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Added OnEntrySequence and OnActionSequence for scripted_sequence
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@@ -97,6 +97,8 @@ public:
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void FireScriptEvent( int nEvent );
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#ifdef MAPBASE
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void OnBeginSequence( CBaseEntity *pActor );
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void OnEntrySequence( CBaseEntity *pActor );
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void OnActionSequence( CBaseEntity *pActor );
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void OnPreIdleSequence( CBaseEntity *pActor );
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#else
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void OnBeginSequence( void );
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@@ -220,6 +222,8 @@ private:
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COutputEvent m_OnCancelFailedSequence; // Fired when a scene is cancelled before it's ever run
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COutputEvent m_OnScriptEvent[MAX_SCRIPT_EVENTS];
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#ifdef MAPBASE
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COutputEvent m_OnEntrySequence;
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COutputEvent m_OnActionSequence;
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COutputEvent m_OnPreIdleSequence;
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COutputEvent m_OnFoundNPC;
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#endif
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