CSceneEntity
Interface CSceneEntity
Namespace: SwiftlyS2.Shared.SchemaDefinitions
Assembly: SwiftlyS2.CS2.dll
public interface CSceneEntity : CPointEntity, CBaseEntity, CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaClass<CPointEntity>, ISchemaClass<CSceneEntity>, ISchemaField, ISchemaClass, INativeHandleImplements
- CPointEntity
- CBaseEntity
- CEntityInstance
- ISchemaClass<CEntityInstance>
- ISchemaClass<CBaseEntity>
- ISchemaClass<CPointEntity>
- ISchemaClass<CSceneEntity>
- ISchemaField
- ISchemaClass
- INativeHandle
Properties
Activator
ref CHandle<CBaseEntity> Activator { get; }Property Value
Actor
ref CHandle<CBaseFlex> Actor { get; }Property Value
ActorList
ref CUtlVector<CHandle<CBaseFlex>> ActorList { get; }Property Value
Autogenerated
ref bool Autogenerated { get; }Property Value
Automated
ref bool Automated { get; }Property Value
AutomatedAction
ref int AutomatedAction { get; }Property Value
AutomationDelay
ref float AutomationDelay { get; }Property Value
AutomationTime
ref float AutomationTime { get; }Property Value
BreakOnNonIdle
ref bool BreakOnNonIdle { get; }Property Value
BusyActor
ref int BusyActor { get; }Property Value
CancelAtNextInterrupt
ref bool CancelAtNextInterrupt { get; }Property Value
CompletedEarly
ref bool CompletedEarly { get; }Property Value
CurrentTime
ref float CurrentTime { get; }Property Value
ForceClientTime
ref float ForceClientTime { get; }Property Value
FrameTime
ref float FrameTime { get; }Property Value
InterruptCount
ref int InterruptCount { get; }Property Value
InterruptScene
ref CHandle<CSceneEntity> InterruptScene { get; }Property Value
InterruptSceneFinished
ref bool InterruptSceneFinished { get; }Property Value
Interrupted
ref bool Interrupted { get; }Property Value
InterruptedActorsScenes
ref bool InterruptedActorsScenes { get; }Property Value
IsPlayingBack
ref bool IsPlayingBack { get; }Property Value
ListManagers
ref CUtlVector<CHandle<CSceneListManager>> ListManagers { get; }Property Value
Multiplayer
ref bool Multiplayer { get; }Property Value
NotifySceneCompletion
ref CUtlVector<CHandle<CSceneEntity>> NotifySceneCompletion { get; }Property Value
OnCanceled
CEntityIOOutput OnCanceled { get; }Property Value
OnCompletion
CEntityIOOutput OnCompletion { get; }Property Value
OnPaused
CEntityIOOutput OnPaused { get; }Property Value
OnResumed
CEntityIOOutput OnResumed { get; }Property Value
OnStart
CEntityIOOutput OnStart { get; }Property Value
OnTrigger
SchemaUntypedField OnTrigger { get; }Property Value
PauseAtNextInterrupt
ref bool PauseAtNextInterrupt { get; }Property Value
Paused
ref bool Paused { get; }Property Value
PausedViaInput
ref bool PausedViaInput { get; }Property Value
Pitch
ref float Pitch { get; }Property Value
PlayerDeathBehavior
ref SceneOnPlayerDeath_t PlayerDeathBehavior { get; }Property Value
RemoveActorList
ref CUtlVector<CHandle<CBaseEntity>> RemoveActorList { get; }Property Value
Restoring
ref bool Restoring { get; }Property Value
ResumeSceneFile
string ResumeSceneFile { get; set; }Property Value
SceneFile
string SceneFile { get; set; }Property Value
SceneFinished
ref bool SceneFinished { get; }Property Value
SceneFlushCounter
ref int SceneFlushCounter { get; }Property Value
SceneMissing
ref bool SceneMissing { get; }Property Value
SceneStringIndex
ref ushort SceneStringIndex { get; }Property Value
SequenceName
string SequenceName { get; set; }Property Value
SoundName
string SoundName { get; set; }Property Value
SpeechPriority
ref int SpeechPriority { get; }Property Value
Target1
string Target1 { get; set; }Property Value
Target11
ref CHandle<CBaseEntity> Target11 { get; }Property Value
Target2
string Target2 { get; set; }Property Value
Target22
ref CHandle<CBaseEntity> Target22 { get; }Property Value
Target3
string Target3 { get; set; }Property Value
Target33
ref CHandle<CBaseEntity> Target33 { get; }Property Value
Target4
string Target4 { get; set; }Property Value
Target44
ref CHandle<CBaseEntity> Target44 { get; }Property Value
Target5
string Target5 { get; set; }Property Value
Target55
ref CHandle<CBaseEntity> Target55 { get; }Property Value
Target6
string Target6 { get; set; }Property Value
Target66
ref CHandle<CBaseEntity> Target66 { get; }Property Value
Target7
string Target7 { get; set; }Property Value
Target77
ref CHandle<CBaseEntity> Target77 { get; }Property Value
Target8
string Target8 { get; set; }Property Value
Target88
ref CHandle<CBaseEntity> Target88 { get; }Property Value
TargetAttachment
string TargetAttachment { get; set; }Property Value
WaitingForActor
ref bool WaitingForActor { get; }Property Value
WaitingForInterrupt
ref bool WaitingForInterrupt { get; }Property Value
WaitingForResumeScene
ref bool WaitingForResumeScene { get; }Property Value
WaitingForThisResumeScene
ref CHandle<CBaseEntity> WaitingForThisResumeScene { get; }Property Value
Methods
ActorListUpdated()
void ActorListUpdated()AutogeneratedUpdated()
void AutogeneratedUpdated()ForceClientTimeUpdated()
void ForceClientTimeUpdated()IsPlayingBackUpdated()
void IsPlayingBackUpdated()MultiplayerUpdated()
void MultiplayerUpdated()PausedUpdated()
void PausedUpdated()SceneStringIndexUpdated()
void SceneStringIndexUpdated()