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ai_activity.h 24.59 KB
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maikel233 提交于 2018-11-19 19:02 . Add files via upload
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#include "SDK.h"
#ifndef AI_ACTIVITY_H
#define AI_ACTIVITY_H
#ifdef _WIN32
#pragma once
#endif
#define ACTIVITY_NOT_AVAILABLE -1
enum Activity
{
ACT_RESET,
ACT_IDLE,
ACT_TRANSITION,
ACT_COVER,
ACT_COVER_MED,
ACT_COVER_LOW,
ACT_WALK,
ACT_WALK_AIM,
ACT_WALK_CROUCH,
ACT_WALK_CROUCH_AIM,
ACT_RUN,
ACT_RUN_AIM,
ACT_RUN_CROUCH,
ACT_RUN_CROUCH_AIM,
ACT_RUN_PROTECTED,
ACT_SCRIPT_CUSTOM_MOVE,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_RANGE_ATTACK1_LOW,
ACT_RANGE_ATTACK2_LOW,
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_DIERAGDOLL,
ACT_FLY,
ACT_HOVER,
ACT_GLIDE,
ACT_SWIM,
ACT_JUMP,
ACT_HOP,
ACT_LEAP,
ACT_LAND,
ACT_CLIMB_UP,
ACT_CLIMB_DOWN,
ACT_CLIMB_DISMOUNT,
ACT_SHIPLADDER_UP,
ACT_SHIPLADDER_DOWN,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT,
ACT_ROLL_RIGHT,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_CROUCH,
ACT_CROUCHIDLE,
ACT_STAND,
ACT_USE,
ACT_ALIEN_BURROW_IDLE,
ACT_ALIEN_BURROW_OUT,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_SIGNAL_ADVANCE,
ACT_SIGNAL_FORWARD,
ACT_SIGNAL_GROUP,
ACT_SIGNAL_HALT,
ACT_SIGNAL_LEFT,
ACT_SIGNAL_RIGHT,
ACT_SIGNAL_TAKECOVER,
ACT_LOOKBACK_RIGHT,
ACT_LOOKBACK_LEFT,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_RELOAD_START,
ACT_RELOAD_FINISH,
ACT_RELOAD_LOW,
ACT_ARM,
ACT_DISARM,
ACT_DROP_WEAPON,
ACT_DROP_WEAPON_SHOTGUN,
ACT_PICKUP_GROUND,
ACT_PICKUP_RACK,
ACT_IDLE_ANGRY,
ACT_IDLE_RELAXED,
ACT_IDLE_STIMULATED,
ACT_IDLE_AGITATED,
ACT_IDLE_STEALTH,
ACT_IDLE_HURT,
ACT_WALK_RELAXED,
ACT_WALK_STIMULATED,
ACT_WALK_AGITATED,
ACT_WALK_STEALTH,
ACT_RUN_RELAXED,
ACT_RUN_STIMULATED,
ACT_RUN_AGITATED,
ACT_RUN_STEALTH,
ACT_IDLE_AIM_RELAXED,
ACT_IDLE_AIM_STIMULATED,
ACT_IDLE_AIM_AGITATED,
ACT_IDLE_AIM_STEALTH,
ACT_WALK_AIM_RELAXED,
ACT_WALK_AIM_STIMULATED,
ACT_WALK_AIM_AGITATED,
ACT_WALK_AIM_STEALTH,
ACT_RUN_AIM_RELAXED,
ACT_RUN_AIM_STIMULATED,
ACT_RUN_AIM_AGITATED,
ACT_RUN_AIM_STEALTH,
ACT_CROUCHIDLE_STIMULATED,
ACT_CROUCHIDLE_AIM_STIMULATED,
ACT_CROUCHIDLE_AGITATED,
ACT_WALK_HURT,
ACT_RUN_HURT,
ACT_SPECIAL_ATTACK1,
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE,
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE,
ACT_DIE_HEADSHOT,
ACT_DIE_CHESTSHOT,
ACT_DIE_GUTSHOT,
ACT_DIE_BACKSHOT,
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH_PHYSICS,
ACT_FLINCH_HEAD_BACK,
ACT_FLINCH_HEAD_LEFT,
ACT_FLINCH_HEAD_RIGHT,
ACT_FLINCH_CHEST_BACK,
ACT_FLINCH_STOMACH_BACK,
ACT_FLINCH_CROUCH_FRONT,
ACT_FLINCH_CROUCH_BACK,
ACT_FLINCH_CROUCH_LEFT,
ACT_FLINCH_CROUCH_RIGHT,
ACT_IDLE_ON_FIRE,
ACT_WALK_ON_FIRE,
ACT_RUN_ON_FIRE,
ACT_RAPPEL_LOOP,
ACT_180_LEFT,
ACT_180_RIGHT,
ACT_90_LEFT,
ACT_90_RIGHT,
ACT_STEP_LEFT,
ACT_STEP_RIGHT,
ACT_STEP_BACK,
ACT_STEP_FORE,
ACT_GESTURE_RANGE_ATTACK1,
ACT_GESTURE_RANGE_ATTACK2,
ACT_GESTURE_MELEE_ATTACK1,
