#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: