// Generated by the protocol buffer compiler. DO NOT EDIT! // source: ai_activity.proto package com.valve.dota2; public final class AiActivity { private AiActivity() {} public static void registerAllExtensions( com.google.protobuf.ExtensionRegistry registry) { } /** * Protobuf enum {@code Activity} */ public enum Activity implements com.google.protobuf.ProtocolMessageEnum { /** * <code>ACT_INVALID = -1;</code> */ ACT_INVALID(0, -1), /** * <code>ACT_RESET = 0;</code> */ ACT_RESET(1, 0), /** * <code>ACT_IDLE = 1;</code> */ ACT_IDLE(2, 1), /** * <code>ACT_TRANSITION = 2;</code> */ ACT_TRANSITION(3, 2), /** * <code>ACT_COVER = 3;</code> */ ACT_COVER(4, 3), /** * <code>ACT_COVER_MED = 4;</code> */ ACT_COVER_MED(5, 4), /** * <code>ACT_COVER_LOW = 5;</code> */ ACT_COVER_LOW(6, 5), /** * <code>ACT_WALK = 6;</code> */ ACT_WALK(7, 6), /** * <code>ACT_WALK_AIM = 7;</code> */ ACT_WALK_AIM(8, 7), /** * <code>ACT_WALK_CROUCH = 8;</code> */ ACT_WALK_CROUCH(9, 8), /** * <code>ACT_WALK_CROUCH_AIM = 9;</code> */ ACT_WALK_CROUCH_AIM(10, 9), /** * <code>ACT_RUN = 10;</code> */ ACT_RUN(11, 10), /** * <code>ACT_RUN_AIM = 11;</code> */ ACT_RUN_AIM(12, 11), /** * <code>ACT_RUN_CROUCH = 12;</code> */ ACT_RUN_CROUCH(13, 12), /** * <code>ACT_RUN_CROUCH_AIM = 13;</code> */ ACT_RUN_CROUCH_AIM(14, 13), /** * <code>ACT_RUN_PROTECTED = 14;</code> */ ACT_RUN_PROTECTED(15, 14), /** * <code>ACT_SCRIPT_CUSTOM_MOVE = 15;</code> */ ACT_SCRIPT_CUSTOM_MOVE(16, 15), /** * <code>ACT_RANGE_ATTACK1 = 16;</code> */ ACT_RANGE_ATTACK1(17, 16), /** * <code>ACT_RANGE_ATTACK2 = 17;</code> */ ACT_RANGE_ATTACK2(18, 17), /** * <code>ACT_RANGE_ATTACK1_LOW = 18;</code> */ ACT_RANGE_ATTACK1_LOW(19, 18), /** * <code>ACT_RANGE_ATTACK2_LOW = 19;</code> */ ACT_RANGE_ATTACK2_LOW(20, 19), /** * <code>ACT_DIESIMPLE = 20;</code> */ ACT_DIESIMPLE(21, 20), /** * <code>ACT_DIEBACKWARD = 21;</code> */ ACT_DIEBACKWARD(22, 21), /** * <code>ACT_DIEFORWARD = 22;</code> */ ACT_DIEFORWARD(23, 22), /** * <code>ACT_DIEVIOLENT = 23;</code> */ ACT_DIEVIOLENT(24, 23), /** * <code>ACT_DIERAGDOLL = 24;</code> */ ACT_DIERAGDOLL(25, 24), /** * <code>ACT_FLY = 25;</code> */ ACT_FLY(26, 25), /** * <code>ACT_HOVER = 26;</code> */ ACT_HOVER(27, 26), /** * <code>ACT_GLIDE = 27;</code> */ ACT_GLIDE(28, 27), /** * <code>ACT_SWIM = 28;</code> */ ACT_SWIM(29, 28), /** * <code>ACT_JUMP = 29;</code> */ ACT_JUMP(30, 29), /** * <code>ACT_HOP = 30;</code> */ ACT_HOP(31, 30), /** * <code>ACT_LEAP = 31;</code> */ ACT_LEAP(32, 31), /** * <code>ACT_LAND = 32;</code> */ ACT_LAND(33, 32), /** * <code>ACT_CLIMB_UP = 33;</code> */ ACT_CLIMB_UP(34, 33), /** * <code>ACT_CLIMB_DOWN = 34;</code> */ ACT_CLIMB_DOWN(35, 34), /** * <code>ACT_CLIMB_DISMOUNT = 35;</code> */ ACT_CLIMB_DISMOUNT(36, 35), /** * <code>ACT_SHIPLADDER_UP = 36;</code> */ ACT_SHIPLADDER_UP(37, 36), /** * <code>ACT_SHIPLADDER_DOWN = 37;</code> */ ACT_SHIPLADDER_DOWN(38, 37), /** * <code>ACT_STRAFE_LEFT = 38;</code> */ ACT_STRAFE_LEFT(39, 38), /** * <code>ACT_STRAFE_RIGHT = 39;</code> */ ACT_STRAFE_RIGHT(40, 39), /** * <code>ACT_ROLL_LEFT = 40;</code> */ ACT_ROLL_LEFT(41, 40), /** * <code>ACT_ROLL_RIGHT = 41;</code> */ ACT_ROLL_RIGHT(42, 41), /** * <code>ACT_TURN_LEFT = 42;</code> */ ACT_TURN_LEFT(43, 42), /** * <code>ACT_TURN_RIGHT = 43;</code> */ ACT_TURN_RIGHT(44, 43), /** * <code>ACT_CROUCH = 44;</code> */ ACT_CROUCH(45, 44), /** * <code>ACT_CROUCHIDLE = 45;</code> */ ACT_CROUCHIDLE(46, 45), /** * <code>ACT_STAND = 46;</code> */ ACT_STAND(47, 46), /** * <code>ACT_USE = 47;</code> */ ACT_USE(48, 47), /** * <code>ACT_ALIEN_BURROW_IDLE = 48;</code> */ ACT_ALIEN_BURROW_IDLE(49, 48), /** * <code>ACT_ALIEN_BURROW_OUT = 49;</code> */ ACT_ALIEN_BURROW_OUT(50, 49), /** * <code>ACT_SIGNAL1 = 50;</code> */ ACT_SIGNAL1(51, 50), /** * <code>ACT_SIGNAL2 = 51;</code> */ ACT_SIGNAL2(52, 51), /** * <code>ACT_SIGNAL3 = 52;</code> */ ACT_SIGNAL3(53, 52), /** * <code>ACT_SIGNAL_ADVANCE = 53;</code> */ ACT_SIGNAL_ADVANCE(54, 53), /** * <code>ACT_SIGNAL_FORWARD = 54;</code> */ ACT_SIGNAL_FORWARD(55, 54), /** * <code>ACT_SIGNAL_GROUP = 55;</code> */ ACT_SIGNAL_GROUP(56, 55), /** * <code>ACT_SIGNAL_HALT = 56;</code> */ ACT_SIGNAL_HALT(57, 56), /** * <code>ACT_SIGNAL_LEFT = 57;</code> */ ACT_SIGNAL_LEFT(58, 57), /** * <code>ACT_SIGNAL_RIGHT = 58;</code> */ ACT_SIGNAL_RIGHT(59, 58), /** * <code>ACT_SIGNAL_TAKECOVER = 59;</code> */ ACT_SIGNAL_TAKECOVER(60, 59), /** * <code>ACT_LOOKBACK_RIGHT = 60;</code> */ ACT_LOOKBACK_RIGHT(61, 60), /** * <code>ACT_LOOKBACK_LEFT = 61;</code> */ ACT_LOOKBACK_LEFT(62, 61), /** * <code>ACT_COWER = 62;</code> */ ACT_COWER(63, 62), /** * <code>ACT_SMALL_FLINCH = 63;</code> */ ACT_SMALL_FLINCH(64, 63), /** * <code>ACT_BIG_FLINCH = 64;</code> */ ACT_BIG_FLINCH(65, 64), /** * <code>ACT_MELEE_ATTACK1 = 65;</code> */ ACT_MELEE_ATTACK1(66, 65), /** * <code>ACT_MELEE_ATTACK2 = 66;</code> */ ACT_MELEE_ATTACK2(67, 66), /** * <code>ACT_RELOAD = 67;</code> */ ACT_RELOAD(68, 67), /** * <code>ACT_RELOAD_START = 68;</code> */ ACT_RELOAD_START(69, 68), /** * <code>ACT_RELOAD_FINISH = 69;</code> */ ACT_RELOAD_FINISH(70, 69), /** * <code>ACT_RELOAD_LOW = 70;</code> */ ACT_RELOAD_LOW(71, 70), /** * <code>ACT_ARM = 71;</code> */ ACT_ARM(72, 71), /** * <code>ACT_DISARM = 72;</code> */ ACT_DISARM(73, 72), /** * <code>ACT_DROP_WEAPON = 