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ePedResetFlags.json
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ePedResetFlags.json
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{
"0": {
"name": "FallenDown",
"rockstarDescription": "decides whether to ik rotate body to match ground angle"
},
"1": {
"name": "DontRenderThisFrame",
"rockstarDescription": "force ped to stop rendering this frame (for example - drive task can stop peds rendering inside buses)"
},
"2": {
"name": "IsDrowning"
},
"3": {
"name": "PedHitWallLastFrame"
},
"4": {
"name": "UsingMobilePhone"
},
"5": {
"name": "BlockMovementAnims",
"rockstarDescription": "completely disable processing of on-foot movement anim blending for this frame"
},
"6": {
"name": "ZeroDesiredMoveBlendRatios",
"rockstarDescription": "zero out all inputs to movement system this frame, causing ped to stop moving"
},
"7": {
"name": "DontChangeMbrInSimpleMoveDoNothing",
"rockstarDescription": "If this is set, then CTaskSimpleMoveDoNothing will not reset desired moveblendratio to zero this frame."
},
"8": {
"name": "FollowingRoute",
"rockstarDescription": "whether this ped is following a route of some sort - used to let simplest goto task pull the ped back onto their current route segment"
},
"9": {
"name": "TakingRouteSplineCorner",
"rockstarDescription": "whether the ped is cornering via a spline curve, which will take them off their route linesegment"
},
"10": {
"name": "Wandering"
},
"11": {
"name": "ProcessPhysicsTasks",
"rockstarDescription": "do we need to call process physics for (main) tasks this frame"
},
"12": {
"name": "ProcessPreRender2",
"rockstarDescription": "do we need to call ProcessPreRender2 for tasks"
},
"13": {
"name": "SetLastMatrixDone"
},
"14": {
"name": "FiringWeapon",
"rockstarDescription": "set when ped fires any weapon, so script can check the flag"
},
"15": {
"name": "SearchingForCover",
"rockstarDescription": "Set if the ped is likely to be searching for cover, used by the navmesh to load coverpoints around interested peds"
},
"16": {
"name": "KeepCoverPoint",
"rockstarDescription": "Set if the ped wants to keep their current cover point this frame, otherwise it gets released"
},
"17": {
"name": "IsClimbing",
"rockstarDescription": "If the ped is climbing, shimmying or on a ladder. Stops ProcessProbes() from happening."
},
"18": {
"name": "IsJumping",
"rockstarDescription": "is the ped jumping."
},
"19": {
"name": "IsLanding",
"rockstarDescription": "is landing after being in the air"
},
"20": {
"name": "CullExtraFarAway",
"rockstarDescription": "flag Ai can set to make ped get culled further away (used for roadblock cops, crimials...)"
},
"21": {
"name": "DontActivateRagdollFromAnyPedImpactReset"
},
"22": {
"name": "ForceScriptControlledRagdoll"
},
"23": {
"name": "TaskUseKinematicPhysics",
"rockstarDescription": "For use by tasks - puts the ped into Kinematic physics mode. In this mode the ped will push other objects our of the way, but not be physically affected by them"
},
"24": {
"name": "TemporarilyBlockWeaponSwitching",
"rockstarDescription": "Stop weapon switch processing"
},
"25": {
"name": "DoNotClampFootIk",
"rockstarDescription": "Stop clamping the foot IK. Maybe the clamps should be parameters of the IK manager, but apparently that is to be refactored in future"
},
"26": {
"name": "MoveBlend_bFleeTaskRunning",
"rockstarDescription": "TASK_SMART_FLEE, or TASK_COMPLEX_LEAVE_CAR_AND_FLEE"
},
"27": {
"name": "IsAiming",
"rockstarDescription": "TASK_GUN or TASK_USE_COVER"
},
"28": {
"name": "MoveBlend_bTaskComplexGunRunning",
"rockstarDescription": "TASK_COMPLEX_GUN (only)"
},
"29": {
"name": "MoveBlend_bMeleeTaskRunning",
"rockstarDescription": "TASK_COMPLEX_MELEE"
},
"30": {
"name": "MoveBlend_bCopSearchTaskRunning",
"rockstarDescription": "TASK_COMPLEX_SEARCH_FOR_PED_ON_FOOT"
},
"31": {
"name": "PatrollingInVehicle",
"rockstarDescription": "ped is patrolling in a vehicle, likely meaning they are swat or police"
},
"32": {
"name": "RaiseVelocityChangeLimit"
},
"33": {
"name": "DimTargetReticule"
},
"34": {
"name": "IsWalkingRoundPlayer",
"rockstarDescription": "Whether this ped is walking around another ped (one frame latency)"
},
"35": {
"name": "GestureAnimsAllowed"
},
"36": {
"name": "VisemeAnimsBlocked",
"rockstarDescription": "Blocks viseme anims from playing"
},
"37": {
"name": "AmbientAnimsBlocked",
"rockstarDescription": "Blocks new ambient idles from starting."
