PulseScriptedSequenceData_t
CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · cs2_schema.json
Kind: classSize: 56 bytes (0x38)Alignment: 8 bytesModule: serverBinary: !GlobalTypes
Relationships
Inherits from: nothing; this is a root class.
Used by (1) as a field type
Inheritance tree
- PulseScriptedSequenceData_t
Memory layout
12 fields, 12 declared here and 0 inherited. Offsets are absolute from the object base on windows-x86_64.
PulseScriptedSequenceData_t
| Offset | Field | Type | From | Annotations |
|---|---|---|---|---|
0x0 | m_nActorID | int32 | ||
0x8 | m_szPreIdleSequence | CUtlString | ||
0x10 | m_szEntrySequence | CUtlString | ||
0x18 | m_szSequence | CUtlString | ||
0x20 | m_szExitSequence | CUtlString | ||
0x28 | m_nMoveTo | ScriptedMoveTo_t | ||
0x2c | m_nMoveToGait | SharedMovementGait_t | ||
0x30 | m_nHeldWeaponBehavior | ScriptedHeldWeaponBehavior_t | ||
0x34 | m_bLoopPreIdleSequence | bool | ||
0x35 | m_bLoopActionSequence | bool | ||
0x36 | m_bLoopPostIdleSequence | bool | ||
0x37 | m_bIgnoreLookAt | bool |
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
}