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#527000
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-- Variable defines.
-- You should never change this file.
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-- Used to make the PrintMessageAll and PrintMessage functions more readable
HUD_PRINTNOTIFY = 1
HUD_PRINTCONSOLE = 2
HUD_PRINTTALK = 3
HUD_PRINTCENTER = 4
-- When a player doesn't have a model this is reported as their model
-- YOU SHOULD NEVER CHANGE THIS VALUE IT'S JUST USED AS A MACRO SO WE
-- DON'T HAVE TO TYPE OUT THE FILENAME ALL THE TIME!
DEFAULT_PLAYER_MODEL = "models/player.mdl"
-- Team names so we don't have to remember numbers
TEAM_UNASSIGNED = 0 -- When there are no teams all players should be this
TEAM_SPECTATOR = 1 -- Not used
TEAM_BLUE = 2
TEAM_YELLOW = 3
TEAM_GREEN = 4
TEAM_RED = 5
-- Target ID Rules ( for use with _GameSetTargetIDRules )
TRGTID_NOENEMYHEALTH = 0
TRGTID_ENEMYHEALTH = 1
TRGTID_ENEMYONLY = 2
TRGTID_TEAMONLY = 3
TRGTID_ALL = 4
TRGTID_ALLNOHEALTH = 5
TRGTID_NONE = 6
-- Entity dispositions
D_ER = 0 -- Undefined - error
D_HT = 1 -- Hate
D_FR = 2 -- Fear
D_LI = 3 -- Like
D_NU = 4 -- Neutral
-- Observer modes
OBS_MODE_NONE = 0 -- not in spectator mode
OBS_MODE_DEATHCAM = 1 -- special mode for detah cam animation
OBS_MODE_FIXED = 2 -- view from a fixed camera position
OBS_MODE_IN_EYE = 3 -- follow a player in first perosn view
OBS_MODE_CHASE = 4 -- follow a player in third person view
OBS_MODE_ROAMING = 5 -- free roaming
-- IN KEYS
IN_ATTACK = 1
IN_JUMP = 2
IN_DUCK = 4
IN_FORWARD = 8
IN_BACK = 16
IN_USE = 32
IN_CANCEL = 64
IN_LEFT = 128
IN_RIGHT = 256
IN_MOVELEFT = 512
IN_MOVERIGHT = 1024
IN_ATTACK2 = 2048
IN_RUN = 4096
IN_RELOAD = 8192
IN_ALT1 = 16384
IN_ALT2 = 32768
IN_SCORE = 65536 -- Used by client.dll for when scoreboard is held down
IN_SPEED = 131072 -- Player is holding the speed key
IN_WALK = 262144 -- Player holding walk key
IN_ZOOM = 524288 -- Zoom key for HUD zoom
IN_WEAPON1 = 1048576 -- weapon defines these bits
IN_WEAPON2 = 2097152 -- weapon defines these bits
IN_BULLRUSH = 4194304
-- MOVETYPES
MOVETYPE_NONE = 0 -- never moves
MOVETYPE_ISOMETRIC = 1 -- For players -- in TF2 commander view, etc.
MOVETYPE_WALK = 2 -- Player only - moving on the ground
MOVETYPE_STEP = 3 -- gravity, special edge handling -- monsters use this
MOVETYPE_FLY = 4 -- No gravity, but still collides with stuff
MOVETYPE_FLYGRAVITY = 5 -- flies through the air + is affected by gravity
MOVETYPE_VPHYSICS = 6 -- uses VPHYSICS for simulation
MOVETYPE_PUSH = 7 -- no clip to world, push and crush
MOVETYPE_NOCLIP = 8 -- No gravity, no collisions, still do velocity/avelocity
MOVETYPE_LADDER = 9 -- Used by players only when going onto a ladder
MOVETYPE_OBSERVER = 10 -- Observer movement, depends on player's observer mode
MOVETYPE_CUSTOM = 11 -- Allows the entity to describe its own physics
-- MOVE COLLIDES
MOVECOLLIDE_DEFAULT = 0
MOVECOLLIDE_FLY_BOUNCE = 1 -- bounces, reflects, based on elasticity of surface and object - applies friction (adjust velocity)
MOVECOLLIDE_FLY_CUSTOM = 2 -- Touch() will modify the velocity however it likes
MOVECOLLIDE_FLY_SLIDE = 3 -- slides along surfaces (no bounce) - applies friciton (adjusts velocity)
-- SOLID TYPES
SOLID_NONE = 0 -- no solid model
SOLID_BSP = 1 -- a BSP tree
SOLID_BBOX = 2 -- an AABB
SOLID_OBB = 3 -- an OBB (not implemented yet)
SOLID_OBB_YAW = 4 -- an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5 -- Always call into the entity for tests
SOLID_VPHYSICS = 6
-- COLLISION GROUPS
COLLISION_GROUP_NONE = 0 --
COLLISION_GROUP_DEBRIS = 1 -- Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER = 2 -- Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS = 3 -- Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE = 4 -- Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER = 5 --
COLLISION_GROUP_BREAKABLE_GLASS = 6 --
COLLISION_GROUP_VEHICLE = 7 --
COLLISION_GROUP_PLAYER_MOVEMENT = 8 -- For HL2, same as Collision_Group_Player
COLLISION_GROUP_NPC = 9 -- Generic NPC group
COLLISION_GROUP_IN_VEHICLE = 10 -- for any entity inside a vehicle
COLLISION_GROUP_WEAPON = 11 -- for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP = 12 -- vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE = 13 -- Projectiles!