},
"38": {
"name": "KnockedToTheFloorByPlayer"
},
"39": {
"name": "RandomisePointsDuringNavigation"
},
"40": {
"name": "Prevent180SkidTurns"
},
"41": {
"name": "IsOnAssistedMovementRoute"
},
"42": {
"name": "ApplyVelocityDirectly",
"rockstarDescription": "Should we apply the velocity directly to the physics collider or go through the force solver?"
},
"43": {
"name": "DisablePlayerLockon"
},
"44": {
"name": "ResetMoveGroupAfterRagdoll",
"rockstarDescription": "If true, will reset the temp anim group when not ragdolling"
},
"45": {
"name": "DisablePedConstraints",
"rockstarDescription": "Allow the ped to rotate around freely"
},
"46": {
"name": "DisablePlayerJumping",
"rockstarDescription": "Disables player jumping if true. Reset in ResetPostPhysics, as it will be set via script",
"rockstarCodeComment": "Disable jumping (exclusive from climbing)."
},
"47": {
"name": "DisablePlayerVaulting",
"rockstarDescription": "Disables player vaulting/climbing if true.",
"rockstarCodeComment": "Disable climbing / vaulting (but not auto-vault, that's a seperate flag)."
},
"48": {
"name": "DisableAsleepImpulse",
"rockstarDescription": "Disable the code that pushes peds which fall asleep in the air"
},
"49": {
"name": "ForcePostCameraAIUpdate"
},
"50": {
"name": "ForcePostCameraAnimUpdate"
},
"51": {
"name": "ePostCameraAnimUpdateUseZeroTimestep"
},
"52": {
"name": "CollideWithGlassRagdoll"
},
"53": {
"name": "CollideWithGlassWeapon"
},
"54": {
"name": "SyncDesiredHeadingToCurrentHeading"
},
"55": {
"name": "AllowUpdateIfNoCollisionLoaded",
"rockstarCodeComment": "Don't freeze this ped for not having bounds loaded around it"
},
"56": {
"name": "InternalWalkingRndPlayer"
},
"57": {
"name": "PlacingCharge",
"rockstarDescription": "Setting Bomb (firing weapon is set also)"
},
"58": {
"name": "ScriptDisableSecondaryAnimationTasks",
"rockstarDescription": "Disable upper body animtion tasks such as shove ped and open door anims",
"rockstarCodeComment": "Disable upper body animtion tasks such as shove ped and open door anims"
},
"59": {
"name": "SearchingForClimb"
},
"60": {
"name": "SearchingForDoors",
"rockstarCodeComment": "Will check for the closest door in proximity and store it off"
},
"61": {
"name": "WanderingStoppedForOtherPed"
},
"62": {
"name": "SupressGunfireEvents",
"rockstarCodeComment": "Supresses AI generating fire events, so civilians wont be shocked or react, for use in a shooting range for example"
},
"63": {
"name": "InfiniteStamina",
"rockstarDescription": "Currently just for mounts, but could be expanded to anything with stamina",
"rockstarCodeComment": "Currently just for mounts, but could be expanded to anything with stamina"
},
"64": {
"name": "BlockWeaponReactionsUnlessDead",
"rockstarDescription": "Stops ragdoll and nm behaviors triggering from weapon damage unless the ped has died.",
"rockstarCodeComment": "Stops the ped from reacting to damage events (such as shots / fires, etc). The ped will still take damage while this flag is active. Note: this does not block explosion reactions."
},
"65": {
"name": "ForcePlayerFiring",
"rockstarCodeComment": "Forces player to fire even if they aren't pressing fire"
},
"66": {
"name": "InCoverFacingLeft",
"rockstarDescription": "set when exiting the cover state saying if we are facing left"
},
"67": {
"name": "ForcePeekFromCover",
"rockstarDescription": "if set the ped will go into peeking if they are already in cover",
"rockstarCodeComment": "Forces an actor that is in cover to continue (or start if they haven't yet) peeking"
},
"68": {
"name": "NotAllowedToChangeCrouchState",
"rockstarDescription": "if set the ped will not be allowed to change their crouch state"
},
"69": {
"name": "ForcePedToStrafe",
"rockstarDescription": "forces a ped to strafe",
"rockstarCodeComment": "Forces an actor to strafe"
},
"70": {
"name": "ForceMeleeStrafingAnims",
"rockstarDescription": "forces a ped to use the melee strafing anims when strafing"
},
"71": {
"name": "UseKinematicPhysics",
"rockstarDescription": "To be used by scripts - puts the ped into Kinematic physics mode. In this mode the ped will push other objects our of the way, but not be physically affected by them",
"rockstarCodeComment": "Enables kinematic physics mode on this ped. This stops other physical objects from pushing the ped around, and causes the ped to push any physical objects out of its way when it moves into them."
