◆ actionActivate()
void CharacterCinematicTrack.actionActivate |
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◆ actionEquip()
void CharacterCinematicTrack.actionEquip |
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◆ actionGetInCargo()
void CharacterCinematicTrack.actionGetInCargo |
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◆ actionGetInPilot()
void CharacterCinematicTrack.actionGetInPilot |
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◆ actionGetInTurret()
void CharacterCinematicTrack.actionGetInTurret |
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◆ actionGetOutCargo()
void CharacterCinematicTrack.actionGetOutCargo |
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◆ actionGetOutPilot()
void CharacterCinematicTrack.actionGetOutPilot |
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◆ actionGetOutTurret()
void CharacterCinematicTrack.actionGetOutTurret |
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◆ actionOpen()
void CharacterCinematicTrack.actionOpen |
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◆ autoShootEnd()
void CharacterCinematicTrack.autoShootEnd |
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◆ autoShootStart()
void CharacterCinematicTrack.autoShootStart |
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◆ die()
void CharacterCinematicTrack.die |
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◆ equipMuzzle()
void CharacterCinematicTrack.equipMuzzle |
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◆ findCharacter()
void CharacterCinematicTrack.findCharacter |
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World | world | ) |
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◆ jump()
void CharacterCinematicTrack.jump |
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| ) |
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◆ OnApply()
override void CharacterCinematicTrack.OnApply |
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float | time | ) |
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◆ OnInit()
override void CharacterCinematicTrack.OnInit |
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World | world | ) |
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◆ PerformActionActivate()
bool CharacterCinematicTrack.PerformActionActivate |
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IEntity | entity | ) |
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◆ PerformActionEquip()
bool CharacterCinematicTrack.PerformActionEquip |
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IEntity | entity | ) |
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◆ PerformActionGetIn()
bool CharacterCinematicTrack.PerformActionGetIn |
( |
IEntity | entity | ) |
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◆ PerformActionOpen()
bool CharacterCinematicTrack.PerformActionOpen |
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IEntity | entity | ) |
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◆ RefreshWeapon()
void CharacterCinematicTrack.RefreshWeapon |
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| ) |
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◆ reload()
void CharacterCinematicTrack.reload |
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◆ singleShoot()
void CharacterCinematicTrack.singleShoot |
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◆ throwEnd()
void CharacterCinematicTrack.throwEnd |
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◆ throwStart()
void CharacterCinematicTrack.throwStart |
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◆ m_bRollLeft
bool CharacterCinematicTrack.m_bRollLeft |
◆ m_bRollRight
bool CharacterCinematicTrack.m_bRollRight |
◆ m_bWeaponRised
bool CharacterCinematicTrack.m_bWeaponRised |
◆ m_fAimingDownUp
float CharacterCinematicTrack.m_fAimingDownUp |
◆ m_fAimingLeftRight
float CharacterCinematicTrack.m_fAimingLeftRight |
◆ m_fForwardBackward
float CharacterCinematicTrack.m_fForwardBackward |
◆ m_fHeadingAngle
float CharacterCinematicTrack.m_fHeadingAngle |
◆ m_fMoveSpeed
float CharacterCinematicTrack.m_fMoveSpeed |
◆ m_fStance
float CharacterCinematicTrack.m_fStance |
◆ m_fStrafeLeftRight
float CharacterCinematicTrack.m_fStrafeLeftRight |
◆ m_iFireMode
int CharacterCinematicTrack.m_iFireMode |
◆ m_iMuzzle
int CharacterCinematicTrack.m_iMuzzle |
◆ m_sEntityToAim
string CharacterCinematicTrack.m_sEntityToAim |
◆ m_sWhatToEquip
string CharacterCinematicTrack.m_sWhatToEquip |
The documentation for this interface was generated from the following file:
- Game/Cinematics/CharacterCinematicTrack.c