COLLISION_GROUP_DOOR_BLOCKER = 14 -- Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR = 15 -- Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING = 16 -- Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY = 17 -- Nonsolid on client and server, pushaway in player code
-- ACT sequences
ACT_RESET = 0
ACT_IDLE = 1
ACT_TRANSITION = 2
ACT_COVER = 3
ACT_COVER_MED = 4
ACT_COVER_LOW = 5
ACT_WALK = 6
ACT_WALK_AIM = 7
ACT_WALK_CROUCH = 8
ACT_WALK_CROUCH_AIM = 9
ACT_RUN = 10
ACT_RUN_AIM = 11
ACT_RUN_CROUCH = 12
ACT_RUN_CROUCH_AIM = 13
ACT_RUN_PROTECTED = 14
ACT_SCRIPT_CUSTOM_MOVE = 15
ACT_RANGE_ATTACK1 = 16 -- can use with _PlayerSetWeaponSequence
ACT_RANGE_ATTACK2 = 17
ACT_RANGE_ATTACK1_LOW = 18
ACT_RANGE_ATTACK2_LOW = 19
ACT_DIESIMPLE = 20
ACT_DIEBACKWARD = 21
ACT_DIEFORWARD = 22
ACT_DIEVIOLENT = 23
ACT_DIERAGDOLL = 24
ACT_FLY = 25
ACT_HOVER = 26
ACT_GLIDE = 27
ACT_SWIM = 28
ACT_JUMP = 29
ACT_HOP = 30
ACT_LEAP = 31
ACT_LAND = 32
ACT_CLIMB_UP = 33
ACT_CLIMB_DOWN = 34
ACT_CLIMB_DISMOUNT = 35
ACT_SHIPLADDER_UP = 36
ACT_SHIPLADDER_DOWN = 37
ACT_STRAFE_LEFT = 38
ACT_STRAFE_RIGHT = 39
ACT_ROLL_LEFT = 40
ACT_ROLL_RIGHT = 41
ACT_TURN_LEFT = 42
ACT_TURN_RIGHT = 43
ACT_CROUCH = 44
ACT_CROUCHIDLE = 45
ACT_STAND = 46
ACT_USE = 47
ACT_SIGNAL1 = 48
ACT_SIGNAL2 = 49
ACT_SIGNAL3 = 50
ACT_SIGNAL_ADVANCE = 51
ACT_SIGNAL_FORWARD = 52
ACT_SIGNAL_GROUP = 53
ACT_SIGNAL_HALT = 54
ACT_SIGNAL_LEFT = 55
ACT_SIGNAL_RIGHT = 56
ACT_SIGNAL_TAKECOVER = 57
ACT_LOOKBACK_RIGHT = 58
ACT_LOOKBACK_LEFT = 59
ACT_COWER = 60
ACT_SMALL_FLINCH = 61
ACT_BIG_FLINCH = 62
ACT_MELEE_ATTACK1 = 63
ACT_MELEE_ATTACK2 = 64
ACT_RELOAD = 65
ACT_RELOAD_LOW = 66
ACT_ARM = 67
ACT_DISARM = 68
ACT_PICKUP_GROUND = 69
ACT_PICKUP_RACK = 70
ACT_IDLE_ANGRY = 71
ACT_IDLE_RELAXED = 72
ACT_IDLE_STIMULATED = 73
ACT_IDLE_AGITATED = 74
ACT_WALK_RELAXED = 75
ACT_WALK_STIMULATED = 76
ACT_WALK_AGITATED = 77
ACT_RUN_RELAXED = 78
ACT_RUN_STIMULATED = 79
ACT_RUN_AGITATED = 80
ACT_IDLE_AIM_RELAXED = 81
ACT_IDLE_AIM_STIMULATED = 82
ACT_IDLE_AIM_AGITATED = 83
ACT_WALK_AIM_RELAXED = 84
ACT_WALK_AIM_STIMULATED = 85
ACT_WALK_AIM_AGITATED = 86
ACT_RUN_AIM_RELAXED = 87
ACT_RUN_AIM_STIMULATED = 88
ACT_RUN_AIM_AGITATED = 89
ACT_WALK_HURT = 90
ACT_RUN_HURT = 91
ACT_SPECIAL_ATTACK1 = 92
ACT_SPECIAL_ATTACK2 = 93
ACT_COMBAT_IDLE = 94
ACT_WALK_SCARED = 95
ACT_RUN_SCARED = 96
ACT_VICTORY_DANCE = 97
ACT_DIE_HEADSHOT = 98
ACT_DIE_CHESTSHOT = 99
ACT_DIE_GUTSHOT = 100
ACT_DIE_BACKSHOT = 101
ACT_FLINCH_HEAD = 102
ACT_FLINCH_CHEST = 103
ACT_FLINCH_STOMACH = 104
ACT_FLINCH_LEFTARM = 105
ACT_FLINCH_RIGHTARM = 106
ACT_FLINCH_LEFTLEG = 107
ACT_FLINCH_RIGHTLEG = 108
ACT_FLINCH_PHYSICS = 109
ACT_IDLE_ON_FIRE = 110
ACT_WALK_ON_FIRE = 111
ACT_RUN_ON_FIRE = 112
ACT_RAPPEL_LOOP = 113
ACT_180_LEFT = 114
ACT_180_RIGHT = 115
ACT_90_LEFT = 116
ACT_90_RIGHT = 117
ACT_STEP_LEFT = 118
ACT_STEP_RIGHT = 119
ACT_STEP_BACK = 120
ACT_STEP_FORE = 121
ACT_GESTURE_RANGE_ATTACK1 = 122
ACT_GESTURE_RANGE_ATTACK2 = 123
ACT_GESTURE_MELEE_ATTACK1 = 124
ACT_GESTURE_MELEE_ATTACK2 = 125
ACT_GESTURE_RANGE_ATTACK1_LOW = 126
ACT_GESTURE_RANGE_ATTACK2_LOW = 127
ACT_MELEE_ATTACK_SWING_GESTURE = 128
ACT_GESTURE_SMALL_FLINCH = 129
ACT_GESTURE_BIG_FLINCH = 130
ACT_GESTURE_FLINCH_BLAST = 131
ACT_GESTURE_FLINCH_HEAD = 132
ACT_GESTURE_FLINCH_CHEST = 133
ACT_GESTURE_FLINCH_STOMACH = 134
ACT_GESTURE_FLINCH_LEFTARM = 135
ACT_GESTURE_FLINCH_RIGHTARM = 136
ACT_GESTURE_FLINCH_LEFTLEG = 137
ACT_GESTURE_FLINCH_RIGHTLEG = 138
ACT_GESTURE_TURN_LEFT = 139
ACT_GESTURE_TURN_RIGHT = 140
ACT_GESTURE_TURN_LEFT45 = 141
ACT_GESTURE_TURN_RIGHT45 = 142
ACT_GESTURE_TURN_LEFT90 = 143
ACT_GESTURE_TURN_RIGHT90 = 144
ACT_GESTURE_TURN_LEFT45_FLAT = 145
ACT_GESTURE_TURN_RIGHT45_FLAT = 146