73;</code> */ ACT_DROP_WEAPON(74, 73), /** * <code>ACT_DROP_WEAPON_SHOTGUN = 74;</code> */ ACT_DROP_WEAPON_SHOTGUN(75, 74), /** * <code>ACT_PICKUP_GROUND = 75;</code> */ ACT_PICKUP_GROUND(76, 75), /** * <code>ACT_PICKUP_RACK = 76;</code> */ ACT_PICKUP_RACK(77, 76), /** * <code>ACT_IDLE_ANGRY = 77;</code> */ ACT_IDLE_ANGRY(78, 77), /** * <code>ACT_IDLE_RELAXED = 78;</code> */ ACT_IDLE_RELAXED(79, 78), /** * <code>ACT_IDLE_STIMULATED = 79;</code> */ ACT_IDLE_STIMULATED(80, 79), /** * <code>ACT_IDLE_AGITATED = 80;</code> */ ACT_IDLE_AGITATED(81, 80), /** * <code>ACT_IDLE_STEALTH = 81;</code> */ ACT_IDLE_STEALTH(82, 81), /** * <code>ACT_IDLE_HURT = 82;</code> */ ACT_IDLE_HURT(83, 82), /** * <code>ACT_WALK_RELAXED = 83;</code> */ ACT_WALK_RELAXED(84, 83), /** * <code>ACT_WALK_STIMULATED = 84;</code> */ ACT_WALK_STIMULATED(85, 84), /** * <code>ACT_WALK_AGITATED = 85;</code> */ ACT_WALK_AGITATED(86, 85), /** * <code>ACT_WALK_STEALTH = 86;</code> */ ACT_WALK_STEALTH(87, 86), /** * <code>ACT_RUN_RELAXED = 87;</code> */ ACT_RUN_RELAXED(88, 87), /** * <code>ACT_RUN_STIMULATED = 88;</code> */ ACT_RUN_STIMULATED(89, 88), /** * <code>ACT_RUN_AGITATED = 89;</code> */ ACT_RUN_AGITATED(90, 89), /** * <code>ACT_RUN_STEALTH = 90;</code> */ ACT_RUN_STEALTH(91, 90), /** * <code>ACT_IDLE_AIM_RELAXED = 91;</code> */ ACT_IDLE_AIM_RELAXED(92, 91), /** * <code>ACT_IDLE_AIM_STIMULATED = 92;</code> */ ACT_IDLE_AIM_STIMULATED(93, 92), /** * <code>ACT_IDLE_AIM_AGITATED = 93;</code> */ ACT_IDLE_AIM_AGITATED(94, 93), /** * <code>ACT_IDLE_AIM_STEALTH = 94;</code> */ ACT_IDLE_AIM_STEALTH(95, 94), /** * <code>ACT_WALK_AIM_RELAXED = 95;</code> */ ACT_WALK_AIM_RELAXED(96, 95), /** * <code>ACT_WALK_AIM_STIMULATED = 96;</code> */ ACT_WALK_AIM_STIMULATED(97, 96), /** * <code>ACT_WALK_AIM_AGITATED = 97;</code> */ ACT_WALK_AIM_AGITATED(98, 97), /** * <code>ACT_WALK_AIM_STEALTH = 98;</code> */ ACT_WALK_AIM_STEALTH(99, 98), /** * <code>ACT_RUN_AIM_RELAXED = 99;</code> */ ACT_RUN_AIM_RELAXED(100, 99), /** * <code>ACT_RUN_AIM_STIMULATED = 100;</code> */ ACT_RUN_AIM_STIMULATED(101, 100), /** * <code>ACT_RUN_AIM_AGITATED = 101;</code> */ ACT_RUN_AIM_AGITATED(102, 101), /** * <code>ACT_RUN_AIM_STEALTH = 102;</code> */ ACT_RUN_AIM_STEALTH(103, 102), /** * <code>ACT_CROUCHIDLE_STIMULATED = 103;</code> */ ACT_CROUCHIDLE_STIMULATED(104, 103), /** * <code>ACT_CROUCHIDLE_AIM_STIMULATED = 104;</code> */ ACT_CROUCHIDLE_AIM_STIMULATED(105, 104), /** * <code>ACT_CROUCHIDLE_AGITATED = 105;</code> */ ACT_CROUCHIDLE_AGITATED(106, 105), /** * <code>ACT_WALK_HURT = 106;</code> */ ACT_WALK_HURT(107, 106), /** * <code>ACT_RUN_HURT = 107;</code> */ ACT_RUN_HURT(108, 