ACT_GESTURE_MELEE_ATTACK2,
ACT_GESTURE_RANGE_ATTACK1_LOW,
ACT_GESTURE_RANGE_ATTACK2_LOW,
ACT_MELEE_ATTACK_SWING_GESTURE,
ACT_GESTURE_SMALL_FLINCH,
ACT_GESTURE_BIG_FLINCH,
ACT_GESTURE_FLINCH_BLAST,
ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
ACT_GESTURE_FLINCH_BLAST_DAMAGED,
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
ACT_GESTURE_FLINCH_HEAD,
ACT_GESTURE_FLINCH_CHEST,
ACT_GESTURE_FLINCH_STOMACH,
ACT_GESTURE_FLINCH_LEFTARM,
ACT_GESTURE_FLINCH_RIGHTARM,
ACT_GESTURE_FLINCH_LEFTLEG,
ACT_GESTURE_FLINCH_RIGHTLEG,
ACT_GESTURE_TURN_LEFT,
ACT_GESTURE_TURN_RIGHT,
ACT_GESTURE_TURN_LEFT45,
ACT_GESTURE_TURN_RIGHT45,
ACT_GESTURE_TURN_LEFT90,
ACT_GESTURE_TURN_RIGHT90,
ACT_GESTURE_TURN_LEFT45_FLAT,
ACT_GESTURE_TURN_RIGHT45_FLAT,
ACT_GESTURE_TURN_LEFT90_FLAT,
ACT_GESTURE_TURN_RIGHT90_FLAT,
ACT_BARNACLE_HIT,
ACT_BARNACLE_PULL,
ACT_BARNACLE_CHOMP,
ACT_BARNACLE_CHEW,
ACT_DO_NOT_DISTURB,
ACT_SPECIFIC_SEQUENCE,
ACT_VM_DRAW,
ACT_VM_HOLSTER,
ACT_VM_IDLE,
ACT_VM_FIDGET,
ACT_VM_PULLBACK,
ACT_VM_PULLBACK_HIGH,
ACT_VM_PULLBACK_LOW,
ACT_VM_THROW,
ACT_VM_PULLPIN,
ACT_VM_PRIMARYATTACK,
ACT_VM_SECONDARYATTACK,
ACT_VM_RELOAD,
ACT_VM_DRYFIRE,
ACT_VM_HITLEFT,
ACT_VM_HITLEFT2,
ACT_VM_HITRIGHT,
ACT_VM_HITRIGHT2,
ACT_VM_HITCENTER,
ACT_VM_HITCENTER2,
ACT_VM_MISSLEFT,
ACT_VM_MISSLEFT2,
ACT_VM_MISSRIGHT,
ACT_VM_MISSRIGHT2,
ACT_VM_MISSCENTER,
ACT_VM_MISSCENTER2,
ACT_VM_HAULBACK,
ACT_VM_SWINGHARD,
ACT_VM_SWINGMISS,
ACT_VM_SWINGHIT,
ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED,
ACT_VM_LOWERED_TO_IDLE,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
ACT_VM_PICKUP,
ACT_VM_RELEASE,
ACT_VM_ATTACH_SILENCER,
ACT_VM_DETACH_SILENCER,
ACT_VM_EMPTY_FIRE,
ACT_VM_EMPTY_RELOAD,
ACT_VM_EMPTY_DRAW,
ACT_VM_EMPTY_IDLE,
ACT_SLAM_STICKWALL_IDLE,
ACT_SLAM_STICKWALL_ND_IDLE,
ACT_SLAM_STICKWALL_ATTACH,
ACT_SLAM_STICKWALL_ATTACH2,
ACT_SLAM_STICKWALL_ND_ATTACH,
ACT_SLAM_STICKWALL_ND_ATTACH2,
ACT_SLAM_STICKWALL_DETONATE,
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
ACT_SLAM_STICKWALL_DRAW,
ACT_SLAM_STICKWALL_ND_DRAW,
ACT_SLAM_STICKWALL_TO_THROW,
ACT_SLAM_STICKWALL_TO_THROW_ND,
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
ACT_SLAM_THROW_IDLE,
ACT_SLAM_THROW_ND_IDLE,
ACT_SLAM_THROW_THROW,
ACT_SLAM_THROW_THROW2,
ACT_SLAM_THROW_THROW_ND,
ACT_SLAM_THROW_THROW_ND2,
ACT_SLAM_THROW_DRAW,
ACT_SLAM_THROW_ND_DRAW,
ACT_SLAM_THROW_TO_STICKWALL,
ACT_SLAM_THROW_TO_STICKWALL_ND,
ACT_SLAM_THROW_DETONATE,
ACT_SLAM_THROW_DETONATOR_HOLSTER,
ACT_SLAM_THROW_TO_TRIPMINE_ND,
ACT_SLAM_TRIPMINE_IDLE,
ACT_SLAM_TRIPMINE_DRAW,
ACT_SLAM_TRIPMINE_ATTACH,
ACT_SLAM_TRIPMINE_ATTACH2,
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
ACT_SLAM_TRIPMINE_TO_THROW_ND,
ACT_SLAM_DETONATOR_IDLE,
ACT_SLAM_DETONATOR_DRAW,
ACT_SLAM_DETONATOR_DETONATE,
ACT_SLAM_DETONATOR_HOLSTER,
ACT_SLAM_DETONATOR_STICKWALL_DRAW,
ACT_SLAM_DETONATOR_THROW_DRAW,
ACT_SHOTGUN_RELOAD_START,
ACT_SHOTGUN_RELOAD_FINISH,
ACT_SHOTGUN_PUMP,
ACT_SMG2_IDLE2,
ACT_SMG2_FIRE2,
ACT_SMG2_DRAW2,
