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
}