},
"72": {
"name": "ClearLockonTarget",
"rockstarDescription": "Clears the player's lockon target next frame",
"rockstarCodeComment": "Clear the players lockon target next frame"
},
"73": {
"name": "CanPedSeeHatedPedBeingUsed",
"rockstarDescription": "Activates can ped see hated ped generating events even when blocking of non-temp events is on"
},
"74": {
"name": "InstantBlendToAim",
"rockstarDescription": "Makes the ped performa an instant blend to aim if starting a gun task this frame"
},
"75": {
"name": "ForceImprovedIdleTurns",
"rockstarDescription": "Forces the ped to use an improved idle turning system that should help him turn to face more quickly"
},
"76": {
"name": "HitPedWithWeapon",
"rockstarDescription": "set when damage is inflicted by this ped on another ped"
},
"77": {
"name": "ForcePedToUseScripCamHeading",
"rockstarDescription": "forces a ped to the scripted camera heading instead of gameplay",
"rockstarCodeComment": "forces a ped to the scripted camera heading instead of gameplay"
},
"78": {
"name": "ProcessProbesWhenExtractingZ",
"rockstarDescription": "makes the capsule physics push the ped out of the ground even when extracting z"
},
"79": {
"name": "KeepDesiredCoverPoint",
"rockstarDescription": "should the ped keep their desired cover point this frame"
},
"80": {
"name": "HasProcessedCornering",
"rockstarDescription": "whether the ped has already processed slowing down for this corner"
},
"81": {
"name": "StandingOnForkliftForks",
"rockstarDescription": "Set when the ped standing capsule hits the forklift forks."
},
"82": {
"name": "AimWeaponReactionRunning",
"rockstarDescription": "ped is running the reaction task this frame"
},
"83": {
"name": "InContactWithFoliage",
"rockstarDescription": "ped is in contact with GTA_FOLIAGE_TYPE bounds"
},
"84": {
"name": "ForceExplosionCollisions",
"rockstarDescription": "ped will always collide with explosions, even when collision is off"
},
"85": {
"name": "IgnoreTargetsCoverForLOS",
"rockstarDescription": "when checking LOS against targets this ped will ignore their cover (if the cover exists)",
"rockstarCodeComment": "When doing LOS checks to other peds we won't use the cover vantage position as the \"target\" position"
},
"86": {
"name": "BlockAnimatedWeaponReactions",
"rockstarDescription": "Ped should not play animated damager reactions while this flag is set"
},
"87": {
"name": "DisablePedCapsule",
"rockstarDescription": "Removes the ped capsule from the physics simulation"
},
"88": {
"name": "DisableCrouchWhileInCover",
"rockstarDescription": "Force the crouch flag to return true while in cover.",
"rockstarCodeComment": "Force the crouch flag to return true while in cover."
},
"89": {
"name": "IncreasedAvoidanceRadius",
"rockstarDescription": "Adds extra 2m onto the radius other peds use to avoid this ped during local steering."
},
"90": {
"name": "UNUSED_REPLACE_ME"
},
"91": {
"name": "ForceRunningSpeedForFragSmashing",
"rockstarDescription": "Can be set by designers to force the ped to smash more easily through frags.",
"rockstarCodeComment": "Forces a ped to apply forces to frags as if running on contact, to guarantee peds will smash through frag objects when playing custom anims"
},
"92": {
"name": "EnableMoverAnimationWhileAttached",
"rockstarDescription": "While flagged, any mover animation will be applied to the offset of the attachment."
},
"93": {
"name": "NoTimeDelayBeforeShot",
"rockstarDescription": "While flagged, The time delay before a player can fire after aiming is 0"
},
"94": {
"name": "SearchingForAutoVaultClimb",
"rockstarDescription": "inform climb code we are doing an autovault"
},
"95": {
"name": "ExtraLongWeaponRange",
"rockstarDescription": "Extends the range of a peds weapons to 250m",
"rockstarCodeComment": "Force the bullets gun range to increase to 250m"
},
"96": {
"name": "ForcePlayerToEnterVehicleThroughDirectDoorOnly",
"rockstarDescription": "Forces the player to only use direct access when entering vehicles",
"rockstarCodeComment": "Forces the player to only use direct access when entering vehicles"
},
"97": {
"name": "TaskCullExtraFarAway",
"rockstarDescription": "Can be set by ai tasks on the main task tree to disable a ped getting cull from a vehicle.",
"rockstarCodeComment": "Disable a ped getting cull from a vehicle from pretend occupants."
