#include <ActorState.h>
◆ allowFlying
std::uint32_t RE::ActorState::ActorState2::allowFlying |
◆ flightBlocked
std::uint32_t RE::ActorState::ActorState2::flightBlocked |
◆ forceRun
std::uint32_t RE::ActorState::ActorState2::forceRun |
◆ forceSneak
std::uint32_t RE::ActorState::ActorState2::forceSneak |
◆ headTracking
std::uint32_t RE::ActorState::ActorState2::headTracking |
◆ reanimating
std::uint32_t RE::ActorState::ActorState2::reanimating |
◆ recoil
std::uint32_t RE::ActorState::ActorState2::recoil |
◆ staggered
std::uint32_t RE::ActorState::ActorState2::staggered |
◆ talkingToPlayer
std::uint32_t RE::ActorState::ActorState2::talkingToPlayer |
◆ unk14
std::uint32_t RE::ActorState::ActorState2::unk14 |
◆ wantBlocking
std::uint32_t RE::ActorState::ActorState2::wantBlocking |
◆ weaponState
The documentation for this struct was generated from the following file: