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Add script funcs:
- CBaseAnimating::ResetSequenceInfo() - CBaseAnimating::StudioFrameAdvance()
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@ -305,7 +305,7 @@ BEGIN_ENT_SCRIPTDESC( CBaseAnimating, CBaseEntity, "Animating models" )
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DEFINE_SCRIPTFUNC( GetNumBones, "Get the number of bones" )
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DEFINE_SCRIPTFUNC( GetSequence, "Gets the current sequence" )
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DEFINE_SCRIPTFUNC( SetSequence, "Sets the current sequence" )
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DEFINE_SCRIPTFUNC( SequenceLoops, "Loops the current sequence" )
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DEFINE_SCRIPTFUNC( SequenceLoops, "Does the current sequence loop?" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSequenceDuration, "SequenceDuration", "Get the specified sequence duration" )
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DEFINE_SCRIPTFUNC( LookupSequence, "Gets the index of the specified sequence name" )
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DEFINE_SCRIPTFUNC( LookupActivity, "Gets the ID of the specified activity name" )
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@ -318,6 +318,8 @@ BEGIN_ENT_SCRIPTDESC( CBaseAnimating, CBaseEntity, "Animating models" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSelectWeightedSequence, "SelectWeightedSequence", "Selects a sequence for the specified activity ID" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSelectHeaviestSequence, "SelectHeaviestSequence", "Selects the sequence with the heaviest weight for the specified activity ID" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetSequenceKeyValues, "GetSequenceKeyValues", "Get a KeyValue class instance on the specified sequence. WARNING: This uses the same KeyValue pointer as GetModelKeyValues!" )
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DEFINE_SCRIPTFUNC( ResetSequenceInfo, "" )
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DEFINE_SCRIPTFUNC( StudioFrameAdvance, "" )
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DEFINE_SCRIPTFUNC( GetPlaybackRate, "" )
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DEFINE_SCRIPTFUNC( SetPlaybackRate, "" )
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DEFINE_SCRIPTFUNC( GetCycle, "" )
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