Entity systemClasses

CSceneEntity

Schema class CSceneEntity, derived from CPointEntity.

Generated from the game's schema. Header: source2mod/schema/entity/classes/CSceneEntity.h

Inherits CPointEntity

Fields

FieldType
m_iszSceneFileCUtlSymbolLarge
m_iszTarget1CUtlSymbolLarge
m_iszTarget2CUtlSymbolLarge
m_iszTarget3CUtlSymbolLarge
m_iszTarget4CUtlSymbolLarge
m_iszTarget5CUtlSymbolLarge
m_iszTarget6CUtlSymbolLarge
m_iszTarget7CUtlSymbolLarge
m_iszTarget8CUtlSymbolLarge
m_hTarget1CHandle<CBaseEntity>
m_hTarget2CHandle<CBaseEntity>
m_hTarget3CHandle<CBaseEntity>
m_hTarget4CHandle<CBaseEntity>
m_hTarget5CHandle<CBaseEntity>
m_hTarget6CHandle<CBaseEntity>
m_hTarget7CHandle<CBaseEntity>
m_hTarget8CHandle<CBaseEntity>
m_hLocatorOriginCHandle<CBaseEntity>
m_sTargetAttachmentCUtlSymbolLarge
m_bIsPlayingBackbool
m_bPausedbool
m_bMultiplayerbool
m_bAutogeneratedbool
m_flForceClientTimefloat
m_flCurrentTimefloat
m_flFrameTimefloat
m_bCancelAtNextInterruptbool
m_bRemoveOnCompletionbool
m_fPitchfloat
m_bAutomatedbool
m_nAutomatedActionint32_t
m_flAutomationDelayfloat
m_flAutomationTimefloat
m_nSpeechPriorityint32_t
m_bPausedViaInputbool
m_bPauseAtNextInterruptbool
m_bWaitingForActorbool
m_bWaitingForInterruptbool
m_bInterruptedActorsScenesbool
m_bBreakOnNonIdlebool
m_bSceneFinishedbool
m_hActorListCUtlVector<CHandle<CBaseModelEntity>>
m_hRemoveActorListCUtlVector<CHandle<CBaseEntity>>
m_nSceneStringIndexuint16_t
m_OnStartCEntityIOOutput
m_OnCompletionCEntityIOOutput
m_OnCanceledCEntityIOOutput
m_OnPausedCEntityIOOutput
m_OnResumedCEntityIOOutput
m_OnPulseRequirementCEntityIOOutput
m_TargetNameMapCUtlDict
m_AnchorNameMapCUtlDict
m_ActorGraphMapCUtlDict
m_ActorClipMapCUtlDict
m_ActorMapCUtlVector<ActorMapping_t>
m_hInterruptSceneCHandle<CSceneEntity>
m_nInterruptCountint32_t
m_responseConceptCUtlString
m_responseCriteriaCUtlString
m_bSceneMissingbool
m_bInterruptedbool
m_bCompletedEarlybool
m_bInterruptSceneFinishedbool
m_bRestoringbool
m_hNotifySceneCompletionCUtlVector<CHandle<CSceneEntity>>
m_hListManagersCUtlVector<CHandle<CSceneListManager>>
m_iszSoundNameCUtlSymbolLarge
m_iszSequenceNameCUtlSymbolLarge
m_hActorCHandle<CBaseModelEntity>
m_hActivatorCHandle<CBaseEntity>
m_BusyActorint32_t
m_iPlayerDeathBehaviorSceneOnPlayerDeath_t

Schema fields are accessors: read with entity->m_field(), write with entity->m_field = value (the write marks the field for networking).

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