class CScriptedSequence : public CBaseEntity
{
public:
    CUtlSymbolLarge m_iszEntry;
    CUtlSymbolLarge m_iszPreIdle;
    CUtlSymbolLarge m_iszPlay;
    CUtlSymbolLarge m_iszPostIdle;
    CUtlSymbolLarge m_iszModifierToAddOnPlay;
    CUtlSymbolLarge m_iszNextScript;
    CUtlSymbolLarge m_iszEntity;
    CUtlSymbolLarge m_iszSyncGroup;
    ScriptedMoveTo_t m_nMoveTo;
    SharedMovementGait_t m_nMoveToGait;
    ScriptedHeldWeaponBehavior_t m_nHeldWeaponBehavior;
    ForcedCrouchState_t m_nForcedCrouchState;
    bool m_bIsPlayingPreIdle;
    bool m_bIsPlayingEntry;
    bool m_bIsPlayingAction;
    bool m_bIsPlayingPostIdle;
    bool m_bDontRotateOther;
    bool m_bIsRepeatable;
    bool m_bShouldLeaveCorpse;
    bool m_bStartOnSpawn;
    bool m_bDisallowInterrupts;
    bool m_bCanOverrideNPCState;
    bool m_bDontTeleportAtEnd;
    bool m_bHighPriority;
    bool m_bHideDebugComplaints;
    bool m_bContinueOnDeath;
    bool m_bLoopPreIdleSequence;
    bool m_bLoopActionSequence;
    bool m_bLoopPostIdleSequence;
    bool m_bSynchPostIdles;
    bool m_bIgnoreLookAt;
    bool m_bIgnoreGravity;
    bool m_bDisableNPCCollisions;
    bool m_bKeepAnimgraphLockedPost;
    bool m_bDontAddModifiers;
    bool m_bDisableAimingWhileMoving;
    bool m_bIgnoreRotation;
    float32 m_flRadius;
    float32 m_flRepeat;
    float32 m_flPlayAnimFadeInTime;
    float32 m_flMoveInterpTime;
    float32 m_flAngRate;
    float32 m_flMoveSpeed;
    bool m_bWaitUntilMoveCompletesToStartAnimation;
    int32 m_nNotReadySequenceCount;
    GameTime_t m_startTime;
    bool m_bWaitForBeginSequence;
    int32 m_saved_effects;
    int32 m_savedFlags;
    int32 m_savedCollisionGroup;
    bool m_bInterruptable;
    bool m_sequenceStarted;
    bool m_bPositionRelativeToOtherEntity;
    CHandle<CBaseEntity> m_hTargetEnt;
    CHandle<CScriptedSequence> m_hNextCine;
    bool m_bThinking;
    bool m_bInitiatedSelfDelete;
    bool m_bIsTeleportingDueToMoveTo;
    bool m_bAllowCustomInterruptConditions;
    CHandle<CBaseAnimGraph> m_hForcedTarget;
    bool m_bDontCancelOtherSequences;
    bool m_bForceSynch;
    bool m_bPreventUpdateYawOnFinish;
    bool m_bEnsureOnNavmeshOnFinish;
    ScriptedOnDeath_t m_onDeathBehavior;
    ScriptedConflictResponse_t m_ConflictResponse;
    CEntityIOOutput m_OnBeginSequence;
    CEntityIOOutput m_OnActionStartOrLoop;
    CEntityIOOutput m_OnEndSequence;
    CEntityIOOutput m_OnPostIdleEndSequence;
    CEntityIOOutput m_OnCancelSequence;
    CEntityIOOutput m_OnCancelFailedSequence;
    CEntityIOOutput m_OnScriptEvent[8];
    CTransform m_matOtherToMain;
    CHandle<CBaseEntity> m_hInteractionMainEntity;
    int32 m_iPlayerDeathBehavior;
    bool m_bSkipFadeIn;
};