ACT_SMG2_RELOAD2,
ACT_SMG2_DRYFIRE2,
ACT_SMG2_TOAUTO,
ACT_SMG2_TOBURST,
ACT_PHYSCANNON_UPGRADE,
ACT_RANGE_ATTACK_AR1,
ACT_RANGE_ATTACK_AR2,
ACT_RANGE_ATTACK_AR2_LOW,
ACT_RANGE_ATTACK_AR2_GRENADE,
ACT_RANGE_ATTACK_HMG1,
ACT_RANGE_ATTACK_ML,
ACT_RANGE_ATTACK_SMG1,
ACT_RANGE_ATTACK_SMG1_LOW,
ACT_RANGE_ATTACK_SMG2,
ACT_RANGE_ATTACK_SHOTGUN,
ACT_RANGE_ATTACK_SHOTGUN_LOW,
ACT_RANGE_ATTACK_PISTOL,
ACT_RANGE_ATTACK_PISTOL_LOW,
ACT_RANGE_ATTACK_SLAM,
ACT_RANGE_ATTACK_TRIPWIRE,
ACT_RANGE_ATTACK_THROW,
ACT_RANGE_ATTACK_SNIPER_RIFLE,
ACT_RANGE_ATTACK_RPG,
ACT_MELEE_ATTACK_SWING,
ACT_RANGE_AIM_LOW,
ACT_RANGE_AIM_SMG1_LOW,
ACT_RANGE_AIM_PISTOL_LOW,
ACT_RANGE_AIM_AR2_LOW,
ACT_COVER_PISTOL_LOW,
ACT_COVER_SMG1_LOW,
ACT_GESTURE_RANGE_ATTACK_AR1,
ACT_GESTURE_RANGE_ATTACK_AR2,
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
ACT_GESTURE_RANGE_ATTACK_HMG1,
ACT_GESTURE_RANGE_ATTACK_ML,
ACT_GESTURE_RANGE_ATTACK_SMG1,
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
ACT_GESTURE_RANGE_ATTACK_SMG2,
ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
ACT_GESTURE_RANGE_ATTACK_PISTOL,
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
ACT_GESTURE_RANGE_ATTACK_SLAM,
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
ACT_GESTURE_RANGE_ATTACK_THROW,
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
ACT_GESTURE_MELEE_ATTACK_SWING,
ACT_IDLE_RIFLE,
ACT_IDLE_SMG1,
ACT_IDLE_ANGRY_SMG1,
ACT_IDLE_PISTOL,
ACT_IDLE_ANGRY_PISTOL,
ACT_IDLE_ANGRY_SHOTGUN,
ACT_IDLE_STEALTH_PISTOL,
ACT_IDLE_PACKAGE,
ACT_WALK_PACKAGE,
ACT_IDLE_SUITCASE,
ACT_WALK_SUITCASE,
ACT_IDLE_SMG1_RELAXED,
ACT_IDLE_SMG1_STIMULATED,
ACT_WALK_RIFLE_RELAXED,
ACT_RUN_RIFLE_RELAXED,
ACT_WALK_RIFLE_STIMULATED,
ACT_RUN_RIFLE_STIMULATED,
ACT_IDLE_AIM_RIFLE_STIMULATED,
ACT_WALK_AIM_RIFLE_STIMULATED,
ACT_RUN_AIM_RIFLE_STIMULATED,
ACT_IDLE_SHOTGUN_RELAXED,
ACT_IDLE_SHOTGUN_STIMULATED,
ACT_IDLE_SHOTGUN_AGITATED,
ACT_WALK_ANGRY,
ACT_POLICE_HARASS1,
ACT_POLICE_HARASS2,
ACT_IDLE_MANNEDGUN,
ACT_IDLE_MELEE,
ACT_IDLE_ANGRY_MELEE,
ACT_IDLE_RPG_RELAXED,
ACT_IDLE_RPG,
ACT_IDLE_ANGRY_RPG,
ACT_COVER_LOW_RPG,
ACT_WALK_RPG,
ACT_RUN_RPG,
ACT_WALK_CROUCH_RPG,
ACT_RUN_CROUCH_RPG,
ACT_WALK_RPG_RELAXED,
ACT_RUN_RPG_RELAXED,
ACT_WALK_RIFLE,
ACT_WALK_AIM_RIFLE,
ACT_WALK_CROUCH_RIFLE,
ACT_WALK_CROUCH_AIM_RIFLE,
ACT_RUN_RIFLE,
ACT_RUN_AIM_RIFLE,
ACT_RUN_CROUCH_RIFLE,
ACT_RUN_CROUCH_AIM_RIFLE,
ACT_RUN_STEALTH_PISTOL,
ACT_WALK_AIM_SHOTGUN,
ACT_RUN_AIM_SHOTGUN,
ACT_WALK_PISTOL,
ACT_RUN_PISTOL,
ACT_WALK_AIM_PISTOL,
ACT_RUN_AIM_PISTOL,
ACT_WALK_STEALTH_PISTOL,
ACT_WALK_AIM_STEALTH_PISTOL,
ACT_RUN_AIM_STEALTH_PISTOL,
ACT_RELOAD_PISTOL,
ACT_RELOAD_PISTOL_LOW,
ACT_RELOAD_SMG1,
ACT_RELOAD_SMG1_LOW,
ACT_RELOAD_SHOTGUN,
ACT_RELOAD_SHOTGUN_LOW,
ACT_GESTURE_RELOAD,
ACT_GESTURE_RELOAD_PISTOL,
ACT_GESTURE_RELOAD_SMG1,
ACT_GESTURE_RELOAD_SHOTGUN,
ACT_BUSY_LEAN_LEFT,
ACT_BUSY_LEAN_LEFT_ENTRY,
ACT_BUSY_LEAN_LEFT_EXIT,
ACT_BUSY_LEAN_BACK,
ACT_BUSY_LEAN_BACK_ENTRY,
ACT_BUSY_LEAN_BACK_EXIT,
ACT_BUSY_SIT_GROUND,
