◆ actionActivate()
| void CharacterCinematicTrack.actionActivate |
( |
| ) |
|
◆ actionEquip()
| void CharacterCinematicTrack.actionEquip |
( |
| ) |
|
◆ actionGetInCargo()
| void CharacterCinematicTrack.actionGetInCargo |
( |
| ) |
|
◆ actionGetInPilot()
| void CharacterCinematicTrack.actionGetInPilot |
( |
| ) |
|
◆ actionGetInTurret()
| void CharacterCinematicTrack.actionGetInTurret |
( |
| ) |
|
◆ 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 |
( |
| ) |
|
◆ 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