},
"98": {
"name": "IsVaulting",
"rockstarDescription": "Set the entire time CTaskVault is running."
},
"99": {
"name": "IsParachuting",
"rockstarDescription": "Set the entire time CTaskParachute is running."
},
"100": {
"name": "SuppressSlowingForCorners",
"rockstarDescription": "If set this will prevent the ped from slowing down to take corners this frame"
},
"101": {
"name": "DisableProcessProbes",
"rockstarDescription": "Disables processing of probes."
},
"102": {
"name": "DisablePlayerAutoVaulting",
"rockstarCodeComment": "If this flag is set on a ped it will not attempt to autovault"
},
"103": {
"name": "DisableGaitReduction"
},
"104": {
"name": "ExitVehicleTaskFinishedThisFrame"
},
"105": {
"name": "RequiresLegIk"
},
"106": {
"name": "JayWalking",
"rockstarDescription": "If set then the ped is jay walking and a vehicle is allowed to run him over."
},
"107": {
"name": "UseBulletPenetration",
"rockstarDescription": "Ped will use bullet penetration code.",
"rockstarCodeComment": "If this flag is set on a ped it will use the bullet shoot through code"
},
"108": {
"name": "ForceAimAtHead",
"rockstarDescription": "Force all attackers to target the head of this ped",
"rockstarCodeComment": "Force all attackers to target the head of this ped"
},
"109": {
"name": "IsInStationaryScenario",
"rockstarDescription": "In a scenario and not moving",
"rockstarCodeComment": "Inform avoidance code that this ped isn't going anywhere and should be steered around rather than waited for"
},
"110": {
"name": "TemporarilyBlockWeaponEquipping",
"rockstarDescription": "Stop weapon equipping"
},
"111": {
"name": "CoverOutroRunning",
"rockstarDescription": "TASK_AIM_GUN_FROM_COVER_OUTRO"
},
"112": {
"name": "DisableSeeThroughChecksWhenTargeting",
"rockstarDescription": "Any targeting LoS checks will fail if any materials with 'see through' materials found.",
"rockstarCodeComment": "Any targeting LoS checks will fail if any materials with 'see through' materials found."
},
"113": {
"name": "PuttingOnHelmet",
"rockstarDescription": "putting on helmet",
"rockstarCodeComment": "When set, the ped is putting on a helmet. DONT SET THIS only query it"
},
"114": {
"name": "AllowPullingPedOntoRoute",
"rockstarDescription": "allows goto task to apply heading in order to pull a ped back onto their route"
},
"115": {
"name": "ApplyAnimatedVelocityWhilstAttached",
"rockstarDescription": "Allows attachment offsets to be updated from animated velocities"
},
"116": {
"name": "AICoverEntryRunning",
"rockstarDescription": "TASK_ENTER_COVER : State_PlayAIEntryAnim"
},
"117": {
"name": "ResponseAfterScenarioPanic",
"rockstarDescription": "The ped is entering threat response after panic exiting a scenario."
},
"118": {
"name": "IsNearDoor",
"rockstarDescription": "Ped is near a non-vehicle door"
},
"119": {
"name": "DisableTorsoSolver"
},
"120": {
"name": "PanicInVehicle",
"rockstarCodeComment": "When set, the ped will play panic animations if in a vehicle"
},
"121": {
"name": "DisableDynamicCapsuleRadius",
"rockstarDescription": "Turn off dynamic adjustments to ped capsules"
},
"122": {
"name": "IsRappelling",
"rockstarDescription": "Is currently in a rappel task"
},
"123": {
"name": "SkipReactInReactAndFlee",
"rockstarDescription": "When this ped goes to ThreatResponse, play the flee transition but not the reaction clip if fleeing."