ACT_GESTURE_TURN_LEFT90_FLAT = 147
ACT_GESTURE_TURN_RIGHT90_FLAT = 148
ACT_BARNACLE_HIT = 149
ACT_BARNACLE_PULL = 150
ACT_BARNACLE_CHOMP = 151
ACT_BARNACLE_CHEW = 152
ACT_DO_NOT_DISTURB = 153
-- VIEW MODEL ANIMATIONS - use with _PlayerViewModelSequence
ACT_VM_DRAW = 154
ACT_VM_HOLSTER = 155
ACT_VM_IDLE = 156
ACT_VM_FIDGET = 157
ACT_VM_PULLBACK = 158
ACT_VM_PULLBACK_HIGH = 159
ACT_VM_PULLBACK_LOW = 160
ACT_VM_THROW = 161
ACT_VM_PULLPIN = 162
ACT_VM_PRIMARYATTACK = 163
ACT_VM_SECONDARYATTACK = 164
ACT_VM_RELOAD = 165
ACT_VM_DRYFIRE = 166
ACT_VM_HITLEFT = 167
ACT_VM_HITLEFT2 = 168
ACT_VM_HITRIGHT = 169
ACT_VM_HITRIGHT2 = 170
ACT_VM_HITCENTER = 171
ACT_VM_HITCENTER2 = 172
ACT_VM_MISSLEFT = 173
ACT_VM_MISSLEFT2 = 174
ACT_VM_MISSRIGHT = 175
ACT_VM_MISSRIGHT2 = 176
ACT_VM_MISSCENTER = 177
ACT_VM_MISSCENTER2 = 178
ACT_VM_HAULBACK = 179
ACT_VM_SWINGHARD = 180
ACT_VM_SWINGMISS = 181
ACT_VM_SWINGHIT = 182
ACT_VM_IDLE_TO_LOWERED = 183
ACT_VM_IDLE_LOWERED = 184
ACT_VM_LOWERED_TO_IDLE = 185
ACT_VM_RECOIL1 = 186
ACT_VM_RECOIL2 = 187
ACT_VM_RECOIL3 = 188
ACT_VM_ATTACH_SILENCER = 189
ACT_VM_DETACH_SILENCER = 190
ACT_SLAM_STICKWALL_IDLE = 191
ACT_SLAM_STICKWALL_ND_IDLE = 192
ACT_SLAM_STICKWALL_ATTACH = 193
ACT_SLAM_STICKWALL_ATTACH2 = 194
ACT_SLAM_STICKWALL_ND_ATTACH = 195
ACT_SLAM_STICKWALL_ND_ATTACH2 = 196
ACT_SLAM_STICKWALL_DETONATE = 197
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER = 198
ACT_SLAM_STICKWALL_DRAW = 199
ACT_SLAM_STICKWALL_ND_DRAW = 200
ACT_SLAM_STICKWALL_TO_THROW = 201
ACT_SLAM_STICKWALL_TO_THROW_ND = 202
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND = 203
ACT_SLAM_THROW_IDLE = 204
ACT_SLAM_THROW_ND_IDLE = 205
ACT_SLAM_THROW_THROW = 206
ACT_SLAM_THROW_THROW2 = 207
ACT_SLAM_THROW_THROW_ND = 208
ACT_SLAM_THROW_THROW_ND2 = 209
ACT_SLAM_THROW_DRAW = 210
ACT_SLAM_THROW_ND_DRAW = 211
ACT_SLAM_THROW_TO_STICKWALL = 212
ACT_SLAM_THROW_TO_STICKWALL_ND = 213
ACT_SLAM_THROW_DETONATE = 214
ACT_SLAM_THROW_DETONATOR_HOLSTER = 215
ACT_SLAM_THROW_TO_TRIPMINE_ND = 216
ACT_SLAM_TRIPMINE_IDLE = 217
ACT_SLAM_TRIPMINE_DRAW = 218
ACT_SLAM_TRIPMINE_ATTACH = 219
ACT_SLAM_TRIPMINE_ATTACH2 = 220
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND = 221
ACT_SLAM_TRIPMINE_TO_THROW_ND = 222
ACT_SLAM_DETONATOR_IDLE = 223
ACT_SLAM_DETONATOR_DRAW = 224
ACT_SLAM_DETONATOR_DETONATE = 225
ACT_SLAM_DETONATOR_HOLSTER = 226
ACT_SLAM_DETONATOR_STICKWALL_DRAW = 227
ACT_SLAM_DETONATOR_THROW_DRAW = 228
ACT_SHOTGUN_RELOAD_START = 229
ACT_SHOTGUN_RELOAD_FINISH = 230
ACT_SHOTGUN_PUMP = 231
ACT_SMG2_IDLE2 = 232
ACT_SMG2_FIRE2 = 233
ACT_SMG2_DRAW2 = 234
ACT_SMG2_RELOAD2 = 235
ACT_SMG2_DRYFIRE2 = 236
ACT_SMG2_TOAUTO = 237
ACT_SMG2_TOBURST = 238
ACT_PHYSCANNON_UPGRADE = 239
ACT_RANGE_ATTACK_AR1 = 240
ACT_RANGE_ATTACK_AR2 = 241
ACT_RANGE_ATTACK_AR2_LOW = 242
ACT_RANGE_ATTACK_AR2_GRENADE = 243
ACT_RANGE_ATTACK_HMG1 = 244
ACT_RANGE_ATTACK_ML = 245
ACT_RANGE_ATTACK_SMG1 = 246
ACT_RANGE_ATTACK_SMG1_LOW = 247
ACT_RANGE_ATTACK_SMG2 = 248
ACT_RANGE_ATTACK_SHOTGUN = 249
ACT_RANGE_ATTACK_SHOTGUN_LOW = 250
ACT_RANGE_ATTACK_PISTOL = 251
ACT_RANGE_ATTACK_PISTOL_LOW = 252
ACT_RANGE_ATTACK_SLAM = 253
ACT_RANGE_ATTACK_TRIPWIRE = 254
ACT_RANGE_ATTACK_THROW = 255
ACT_RANGE_ATTACK_SNIPER_RIFLE = 256
ACT_RANGE_ATTACK_RPG = 257
ACT_MELEE_ATTACK_SWING = 258
ACT_RANGE_AIM_LOW = 259
ACT_RANGE_AIM_SMG1_LOW = 260
ACT_RANGE_AIM_PISTOL_LOW = 261
ACT_RANGE_AIM_AR2_LOW = 262
ACT_COVER_PISTOL_LOW = 263
ACT_COVER_SMG1_LOW = 264
ACT_GESTURE_RANGE_ATTACK_AR1 = 265
ACT_GESTURE_RANGE_ATTACK_AR2 = 266
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE = 267
ACT_GESTURE_RANGE_ATTACK_HMG1 = 268
ACT_GESTURE_RANGE_ATTACK_ML = 269
ACT_GESTURE_RANGE_ATTACK_SMG1 = 270
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW = 271
