◆ actionActivate()
      
        
          | void CharacterCinematicTrack.actionActivate  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionEquip()
      
        
          | void CharacterCinematicTrack.actionEquip  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetInCargo()
      
        
          | void CharacterCinematicTrack.actionGetInCargo  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetInPilot()
      
        
          | void CharacterCinematicTrack.actionGetInPilot  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetInTurret()
      
        
          | void CharacterCinematicTrack.actionGetInTurret  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetOutCargo()
      
        
          | void CharacterCinematicTrack.actionGetOutCargo  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetOutPilot()
      
        
          | void CharacterCinematicTrack.actionGetOutPilot  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionGetOutTurret()
      
        
          | void CharacterCinematicTrack.actionGetOutTurret  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ actionOpen()
      
        
          | void CharacterCinematicTrack.actionOpen  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ autoShootEnd()
      
        
          | void CharacterCinematicTrack.autoShootEnd  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ autoShootStart()
      
        
          | void CharacterCinematicTrack.autoShootStart  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ die()
      
        
          | void CharacterCinematicTrack.die  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ equipMuzzle()
      
        
          | void CharacterCinematicTrack.equipMuzzle  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ findCharacter()
      
        
          | void CharacterCinematicTrack.findCharacter  | 
          ( | 
          World |           world | ) | 
           | 
        
      
 
 
◆ jump()
      
        
          | void CharacterCinematicTrack.jump  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ OnApply()
      
        
          | override void CharacterCinematicTrack.OnApply  | 
          ( | 
          float |           time | ) | 
           | 
        
      
 
 
◆ OnInit()
      
        
          | override void CharacterCinematicTrack.OnInit  | 
          ( | 
          World |           world | ) | 
           | 
        
      
 
 
◆ PerformActionActivate()
      
        
          | bool CharacterCinematicTrack.PerformActionActivate  | 
          ( | 
          IEntity |           entity | ) | 
           | 
        
      
 
 
◆ PerformActionEquip()
      
        
          | bool CharacterCinematicTrack.PerformActionEquip  | 
          ( | 
          IEntity |           entity | ) | 
           | 
        
      
 
 
◆ PerformActionGetIn()
      
        
          | bool CharacterCinematicTrack.PerformActionGetIn  | 
          ( | 
          IEntity |           entity | ) | 
           | 
        
      
 
 
◆ PerformActionOpen()
      
        
          | bool CharacterCinematicTrack.PerformActionOpen  | 
          ( | 
          IEntity |           entity | ) | 
           | 
        
      
 
 
◆ RefreshWeapon()
      
        
          | void CharacterCinematicTrack.RefreshWeapon  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ reload()
      
        
          | void CharacterCinematicTrack.reload  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ singleShoot()
      
        
          | void CharacterCinematicTrack.singleShoot  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ throwEnd()
      
        
          | void CharacterCinematicTrack.throwEnd  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ throwStart()
      
        
          | void CharacterCinematicTrack.throwStart  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ 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