},
"124": {
"name": "CannotBeTargeted",
"rockstarDescription": "Will prevent this ped from being a part of any other peds target list",
"rockstarCodeComment": "When set, this ped cannot be added to the targeting list of AI peds, will be removed if already in the list and is thought of as not able to be attacked"
},
"125": {
"name": "IsFalling",
"rockstarDescription": "Ped is in pure fall state (i.e. no parachuting, landing etc included"
},
"126": {
"name": "ForceInjuryAfterStunned",
"rockstarDescription": "Forces this ped to the injured state after being stunned",
"rockstarCodeComment": "Forces this ped to the injured state after being stunned"
},
"127": {
"name": "HurtThisFrame",
"rockstarDescription": "The ped has entered the hurt state this frame"
},
"128": {
"name": "BlockWeaponFire",
"rockstarDescription": "Prevent the ped from shooting a weapon",
"rockstarCodeComment": "Prevent the ped from shooting a weapon"
},
"129": {
"name": "ExpandPedCapsuleFromSkeleton",
"rockstarDescription": "Set the ped capsule radius based on skeleton",
"rockstarCodeComment": "Set the ped capsule radius based on skeleton"
},
"130": {
"name": "DisableWeaponLaserSight",
"rockstarDescription": "Toggle the weapon laser sight off for this frame",
"rockstarCodeComment": "Toggle the weapon laser sight off for this frame"
},
"131": {
"name": "PedExitedVehicleThisFrame",
"rockstarDescription": "Set when ped gets set out of vehicle"
},
"132": {
"name": "SearchingForDropDown",
"rockstarDescription": "Ped is seatching for drop down"
},
"133": {
"name": "UseTighterTurnSettings",
"rockstarDescription": "Ped should use tighter turn settings in human locomotion motion task"
},
"134": {
"name": "DisableArmSolver",
"rockstarDescription": "Disable the arm solver this frame"
},
"135": {
"name": "DisableHeadSolver"
},
"136": {
"name": "DisableLegSolver"
},
"137": {
"name": "DisableTorsoReactSolver"
},
"138": {
"name": "ForcePreCameraAIUpdate"
},
"139": {
"name": "TasksNeedProcessMoveSignalCalls",
"rockstarDescription": "Set when peds require calls to ProcessMoveSignals(), for AI timeslicing to work with Move"
},
"140": {
"name": "ShootFromGround"
},
"141": {
"name": "NoCollisionMovementMode",
"rockstarDescription": "Set when a ped is moving in an area where collisions with fixed geometry are unlikely. The ped's physics will not be forced to activate."
},
"142": {
"name": "IsNearLaddder",
"rockstarDescription": "Ped is near top of a ladder"
},
"143": {
"name": "SkipAimingIdleIntro"
},
"144": {
"name": "IgnoredByAutoOpenDoors",
"rockstarDescription": "Set this for a ped to be ignored by the auto opened doors when checking to see if the door should be opened."
},
"145": {
"name": "BlockIkWeaponReactions",
"rockstarDescription": "Ped should not play Ik damager reactions while this flag is set"
},
"146": {
"name": "FirstPhysicsUpdate",
"rockstarDescription": "Ped was just created this frame"
},
"147": {
"name": "SpawnedThisFrameByAmbientPopulation",
"rockstarDescription": "Ped was spawned this frame"
},
"148": {
"name": "DisableRootSlopeFixupSolver"
},
"149": {
"name": "SuspendInitiatedMeleeActions",
"rockstarDescription": "Temporarily suspend any melee actions this frame (does not include hit reactions). Use PCF_DisableMelee to turn it off completely",
"rockstarCodeComment": "Temporarily suspend any melee actions this frame (does not include hit reactions). Use PCF_DisableMelee to turn it off completely"
},
"150": {
"name": "SuppressInAirEvent",
"rockstarDescription": "Prevents ped from getting the in air event the next frame",
"rockstarCodeComment": "Prevents ped from getting the in air event the next frame"
},
"151": {
"name": "AllowTasksIncompatibleWithMotion",
"rockstarDescription": "If set, ped will skip CheckTasksAreCompatibleWithMotion",
"rockstarCodeComment": "If set, allows ped to have tasks incompatible with its current motion"
},
"152": {
"name": "IsEnteringOrExitingVehicle",
"rockstarDescription": "TASK_ENTER_VEHICLE or TASK_EXIT_VEHICLE"
},
"153": {
"name": "PlayerOnHorse",
"rockstarDescription": "TASK_PLAYER_ON_HORSE"
},
"154": {
"name": "HasGunTaskWithAimingState",
"rockstarDescription": "Ped is running TASK_GUN and task's state is State_Aim"
},
"155": {
"name": "SuppressLethalMeleeActions",
"rockstarDescription": "This will suppress any melee action that is considered lethal (RA_IS_LETHAL, defined in action_table.meta)",
"rockstarCodeComment": "This will suppress any melee action that is considered lethal (RA_IS_LETHAL, defined in action_table.meta)"
},
"156": {
"name": "InstantBlendToAimFromScript",
"rockstarCodeComment": "Blend straight into an aim instantly, if starting a gun task this frame"
},
"157": {
"name": "IsStillOnBicycle"
},
"158": {
"name": "IsSittingAndCycling"
},
"159": {
"name": "IsStandingAndCycling"
},
"160": {
"name": "IsDoingCoverAimOutro"
},
"161": {
"name": "ApplyCoverWeaponBlockingOffsets"
},
"162": {
"name": "IsInLowCover"
},
"163": {
"name": "AmbientIdleAndBaseAnimsBlocked",
"rockstarDescription": "Blocks ambient idles and base animations from playing."
},
"164": {
"name": "UseAlternativeWhenBlock",
"rockstarDescription": "If set, ped will use alternative aiming/firing anims"
},
"165": {
"name": "ForceLowLodWaterCheck",
"rockstarDescription": "If set, the ped will always force probe for being in water when in low LOD mode."
},
"166": {
"name": "MakeHeadInvisible",
"rockstarDescription": "If set, scale the head of the ped to 0.001",
"rockstarCodeComment": "If set, scale the head of the ped to 0.001"
},
"167": {
"name": "NoAutoRunWhenFiring",
"rockstarDescription": "Don't auto run when NoAutoRunWhenFiring is set.",
"rockstarCodeComment": "Don't auto run when NoAutoRunWhenFiring is set"
},
"168": {
"name": "PermitEventDuringScenarioExit",
"rockstarDescription": "Ignore certain aspects (FOV checks, etc) of AffectsPedCore() on some events while the ped is playing a scenario exit."
},
"169": {
"name": "DisableSteeringAroundVehicles",
"rockstarDescription": "Enables/disables the low-level steering behaviour around vehicles"
},
"170": {
"name": "DisableSteeringAroundPeds",
"rockstarDescription": "Enables/disables the low-level steering behaviour around peds"
},
"171": {
"name": "DisableSteeringAroundObjects",
"rockstarDescription": "Enables/disables the low-level steering behaviour around objects"
},
"172": {
"name": "DisableSteeringAroundNavMeshEdges",
"rockstarDescription": "Enables/disables the low-level steering behaviour around nav mesh edges",
"rockstarCodeComment": "Don't let this ped take navmesh edges into account when performing their low-level steering/avoidance code"
},
"173": {
"name": "WantsToEnterVehicleFromCover"
},
"174": {
"name": "WantsToEnterCover"
},
"175": {
"name": "WantsToEnterVehicleFromAiming"
},
"176": {
"name": "CapsuleBeingPushedByVehicle"
},
"177": {
"name": "DisableTakeOffParachutePack",
"rockstarCodeComment": "Disable taking off the parachute pack"
},
"178": {
"name": "IsCallingPolice"
},
"179": {
"name": "ForceCombatTaunt",
"rockstarDescription": "Forces a combat taunt for peds using the insult special ability.",
"rockstarCodeComment": "If this ped has the INSULT special ability, and this flag is set, he will always use the combat taunt when the special is activated"
},
"180": {
"name": "IgnoreCombatTaunts",
"rockstarCodeComment": "This ped will ignore combat taunts"
},
"181": {
"name": "SkipAiUpdateProcessControl",
"rockstarDescription": "True if we've already run this ped's AI and can skip it from within ProcessControl"
},
"182": {
"name": "OverridePhysics",
"rockstarDescription": "A reset flag that disables collision and gravity on the ped and drives entity positions and rotations directly, rather than going through the physics update."
},
"183": {
"name": "WasPhysicsOverridden",
"rockstarDescription": "True if physics was overriden during the last update."
},
"184": {
"name": "BlockWeaponHoldingAnims",
"rockstarDescription": "Block any onfoot weapon holding anims."
},
"185": {
"name": "DisableMoveTaskHeadingAdjustments",
"rockstarDescription": "True if the ped's movement task should not adjust the heading of the ped."
},
"186": {
"name": "DisableBodyLookSolver"
},
"187": {
"name": "PreventAllMeleeTakedowns",
"rockstarDescription": "Will temporarily prevent any takedown from being performed on this ped",
"rockstarCodeComment": "Will temporarily prevent any takedown from being performed on this ped"
},
"188": {
"name": "PreventFailedMeleeTakedowns",
"rockstarDescription": "Will temporarily prevent any failed takedowns from being performed on this ped",
"rockstarCodeComment": "Will temporarily prevent any failed takedown from being performed on this ped"
},
"189": {
"name": "IsPedalling"
},
"190": {
"name": "UseTighterAvoidanceSettings",
"rockstarDescription": "Ped should use tighter avoidance settings in navigation task",
"rockstarCodeComment": "Will temporarily force min avoidance on this ped. will brush other peds but avoid a bit"
},
"191": {
"name": "IsHigherPriorityClipControllingPed",
"rockstarDescription": "True if the active task on the main task tree is taking responsibility for the mover track"
},
"192": {
"name": "VehicleCrushingRagdoll",
"rockstarDescription": "Set to true if a vehicle is pressing downward on the ragdoll"
},
"193": {
"name": "OnActivationUpdate",
"rockstarDescription": "Ped was just activated this frame"
},
"194": {
"name": "ForceMotionStateLeaveDesiredMBR",
"rockstarDescription": "Set this to disable setting the desired move blendratio when forcing the motion state. Usefull for forcing a flee start, etc"
},
"195": {
"name": "DisableDropDowns",
"rockstarDescription": "Disable drop downs for this ped",
"rockstarCodeComment": "Disable drop downs for this ped"
},
"196": {
"name": "InContactWithBIGFoliage",
"rockstarDescription": "ped is in contact with GTA_FOLIAGE_TYPE bounds that are large and the player can be hidden"
},
"197": {
"name": "DisableTakeOffScubaGear",
"rockstarCodeComment": "Disable taking off the scuba gear"
},
"198": {
"name": "DisableCellphoneAnimations",
"rockstarDescription": "tells taskmobile phone to Blends out move network and prevents it from blending in"
},
"199": {
"name": "IsExitingVehicle",
"rockstarDescription": "TASK_EXIT_VEHICLE"
},
"200": {
"name": "DisableActionMode",
"rockstarDescription": "Disables combat anims for ped",
"rockstarCodeComment": "Disable combat anims for ped."
},
"201": {
"name": "EquippedWeaponChanged",
"rockstarDescription": "Equipped weapon changed this frame"
},
"202": {
"name": "TouchingOverhang",
"rockstarDescription": "Some part appears to be contrained downwards"
},
"203": {
"name": "TooSteepForPlayer",
"rockstarDescription": "We're standing on something flagged too steep for the player to stand on"
},
"204": {
"name": "BlockSecondaryAnim",
"rockstarDescription": "Block any secondary scripted task animations playing on this ped"
},
"205": {
"name": "IsInCombat",
"rockstarDescription": "This ped is running the combat task"
},
"206": {
"name": "UseHeadOrientationForPerception",
"rockstarDescription": "Will use the ped's head orientation for perception tests",
"rockstarCodeComment": "Use the ped's head orientation for perception tests"
},
"207": {
"name": "IsDoingDriveby",
"rockstarDescription": "This ped is running a driveby gun or projectile task"
},
"208": {
"name": "IsEnteringCover",
"rockstarDescription": "This ped is running a cover entry task"
},
"209": {
"name": "ForceMovementScannerCheck",
"rockstarDescription": "Set to make CStaticMovementScanner::Scan() check for collisions as if we were moving"
},
"210": {
"name": "DisableJumpRagdollOnCollision",
"rockstarDescription": "If true, the player will no longer auto-ragdoll when colliding with objects, peds, etc. while jumping",
"rockstarCodeComment": "The player will no longer auto-ragdoll when colliding with objects, peds, etc. while jumping"
},
"211": {
"name": "IsBeingMeleeHomedByPlayer",
"rockstarDescription": "Set on the target ped in melee if the player is homing towards them"
},
"212": {
"name": "ShouldLaunchBicycleThisFrame",
"rockstarDescription": "This ped should launch the bicycle this frame"
},
"213": {
"name": "CanDoBicycleWheelie",
"rockstarDescription": "This ped can do a bicycle wheelie"
},
"214": {
"name": "ForceProcessPhysicsUpdateEachSimStep",
"rockstarDescription": "If true, ProcessPhysics() will execute completely for each physics simulation step"
},
"215": {
"name": "DisablePedCapsuleMapCollision",
"rockstarDescription": "Disables collision between the ped capsule and the map (usefull in cases where the entity position is being tightly controlled outside of physics, e.g. by an animation)"
},
"216": {
"name": "DisableSeatShuffleDueToInjuredDriver",