ACT_GESTURE_RANGE_ATTACK_SMG2 = 272
ACT_GESTURE_RANGE_ATTACK_SHOTGUN = 273
ACT_GESTURE_RANGE_ATTACK_PISTOL = 274
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW = 275
ACT_GESTURE_RANGE_ATTACK_SLAM = 276
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE = 277
ACT_GESTURE_RANGE_ATTACK_THROW = 278
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE = 279
ACT_GESTURE_MELEE_ATTACK_SWING = 280
ACT_IDLE_RIFLE = 281
ACT_IDLE_SMG1 = 282
ACT_IDLE_ANGRY_SMG1 = 283
ACT_IDLE_PISTOL = 284
ACT_IDLE_ANGRY_PISTOL = 285
ACT_IDLE_ANGRY_SHOTGUN = 286
ACT_IDLE_PACKAGE = 287
ACT_WALK_PACKAGE = 288
ACT_IDLE_SUITCASE = 289
ACT_WALK_SUITCASE = 290
ACT_IDLE_SMG1_RELAXED = 291
ACT_IDLE_SMG1_STIMULATED = 292
ACT_WALK_RIFLE_RELAXED = 293
ACT_RUN_RIFLE_RELAXED = 294
ACT_WALK_RIFLE_STIMULATED = 295
ACT_RUN_RIFLE_STIMULATED = 296
ACT_IDLE_AIM_RIFLE_STIMULATED = 297
ACT_WALK_AIM_RIFLE_STIMULATED = 298
ACT_RUN_AIM_RIFLE_STIMULATED = 299
ACT_IDLE_SHOTGUN_RELAXED = 300
ACT_IDLE_SHOTGUN_STIMULATED = 301
ACT_IDLE_SHOTGUN_AGITATED = 302
ACT_WALK_ANGRY = 303
ACT_POLICE_HARASS1 = 304
ACT_POLICE_HARASS2 = 305
ACT_IDLE_MANNEDGUN = 306
ACT_IDLE_MELEE = 307
ACT_IDLE_ANGRY_MELEE = 308
ACT_IDLE_RPG_RELAXED = 309
ACT_IDLE_RPG = 310
ACT_IDLE_ANGRY_RPG = 311
ACT_COVER_LOW_RPG = 312
ACT_WALK_RPG = 313
ACT_RUN_RPG = 314
ACT_WALK_CROUCH_RPG = 315
ACT_RUN_CROUCH_RPG = 316
ACT_WALK_RPG_RELAXED = 317
ACT_RUN_RPG_RELAXED = 318
ACT_WALK_RIFLE = 319
ACT_WALK_AIM_RIFLE = 320
ACT_WALK_CROUCH_RIFLE = 321
ACT_WALK_CROUCH_AIM_RIFLE = 322
ACT_RUN_RIFLE = 323
ACT_RUN_AIM_RIFLE = 324
ACT_RUN_CROUCH_RIFLE = 325
ACT_RUN_CROUCH_AIM_RIFLE = 326
ACT_WALK_AIM_SHOTGUN = 327
ACT_RUN_AIM_SHOTGUN = 328
ACT_WALK_AIM_PISTOL = 329
ACT_RUN_AIM_PISTOL = 330
ACT_RELOAD_PISTOL = 331
ACT_RELOAD_PISTOL_LOW = 332
ACT_RELOAD_SMG1 = 333
ACT_RELOAD_SMG1_LOW = 334
ACT_GESTURE_RELOAD = 335
ACT_GESTURE_RELOAD_PISTOL = 336
ACT_GESTURE_RELOAD_SMG1 = 337
ACT_BUSY_LEAN_LEFT = 338
ACT_BUSY_LEAN_LEFT_ENTRY = 339
ACT_BUSY_LEAN_LEFT_EXIT = 340
ACT_BUSY_LEAN_BACK = 341
ACT_BUSY_LEAN_BACK_ENTRY = 342
ACT_BUSY_LEAN_BACK_EXIT = 343
ACT_BUSY_SIT_GROUND = 344
ACT_BUSY_SIT_GROUND_ENTRY = 345
ACT_BUSY_SIT_GROUND_EXIT = 346
ACT_BUSY_SIT_CHAIR = 347
ACT_BUSY_SIT_CHAIR_ENTRY = 348
ACT_BUSY_SIT_CHAIR_EXIT = 349
ACT_BUSY_STAND = 350
ACT_BUSY_QUEUE = 351
ACT_DIE_BARNACLE_SWALLOW = 352
ACT_GESTURE_BARNACLE_STRANGLE = 353
ACT_PHYSCANNON_DETACH = 354
ACT_DIE_FRONTSIDE = 355
ACT_DIE_RIGHTSIDE = 356
ACT_DIE_BACKSIDE = 357
ACT_DIE_LEFTSIDE = 358
ACT_OPEN_DOOR = 359
ACT_STARTDYING = 360
ACT_DYINGLOOP = 361
ACT_DYINGTODEAD = 362
ACT_RIDE_MANNED_GUN = 363
ACT_VM_SPRINT_ENTER = 364
ACT_VM_SPRINT_IDLE = 365
ACT_VM_SPRINT_LEAVE = 366
ACT_FIRE_START = 367
ACT_FIRE_LOOP = 368
ACT_FIRE_END = 369
ACT_CROUCHING_GRENADEIDLE = 370
ACT_CROUCHING_GRENADEREADY = 371
ACT_CROUCHING_PRIMARYATTACK = 372
ACT_OVERLAY_GRENADEIDLE = 373
ACT_OVERLAY_GRENADEREADY = 374
ACT_OVERLAY_PRIMARYATTACK = 375
ACT_OVERLAY_SHIELD_UP = 376
ACT_OVERLAY_SHIELD_DOWN = 377
ACT_OVERLAY_SHIELD_UP_IDLE = 378
ACT_OVERLAY_SHIELD_ATTACK = 379
ACT_OVERLAY_SHIELD_KNOCKBACK = 380
ACT_SHIELD_UP = 381
ACT_SHIELD_DOWN = 382
ACT_SHIELD_UP_IDLE = 383
ACT_SHIELD_ATTACK = 384
ACT_SHIELD_KNOCKBACK = 385
ACT_CROUCHING_SHIELD_UP = 386
ACT_CROUCHING_SHIELD_DOWN = 387
ACT_CROUCHING_SHIELD_UP_IDLE = 388
ACT_CROUCHING_SHIELD_ATTACK = 389
ACT_CROUCHING_SHIELD_KNOCKBACK = 390
ACT_TURNRIGHT45 = 391
ACT_TURNLEFT45 = 392
ACT_TURN = 393
ACT_OBJ_ASSEMBLING = 394
ACT_OBJ_DISMANTLING = 395
ACT_OBJ_STARTUP = 396
ACT_OBJ_RUNNING = 397
ACT_OBJ_IDLE = 398
ACT_OBJ_PLACING = 399
ACT_OBJ_DETERIORATING = 400
ACT_DEPLOY = 401
ACT_DEPLOY_IDLE = 402
ACT_UNDEPLOY = 403
ACT_GRENADE_ROLL = 404
