class PulseScriptedSequenceData_t
{
public:
    int32 m_nActorID;
    CUtlString m_szPreIdleSequence;
    CUtlString m_szEntrySequence;
    CUtlString m_szSequence;
    CUtlString m_szExitSequence;
    ScriptedMoveTo_t m_nMoveTo;
    SharedMovementGait_t m_nMoveToGait;
    ScriptedHeldWeaponBehavior_t m_nHeldWeaponBehavior;
    bool m_bLoopPreIdleSequence;
    bool m_bLoopActionSequence;
    bool m_bLoopPostIdleSequence;
    bool m_bIgnoreLookAt;
};

KV3 Class Defaults

{
    m_nActorID = 0
    m_szPreIdleSequence = ""
    m_szEntrySequence = ""
    m_szSequence = ""
    m_szExitSequence = ""
    m_nMoveTo = "eWaitFacing"
    m_nMoveToGait = "eInvalid"
    m_nHeldWeaponBehavior = "eInvalid"
    m_bLoopPreIdleSequence = false
    m_bLoopActionSequence = false
    m_bLoopPostIdleSequence = false
    m_bIgnoreLookAt = false
}