This is the complete list of members for ncActor, including all inherited members.
| __FiredWeapon(string, string) | ncActor | |
| AddedItemCallback(ncItem) | ncActor | virtual |
| AddItem(ncItem) | ncActor | |
| CancelSchedule(void) | ncActor | |
| CanCrouch(void) | ncActor | virtual |
| CanCrouch(void) | ncActor | virtual |
| CanLean(void) | ncActor | virtual |
| CanProne(void) | ncActor | virtual |
| CanSprint(void) | ncActor | virtual |
| ChasePath(string startPath) | ncActor | virtual |
| CheckRouteProgression(void) | ncActor | virtual |
| CheckRouteProgression_Path(void) | ncActor | virtual |
| Death(entity inflictor, entity attacker, int damagePoints, vector dir, vector absImpactPos, int hitBody) | ncActor | virtual |
| DebugDraw(void) | ncActor | virtual |
| DropWeaponInSlot(int) | ncActor | |
| Event_DrawWeapon(void) | ncActor | virtual |
| Event_FireWeapon(void) | ncActor | virtual |
| Event_HolsterWeapon(void) | ncActor | virtual |
| Event_ReloadWeapon(void) | ncActor | virtual |
| Event_ReloadWeaponEnd(void) | ncActor | virtual |
| Event_ReloadWeaponStart(void) | ncActor | virtual |
| FiredWeapon(string, string) | ncActor | virtual |
| GetBackSpeed(void) | ncActor | virtual |
| GetCurrentWeapon(void) | ncActor | |
| GetForwardSpeed(void) | ncActor | virtual |
| GetItem(string) | ncActor | |
| GetLastWeapon(void) | ncActor | |
| GetMoveSpeedScale(void) | ncActor | |
| GetNextWeapon(void) | ncActor | |
| GetPreviousWeapon(void) | ncActor | |
| GetReserveAmmo(int) | ncActor | |
| GetRouteDirection(void) | ncActor | |
| GetRouteMovevalues(void) | ncActor | |
| GetSideSpeed(void) | ncActor | virtual |
| GetStamina(void) | ncActor | |
| GiveAmmo(int, int) | ncActor | |
| GiveExactItem(ncItem) | ncActor | |
| GiveItem(string) | ncActor | |
| HasAmmo(int, int) | ncActor | |
| HasExactItem(ncItem) | ncActor | |
| HasItem(string) | ncActor | |
| Input(entity, string, string) | ncActor | virtual |
| IsCrouching(void) | ncActor | |
| IsLeaning(void) | ncActor | |
| IsPerforming(void) | ncActor | |
| IsProne(void) | ncActor | |
| IsSprinting(void) | ncActor | |
| IsStanding(void) | ncActor | |
| LaunchProjectile(string, bool, float) | ncActor | |
| MakeCorpse(float deathSequence) | ncActor | |
| MaxAmmo(int) | ncActor | |
| MessageSchedule(string) | ncActor | |
| ncActor(void) | ncActor | |
| OnRemoveEntity(void) | ncActor | virtual |
| PathCurrentNode(void) | ncActor | |
| PathDestination(void) | ncActor | |
| PathNodeCount(void) | ncActor | |
| PerformSchedule(string) | ncActor | |
| Physics_Run(void) | ncActor | virtual |
| PlantCharge(string) | ncActor | |
| ReceiveEvent(float eventID) | ncActor | virtual |
| ReloadCachedAttributes(void) | ncActor | virtual |
| RemoveAllItems(bool) | ncActor | |
| RemoveAllWeapons(void) | ncActor | |
| RemoveItem(string) | ncActor | |
| RemoveWeaponInSlot(int) | ncActor | |
| Respawn(void) | ncActor | virtual |
| Restore(string, string) | ncActor | virtual |
| RestoreComplete(void) | ncActor | virtual |
| RouteClear(void) | ncActor | virtual |
| RouteEnded(void) | ncActor | virtual |
| RouteToPosition(vector) | ncActor | virtual |
| RouteToPositionDenyFlags(vector, int) | ncActor | virtual |
| Save(float) | ncActor | virtual |
| SelectNewSchedule(void) | ncActor | virtual |
| SetAnimationPrefix(string animPrefix) | ncActor | virtual |
| SetMoveSpeedScale(float) | ncActor | |
| SortWeaponChain(void) | ncActor | virtual |
| Spawned(void) | ncActor | virtual |
| SpawnKey(string, string) | ncActor | virtual |
| SwitchToBestWeapon(bool) | ncActor | |
| SwitchToExactWeapon(ncWeapon) | ncActor | |
| SwitchToWeapon(string) | ncActor | |
| ThinkSchedules(void) | ncActor | |
| UseAmmo(int, int) | ncActor | |