ACT_GRENADE_TOSS = 405
ACT_HANDGRENADE_THROW1 = 406
ACT_HANDGRENADE_THROW2 = 407
ACT_HANDGRENADE_THROW3 = 408
ACT_SHOTGUN_IDLE_DEEP = 409
ACT_SHOTGUN_IDLE4 = 410
ACT_GLOCK_SHOOTEMPTY = 411
ACT_GLOCK_SHOOT_RELOAD = 412
ACT_RPG_DRAW_UNLOADED = 413
ACT_RPG_HOLSTER_UNLOADED = 414
ACT_RPG_IDLE_UNLOADED = 415
ACT_RPG_FIDGET_UNLOADED = 416
ACT_CROSSBOW_DRAW_UNLOADED = 417
ACT_CROSSBOW_IDLE_UNLOADED = 418
ACT_CROSSBOW_FIDGET_UNLOADED = 419
ACT_GAUSS_SPINUP = 420
ACT_GAUSS_SPINCYCLE = 421
ACT_TRIPMINE_GROUND = 422
ACT_TRIPMINE_WORLD = 423
ACT_VM_PRIMARYATTACK_SILENCED = 424
ACT_VM_RELOAD_SILENCED = 425
ACT_VM_DRYFIRE_SILENCED = 426
ACT_VM_IDLE_SILENCED = 427
ACT_VM_DRAW_SILENCED = 428
ACT_VM_IDLE_EMPTY_LEFT = 429
ACT_VM_DRYFIRE_LEFT = 430
ACT_PLAYER_IDLE_FIRE = 431
ACT_PLAYER_CROUCH_FIRE = 432
ACT_PLAYER_CROUCH_WALK_FIRE = 433
ACT_PLAYER_WALK_FIRE = 434
ACT_PLAYER_RUN_FIRE = 435
ACT_IDLETORUN = 436
ACT_RUNTOIDLE = 437
ACT_SPRINT = 438
ACT_GET_DOWN = 439
ACT_GET_UP = 440
ACT_PRONE_FORWARD = 441
ACT_PRONE_IDLE = 442
ACT_DEEPIDLE1 = 443
ACT_DEEPIDLE2 = 444
ACT_DEEPIDLE3 = 445
ACT_DEEPIDLE4 = 446
ACT_VM_RELOAD_DEPLOYED = 447
ACT_VM_RELOAD_IDLE = 448
ACT_VM_DRAW_EMPTY = 449
ACT_VM_PRIMARYATTACK_EMPTY = 450
ACT_VM_RELOAD_EMPTY = 451
ACT_VM_IDLE_EMPTY = 452
ACT_VM_IDLE_DEPLOYED_EMPTY = 453
ACT_VM_IDLE_8 = 454
ACT_VM_IDLE_7 = 455
ACT_VM_IDLE_6 = 456
ACT_VM_IDLE_5 = 457
ACT_VM_IDLE_4 = 458
ACT_VM_IDLE_3 = 459
ACT_VM_IDLE_2 = 460
ACT_VM_IDLE_1 = 461
ACT_VM_IDLE_DEPLOYED = 462
ACT_VM_IDLE_DEPLOYED_8 = 463
ACT_VM_IDLE_DEPLOYED_7 = 464
ACT_VM_IDLE_DEPLOYED_6 = 465
ACT_VM_IDLE_DEPLOYED_5 = 466
ACT_VM_IDLE_DEPLOYED_4 = 467
ACT_VM_IDLE_DEPLOYED_3 = 468
ACT_VM_IDLE_DEPLOYED_2 = 469
ACT_VM_IDLE_DEPLOYED_1 = 470
ACT_VM_UNDEPLOY = 471
ACT_VM_UNDEPLOY_8 = 472
ACT_VM_UNDEPLOY_7 = 473
ACT_VM_UNDEPLOY_6 = 474
ACT_VM_UNDEPLOY_5 = 475
ACT_VM_UNDEPLOY_4 = 476
ACT_VM_UNDEPLOY_3 = 477
ACT_VM_UNDEPLOY_2 = 478
ACT_VM_UNDEPLOY_1 = 479
ACT_VM_UNDEPLOY_EMPTY = 480
ACT_VM_DEPLOY = 481
ACT_VM_DEPLOY_8 = 482
ACT_VM_DEPLOY_7 = 483
ACT_VM_DEPLOY_6 = 484
ACT_VM_DEPLOY_5 = 485
ACT_VM_DEPLOY_4 = 486
ACT_VM_DEPLOY_3 = 487
ACT_VM_DEPLOY_2 = 488
ACT_VM_DEPLOY_1 = 489
ACT_VM_DEPLOY_EMPTY = 490
ACT_VM_PRIMARYATTACK_8 = 491
ACT_VM_PRIMARYATTACK_7 = 492
ACT_VM_PRIMARYATTACK_6 = 493
ACT_VM_PRIMARYATTACK_5 = 494
ACT_VM_PRIMARYATTACK_4 = 495
ACT_VM_PRIMARYATTACK_3 = 496
ACT_VM_PRIMARYATTACK_2 = 497
ACT_VM_PRIMARYATTACK_1 = 498
ACT_VM_PRIMARYATTACK_DEPLOYED = 499
ACT_VM_PRIMARYATTACK_DEPLOYED_8 = 500
ACT_VM_PRIMARYATTACK_DEPLOYED_7 = 501
ACT_VM_PRIMARYATTACK_DEPLOYED_6 = 502
ACT_VM_PRIMARYATTACK_DEPLOYED_5 = 503
ACT_VM_PRIMARYATTACK_DEPLOYED_4 = 504
ACT_VM_PRIMARYATTACK_DEPLOYED_3 = 505
ACT_VM_PRIMARYATTACK_DEPLOYED_2 = 506
ACT_VM_PRIMARYATTACK_DEPLOYED_1 = 507
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY = 508
ACT_DOD_DEPLOYED = 509
ACT_DOD_PRONE_DEPLOYED = 510
ACT_DOD_IDLE_ZOOMED = 511
ACT_DOD_WALK_ZOOMED = 512
ACT_DOD_CROUCH_ZOOMED = 513
ACT_DOD_CROUCHWALK_ZOOMED = 514
ACT_DOD_PRONE_ZOOMED = 515
ACT_DOD_PRONE_FORWARD_ZOOMED = 516
ACT_DOD_PRIMARYATTACK_DEPLOYED = 517
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED = 518
ACT_DOD_RELOAD_DEPLOYED = 519
ACT_DOD_RELOAD_PRONE_DEPLOYED = 520
ACT_DOD_PRIMARYATTACK_PRONE = 521
ACT_DOD_SECONDARYATTACK_PRONE = 522
ACT_DOD_RELOAD_PRONE = 523
ACT_DOD_STAND_AIM_PISTOL = 524
ACT_DOD_CROUCH_AIM_PISTOL = 525
ACT_DOD_CROUCHWALK_AIM_PISTOL = 526
ACT_DOD_WALK_AIM_PISTOL = 527
ACT_DOD_RUN_AIM_PISTOL = 528
ACT_DOD_PRONE_AIM_PISTOL = 529
ACT_DOD_STAND_AIM_RIFLE = 530
ACT_DOD_CROUCH_AIM_RIFLE = 531
ACT_DOD_CROUCHWALK_AIM_RIFLE = 532
ACT_DOD_WALK_AIM_RIFLE = 533
ACT_DOD_RUN_AIM_RIFLE = 534
ACT_DOD_PRONE_AIM_RIFLE = 535
ACT_DOD_STAND_AIM_BOLT = 536