107), /** * <code>ACT_SPECIAL_ATTACK1 = 108;</code> */ ACT_SPECIAL_ATTACK1(109, 108), /** * <code>ACT_SPECIAL_ATTACK2 = 109;</code> */ ACT_SPECIAL_ATTACK2(110, 109), /** * <code>ACT_COMBAT_IDLE = 110;</code> */ ACT_COMBAT_IDLE(111, 110), /** * <code>ACT_WALK_SCARED = 111;</code> */ ACT_WALK_SCARED(112, 111), /** * <code>ACT_RUN_SCARED = 112;</code> */ ACT_RUN_SCARED(113, 112), /** * <code>ACT_VICTORY_DANCE = 113;</code> */ ACT_VICTORY_DANCE(114, 113), /** * <code>ACT_DIE_HEADSHOT = 114;</code> */ ACT_DIE_HEADSHOT(115, 114), /** * <code>ACT_DIE_CHESTSHOT = 115;</code> */ ACT_DIE_CHESTSHOT(116, 115), /** * <code>ACT_DIE_GUTSHOT = 116;</code> */ ACT_DIE_GUTSHOT(117, 116), /** * <code>ACT_DIE_BACKSHOT = 117;</code> */ ACT_DIE_BACKSHOT(118, 117), /** * <code>ACT_FLINCH_HEAD = 118;</code> */ ACT_FLINCH_HEAD(119, 118), /** * <code>ACT_FLINCH_CHEST = 119;</code> */ ACT_FLINCH_CHEST(120, 119), /** * <code>ACT_FLINCH_STOMACH = 120;</code> */ ACT_FLINCH_STOMACH(121, 120), /** * <code>ACT_FLINCH_LEFTARM = 121;</code> */ ACT_FLINCH_LEFTARM(122, 121), /** * <code>ACT_FLINCH_RIGHTARM = 122;</code> */ ACT_FLINCH_RIGHTARM(123, 122), /** * <code>ACT_FLINCH_LEFTLEG = 123;</code> */ ACT_FLINCH_LEFTLEG(124, 123), /** * <code>ACT_FLINCH_RIGHTLEG = 124;</code> */ ACT_FLINCH_RIGHTLEG(125, 124), /** * <code>ACT_FLINCH_PHYSICS = 125;</code> */ ACT_FLINCH_PHYSICS(126, 125), /** * <code>ACT_FLINCH_HEAD_BACK = 126;</code> */ ACT_FLINCH_HEAD_BACK(127, 126), /** * <code>ACT_FLINCH_CHEST_BACK = 127;</code> */ ACT_FLINCH_CHEST_BACK(128, 127), /** * <code>ACT_FLINCH_STOMACH_BACK = 128;</code> */ ACT_FLINCH_STOMACH_BACK(129, 128), /** * <code>ACT_FLINCH_CROUCH_FRONT = 129;</code> */ ACT_FLINCH_CROUCH_FRONT(130, 129), /** * <code>ACT_FLINCH_CROUCH_BACK = 130;</code> */ ACT_FLINCH_CROUCH_BACK(131, 130), /** * <code>ACT_FLINCH_CROUCH_LEFT = 131;</code> */ ACT_FLINCH_CROUCH_LEFT(132, 131), /** * <code>ACT_FLINCH_CROUCH_RIGHT = 132;</code> */ ACT_FLINCH_CROUCH_RIGHT(133, 132), /** * <code>ACT_IDLE_ON_FIRE = 133;</code> */ ACT_IDLE_ON_FIRE(134, 133), /** * <code>ACT_WALK_ON_FIRE = 134;</code> */ ACT_WALK_ON_FIRE(135, 134), /** * <code>ACT_RUN_ON_FIRE = 135;</code> */ ACT_RUN_ON_FIRE(136, 135), /** * <code>ACT_RAPPEL_LOOP = 136;</code> */ ACT_RAPPEL_LOOP(137, 136), /** * <code>ACT_180_LEFT = 137;</code> */ ACT_180_LEFT(138, 137), /** * <code>ACT_180_RIGHT = 138;</code> */ ACT_180_RIGHT(139, 138), /** * <code>ACT_90_LEFT = 139;</code> */ ACT_90_LEFT(140, 139), /** * <code>ACT_90_RIGHT = 140;</code> */ ACT_90_RIGHT(141, 140), /** * <code>ACT_STEP_LEFT = 141;</code> */ ACT_STEP_LEFT(142, 141), /** * <code>ACT_STEP_RIGHT = 142;</code> */ ACT_STEP_RIGHT(143, 142), /** * <code>ACT_STEP_BACK = 143;</code> */ ACT_STEP_BACK(144, 143), /** * <code>ACT_STEP_FORE = 144;</code> */ ACT_STEP_FORE(145, 144), /** * <code>ACT_GESTURE_RANGE_ATTACK1 = 145;</code> */ ACT_GESTURE_RANGE_ATTACK1(146, 145), /** * <code>ACT_GESTURE_RANGE_ATTACK2 = 146;</code> */ ACT_GESTURE_RANGE_ATTACK2(147, 146), /** * <code>ACT_GESTURE_MELEE_ATTACK1 = 147;</code> */ ACT_GESTURE_MELEE_ATTACK1(148, 147), /** * <code>ACT_GESTURE_MELEE_ATTACK2 = 148;</code> */ ACT_GESTURE_MELEE_ATTACK2(149, 148), /** * <code>ACT_GESTURE_RANGE_ATTACK1_LOW = 149;</code> */ ACT_GESTURE_RANGE_ATTACK1_LOW(150, 149), /** * <code>ACT_GESTURE_RANGE_ATTACK2_LOW = 150;</code> */ ACT_GESTURE_RANGE_ATTACK2_LOW(151, 150), /** * <code>ACT_MELEE_ATTACK_SWING_GESTURE = 151;</code> */ ACT_MELEE_ATTACK_SWING_GESTURE(152, 151), /** * <code>ACT_GESTURE_SMALL_FLINCH = 152;</code> */ ACT_GESTURE_SMALL_FLINCH(153, 152), /** * <code>ACT_GESTURE_BIG_FLINCH = 153;</code> */ ACT_GESTURE_BIG_FLINCH(154, 153), /** * <code>ACT_GESTURE_FLINCH_BLAST = 154;</code> */ ACT_GESTURE_FLINCH_BLAST(155, 154), /** * <code>ACT_GESTURE_FLINCH_BLAST_SHOTGUN = 155;</code> */ ACT_GESTURE_FLINCH_BLAST_SHOTGUN(156, 155), /** * <code>ACT_GESTURE_FLINCH_BLAST_DAMAGED = 156;</code> */ ACT_GESTURE_FLINCH_BLAST_DAMAGED(157, 156), /** * <code>ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN = 157;</code> */ ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN(158, 157), /** * <code>ACT_GESTURE_FLINCH_HEAD = 158;</code> */ ACT_GESTURE_FLINCH_HEAD(159, 158), /** * <code>ACT_GESTURE_FLINCH_CHEST = 159;</code> */ ACT_GESTURE_FLINCH_CHEST(160, 159), /** * <code>ACT_GESTURE_FLINCH_STOMACH = 160;</code> */ ACT_GESTURE_FLINCH_STOMACH(161, 160), /** * <code>ACT_GESTURE_FLINCH_LEFTARM = 161;</code> */ ACT_GESTURE_FLINCH_LEFTARM(162, 161), /** * <code>ACT_GESTURE_FLINCH_RIGHTARM = 162;</code> */ ACT_GESTURE_FLINCH_RIGHTARM(163, 162), /** * <code>ACT_GESTURE_FLINCH_LEFTLEG = 163;</code> */ ACT_GESTURE_FLINCH_LEFTLEG(164, 163), /** * <code>ACT_GESTURE_FLINCH_RIGHTLEG = 164;</code> */ ACT_GESTURE_FLINCH_RIGHTLEG(165, 164), /** * <code>ACT_GESTURE_TURN_LEFT = 165;</code> */ ACT_GESTURE_TURN_LEFT(166, 165), /** * <code>ACT_GESTURE_TURN_RIGHT = 166;</code> */ ACT_GESTURE_TURN_RIGHT(167, 166), /** * <code>ACT_GESTURE_TURN_LEFT45 = 167;</code> */ ACT_GESTURE_TURN_LEFT45(168, 167), /** * <code>ACT_GESTURE_TURN_RIGHT45 = 168;</code> */ ACT_GESTURE_TURN_RIGHT45(169, 168), /** * <code>ACT_GESTURE_TURN_LEFT90 = 169;</code> */ ACT_GESTURE_TURN_LEFT90(170, 169), /** * <code>ACT_GESTURE_TURN_RIGHT90 = 170;</code> */ ACT_GESTURE_TURN_RIGHT90(171, 