex
CGlobalSymbol
CGlobalSymbolCaseSensitive
CHandle
CNetworkedQuantizedFloat
Type
/
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Deadlock
server
PulseScriptedSequenceData_t
PulseScriptedSequenceData_t
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)
Referenced by (2)
CPulseCell_Outflow_ScriptedSequence
m_scriptedSequenceDataMain
CPulseCell_Outflow_ScriptedSequence
m_vecAdditionalActors
Also in
Counter-Strike 2