ACT_DOD_CROUCH_AIM_BOLT = 537
ACT_DOD_CROUCHWALK_AIM_BOLT = 538
ACT_DOD_WALK_AIM_BOLT = 539
ACT_DOD_RUN_AIM_BOLT = 540
ACT_DOD_PRONE_AIM_BOLT = 541
ACT_DOD_STAND_AIM_TOMMY = 542
ACT_DOD_CROUCH_AIM_TOMMY = 543
ACT_DOD_CROUCHWALK_AIM_TOMMY = 544
ACT_DOD_WALK_AIM_TOMMY = 545
ACT_DOD_RUN_AIM_TOMMY = 546
ACT_DOD_PRONE_AIM_TOMMY = 547
ACT_DOD_STAND_AIM_MP40 = 548
ACT_DOD_CROUCH_AIM_MP40 = 549
ACT_DOD_CROUCHWALK_AIM_MP40 = 550
ACT_DOD_WALK_AIM_MP40 = 551
ACT_DOD_RUN_AIM_MP40 = 552
ACT_DOD_PRONE_AIM_MP40 = 553
ACT_DOD_STAND_AIM_MP44 = 554
ACT_DOD_CROUCH_AIM_MP44 = 555
ACT_DOD_CROUCHWALK_AIM_MP44 = 556
ACT_DOD_WALK_AIM_MP44 = 557
ACT_DOD_RUN_AIM_MP44 = 558
ACT_DOD_PRONE_AIM_MP44 = 559
ACT_DOD_STAND_AIM_GREASE = 560
ACT_DOD_CROUCH_AIM_GREASE = 561
ACT_DOD_CROUCHWALK_AIM_GREASE = 562
ACT_DOD_WALK_AIM_GREASE = 563
ACT_DOD_RUN_AIM_GREASE = 564
ACT_DOD_PRONE_AIM_GREASE = 565
ACT_DOD_STAND_AIM_MG = 566
ACT_DOD_CROUCH_AIM_MG = 567
ACT_DOD_CROUCHWALK_AIM_MG = 568
ACT_DOD_WALK_AIM_MG = 569
ACT_DOD_RUN_AIM_MG = 570
ACT_DOD_PRONE_AIM_MG = 571
ACT_DOD_STAND_AIM_30CAL = 572
ACT_DOD_CROUCH_AIM_30CAL = 573
ACT_DOD_CROUCHWALK_AIM_30CAL = 574
ACT_DOD_WALK_AIM_30CAL = 575
ACT_DOD_RUN_AIM_30CAL = 576
ACT_DOD_PRONE_AIM_30CAL = 577
ACT_DOD_STAND_AIM_GREN = 578
ACT_DOD_CROUCH_AIM_GREN = 579
ACT_DOD_CROUCHWALK_AIM_GREN = 580
ACT_DOD_WALK_AIM_GREN = 581
ACT_DOD_RUN_AIM_GREN = 582
ACT_DOD_PRONE_AIM_GREN = 583
ACT_DOD_STAND_AIM_KNIFE = 584
ACT_DOD_CROUCH_AIM_KNIFE = 585
ACT_DOD_CROUCHWALK_AIM_KNIFE = 586
ACT_DOD_WALK_AIM_KNIFE = 587
ACT_DOD_RUN_AIM_KNIFE = 588
ACT_DOD_PRONE_AIM_KNIFE = 589
ACT_DOD_STAND_AIM_SPADE = 590
ACT_DOD_CROUCH_AIM_SPADE = 591
ACT_DOD_CROUCHWALK_AIM_SPADE = 592
ACT_DOD_WALK_AIM_SPADE = 593
ACT_DOD_RUN_AIM_SPADE = 594
ACT_DOD_PRONE_AIM_SPADE = 595
ACT_DOD_STAND_AIM_BAZOOKA = 596
ACT_DOD_CROUCH_AIM_BAZOOKA = 597
ACT_DOD_CROUCHWALK_AIM_BAZOOKA = 598
ACT_DOD_WALK_AIM_BAZOOKA = 599
ACT_DOD_RUN_AIM_BAZOOKA = 600
ACT_DOD_PRONE_AIM_BAZOOKA = 601
ACT_DOD_STAND_AIM_PSCHRECK = 602
ACT_DOD_CROUCH_AIM_PSCHRECK = 603
ACT_DOD_CROUCHWALK_AIM_PSCHRECK = 604
ACT_DOD_WALK_AIM_PSCHRECK = 605
ACT_DOD_RUN_AIM_PSCHRECK = 606
ACT_DOD_PRONE_AIM_PSCHRECK = 607
ACT_DOD_STAND_ZOOM_TOMMY = 608
ACT_DOD_CROUCH_ZOOM_TOMMY = 609
ACT_DOD_CROUCHWALK_ZOOM_TOMMY = 610
ACT_DOD_WALK_ZOOM_TOMMY = 611
ACT_DOD_RUN_ZOOM_TOMMY = 612
ACT_DOD_PRONE_ZOOM_TOMMY = 613
ACT_DOD_STAND_ZOOM_BOLT = 614
ACT_DOD_CROUCH_ZOOM_BOLT = 615
ACT_DOD_CROUCHWALK_ZOOM_BOLT = 616
ACT_DOD_WALK_ZOOM_BOLT = 617
ACT_DOD_RUN_ZOOM_BOLT = 618
ACT_DOD_PRONE_ZOOM_BOLT = 619
ACT_DOD_STAND_ZOOM_BAZOOKA = 620
ACT_DOD_CROUCH_ZOOM_BAZOOKA = 621
ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA = 622
ACT_DOD_WALK_ZOOM_BAZOOKA = 623
ACT_DOD_RUN_ZOOM_BAZOOKA = 624
ACT_DOD_PRONE_ZOOM_BAZOOKA = 625
ACT_DOD_STAND_ZOOM_PSCHRECK = 626
ACT_DOD_CROUCH_ZOOM_PSCHRECK = 627
ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK = 628
ACT_DOD_WALK_ZOOM_PSCHRECK = 629
ACT_DOD_RUN_ZOOM_PSCHRECK = 630
ACT_DOD_PRONE_ZOOM_PSCHRECK = 631
ACT_DOD_DEPLOY_RIFLE = 632
ACT_DOD_DEPLOY_TOMMY = 633
ACT_DOD_DEPLOY_MG = 634
ACT_DOD_DEPLOY_30CAL = 635
ACT_DOD_PRONE_DEPLOY_RIFLE = 636
ACT_DOD_PRONE_DEPLOY_TOMMY = 637
ACT_DOD_PRONE_DEPLOY_MG = 638
ACT_DOD_PRONE_DEPLOY_30CAL = 639
ACT_DOD_PRIMARYATTACK_RIFLE = 640
ACT_DOD_SECONDARYATTACK_RIFLE = 641
ACT_DOD_PRIMARYATTACK_PRONE_RIFLE = 642
ACT_DOD_SECONDARYATTACK_PRONE_RIFLE = 643
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE = 644
ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE = 645
ACT_DOD_PRIMARYATTACK_BOLT = 646
ACT_DOD_SECONDARYATTACK_BOLT = 647
ACT_DOD_PRIMARYATTACK_PRONE_BOLT = 648
ACT_DOD_SECONDARYATTACK_PRONE_BOLT = 649
ACT_DOD_PRIMARYATTACK_TOMMY = 650
ACT_DOD_PRIMARYATTACK_PRONE_TOMMY = 651
