class CSeqS1SeqDesc
{
public:
    CBufferString m_sName;
    CSeqSeqDescFlag m_flags;
    CSeqMultiFetch m_fetch;
    int32 m_nLocalWeightlist;
    CUtlVector<CSeqAutoLayer> m_autoLayerArray;
    CUtlVector<CSeqIKLock> m_IKLockArray;
    CSeqTransition m_transition;
    KeyValues3 m_SequenceKeys;
    // MKV3TransferName = m_keyValueText
    CBufferString m_LegacyKeyValueText;
    CUtlVector<CAnimActivity> m_activityArray;
    CUtlVector<CFootMotion> m_footMotion;
};

KV3 Class Defaults

{
    m_sName = ""
    m_flags = 
    {
        m_bLooping = false
        m_bSnap = false
        m_bAutoplay = false
        m_bPost = false
        m_bHidden = false
        m_bMulti = false
        m_bLegacyDelta = false
        m_bLegacyWorldspace = false
        m_bLegacyCyclepose = false
        m_bLegacyRealtime = false
        m_bModelDoc = false
    }
    m_fetch = 
    {
        m_flags = 
        {
            m_bRealtime = false
            m_bCylepose = false
            m_b0D = false
            m_b1D = false
            m_b2D = false
            m_b2D_TRI = false
        }
        m_localReferenceArray = [  ]
        m_nGroupSize = [ 0, 0 ]
        m_nLocalPose = [ 0, 0 ]
        m_poseKeyArray0 = [  ]
        m_poseKeyArray1 = [  ]
        m_nLocalCyclePoseParameter = 0
        m_bCalculatePoseParameters = false
        m_bFixedBlendWeight = false
        m_flFixedBlendWeightVals = [ 0.0, 0.0 ]
    }
    m_nLocalWeightlist = 0
    m_autoLayerArray = [  ]
    m_IKLockArray = [  ]
    m_transition = 
    {
        m_flFadeInTime = 0.0
        m_flFadeOutTime = 0.0
    }
    m_SequenceKeys = null
    m_keyValueText = ""
    m_activityArray = [  ]
    m_footMotion = [  ]
}