ACT_BUSY_SIT_GROUND_ENTRY,
ACT_BUSY_SIT_GROUND_EXIT,
ACT_BUSY_SIT_CHAIR,
ACT_BUSY_SIT_CHAIR_ENTRY,
ACT_BUSY_SIT_CHAIR_EXIT,
ACT_BUSY_STAND,
ACT_BUSY_QUEUE,
ACT_DUCK_DODGE,
ACT_DIE_BARNACLE_SWALLOW,
ACT_GESTURE_BARNACLE_STRANGLE,
ACT_PHYSCANNON_DETACH,
ACT_PHYSCANNON_ANIMATE,
ACT_PHYSCANNON_ANIMATE_PRE,
ACT_PHYSCANNON_ANIMATE_POST,
ACT_DIE_FRONTSIDE,
ACT_DIE_RIGHTSIDE,
ACT_DIE_BACKSIDE,
ACT_DIE_LEFTSIDE,
ACT_DIE_CROUCH_FRONTSIDE,
ACT_DIE_CROUCH_RIGHTSIDE,
ACT_DIE_CROUCH_BACKSIDE,
ACT_DIE_CROUCH_LEFTSIDE,
ACT_OPEN_DOOR,
ACT_DI_ALYX_ZOMBIE_MELEE,
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
ACT_DI_ALYX_HEADCRAB_MELEE,
ACT_DI_ALYX_ANTLION,
ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
ACT_READINESS_RELAXED_TO_STIMULATED,
ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
ACT_READINESS_AGITATED_TO_STIMULATED,
ACT_READINESS_STIMULATED_TO_RELAXED,
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
ACT_IDLE_CARRY,
ACT_WALK_CARRY,
ACT_STARTDYING,
ACT_DYINGLOOP,
ACT_DYINGTODEAD,
ACT_RIDE_MANNED_GUN,
ACT_VM_SPRINT_ENTER,
ACT_VM_SPRINT_IDLE,
ACT_VM_SPRINT_LEAVE,
ACT_FIRE_START,
ACT_FIRE_LOOP,
ACT_FIRE_END,
ACT_CROUCHING_GRENADEIDLE,
ACT_CROUCHING_GRENADEREADY,
ACT_CROUCHING_PRIMARYATTACK,
ACT_OVERLAY_GRENADEIDLE,
ACT_OVERLAY_GRENADEREADY,
ACT_OVERLAY_PRIMARYATTACK,
ACT_OVERLAY_SHIELD_UP,
ACT_OVERLAY_SHIELD_DOWN,
ACT_OVERLAY_SHIELD_UP_IDLE,
ACT_OVERLAY_SHIELD_ATTACK,
ACT_OVERLAY_SHIELD_KNOCKBACK,
ACT_SHIELD_UP,
ACT_SHIELD_DOWN,
ACT_SHIELD_UP_IDLE,
ACT_SHIELD_ATTACK,
ACT_SHIELD_KNOCKBACK,
ACT_CROUCHING_SHIELD_UP,
ACT_CROUCHING_SHIELD_DOWN,
ACT_CROUCHING_SHIELD_UP_IDLE,
ACT_CROUCHING_SHIELD_ATTACK,
ACT_CROUCHING_SHIELD_KNOCKBACK,
ACT_TURNRIGHT45,
ACT_TURNLEFT45,
ACT_TURN,
ACT_OBJ_ASSEMBLING,
ACT_OBJ_DISMANTLING,
ACT_OBJ_STARTUP,
ACT_OBJ_RUNNING,
ACT_OBJ_IDLE,
ACT_OBJ_PLACING,
ACT_OBJ_DETERIORATING,
ACT_OBJ_UPGRADING,
ACT_DEPLOY,
ACT_DEPLOY_IDLE,
ACT_UNDEPLOY,
ACT_CROSSBOW_DRAW_UNLOADED,
ACT_GAUSS_SPINUP,
ACT_GAUSS_SPINCYCLE,
ACT_VM_PRIMARYATTACK_SILENCED,
ACT_VM_RELOAD_SILENCED,
ACT_VM_DRYFIRE_SILENCED,
ACT_VM_IDLE_SILENCED,
ACT_VM_DRAW_SILENCED,
ACT_VM_IDLE_EMPTY_LEFT,
ACT_VM_DRYFIRE_LEFT,
ACT_VM_IS_DRAW,
ACT_VM_IS_HOLSTER,
ACT_VM_IS_IDLE,
ACT_VM_IS_PRIMARYATTACK,
ACT_PLAYER_IDLE_FIRE,
ACT_PLAYER_CROUCH_FIRE,
ACT_PLAYER_CROUCH_WALK_FIRE,
ACT_PLAYER_WALK_FIRE,
ACT_PLAYER_RUN_FIRE,
ACT_IDLETORUN,
ACT_RUNTOIDLE,
ACT_VM_DRAW_DEPLOYED,
ACT_HL2MP_IDLE_MELEE,
ACT_HL2MP_RUN_MELEE,
ACT_HL2MP_IDLE_CROUCH_MELEE,
ACT_HL2MP_WALK_CROUCH_MELEE,
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
ACT_HL2MP_GESTURE_RELOAD_MELEE,
ACT_HL2MP_JUMP_MELEE,
ACT_VM_FIZZLE,
ACT_MP_STAND_IDLE,
ACT_MP_CROUCH_IDLE,
ACT_MP_CROUCH_DEPLOYED_IDLE,
ACT_MP_CROUCH_DEPLOYED,
ACT_MP_DEPLOYED_IDLE,
ACT_MP_RUN,
ACT_MP_WALK,
ACT_MP_AIRWALK,
ACT_MP_CROUCHWALK,
ACT_MP_SPRINT,
ACT_MP_JUMP,
ACT_MP_JUMP_START,
ACT_MP_JUMP_FLOAT,
ACT_MP_JUMP_LAND,
ACT_MP_JUMP_IMPACT_N,
ACT_MP_JUMP_IMPACT_E,
ACT_MP_JUMP_IMPACT_W,
ACT_MP_JUMP_IMPACT_S,
ACT_MP_JUMP_IMPACT_TOP,