ACT_DOD_PRIMARYATTACK_DEPLOYED_TOMMY = 652
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_TOMMY = 653
ACT_DOD_PRIMARYATTACK_MP40 = 654
ACT_DOD_PRIMARYATTACK_PRONE_MP40 = 655
ACT_DOD_PRIMARYATTACK_MP44 = 656
ACT_DOD_PRIMARYATTACK_PRONE_MP44 = 657
ACT_DOD_PRIMARYATTACK_GREASE = 658
ACT_DOD_PRIMARYATTACK_PRONE_GREASE = 659
ACT_DOD_PRIMARYATTACK_PISTOL = 660
ACT_DOD_PRIMARYATTACK_PRONE_PISTOL = 661
ACT_DOD_PRIMARYATTACK_MG = 662
ACT_DOD_PRIMARYATTACK_PRONE_MG = 663
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG = 664
ACT_DOD_PRIMARYATTACK_DEPLOYED_MG = 665
ACT_DOD_PRIMARYATTACK_30CAL = 666
ACT_DOD_PRIMARYATTACK_PRONE_30CAL = 667
ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL = 668
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL = 669
ACT_DOD_PRIMARYATTACK_GREN = 670
ACT_DOD_SECONDARYATTACK_GREN = 671
ACT_DOD_PRIMARYATTACK_PRONE_GREN = 672
ACT_DOD_PRIMARYATTACK_KNIFE = 673
ACT_DOD_PRIMARYATTACK_PRONE_KNIFE = 674
ACT_DOD_PRIMARYATTACK_SPADE = 675
ACT_DOD_PRIMARYATTACK_PRONE_SPADE = 676
ACT_DOD_PRIMARYATTACK_BAZOOKA = 677
ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA = 678
ACT_DOD_PRIMARYATTACK_PSCHRECK = 679
ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK = 680
ACT_DOD_RELOAD_GARAND = 681
ACT_DOD_RELOAD_K43 = 682
ACT_DOD_RELOAD_BAR = 683
ACT_DOD_RELOAD_MP40 = 684
ACT_DOD_RELOAD_MP44 = 685
ACT_DOD_RELOAD_BOLT = 686
ACT_DOD_RELOAD_M1CARBINE = 687
ACT_DOD_RELOAD_THOMPSON = 688
ACT_DOD_RELOAD_GREASEGUN = 689
ACT_DOD_RELOAD_PISTOL = 690
ACT_DOD_RELOAD_FG42 = 691
ACT_DOD_RELOAD_BAZOOKA = 692
ACT_DOD_ZOOMLOAD_BAZOOKA = 693
ACT_DOD_RELOAD_PSCHRECK = 694
ACT_DOD_ZOOMLOAD_PSCHRECK = 695
ACT_DOD_RELOAD_DEPLOYED_FG42 = 696
ACT_DOD_RELOAD_DEPLOYED_30CAL = 697
ACT_DOD_RELOAD_DEPLOYED_MG42 = 698
ACT_DOD_RELOAD_DEPLOYED_MG34 = 699
ACT_DOD_RELOAD_DEPLOYED_BAR = 700
ACT_DOD_RELOAD_PRONE_PISTOL = 701
ACT_DOD_RELOAD_PRONE_GARAND = 702
ACT_DOD_RELOAD_PRONE_M1CARBINE = 703
ACT_DOD_RELOAD_PRONE_BOLT = 704
ACT_DOD_RELOAD_PRONE_K43 = 705
ACT_DOD_RELOAD_PRONE_MP40 = 706
ACT_DOD_RELOAD_PRONE_MP44 = 707
ACT_DOD_RELOAD_PRONE_BAR = 708
ACT_DOD_RELOAD_PRONE_GREASEGUN = 709
ACT_DOD_RELOAD_PRONE_THOMPSON = 710
ACT_DOD_RELOAD_PRONE_FG42 = 711
ACT_DOD_RELOAD_PRONE_BAZOOKA = 712
ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA = 713
ACT_DOD_RELOAD_PRONE_PSCHRECK = 714
ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK = 715
ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR = 716
ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 = 717
ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL = 718
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG42 = 719
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 = 720
ACT_DOD_PRONE_ZOOM_FORWARD_TOMMY = 721
ACT_DOD_PRONE_ZOOM_FORWARD_BOLT = 722
ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA = 723
ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK = 724
ACT_DOD_HS_STICKTOGETHER = 725
ACT_DOD_HS_FALLBACK = 726
ACT_DOD_HS_NO = 727
ACT_DOD_HS_YES = 728
ACT_DOD_HS_SNIPER = 729
ACT_DOD_HS_BACKUP = 730
ACT_DOD_HS_ENEMYRIGHT = 731
ACT_DOD_HS_ENEMYLEFT = 732
ACT_DOD_HS_GRENADE = 733
ACT_DOD_HS_FLANKLEFT = 734
ACT_DOD_HS_MOVEOUT = 735
ACT_DOD_HS_FLANKRIGHT = 736
ACT_DOD_HS_AREACLEAR = 737
ACT_DOD_HS_COVERINGFIRE = 738
ACT_DOD_HS_TAKECOVER = 739
ACT_DOD_HS_HOLDPOS = 740
ACT_DOD_HS_SPREADOUT = 741
ACT_DOD_HS_ENEMYSPOTTED = 742
ACT_DOD_HS_DISPLACE = 743
ACT_DOD_HS_PREPARE = 744
ACT_DOD_HS_GOGOGO = 745
ACT_DOD_HS_ENEMYAHEAD = 746
ACT_DOD_HS_ENEMYBEHIND = 747
ACT_DOD_HS_MGAHEAD = 748
ACT_DOD_HS_MOVEUPMG = 749
ACT_DOD_HS_CEASEFIRE = 750
ACT_DOD_HS_USEGRENS = 751
ACT_DOD_HS_PRONE_MOVEOUT = 752
ACT_DOD_HS_PRONE_FLANKLEFT = 753
ACT_DOD_HS_PRONE_FLANKRIGHT = 754
