unsignedintbGetUpAnimStarted:1;// don't want to play getup anim if under something
unsignedintbDoBloodyFootprints:1;// unsigned int bIsLeader :1;
unsignedintbDontDragMeOutCar:1;
unsignedintbStillOnValidPoly:1;// set if the polygon the ped is on is still valid for collision
unsignedintbAllowMedicsToReviveMe:1;
unsignedintbResetWalkAnims:1;
unsignedintbOnBoat:1;// flee but only using nodes
unsignedintbBusJacked:1;// flee but only using nodes
unsignedintbFadeOut:1;// set if you want ped to fade out
unsignedintbKnockedUpIntoAir:1;// has ped been knocked up into the air by a car collision
unsignedintbHitSteepSlope:1;// has ped collided/is standing on a steep slope (surface type)
unsignedintbCullExtraFarAway:1;// special ped only gets culled if it's extra far away (for roadblocks)
unsignedintbTryingToReachDryLand:1;// has ped just exited boat and trying to get to dry land
unsignedintbCollidedWithMyVehicle:1;
unsignedintbRichFromMugging:1;// ped has lots of cash cause they've been mugging people
unsignedintbChrisCriminal:1;// Is a criminal as killed during Chris' police mission (should be counted as such)
unsignedintbShakeFist:1;// test shake hand at look entity
unsignedintbNoCriticalHits:1;// ped cannot be killed by a single bullet
unsignedintbHasAlreadyBeenRecorded:1;// Used for replays
unsignedintbUpdateMatricesRequired:1;// if PedIK has altered bones so matrices need updated this frame
unsignedintbFleeWhenStanding:1;//
unsignedintbMiamiViceCop:1;//
unsignedintbMoneyHasBeenGivenByScript:1;//
unsignedintbHasBeenPhotographed:1;//
unsignedintbIsDrowning:1;
unsignedintbDrownsInWater:1;
unsignedintbHeadStuckInCollision:1;
unsignedintbDeadPedInFrontOfCar:1;
unsignedintbStayInCarOnJack:1;
unsignedintbDontFight:1;
unsignedintbDoomAim:1;
unsignedintbCanBeShotInVehicle:1;
unsignedintbPushedAlongByCar:1;// ped is getting pushed along by car collision (so don't take damage from horz velocity)
unsignedintbNeverEverTargetThisPed:1;
unsignedintbThisPedIsATargetPriority:1;
unsignedintbCrouchWhenScared:1;
unsignedintbKnockedOffBike:1;
unsignedintbDonePositionOutOfCollision:1;
unsignedintbDontRender:1;
unsignedintbHasBeenAddedToPopulation:1;
unsignedintbHasJustLeftCar:1;
unsignedintbIsInDisguise:1;
unsignedintbDoesntListenToPlayerGroupCommands:1;
unsignedintbIsBeingArrested:1;
unsignedintbHasJustSoughtCover:1;
unsignedintbKilledByStealth:1;
unsignedintbDoesntDropWeaponsWhenDead:1;
unsignedintbCalledPreRender:1;
unsignedintbBloodPuddleCreated:1;// Has a static puddle of blood been created yet
unsignedintbPartOfAttackWave:1;
unsignedintbClearRadarBlipOnDeath:1;
unsignedintbNeverLeavesGroup:1;// flag that we want to test 3 extra spheres on col model
unsignedintbTestForBlockedPositions:1;// this sets these indicator flags for various posisions on the front of the ped
unsignedintbRightArmBlocked:1;
unsignedintbLeftArmBlocked:1;
unsignedintbDuckRightArmBlocked:1;
unsignedintbMidriffBlockedForJump:1;
unsignedintbFallenDown:1;
unsignedintbUseAttractorInstantly:1;
unsignedintbDontAcceptIKLookAts:1;
unsignedintbHasAScriptBrain:1;
unsignedintbWaitingForScriptBrainToLoad:1;
unsignedintbHasGroupDriveTask:1;
unsignedintbCanExitCar:1;
unsignedintCantBeKnockedOffBike:2;// 0=Default(harder for mission peds) 1=Never 2=Always normal(also for mission peds)
unsignedintbHasBeenRendered:1;
unsignedintbIsCached:1;
unsignedintbPushOtherPeds:1;// GETS RESET EVERY FRAME - SET IN TASK: want to push other peds around (eg. leader of a group or ped trying to get in a car)
unsignedintbHasBulletProofVest:1;
unsignedintbUsingMobilePhone:1;
unsignedintbUpperBodyDamageAnimsOnly:1;
unsignedintbStuckUnderCar:1;
unsignedintbKeepTasksAfterCleanUp:1;// If true ped will carry on with task even after cleanup
unsignedintbIsDyingStuck:1;
unsignedintbIgnoreHeightCheckOnGotoPointTask:1;// set when walking round buildings, reset when task quits
unsignedintbForceDieInCar:1;
unsignedintbCheckColAboveHead:1;
unsignedintbIgnoreWeaponRange:1;
unsignedintbDruggedUp:1;
unsignedintbWantedByPolice:1;// if this is set, the cops will always go after this ped when they are doing a KillCriminal task
unsignedintbSignalAfterKill:1;
unsignedintbCanClimbOntoBoat:1;
unsignedintbPedHitWallLastFrame:1;// useful to store this so that AI knows (normal will still be available)