SwiftlyS2

CScriptedSequence

Interface CScriptedSequence

Namespace: SwiftlyS2.Shared.SchemaDefinitions

Assembly: SwiftlyS2.CS2.dll

public interface CScriptedSequence : CBaseEntity, CEntityInstance, IEquatable<CEntityInstance>, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaClass<CScriptedSequence>, ISchemaField, ISchemaClass, INativeHandle

Implements

Properties

AllowCustomInterruptConditions

ref bool AllowCustomInterruptConditions { get; }
Property Value

AngRate

ref float AngRate { get; }
Property Value

CanOverrideNPCState

ref bool CanOverrideNPCState { get; }
Property Value

ConflictResponse

ref ScriptedConflictResponse_t ConflictResponse { get; }
Property Value

ContinueOnDeath

ref bool ContinueOnDeath { get; }
Property Value

DisableAimingWhileMoving

ref bool DisableAimingWhileMoving { get; }
Property Value

DisableNPCCollisions

ref bool DisableNPCCollisions { get; }
Property Value

DisallowInterrupts

ref bool DisallowInterrupts { get; }
Property Value

DontAddModifiers

ref bool DontAddModifiers { get; }
Property Value

DontCancelOtherSequences

ref bool DontCancelOtherSequences { get; }
Property Value

DontRotateOther

ref bool DontRotateOther { get; }
Property Value

DontTeleportAtEnd

ref bool DontTeleportAtEnd { get; }
Property Value

EnsureOnNavmeshOnFinish

ref bool EnsureOnNavmeshOnFinish { get; }
Property Value

Entity

string Entity { get; set; }
Property Value

Entry

string Entry { get; set; }
Property Value

ForceSynch

ref bool ForceSynch { get; }
Property Value

ForcedCrouchState

ref ForcedCrouchState_t ForcedCrouchState { get; }
Property Value

ForcedTarget

ref CHandle<CBaseAnimGraph> ForcedTarget { get; }
Property Value

HeldWeaponBehavior

ref ScriptedHeldWeaponBehavior_t HeldWeaponBehavior { get; }
Property Value

HideDebugComplaints

ref bool HideDebugComplaints { get; }
Property Value

HighPriority

ref bool HighPriority { get; }
Property Value

IgnoreGravity

ref bool IgnoreGravity { get; }
Property Value

IgnoreLookAt

ref bool IgnoreLookAt { get; }
Property Value

IgnoreRotation

ref bool IgnoreRotation { get; }
Property Value

InitiatedSelfDelete

ref bool InitiatedSelfDelete { get; }
Property Value

InteractionMainEntity

ref CHandle<CBaseEntity> InteractionMainEntity { get; }
Property Value

Interruptable

ref bool Interruptable { get; }
Property Value

IsPlayingAction

ref bool IsPlayingAction { get; }
Property Value

IsPlayingEntry

ref bool IsPlayingEntry { get; }
Property Value

IsPlayingPostIdle

ref bool IsPlayingPostIdle { get; }
Property Value

IsPlayingPreIdle

ref bool IsPlayingPreIdle { get; }
Property Value

IsRepeatable

ref bool IsRepeatable { get; }
Property Value

IsTeleportingDueToMoveTo

ref bool IsTeleportingDueToMoveTo { get; }
Property Value

KeepAnimgraphLockedPost

ref bool KeepAnimgraphLockedPost { get; }
Property Value

LoopActionSequence

ref bool LoopActionSequence { get; }
Property Value

LoopPostIdleSequence

ref bool LoopPostIdleSequence { get; }
Property Value

LoopPreIdleSequence

ref bool LoopPreIdleSequence { get; }
Property Value

MatOtherToMain

ref CTransform MatOtherToMain { get; }
Property Value

ModifierToAddOnPlay

string ModifierToAddOnPlay { get; set; }
Property Value

MoveInterpTime

ref float MoveInterpTime { get; }
Property Value

MoveSpeed

ref float MoveSpeed { get; }
Property Value

MoveTo

ref ScriptedMoveTo_t MoveTo { get; }
Property Value

MoveToGait

ref SharedMovementGait_t MoveToGait { get; }
Property Value

NextCine

ref CHandle<CScriptedSequence> NextCine { get; }
Property Value

NextScript

string NextScript { get; set; }
Property Value

NotReadySequenceCount

ref int NotReadySequenceCount { get; }
Property Value

OnActionStartOrLoop

ref CEntityIOOutput OnActionStartOrLoop { get; }
Property Value

OnBeginSequence

ref CEntityIOOutput OnBeginSequence { get; }
Property Value

OnCancelFailedSequence

ref CEntityIOOutput OnCancelFailedSequence { get; }
Property Value

OnCancelSequence

ref CEntityIOOutput OnCancelSequence { get; }
Property Value

OnDeathBehavior

ref ScriptedOnDeath_t OnDeathBehavior { get; }
Property Value

OnEndSequence

ref CEntityIOOutput OnEndSequence { get; }
Property Value

OnPostIdleEndSequence

ref CEntityIOOutput OnPostIdleEndSequence { get; }
Property Value

OnScriptEvent

ISchemaFixedArray<CEntityIOOutput> OnScriptEvent { get; }
Property Value

Play

string Play { get; set; }
Property Value

PlayAnimFadeInTime

ref float PlayAnimFadeInTime { get; }
Property Value

PlayerDeathBehavior

ref int PlayerDeathBehavior { get; }
Property Value

PositionRelativeToOtherEntity

ref bool PositionRelativeToOtherEntity { get; }
Property Value

PostIdle

string PostIdle { get; set; }
Property Value

PreIdle

string PreIdle { get; set; }
Property Value

PreventUpdateYawOnFinish

ref bool PreventUpdateYawOnFinish { get; }
Property Value

Radius

ref float Radius { get; }
Property Value

Repeat

ref float Repeat { get; }
Property Value

SavedCollisionGroup

ref int SavedCollisionGroup { get; }
Property Value

SavedFlags

ref int SavedFlags { get; }
Property Value

Saved_effects

ref int Saved_effects { get; }
Property Value

SequenceStarted

ref bool SequenceStarted { get; }
Property Value

ShouldLeaveCorpse

ref bool ShouldLeaveCorpse { get; }
Property Value

SkipFadeIn

ref bool SkipFadeIn { get; }
Property Value

StartOnSpawn

ref bool StartOnSpawn { get; }
Property Value

StartTime

GameTime_t StartTime { get; }
Property Value

SyncGroup

string SyncGroup { get; set; }
Property Value

SynchPostIdles

ref bool SynchPostIdles { get; }
Property Value

TargetEnt

ref CHandle<CBaseEntity> TargetEnt { get; }
Property Value

Thinking

ref bool Thinking { get; }
Property Value

WaitForBeginSequence

ref bool WaitForBeginSequence { get; }
Property Value

WaitUntilMoveCompletesToStartAnimation

ref bool WaitUntilMoveCompletesToStartAnimation { get; }
Property Value

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