ACT_DOD_HS_PRONE_BACKUP = 755
ACT_DOD_HS_PRONE_AREACLEAR = 756
ACT_DOD_HS_PRONE_FALLBACK = 757
ACT_DOD_HS_PRONE_SNIPER = 758
ACT_DOD_HS_PRONE_YES = 759
ACT_DOD_HS_PRONE_NO = 760
ACT_DOD_HS_PRONE_ENEMYLEFT = 761
ACT_DOD_HS_PRONE_ENEMYRIGHT = 762
ACT_DOD_HS_PRONE_GRENADE = 763
ACT_DOD_HS_PRONE_COVERINGFIRE = 764
ACT_DOD_HS_PRONE_HOLDPOS = 765
ACT_DOD_HS_PRONE_SPREADOUT = 766
ACT_DOD_HS_PRONE_STICKTOGETHER = 767
ACT_DOD_HS_PRONE_TAKECOVER = 768
ACT_DOD_HS_PRONE_ENEMYSPOTTED = 769
ACT_DOD_HS_PRONE_DISPLACE = 770
ACT_DOD_HS_PRONE_PREPARE = 771
ACT_DOD_HS_PRONE_GOGOGO = 772
ACT_DOD_HS_PRONE_ENEMYAHEAD = 773
ACT_DOD_HS_PRONE_ENEMYBEHIND = 774
ACT_DOD_HS_PRONE_MGAHEAD = 775
ACT_DOD_HS_PRONE_MOVEUPMG = 776
ACT_DOD_HS_PRONE_USEGRENS = 777
ACT_DOD_HS_PRONE_CEASEFIRE = 778
ACT_HL2MP_IDLE = 779
ACT_HL2MP_RUN = 780
ACT_HL2MP_IDLE_CROUCH = 781
ACT_HL2MP_WALK_CROUCH = 782
ACT_HL2MP_GESTURE_RANGE_ATTACK = 783
ACT_HL2MP_GESTURE_RELOAD = 784
ACT_HL2MP_JUMP = 785
ACT_HL2MP_IDLE_PISTOL = 786
ACT_HL2MP_RUN_PISTOL = 787
ACT_HL2MP_IDLE_CROUCH_PISTOL = 788
ACT_HL2MP_WALK_CROUCH_PISTOL = 789
ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL = 790
ACT_HL2MP_GESTURE_RELOAD_PISTOL = 791
ACT_HL2MP_JUMP_PISTOL = 792
ACT_HL2MP_IDLE_SMG1 = 793
ACT_HL2MP_RUN_SMG1 = 794
ACT_HL2MP_IDLE_CROUCH_SMG1 = 795
ACT_HL2MP_WALK_CROUCH_SMG1 = 796
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 = 797
ACT_HL2MP_GESTURE_RELOAD_SMG1 = 798
ACT_HL2MP_JUMP_SMG1 = 799
ACT_HL2MP_IDLE_AR2 = 800
ACT_HL2MP_RUN_AR2 = 801
ACT_HL2MP_IDLE_CROUCH_AR2 = 802
ACT_HL2MP_WALK_CROUCH_AR2 = 803
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 = 804
ACT_HL2MP_GESTURE_RELOAD_AR2 = 805
ACT_HL2MP_JUMP_AR2 = 806
ACT_HL2MP_IDLE_SHOTGUN = 807
ACT_HL2MP_RUN_SHOTGUN = 808
ACT_HL2MP_IDLE_CROUCH_SHOTGUN = 809
ACT_HL2MP_WALK_CROUCH_SHOTGUN = 810
ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN = 811
ACT_HL2MP_GESTURE_RELOAD_SHOTGUN = 812
ACT_HL2MP_JUMP_SHOTGUN = 813
ACT_HL2MP_IDLE_RPG = 814
ACT_HL2MP_RUN_RPG = 815
ACT_HL2MP_IDLE_CROUCH_RPG = 816
ACT_HL2MP_WALK_CROUCH_RPG = 817
ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG = 818
ACT_HL2MP_GESTURE_RELOAD_RPG = 819
ACT_HL2MP_JUMP_RPG = 820
ACT_HL2MP_IDLE_GRENADE = 821
ACT_HL2MP_RUN_GRENADE = 822
ACT_HL2MP_IDLE_CROUCH_GRENADE = 823
ACT_HL2MP_WALK_CROUCH_GRENADE = 824
ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE = 825
ACT_HL2MP_GESTURE_RELOAD_GRENADE = 826
ACT_HL2MP_JUMP_GRENADE = 827
ACT_HL2MP_IDLE_PHYSGUN = 828
ACT_HL2MP_RUN_PHYSGUN = 829
ACT_HL2MP_IDLE_CROUCH_PHYSGUN = 830
ACT_HL2MP_WALK_CROUCH_PHYSGUN = 831
ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN = 832
ACT_HL2MP_GESTURE_RELOAD_PHYSGUN = 833
ACT_HL2MP_JUMP_PHYSGUN = 834
ACT_HL2MP_IDLE_CROSSBOW = 835
ACT_HL2MP_RUN_CROSSBOW = 836
ACT_HL2MP_IDLE_CROUCH_CROSSBOW = 837
ACT_HL2MP_WALK_CROUCH_CROSSBOW = 838
ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW = 839
ACT_HL2MP_GESTURE_RELOAD_CROSSBOW = 840
ACT_HL2MP_JUMP_CROSSBOW = 841
ACT_HL2MP_IDLE_MELEE = 842
ACT_HL2MP_RUN_MELEE = 843
ACT_HL2MP_IDLE_CROUCH_MELEE = 844
ACT_HL2MP_WALK_CROUCH_MELEE = 845
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE = 846
ACT_HL2MP_GESTURE_RELOAD_MELEE = 847
ACT_HL2MP_JUMP_MELEE = 848
ACT_HL2MP_IDLE_SLAM = 849
ACT_HL2MP_RUN_SLAM = 850
ACT_HL2MP_IDLE_CROUCH_SLAM = 851
ACT_HL2MP_WALK_CROUCH_SLAM = 852
ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM = 853
ACT_HL2MP_GESTURE_RELOAD_SLAM = 854
ACT_HL2MP_JUMP_SLAM = 855
-- Player animations, for use with _PlayerSetAnimation
PLAYER_IDLE = 0
PLAYER_WALK = 1
PLAYER_JUMP = 2
PLAYER_SUPERJUMP = 3
PLAYER_DIE = 4
PLAYER_ATTACK1 = 5 -- From what I can tell this is the only one that actually works :)
PLAYER_IN_VEHICLE = 6