72        kRidingMount = 
static_cast<std::underlying_type_t<SIT_SLEEP_STATE>
>(
kIsSitting),
 
   77        kWaitingForSleepAnim = 6,
 
Definition: ActorState.h:93
 
WEAPON_STATE GetWeaponState() const noexcept
Definition: ActorState.h:160
 
bool IsFlying() const noexcept
Definition: ActorState.h:173
 
virtual void Unk_14(void)
 
ATTACK_STATE_ENUM GetAttackState() const noexcept
Definition: ActorState.h:155
 
SIT_SLEEP_STATE GetSitSleepState() const noexcept
Definition: ActorState.h:159
 
FLY_STATE GetFlyState() const noexcept
Definition: ActorState.h:156
 
ActorState2 actorState2
Definition: ActorState.h:203
 
void Unk_03(void) override
 
ACTOR_LIFE_STATE GetLifeState() const noexcept
Definition: ActorState.h:158
 
bool IsBleedingOut() const noexcept
Definition: ActorState.h:162
 
virtual void Unk_15(void)
 
ActorState1 actorState1
Definition: ActorState.h:202
 
KNOCK_STATE_ENUM GetKnockState() const noexcept
Definition: ActorState.h:157
 
void Unk_06(void) override
 
void Unk_05(void) override
 
bool IsWeaponDrawn() const noexcept
Definition: ActorState.h:189
 
void Unk_02(void) override
 
void Unk_08(void) override
 
void Unk_07(void) override
 
bool IsSwimming() const noexcept
Definition: ActorState.h:186
 
void Unk_04(void) override
 
bool IsSprinting() const noexcept
Definition: ActorState.h:185
 
void Unk_01(void) override
 
static constexpr auto RTTI
Definition: ActorState.h:95
 
bool IsSneaking() const noexcept
Definition: ActorState.h:184
 
bool IsUnconscious() const noexcept
Definition: ActorState.h:187
 
Definition: IMovementState.h:8
 
Definition: AbsorbEffect.h:6
 
FLY_STATE
Definition: ActorState.h:42
 
ACTOR_LIFE_STATE
Definition: ActorState.h:8
 
SIT_SLEEP_STATE
Definition: ActorState.h:66
 
ATTACK_STATE_ENUM
Definition: ActorState.h:21
 
KNOCK_STATE_ENUM
Definition: ActorState.h:53
 
WEAPON_STATE
Definition: ActorState.h:83
 
constexpr REL::ID RTTI_ActorState
Definition: Offsets_RTTI.h:52
 
Definition: ActorState.h:98
 
std::uint32_t swimming
Definition: ActorState.h:110
 
std::uint32_t movingForward
Definition: ActorState.h:102
 
std::uint32_t walking
Definition: ActorState.h:106
 
SIT_SLEEP_STATE sitSleepState
Definition: ActorState.h:112
 
std::uint32_t unk11
Definition: ActorState.h:111
 
FLY_STATE flyState
Definition: ActorState.h:113
 
std::uint32_t movingBack
Definition: ActorState.h:101
 
std::uint32_t running
Definition: ActorState.h:107
 
std::uint32_t movingRight
Definition: ActorState.h:103
 
std::uint32_t movingLeft
Definition: ActorState.h:104
 
KNOCK_STATE_ENUM knockState
Definition: ActorState.h:115
 
std::uint32_t sneaking
Definition: ActorState.h:109
 
std::uint32_t sprinting
Definition: ActorState.h:108
 
ATTACK_STATE_ENUM meleeAttackState
Definition: ActorState.h:116
 
ACTOR_LIFE_STATE lifeState
Definition: ActorState.h:114
 
std::uint32_t unk04
Definition: ActorState.h:105
 
Definition: ActorState.h:121
 
std::uint32_t forceRun
Definition: ActorState.h:125
 
std::uint32_t staggered
Definition: ActorState.h:134
 
std::uint32_t headTracking
Definition: ActorState.h:127
 
std::uint32_t talkingToPlayer
Definition: ActorState.h:124
 
std::uint32_t flightBlocked
Definition: ActorState.h:131
 
std::uint32_t wantBlocking
Definition: ActorState.h:130
 
std::uint32_t allowFlying
Definition: ActorState.h:133
 
std::uint32_t recoil
Definition: ActorState.h:132
 
WEAPON_STATE weaponState
Definition: ActorState.h:129
 
std::uint32_t forceSneak
Definition: ActorState.h:126
 
std::uint32_t reanimating
Definition: ActorState.h:128
 
std::uint32_t unk14
Definition: ActorState.h:135