/// <summary>Actor shoots at given point</summary> public void cs_shoot_point(bool boolean, ISpatialPoint point) { }
/// <summary>Moves the actor to a specified point. DOES NOT BLOCK SCRIPT EXECUTION.</summary> public void cs_start_to(ISpatialPoint destination) { }
/// <summary>Actor looks at the point for the remainder of the cs, or until overridden</summary> public void cs_look(bool boolean, ISpatialPoint point = null) { }
/// <summary>Actor aims at the point for the remainder of the cs, or until overridden (overrides look)</summary> public void cs_aim(bool boolean, ISpatialPoint point) { }
/// <summary>Given a point set, AI goes toward the nearest point</summary> public void cs_go_to_nearest(ISpatialPoint destination) { }
/// <summary>Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2)</summary> public void cs_grenade(ISpatialPoint point, int action) { }
/// <summary>Moves the actor to a specified point</summary> public void cs_go_to(ISpatialPoint point, float tolerance) { }
/// <summary>Flies the actor through the given point</summary> public void cs_fly_by(ISpatialPoint point, float tolerance) { }
/// <summary>Actor moves toward the point, and considers it hit when it breaks the indicated plane</summary> public void cs_go_by(ISpatialPoint point, ISpatialPoint planeP, float planeD = 0f) { }
/// <summary>Moves the actor to a specified point</summary> public void cs_go_to(ISpatialPoint point) { }
/// <summary>Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance)</summary> public void cs_fly_to_and_face(ISpatialPoint point, ISpatialPoint face, float tolerance) { }
/// <summary>Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance)</summary> public void cs_fly_to_and_face(ISpatialPoint point, ISpatialPoint face) { }
/// <summary>Flies the actor to the given point (within the given tolerance)</summary> public void cs_fly_to(ISpatialPoint point) { }
/// <summary>Actor teleports to point1 facing point2</summary> public void cs_teleport(ISpatialPoint destination, ISpatialPoint facing) { }
/// <summary>Moves the actor to a specified point and has him face the second point</summary> public void cs_go_to_and_face(ISpatialPoint point, ISpatialPoint faceTowards) { }
/// <summary>Deploy a turret at the given script point</summary> public void cs_deploy_turret(ISpatialPoint point) { }
/// <summary>Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look)</summary> public void cs_face(bool boolean, ISpatialPoint point = null) { }