ACT_MP_DOUBLEJUMP,
ACT_MP_SWIM,
ACT_MP_DEPLOYED,
ACT_MP_SWIM_DEPLOYED,
ACT_MP_VCD,
ACT_MP_ATTACK_STAND_PRIMARYFIRE,
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
ACT_MP_ATTACK_STAND_SECONDARYFIRE,
ACT_MP_ATTACK_STAND_GRENADE,
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
ACT_MP_ATTACK_CROUCH_GRENADE,
ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
ACT_MP_ATTACK_SWIM_GRENADE,
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
ACT_MP_ATTACK_AIRWALK_GRENADE,
ACT_MP_RELOAD_STAND,
ACT_MP_RELOAD_STAND_LOOP,
ACT_MP_RELOAD_STAND_END,
ACT_MP_RELOAD_CROUCH,
ACT_MP_RELOAD_CROUCH_LOOP,
ACT_MP_RELOAD_CROUCH_END,
ACT_MP_RELOAD_SWIM,
ACT_MP_RELOAD_SWIM_LOOP,
ACT_MP_RELOAD_SWIM_END,
ACT_MP_RELOAD_AIRWALK,
ACT_MP_RELOAD_AIRWALK_LOOP,
ACT_MP_RELOAD_AIRWALK_END,
ACT_MP_ATTACK_STAND_PREFIRE,
ACT_MP_ATTACK_STAND_POSTFIRE,
ACT_MP_ATTACK_STAND_STARTFIRE,
ACT_MP_ATTACK_CROUCH_PREFIRE,
ACT_MP_ATTACK_CROUCH_POSTFIRE,
ACT_MP_ATTACK_SWIM_PREFIRE,
ACT_MP_ATTACK_SWIM_POSTFIRE,
ACT_MP_STAND_PRIMARY,
ACT_MP_CROUCH_PRIMARY,
ACT_MP_RUN_PRIMARY,
ACT_MP_WALK_PRIMARY,
ACT_MP_AIRWALK_PRIMARY,
ACT_MP_CROUCHWALK_PRIMARY,
ACT_MP_JUMP_PRIMARY,
ACT_MP_JUMP_START_PRIMARY,
ACT_MP_JUMP_FLOAT_PRIMARY,
ACT_MP_JUMP_LAND_PRIMARY,
ACT_MP_SWIM_PRIMARY,
ACT_MP_DEPLOYED_PRIMARY,
ACT_MP_SWIM_DEPLOYED_PRIMARY,
ACT_MP_ATTACK_STAND_PRIMARY,
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
ACT_MP_ATTACK_CROUCH_PRIMARY,
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
ACT_MP_ATTACK_SWIM_PRIMARY,
ACT_MP_ATTACK_AIRWALK_PRIMARY,
ACT_MP_RELOAD_STAND_PRIMARY,
ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
ACT_MP_RELOAD_STAND_PRIMARY_END,
ACT_MP_RELOAD_CROUCH_PRIMARY,
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
ACT_MP_RELOAD_CROUCH_PRIMARY_END,
ACT_MP_RELOAD_SWIM_PRIMARY,
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
ACT_MP_RELOAD_SWIM_PRIMARY_END,
ACT_MP_RELOAD_AIRWALK_PRIMARY,
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
ACT_MP_STAND_SECONDARY,
ACT_MP_CROUCH_SECONDARY,
ACT_MP_RUN_SECONDARY,
ACT_MP_WALK_SECONDARY,
ACT_MP_AIRWALK_SECONDARY,
ACT_MP_CROUCHWALK_SECONDARY,
ACT_MP_JUMP_SECONDARY,
ACT_MP_JUMP_START_SECONDARY,
ACT_MP_JUMP_FLOAT_SECONDARY,
ACT_MP_JUMP_LAND_SECONDARY,
ACT_MP_SWIM_SECONDARY,
ACT_MP_ATTACK_STAND_SECONDARY,
ACT_MP_ATTACK_CROUCH_SECONDARY,
ACT_MP_ATTACK_SWIM_SECONDARY,
ACT_MP_ATTACK_AIRWALK_SECONDARY,
ACT_MP_RELOAD_STAND_SECONDARY,
ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
ACT_MP_RELOAD_STAND_SECONDARY_END,
ACT_MP_RELOAD_CROUCH_SECONDARY,
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
ACT_MP_RELOAD_CROUCH_SECONDARY_END,
ACT_MP_RELOAD_SWIM_SECONDARY,
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
ACT_MP_RELOAD_SWIM_SECONDARY_END,
ACT_MP_RELOAD_AIRWALK_SECONDARY,
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
ACT_MP_STAND_MELEE,
ACT_MP_CROUCH_MELEE,
ACT_MP_RUN_MELEE,
ACT_MP_WALK_MELEE,
ACT_MP_AIRWALK_MELEE,
ACT_MP_CROUCHWALK_MELEE,
ACT_MP_JUMP_MELEE,
