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;
};