// MNetworkVarNames = bool m_bIsPlayingBack
// MNetworkVarNames = bool m_bPaused
// MNetworkVarNames = bool m_bMultiplayer
// MNetworkVarNames = bool m_bAutogenerated
// MNetworkVarNames = float32 m_flForceClientTime
// MNetworkVarNames = CHandle< CBaseFlex > m_hActorList
// MNetworkVarNames = uint16 m_nSceneStringIndex
class CSceneEntity : public CPointEntity
{
uint8 pad_04F0[8];
public:
CUtlSymbolLarge m_iszSceneFile;
CUtlSymbolLarge m_iszResumeSceneFile;
CUtlSymbolLarge m_iszTarget1;
CUtlSymbolLarge m_iszTarget2;
CUtlSymbolLarge m_iszTarget3;
CUtlSymbolLarge m_iszTarget4;
CUtlSymbolLarge m_iszTarget5;
CUtlSymbolLarge m_iszTarget6;
CUtlSymbolLarge m_iszTarget7;
CUtlSymbolLarge m_iszTarget8;
CHandle<CBaseEntity> m_hTarget1;
CHandle<CBaseEntity> m_hTarget2;
CHandle<CBaseEntity> m_hTarget3;
CHandle<CBaseEntity> m_hTarget4;
CHandle<CBaseEntity> m_hTarget5;
CHandle<CBaseEntity> m_hTarget6;
CHandle<CBaseEntity> m_hTarget7;
CHandle<CBaseEntity> m_hTarget8;
CUtlSymbolLarge m_sTargetAttachment;
// MNetworkEnable
bool m_bIsPlayingBack;
// MNetworkEnable
bool m_bPaused;
// MNetworkEnable
bool m_bMultiplayer;
// MNetworkEnable
bool m_bAutogenerated;
// MNetworkEnable
float32 m_flForceClientTime;
float32 m_flCurrentTime;
float32 m_flFrameTime;
bool m_bCancelAtNextInterrupt;
float32 m_fPitch;
bool m_bAutomated;
int32 m_nAutomatedAction;
float32 m_flAutomationDelay;
float32 m_flAutomationTime;
int32 m_nSpeechPriority;
CHandle<CBaseEntity> m_hWaitingForThisResumeScene;
bool m_bWaitingForResumeScene;
bool m_bPausedViaInput;
bool m_bPauseAtNextInterrupt;
bool m_bWaitingForActor;
bool m_bWaitingForInterrupt;
bool m_bInterruptedActorsScenes;
bool m_bBreakOnNonIdle;
bool m_bSceneFinished;
// MNetworkEnable
CNetworkUtlVectorBase<CHandle<CBaseFlex>> m_hActorList;
CUtlVector<CHandle<CBaseEntity>> m_hRemoveActorList;
private:
uint8 pad_05D8[48];
public:
int32 m_nSceneFlushCounter;
// MNetworkEnable
uint16 m_nSceneStringIndex;
CEntityIOOutput m_OnStart;
CEntityIOOutput m_OnCompletion;
CEntityIOOutput m_OnCanceled;
CEntityIOOutput m_OnPaused;
CEntityIOOutput m_OnResumed;
CEntityIOOutput m_OnTrigger[16];
private:
uint8 pad_0958[144];
public:
CHandle<CSceneEntity> m_hInterruptScene;
int32 m_nInterruptCount;
bool m_bSceneMissing;
bool m_bInterrupted;
bool m_bCompletedEarly;
bool m_bInterruptSceneFinished;
bool m_bRestoring;
CUtlVector<CHandle<CSceneEntity>> m_hNotifySceneCompletion;
CUtlVector<CHandle<CSceneListManager>> m_hListManagers;
CUtlSymbolLarge m_iszSoundName;
CUtlSymbolLarge m_iszSequenceName;
CHandle<CBaseFlex> m_hActor;
CHandle<CBaseEntity> m_hActivator;
int32 m_BusyActor;
SceneOnPlayerDeath_t m_iPlayerDeathBehavior;
private:
uint8 pad_0A48[8];
};