ACT_MP_JUMP_START_MELEE,
ACT_MP_JUMP_FLOAT_MELEE,
ACT_MP_JUMP_LAND_MELEE,
ACT_MP_SWIM_MELEE,
ACT_MP_ATTACK_STAND_MELEE,
ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
ACT_MP_ATTACK_CROUCH_MELEE,
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
ACT_MP_ATTACK_SWIM_MELEE,
ACT_MP_ATTACK_AIRWALK_MELEE,
ACT_MP_ATTACK_STAND_GRENADE_MELEE,
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,
ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
ACT_MP_STAND_ITEM1,
ACT_MP_CROUCH_ITEM1,
ACT_MP_RUN_ITEM1,
ACT_MP_WALK_ITEM1,
ACT_MP_AIRWALK_ITEM1,
ACT_MP_CROUCHWALK_ITEM1,
ACT_MP_JUMP_ITEM1,
ACT_MP_JUMP_START_ITEM1,
ACT_MP_JUMP_FLOAT_ITEM1,
ACT_MP_JUMP_LAND_ITEM1,
ACT_MP_SWIM_ITEM1,
ACT_MP_ATTACK_STAND_ITEM1,
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
ACT_MP_ATTACK_CROUCH_ITEM1,
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
ACT_MP_ATTACK_SWIM_ITEM1,
ACT_MP_ATTACK_AIRWALK_ITEM1,
ACT_MP_STAND_ITEM2,
ACT_MP_CROUCH_ITEM2,
ACT_MP_RUN_ITEM2,
ACT_MP_WALK_ITEM2,
ACT_MP_AIRWALK_ITEM2,
ACT_MP_CROUCHWALK_ITEM2,
ACT_MP_JUMP_ITEM2,
ACT_MP_JUMP_START_ITEM2,
ACT_MP_JUMP_FLOAT_ITEM2,
ACT_MP_JUMP_LAND_ITEM2,
ACT_MP_SWIM_ITEM2,
ACT_MP_ATTACK_STAND_ITEM2,
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
ACT_MP_ATTACK_CROUCH_ITEM2,
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
ACT_MP_ATTACK_SWIM_ITEM2,
ACT_MP_ATTACK_AIRWALK_ITEM2,
ACT_MP_GESTURE_FLINCH,
ACT_MP_GESTURE_FLINCH_PRIMARY,
ACT_MP_GESTURE_FLINCH_SECONDARY,
ACT_MP_GESTURE_FLINCH_MELEE,
ACT_MP_GESTURE_FLINCH_ITEM1,
ACT_MP_GESTURE_FLINCH_ITEM2,
ACT_MP_GESTURE_FLINCH_HEAD,
ACT_MP_GESTURE_FLINCH_CHEST,
ACT_MP_GESTURE_FLINCH_STOMACH,
ACT_MP_GESTURE_FLINCH_LEFTARM,
ACT_MP_GESTURE_FLINCH_RIGHTARM,
ACT_MP_GESTURE_FLINCH_LEFTLEG,
ACT_MP_GESTURE_FLINCH_RIGHTLEG,
ACT_MP_GRENADE1_DRAW,
ACT_MP_GRENADE1_IDLE,
ACT_MP_GRENADE1_ATTACK,
ACT_MP_GRENADE2_DRAW,
ACT_MP_GRENADE2_IDLE,
ACT_MP_GRENADE2_ATTACK,
ACT_MP_PRIMARY_GRENADE1_DRAW,
ACT_MP_PRIMARY_GRENADE1_IDLE,
ACT_MP_PRIMARY_GRENADE1_ATTACK,
ACT_MP_PRIMARY_GRENADE2_DRAW,
ACT_MP_PRIMARY_GRENADE2_IDLE,
ACT_MP_PRIMARY_GRENADE2_ATTACK,
ACT_MP_SECONDARY_GRENADE1_DRAW,
ACT_MP_SECONDARY_GRENADE1_IDLE,
ACT_MP_SECONDARY_GRENADE1_ATTACK,
ACT_MP_SECONDARY_GRENADE2_DRAW,
ACT_MP_SECONDARY_GRENADE2_IDLE,
ACT_MP_SECONDARY_GRENADE2_ATTACK,
ACT_MP_MELEE_GRENADE1_DRAW,
ACT_MP_MELEE_GRENADE1_IDLE,
ACT_MP_MELEE_GRENADE1_ATTACK,
ACT_MP_MELEE_GRENADE2_DRAW,
ACT_MP_MELEE_GRENADE2_IDLE,
ACT_MP_MELEE_GRENADE2_ATTACK,
ACT_MP_ITEM1_GRENADE1_DRAW,
ACT_MP_ITEM1_GRENADE1_IDLE,
ACT_MP_ITEM1_GRENADE1_ATTACK,
ACT_MP_ITEM1_GRENADE2_DRAW,
ACT_MP_ITEM1_GRENADE2_IDLE,
ACT_MP_ITEM1_GRENADE2_ATTACK,
ACT_MP_ITEM2_GRENADE1_DRAW,
ACT_MP_ITEM2_GRENADE1_IDLE,
ACT_MP_ITEM2_GRENADE1_ATTACK,
ACT_MP_ITEM2_GRENADE2_DRAW,
ACT_MP_ITEM2_GRENADE2_IDLE,
ACT_MP_ITEM2_GRENADE2_ATTACK,
ACT_MP_STAND_BUILDING,
ACT_MP_CROUCH_BUILDING,
ACT_MP_RUN_BUILDING,
ACT_MP_WALK_BUILDING,
ACT_MP_AIRWALK_BUILDING,
ACT_MP_CROUCHWALK_BUILDING,
ACT_MP_JUMP_BUILDING,
ACT_MP_JUMP_START_BUILDING,
