TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_CAR -> TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_VEHICLE ~xp TASK_CHAR_SLIDE_TO_COORD -> TASK_PED_SLIDE_TO_COORD ~xp TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM -> TASK_PED_SLIDE_TO_COORD_AND_PLAY_ANIM ~xp TASK_CHAR_SLIDE_TO_COORD_HDG_RATE -> TASK_PED_SLIDE_TO_COORD_HDG_RATE ~xp TASK_WARP_CHAR_INTO_CAR_AS_DRIVER -> TASK_WARP_PED_INTO_VEHICLE ~xp TASK_CAR_MISSION_COORS_TARGET -> TASK_VEHICLE_MISSION_COORS_TARGET ~xp TASK_CAR_MISSION_COORS_TARGET_NOT_AGAINST_TRAFFIC -> TASK_VEHICLE_MISSION_COORS_TARGET_NOT_AGAINST_TRAFFIC ~xp TASK_TURN_CHAR_TO_FACE_COORD -> TASK_TURN_PED_TO_FACE_COORD ~xp TASK_CAR_DRIVE_TO_COORD -> TASK_VEHICLE_DRIVE_TO_COORD ~xp TASK_CAR_DRIVE_TO_COORD_NOT_AGAINST_TRAFFIC -> TASK_VEHICLE_DRIVE_TO_COORD_NOT_AGAINST_TRAFFIC ~xp TASK_LEAVE_CAR_AND_FLEE -> TASK_LEAVE_VEHICLE_AND_FLEE ~xp TASK_ENTER_CAR_AS_DRIVER -> TASK_ENTER_VEHICLE ~xp TASK_GO_TO_CHAR -> TASK_GO_TO_PED TASK_SMART_FLEE_CHAR -> TASK_SMART_FLEE_PED TASK_SMART_FLEE_CHAR_PREFERRING_PAVEMENTS -> TASK_SMART_FLEE_PED_PREFERRING_PAVEMENTS SET_PED_PATH_MAY_USE_CLIMBOVERS -> SET_PED_PATH_CAN_USE_CLIMBOVERS SET_PED_PATH_MAY_USE_LADDERS -> SET_PED_PATH_CAN_USE_LADDERS SET_PED_PATH_MAY_DROP_FROM_HEIGHT -> SET_PED_PATH_CAN_DROP_FROM_HEIGHT TASK_LOOK_AT_CHAR -> TASK_LOOK_AT_PED TASK_SET_CHAR_DECISION_MAKER -> TASK_SET_PED_DECISION_MAKER TASK_GOTO_CHAR_AIMING -> TASK_GOTO_PED_AIMING MODIFY_PED_MOVE_STATE -> SET_CURRENT_PED_MOVE_STATE MODIFY_CHAR_MOVE_STATE -> SET_CURRENT_PED_MOVE_STATE CLEAR_CHAR_TASKS_IMMEDIATELY -> CLEAR_PED_TASKS_IMMEDIATELY TASK_GOTO_CAR -> TASK_GOTO_VEHICLE TASK_FLEE_CHAR_ANY_MEANS -> TASK_FLEE_PED_ANY_MEANS TASK_SHOOT_AT_CHAR -> TASK_SHOOT_AT_PED TASK_WARP_PED_INTO_VEHICLE_AS_PASSENGER -> TASK_WARP_PED_INTO_VEHICLE TASK_WARP_CHAR_INTO_CAR_AS_PASSENGER -> TASK_WARP_PED_INTO_VEHICLE TASK_WARP_PED_INTO_VEHICLE_AS_DRIVER -> TASK_WARP_PED_INTO_VEHICLE DROP_OBJECT -> SET_PED_DROPS_OBJECT TASK_CAR_MISSION -> TASK_VEHICLE_MISSION TASK_CAR_MISSION_NOT_AGAINST_TRAFFIC -> TASK_VEHICLE_MISSION_NOT_AGAINST_TRAFFIC TASK_CAR_MISSION_PED_TARGET -> TASK_VEHICLE_MISSION_PED_TARGET TASK_CAR_TEMP_ACTION -> TASK_VEHICLE_TEMP_ACTION IS_CHAR_SITTING_IDLE -> IS_PED_SITTING_IDLE CHANGE_PED_SIT_IDLE_ANIM -> SET_PED_SIT_IDLE_ANIM CHANGE_CHAR_SIT_IDLE_ANIM -> SET_PED_SIT_IDLE_ANIM TASK_GOTO_CHAR_OFFSET -> TASK_GOTO_PED_OFFSET TASK_EVERYONE_LEAVE_CAR -> TASK_EVERYONE_LEAVE_VEHICLE CLEAR_CHAR_TASKS -> CLEAR_PED_TASKS CLEAR_CHAR_SECONDARY_TASK -> CLEAR_PED_SECONDARY_TASK TASK_CHAT_WITH_CHAR -> TASK_CHAT_WITH_PED TASK_SHUFFLE_TO_NEXT_CAR_SEAT -> TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT TASK_TURN_CHAR_TO_FACE_CHAR -> TASK_TURN_PED_TO_FACE_PED TASK_AIM_GUN_AT_CHAR -> TASK_AIM_GUN_AT_PED TASK_LEAVE_ANY_CAR -> TASK_LEAVE_ANY_VEHICLE TASK_CAR_DRIVE_WANDER -> TASK_VEHICLE_DRIVE_WANDER TASK_LEAVE_CAR -> TASK_LEAVE_VEHICLE TASK_LEAVE_CAR_DONT_CLOSE_DOOR -> TASK_LEAVE_VEHICLE_DONT_CLOSE_DOOR TASK_LEAVE_CAR_IN_DIRECTION -> TASK_LEAVE_VEHICLE_IN_DIRECTION TASK_LEAVE_CAR_IMMEDIATELY -> TASK_LEAVE_VEHICLE_IMMEDIATELY TASK_ENTER_VEHICLE_AS_DRIVER -> TASK_ENTER_VEHICLE TASK_ENTER_VEHICLE_AS_PASSENGER -> TASK_ENTER_VEHICLE TASK_ENTER_CAR_AS_PASSENGER -> TASK_ENTER_VEHICLE TASK_OPEN_PASSENGER_DOOR -> TASK_OPEN_VEHICLE_DOOR TASK_COMBAT -> TASK_COMBAT_PED TASK_COMBAT_TIMED -> TASK_COMBAT_PED_TIMED TASK_PUT_CHAR_DIRECTLY_INTO_COVER -> TASK_PUT_PED_DIRECTLY_INTO_COVER FLUSH_COVER_BLOCKING_AREAS -> REMOVE_ALL_COVER_BLOCKING_AREAS TASK_USE_NEAREST_SCENARIO_TO_POS -> TASK_USE_NEAREST_SCENARIO_TO_COORD TASK_USE_NEAREST_SCENARIO_TO_POS_WARP -> TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP TASK_COMBAT_HATED_TARGETS_AROUND_CHAR -> TASK_COMBAT_HATED_TARGETS_AROUND_PED TASK_COMBAT_HATED_TARGETS_AROUND_CHAR_TIMED -> TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED IS_CHAR_GETTING_UP -> IS_PED_GETTING_UP TASK_LOOK_ABOUT -> TASK_LOOK_ABOUT ~rc ADD_PED_QUEUE -> ADD_PED_QUEUE ~TR REMOVE_PED_QUEUE -> REMOVE_PED_QUEUE ~TR GET_PED_AT_HEAD_OF_QUEUE -> GET_PED_AT_HEAD_OF_QUEUE ~TR