------------------------------------------------ -- Variable defines. -- You should never change this file. ------------------------------------------------ -- 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