ACT_MP_JUMP_FLOAT_BUILDING,
ACT_MP_JUMP_LAND_BUILDING,
ACT_MP_SWIM_BUILDING,
ACT_MP_ATTACK_STAND_BUILDING,
ACT_MP_ATTACK_CROUCH_BUILDING,
ACT_MP_ATTACK_SWIM_BUILDING,
ACT_MP_ATTACK_AIRWALK_BUILDING,
ACT_MP_ATTACK_STAND_GRENADE_BUILDING,
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
ACT_MP_STAND_PDA,
ACT_MP_CROUCH_PDA,
ACT_MP_RUN_PDA,
ACT_MP_WALK_PDA,
ACT_MP_AIRWALK_PDA,
ACT_MP_CROUCHWALK_PDA,
ACT_MP_JUMP_PDA,
ACT_MP_JUMP_START_PDA,
ACT_MP_JUMP_FLOAT_PDA,
ACT_MP_JUMP_LAND_PDA,
ACT_MP_SWIM_PDA,
ACT_MP_ATTACK_STAND_PDA,
ACT_MP_ATTACK_SWIM_PDA,
ACT_MP_GESTURE_VC_HANDMOUTH,
ACT_MP_GESTURE_VC_FINGERPOINT,
ACT_MP_GESTURE_VC_FISTPUMP,
ACT_MP_GESTURE_VC_THUMBSUP,
ACT_MP_GESTURE_VC_NODYES,
ACT_MP_GESTURE_VC_NODNO,
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
ACT_MP_GESTURE_VC_NODYES_PRIMARY,
ACT_MP_GESTURE_VC_NODNO_PRIMARY,
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
ACT_MP_GESTURE_VC_NODYES_SECONDARY,
ACT_MP_GESTURE_VC_NODNO_SECONDARY,
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
ACT_MP_GESTURE_VC_NODYES_MELEE,
ACT_MP_GESTURE_VC_NODNO_MELEE,
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
ACT_MP_GESTURE_VC_NODYES_ITEM1,
ACT_MP_GESTURE_VC_NODNO_ITEM1,
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
ACT_MP_GESTURE_VC_NODYES_ITEM2,
ACT_MP_GESTURE_VC_NODNO_ITEM2,
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
ACT_MP_GESTURE_VC_NODYES_BUILDING,
ACT_MP_GESTURE_VC_NODNO_BUILDING,
ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
ACT_MP_GESTURE_VC_FISTPUMP_PDA,
ACT_MP_GESTURE_VC_THUMBSUP_PDA,
ACT_MP_GESTURE_VC_NODYES_PDA,
ACT_MP_GESTURE_VC_NODNO_PDA,
ACT_VM_UNUSABLE,
ACT_VM_UNUSABLE_TO_USABLE,
ACT_VM_USABLE_TO_UNUSABLE,
ACT_PRIMARY_VM_DRAW,
ACT_PRIMARY_VM_HOLSTER,
ACT_PRIMARY_VM_IDLE,
ACT_PRIMARY_VM_PULLBACK,
ACT_PRIMARY_VM_PRIMARYATTACK,
ACT_PRIMARY_VM_SECONDARYATTACK,
ACT_PRIMARY_VM_RELOAD,
ACT_PRIMARY_VM_DRYFIRE,
ACT_PRIMARY_VM_IDLE_TO_LOWERED,
ACT_PRIMARY_VM_IDLE_LOWERED,
ACT_PRIMARY_VM_LOWERED_TO_IDLE,
ACT_SECONDARY_VM_DRAW,
ACT_SECONDARY_VM_HOLSTER,
ACT_SECONDARY_VM_IDLE,
ACT_SECONDARY_VM_PULLBACK,
ACT_SECONDARY_VM_PRIMARYATTACK,
ACT_SECONDARY_VM_SECONDARYATTACK,
ACT_SECONDARY_VM_RELOAD,
ACT_SECONDARY_VM_DRYFIRE,
ACT_SECONDARY_VM_IDLE_TO_LOWERED,
ACT_SECONDARY_VM_IDLE_LOWERED,
ACT_SECONDARY_VM_LOWERED_TO_IDLE,
ACT_MELEE_VM_DRAW,
ACT_MELEE_VM_HOLSTER,
ACT_MELEE_VM_IDLE,
ACT_MELEE_VM_PULLBACK,
ACT_MELEE_VM_PRIMARYATTACK,
ACT_MELEE_VM_SECONDARYATTACK,
ACT_MELEE_VM_RELOAD,
ACT_MELEE_VM_DRYFIRE,
ACT_MELEE_VM_IDLE_TO_LOWERED,
ACT_MELEE_VM_IDLE_LOWERED,
ACT_MELEE_VM_LOWERED_TO_IDLE,
ACT_PDA_VM_DRAW,
ACT_PDA_VM_HOLSTER,
ACT_PDA_VM_IDLE,
ACT_PDA_VM_PULLBACK,
ACT_PDA_VM_PRIMARYATTACK,
ACT_PDA_VM_SECONDARYATTACK,
ACT_PDA_VM_RELOAD,
ACT_PDA_VM_DRYFIRE,
ACT_PDA_VM_IDLE_TO_LOWERED,
ACT_PDA_VM_IDLE_LOWERED,
ACT_PDA_VM_LOWERED_TO_IDLE,
ACT_ITEM1_VM_DRAW,
ACT_ITEM1_VM_HOLSTER,
ACT_ITEM1_VM_IDLE,
ACT_ITEM1_VM_PULLBACK,
ACT_ITEM1_VM_PRIMARYATTACK,
ACT_ITEM1_VM_SECONDARYATTACK,
ACT_ITEM1_VM_RELOAD,
ACT_ITEM1_VM_DRYFIRE,
ACT_ITEM1_VM_IDLE_TO_LOWERED,
ACT_ITEM1_VM_IDLE_LOWERED,
ACT_ITEM1_VM_LOWERED_TO_IDLE,
ACT_ITEM2_VM_DRAW,
ACT_ITEM2_VM_HOLSTER,
ACT_ITEM2_VM_IDLE,
ACT_ITEM2_VM_PULLBACK,
ACT_ITEM2_VM_PRIMARYATTACK,
ACT_ITEM2_VM_SECONDARYATTACK,
ACT_ITEM2_VM_RELOAD,
ACT_ITEM2_VM_DRYFIRE,
ACT_ITEM2_VM_IDLE_TO_LOWERED,
ACT_ITEM2_VM_IDLE_LOWERED,
ACT_ITEM2_VM_LOWERED_TO_IDLE,
ACT_RELOAD_SUCCEED,
ACT_RELOAD_FAIL,
ACT_WALK_AIM_AUTOGUN,
ACT_RUN_AIM_AUTOGUN,
ACT_IDLE_AUTOGUN,
ACT_IDLE_AIM_AUTOGUN,
ACT_RELOAD_AUTOGUN,
ACT_CROUCH_IDLE_AUTOGUN,
ACT_RANGE_ATTACK_AUTOGUN,
ACT_JUMP_AUTOGUN,
ACT_IDLE_AIM_PISTOL,
ACT_WALK_AIM_DUAL,
ACT_RUN_AIM_DUAL,
ACT_IDLE_DUAL,
ACT_IDLE_AIM_DUAL,
ACT_RELOAD_DUAL,
ACT_CROUCH_IDLE_DUAL,
ACT_RANGE_ATTACK_DUAL,
ACT_JUMP_DUAL,
ACT_IDLE_SHOTGUN,
ACT_IDLE_AIM_SHOTGUN,
ACT_CROUCH_IDLE_SHOTGUN,
ACT_JUMP_SHOTGUN,
ACT_IDLE_AIM_RIFLE,
ACT_RELOAD_RIFLE,
ACT_CROUCH_IDLE_RIFLE,
ACT_RANGE_ATTACK_RIFLE,
ACT_JUMP_RIFLE,
ACT_SLEEP,
ACT_WAKE,
ACT_FLICK_LEFT,
ACT_FLICK_LEFT_MIDDLE,
ACT_FLICK_RIGHT_MIDDLE,
ACT_FLICK_RIGHT,
ACT_SPINAROUND,
ACT_PREP_TO_FIRE,
ACT_FIRE,
ACT_FIRE_RECOVER,
ACT_SPRAY,
ACT_PREP_EXPLODE,
ACT_EXPLODE,
ACT_DOTA_IDLE,
ACT_DOTA_RUN,
ACT_DOTA_ATTACK,
ACT_DOTA_ATTACK_EVENT,
ACT_DOTA_DIE,
ACT_DOTA_FLINCH,
ACT_DOTA_DISABLED,
ACT_DOTA_CAST_ABILITY_1,
ACT_DOTA_CAST_ABILITY_2,
ACT_DOTA_CAST_ABILITY_3,
ACT_DOTA_CAST_ABILITY_4,
ACT_DOTA_OVERRIDE_ABILITY_1,
ACT_DOTA_OVERRIDE_ABILITY_2,
ACT_DOTA_OVERRIDE_ABILITY_3,
ACT_DOTA_OVERRIDE_ABILITY_4,
ACT_DOTA_CHANNEL_ABILITY_1,
ACT_DOTA_CHANNEL_ABILITY_2,
ACT_DOTA_CHANNEL_ABILITY_3,
ACT_DOTA_CHANNEL_ABILITY_4,
ACT_DOTA_CHANNEL_END_ABILITY_1,
ACT_DOTA_CHANNEL_END_ABILITY_2,
ACT_DOTA_CHANNEL_END_ABILITY_3,
ACT_DOTA_CHANNEL_END_ABILITY_4,
ACT_MP_RUN_SPEEDPAINT,
ACT_MP_LONG_FALL,
ACT_MP_TRACTORBEAM_FLOAT,
ACT_MP_DEATH_CRUSH,
ACT_MP_RUN_SPEEDPAINT_PRIMARY,
ACT_MP_DROWNING_PRIMARY,
ACT_MP_LONG_FALL_PRIMARY,
ACT_MP_TRACTORBEAM_FLOAT_PRIMARY,
ACT_MP_DEATH_CRUSH_PRIMARY,
ACT_DIE_STAND,
ACT_DIE_STAND_HEADSHOT,
ACT_DIE_CROUCH,
ACT_DIE_CROUCH_HEADSHOT,
ACT_CSGO_NULL,
ACT_CSGO_DEFUSE,
ACT_CSGO_DEFUSE_WITH_KIT,
ACT_CSGO_FLASHBANG_REACTION,
ACT_CSGO_FIRE_PRIMARY,
ACT_CSGO_FIRE_PRIMARY_OPT_1,
ACT_CSGO_FIRE_PRIMARY_OPT_2,
ACT_CSGO_FIRE_SECONDARY,
ACT_CSGO_FIRE_SECONDARY_OPT_1,
ACT_CSGO_FIRE_SECONDARY_OPT_2,
ACT_CSGO_RELOAD,
ACT_CSGO_RELOAD_START,
ACT_CSGO_RELOAD_LOOP,
ACT_CSGO_RELOAD_END,
ACT_CSGO_OPERATE,
ACT_CSGO_DEPLOY,
ACT_CSGO_CATCH,
ACT_CSGO_SILENCER_DETACH,
ACT_CSGO_SILENCER_ATTACH,
ACT_CSGO_TWITCH,
ACT_CSGO_TWITCH_BUYZONE,
ACT_CSGO_PLANT_BOMB,
ACT_CSGO_IDLE_TURN_BALANCEADJUST,
ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
ACT_CSGO_ALIVE_LOOP,
ACT_CSGO_FLINCH,
ACT_CSGO_FLINCH_HEAD,
ACT_CSGO_FLINCH_MOLOTOV,
ACT_CSGO_JUMP,
ACT_CSGO_FALL,
ACT_CSGO_CLIMB_LADDER,
ACT_CSGO_LAND_LIGHT,
ACT_CSGO_LAND_HEAVY,
ACT_CSGO_EXIT_LADDER_TOP,
ACT_CSGO_EXIT_LADDER_BOTTOM,
};
#endif // AI_ACTIVITY_H
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