SET_ALTERNATIVE_HEAD_FOR_PED_QUEUE -> SET_ALTERNATIVE_HEAD_FOR_PED_QUEUE ~TR SET_PED_QUEUE_MEMBERSHIP_LIST -> SET_PED_QUEUE_MEMBERSHIP_LIST ~TR BEGIN_PED_QUEUE_MEMBERSHIP_LIST -> BEGIN_PED_QUEUE_MEMBERSHIP_LIST ~TR PED_QUEUE_CONSIDER_PEDS_WITH_FLAG_TRUE -> PED_QUEUE_CONSIDER_PEDS_WITH_FLAG_TRUE ~TR PED_QUEUE_CONSIDER_PEDS_WITH_FLAG_FALSE -> PED_QUEUE_CONSIDER_PEDS_WITH_FLAG_FALSE ~TR PED_QUEUE_REJECT_PEDS_WITH_FLAG_TRUE -> PED_QUEUE_REJECT_PEDS_WITH_FLAG_TRUE ~TR PED_QUEUE_REJECT_PEDS_WITH_FLAG_FALSE -> PED_QUEUE_REJECT_PEDS_WITH_FLAG_FALSE ~TR END_PED_QUEUE_MEMBERSHIP_LIST -> END_PED_QUEUE_MEMBERSHIP_LIST ~TR TASK_FALL_AND_GET_UP -> TASK_FALL_AND_GET_UP ~TR TASK_SHAKE_FIST -> TASK_SHAKE_FIST ~TR TASK_SCRATCH_HEAD -> TASK_SCRATCH_HEAD ~TR TASK_SPACE_SHIP_GO_TO_COORD -> TASK_SPACE_SHIP_GO_TO_COORD ~TR TASK_FLEE_POINT -> TASK_FLEE_POINT ~TR TASK_FLEE_CHAR -> TASK_FLEE_CHAR ~TR TASK_SMART_FLEE_POINT_PREFERRING_PAVEMENTS -> TASK_SMART_FLEE_POINT_PREFERRING_PAVEMENTS ~TR GET_PED_PATH_MAY_USE_CLIMBOVERS -> GET_PED_PATH_MAY_USE_CLIMBOVERS ~TR GET_PED_PATH_MAY_USE_LADDERS -> GET_PED_PATH_MAY_USE_LADDERS ~TR GET_PED_PATH_MAY_DROP_FROM_HEIGHT -> GET_PED_PATH_MAY_DROP_FROM_HEIGHT ~TR SET_PED_PATH_WILL_AVOID_DYNAMIC_OBJECTS -> SET_PED_PATH_WILL_AVOID_DYNAMIC_OBJECTS ~TR GET_PED_PATH_WILL_AVOID_DYNAMIC_OBJECTS -> GET_PED_PATH_WILL_AVOID_DYNAMIC_OBJECTS ~TR GET_NAVMESH_ROUTE_RESULT -> GET_NAVMESH_ROUTE_RESULT ~TR TASK_PLAY_ANIM_UPPER_BODY -> TASK_PLAY_ANIM_UPPER_BODY ~TR TASK_PLAY_ANIM_FACIAL -> TASK_PLAY_ANIM_FACIAL ~TR TASK_PLAY_ANIM_NON_INTERRUPTABLE -> TASK_PLAY_ANIM_NON_INTERRUPTABLE ~TR TASK_PLAY_ANIM_SECONDARY -> TASK_PLAY_ANIM_SECONDARY ~TR TASK_PLAY_ANIM_SECONDARY_UPPER_BODY -> TASK_PLAY_ANIM_SECONDARY_UPPER_BODY ~TR TASK_PLAY_ANIM_SECONDARY_IN_CAR -> TASK_PLAY_ANIM_SECONDARY_IN_CAR ~TR TASK_PLAY_ANIM_SECONDARY_NO_INTERRUPT -> TASK_PLAY_ANIM_SECONDARY_NO_INTERRUPT ~TR TASK_PLAY_ANIM_WITH_ADVANCED_FLAGS -> TASK_PLAY_ANIM_WITH_ADVANCED_FLAGS ~TR TASK_PLAY_ANIM_WITH_FLAGS -> TASK_PLAY_ANIM_WITH_FLAGS ~TR