#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: