CPed review, part 1
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@@ -451,9 +451,7 @@ public:
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uint32 bVehExitWillBeInstant : 1;
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uint32 bHasAlreadyBeenRecorded : 1;
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uint32 bFallenDown : 1;
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#ifdef PED_SKIN
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uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this
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#endif
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uint32 bDontAcceptIKLookAts : 1;
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uint32 bReachedAttractorHeadingTarget : 1;
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uint32 bTurnedAroundOnAttractor : 1;
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@@ -513,10 +511,7 @@ public:
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CEntity* m_pEventEntity;
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float m_fAngleToEvent;
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AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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#ifdef PED_SKIN
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// stored inside the clump with non-skin ped
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RpAtomic *m_pWeaponModel;
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#endif
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AssocGroupId m_animGroup;
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CAnimBlendAssociation *m_pVehicleAnim;
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CVector2D m_vecAnimMoveDelta;
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@@ -579,8 +574,7 @@ public:
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CAccident *m_lastAccident;
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uint32 m_nPedType;
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CPedStats *m_pedStats;
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float m_fleeFromPosX;
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float m_fleeFromPosY;
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CVector2D m_fleeFromPos;
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CEntity *m_fleeFrom;
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uint32 m_fleeTimer;
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CEntity* m_threatEx; // TODO(Miami): What is this?
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