"rockstarDescription": "If true, motion in vehicle task won't shuffle to the driver seat just because the driver is injured"
},
"217": {
"name": "DisableParachuting",
"rockstarCodeComment": "Disable parachuting for the ped"
},
"218": {
"name": "ProcessPostMovement",
"rockstarDescription": "do we need to call ProcessPostMovement for tasks"
},
"219": {
"name": "ProcessPostCamera",
"rockstarDescription": "do we need to call ProcessPostCamera for tasks"
},
"220": {
"name": "ProcessPostPreRender",
"rockstarDescription": "do we need to call ProcessPostPreRender for tasks"
},
"221": {
"name": "PreventBicycleFromLeaningOver"
},
"222": {
"name": "KeepParachutePackOnAfterTeleport",
"rockstarCodeComment": "Keep the parachute pack on after a teleport"
},
"223": {
"name": "DontRaiseFistsWhenLockedOn",
"rockstarCodeComment": "Whether or not you want the player ped to use the new front melee logic in TODO #981120"
},
"224": {
"name": "PreferMeleeBodyIkHitReaction",
" rockstarDescription1": "This will prefer all melee hit reactions to use body ik hit reactions if ragdoll is not selected",
"rockstarCodeComment": "This will prefer all melee hit reactions to use body ik hit reactions if ragdoll is not selected"
},
"225": {
"name": "ProcessPhysicsTasksMotion",
"rockstarDescription": "do we need to call process physics for motion tasks this frame"
},
"226": {
"name": "ProcessPhysicsTasksMovement",
"rockstarDescription": "do we need to call process physics for movement tasks this frame"
},
"227": {
"name": "DisableFriendlyGunReactAudio",
"rockstarDescription": "If set, disables friendly responses to gunshots/being aimed at.",
"rockstarCodeComment": "If set, disables friendly responses to gunshots/being aimed at."
},
"228": {
"name": "DisableAgitationTriggers",
"rockstarCodeComment": "Disables agitation triggers"
},
"229": {
"name": "ForceForwardTransitionInReactAndFlee",
"rockstarDescription": "If set, force CTaskReactAndFlee to use a forward facing flee transition"
},
"230": {
"name": "IsEnteringVehicle",
"rockstarDescription": "TASK_ENTER_VEHICLE"
},
"231": {
"name": "DoNotSkipNavMeshTrackerUpdate",
"rockstarDescription": "If set we will not allow the NavMeshTracker update to be skipped this frame."
},
"232": {
"name": "RagdollOnVehicle",
"rockstarDescription": "Set to true when the ragdoll is lying on top of a vehicle (note- hands, feet, forearms and shins are not included in the test)"
},
"233": {
"name": "BlockRagdollActivationInVehicle"
},
"234": {
"name": "DisableNMForRiverRapids",
"rockstarDescription": "If set, disable NM reactions to fast moving water",
"rockstarCodeComment": "Disable NM reactions to fast moving water for this ped"
},
"235": {
"name": "IsInWrithe",
"rockstarDescription": "If set, the ped is on the ground writhing and might start shooting from ground"
},
"236": {
"name": "PreventGoingIntoStillInVehicleState",
"rockstarDescription": "If set, the ped will not go into the still in vehicle pose",
"rockstarCodeComment": "If set, the ped will not go into the still in vehicle pose"
},
"237": {
"name": "UseFastEnterExitVehicleRates",
"rockstarDescription": "If set, the ped will get in and out of vehicles faster",
"rockstarCodeComment": "If set, the ped will get in and out of vehicles faster (same as in mp)"
},
"238": {
"name": "DisableGroundAttachment",
"rockstarDescription": "If set, the ped won't attach to a ground physical when his physics disables (useful for cutscenes, etc)"
},
"239": {
"name": "DisableAgitation",
"rockstarCodeComment": "Disables agitation"
},
"240": {
"name": "DisableTalk",
"rockstarCodeComment": "Disables talking"
},
"241": {
"name": "InterruptedToQuickStartEngine"
},
"242": {
"name": "PedEnteredFromLeftEntry"
},
"243": {
"name": "IsDiving"
},
"244": {
"name": "DisableVehicleImpacts"
},
"245": {
"name": "DeepVehicleImpacts"
},
"246": {
"name": "DisablePedCapsuleControl"
},
"247": {
"name": "UseProbeSlopeStairsDetection",
"rockstarCodeComment": "Uses more expensive slope/stairs detection"
},
"248": {
"name": "DisableVehicleDamageReactions",
"rockstarCodeComment": "Disables vehicle damage reactions"
},
"249": {
"name": "DisablePotentialBlastReactions",
"rockstarCodeComment": "Disables potential blast reactions"
},
"250": {
"name": "OnlyAllowLeftArmDoorIk",
"rockstarCodeComment": "When set along side open door ik, will only use the left hand"
},
"251": {
"name": "OnlyAllowRightArmDoorIk",
"rockstarCodeComment": "When set along side open door ik, will only use the left hand"
},
"252": {
"name": "ForceProcessPedStandingUpdateEachSimStep",