TASK_PLAY_ANIM_READY_TO_BE_EXECUTED -> TASK_PLAY_ANIM_READY_TO_BE_EXECUTED ~TR TASK_HAND_GESTURE -> TASK_HAND_GESTURE ~TR IS_CHAR_USING_MAP_ATTRACTOR -> IS_CHAR_USING_MAP_ATTRACTOR ~TR SET_GUNSHOT_SENSE_RANGE_FOR_RIOT2 -> SET_GUNSHOT_SENSE_RANGE_FOR_RIOT2 ~TR TASK_USE_CLOSEST_MAP_ATTRACTOR -> TASK_USE_CLOSEST_MAP_ATTRACTOR ~TR TASK_WALK_ALONGSIDE_CHAR -> TASK_WALK_ALONGSIDE_CHAR ~TR GET_SOUND_LEVEL_AT_COORDS -> GET_SOUND_LEVEL_AT_COORDS ~TR TASK_FOLLOW_FOOTSTEPS -> TASK_FOLLOW_FOOTSTEPS ~TR TASK_GREET_PARTNER -> TASK_GREET_PARTNER ~TR TASK_FOLLOW_PATROL_ROUTE -> TASK_FOLLOW_PATROL_ROUTE ~TR TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM_HDG_RATE -> TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM_HDG_RATE ~TR TASK_SWIM_TO_COORD -> TASK_SWIM_TO_COORD ~TR TASK_COMPLEX_PICKUP_OBJECT -> TASK_COMPLEX_PICKUP_OBJECT ~TR TASK_JETPACK -> TASK_JETPACK ~TR GET_SEQUENCE_PROGRESS_RECURSIVE -> GET_SEQUENCE_PROGRESS_RECURSIVE ~TR MODIFY_CHAR_MOVE_BLEND_RATIO -> MODIFY_CHAR_MOVE_BLEND_RATIO ~TR CAN_PED_DO_SHIMMY_HERE -> CAN_PED_DO_SHIMMY_HERE ~TR TASK_SHIMMY_CLIMB_UP -> TASK_SHIMMY_CLIMB_UP ~TR CAN_PED_SHIMMY_IN_DIRECTION -> CAN_PED_SHIMMY_IN_DIRECTION ~TR ATTACH_PED_TO_SHIMMY_EDGE -> ATTACH_PED_TO_SHIMMY_EDGE ~TR EXTEND_PATROL_ROUTE -> EXTEND_PATROL_ROUTE ~TR FLUSH_PATROL_ROUTE -> FLUSH_PATROL_ROUTE ~TR TASK_CAR_MISSION_PED_TARGET_NOT_AGAINST_TRAFFIC -> TASK_CAR_MISSION_PED_TARGET_NOT_AGAINST_TRAFFIC ~TR TASK_SIT_DOWN_PLAY_ANIM -> TASK_SIT_DOWN_PLAY_ANIM ~TR TASK_DIVE_FROM_ATTACHMENT_AND_GET_UP -> TASK_DIVE_FROM_ATTACHMENT_AND_GET_UP ~TR TASK_TOGGLE_PED_THREAT_SCANNER -> TASK_TOGGLE_PED_THREAT_SCANNER ~TR TASK_DIVE_AND_GET_UP -> TASK_DIVE_AND_GET_UP ~TR TASK_DESTROY_CAR -> TASK_DESTROY_CAR ~TR TASK_OPEN_DRIVER_DOOR -> TASK_OPEN_DRIVER_DOOR ~TR TASK_SAY -> TASK_SAY ~TR SET_EVENT_PRECEDENCE -> SET_EVENT_PRECEDENCE ~TR CLEAR_EVENT_PRECEDENCE -> CLEAR_EVENT_PRECEDENCE ~TR TASK_SEEK_COVER_TO_OBJECT -> TASK_SEEK_COVER_TO_OBJECT ~TR TASK_LEAVE_GROUP -> TASK_LEAVE_GROUP ~TR TASK_HOLSTERING_WEAPON -> TASK_HOLSTERING_WEAPON ~TR