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 = [ ]
}