170), /** * <code>ACT_GESTURE_TURN_LEFT45_FLAT = 171;</code> */ ACT_GESTURE_TURN_LEFT45_FLAT(172, 171), /** * <code>ACT_GESTURE_TURN_RIGHT45_FLAT = 172;</code> */ ACT_GESTURE_TURN_RIGHT45_FLAT(173, 172), /** * <code>ACT_GESTURE_TURN_LEFT90_FLAT = 173;</code> */ ACT_GESTURE_TURN_LEFT90_FLAT(174, 173), /** * <code>ACT_GESTURE_TURN_RIGHT90_FLAT = 174;</code> */ ACT_GESTURE_TURN_RIGHT90_FLAT(175, 174), /** * <code>ACT_BARNACLE_HIT = 175;</code> */ ACT_BARNACLE_HIT(176, 175), /** * <code>ACT_BARNACLE_PULL = 176;</code> */ ACT_BARNACLE_PULL(177, 176), /** * <code>ACT_BARNACLE_CHOMP = 177;</code> */ ACT_BARNACLE_CHOMP(178, 177), /** * <code>ACT_BARNACLE_CHEW = 178;</code> */ ACT_BARNACLE_CHEW(179, 178), /** * <code>ACT_DO_NOT_DISTURB = 179;</code> */ ACT_DO_NOT_DISTURB(180, 179), /** * <code>ACT_SPECIFIC_SEQUENCE = 180;</code> */ ACT_SPECIFIC_SEQUENCE(181, 180), /** * <code>ACT_VM_DRAW = 181;</code> */ ACT_VM_DRAW(182, 181), /** * <code>ACT_VM_HOLSTER = 182;</code> */ ACT_VM_HOLSTER(183, 182), /** * <code>ACT_VM_IDLE = 183;</code> */ ACT_VM_IDLE(184, 183), /** * <code>ACT_VM_FIDGET = 184;</code> */ ACT_VM_FIDGET(185, 184), /** * <code>ACT_VM_PULLBACK = 185;</code> */ ACT_VM_PULLBACK(186, 185), /** * <code>ACT_VM_PULLBACK_HIGH = 186;</code> */ ACT_VM_PULLBACK_HIGH(187, 186), /** * <code>ACT_VM_PULLBACK_LOW = 187;</code> */ ACT_VM_PULLBACK_LOW(188, 187), /** * <code>ACT_VM_THROW = 188;</code> */ ACT_VM_THROW(189, 188), /** * <code>ACT_VM_PULLPIN = 189;</code> */ ACT_VM_PULLPIN(190, 189), /** * <code>ACT_VM_PRIMARYATTACK = 190;</code> */ ACT_VM_PRIMARYATTACK(191, 190), /** * <code>ACT_VM_SECONDARYATTACK = 191;</code> */ ACT_VM_SECONDARYATTACK(192, 191), /** * <code>ACT_VM_RELOAD = 192;</code> */ ACT_VM_RELOAD(193, 192), /** * <code>ACT_VM_DRYFIRE = 193;</code> */ ACT_VM_DRYFIRE(194, 193), /** * <code>ACT_VM_HITLEFT = 194;</code> */ ACT_VM_HITLEFT(195, 194), /** * <code>ACT_VM_HITLEFT2 = 195;</code> */ ACT_VM_HITLEFT2(196, 195), /** * <code>ACT_VM_HITRIGHT = 196;</code> */ ACT_VM_HITRIGHT(197, 196), /** * <code>ACT_VM_HITRIGHT2 = 197;</code> */ ACT_VM_HITRIGHT2(198, 197), /** * <code>ACT_VM_HITCENTER = 198;</code> */ ACT_VM_HITCENTER(199, 198), /** * <code>ACT_VM_HITCENTER2 = 199;</code> */ ACT_VM_HITCENTER2(200, 199), /** * <code>ACT_VM_MISSLEFT = 200;</code> */ ACT_VM_MISSLEFT(201, 200), /** * <code>ACT_VM_MISSLEFT2 = 201;</code> */ ACT_VM_MISSLEFT2(202, 201), /** * <code>ACT_VM_MISSRIGHT = 202;</code> */ ACT_VM_MISSRIGHT(203, 202), /** * <code>ACT_VM_MISSRIGHT2 = 203;</code> */ ACT_VM_MISSRIGHT2(204, 203), /** * <code>ACT_VM_MISSCENTER = 204;</code> */ ACT_VM_MISSCENTER(205, 204), /** * <code>ACT_VM_MISSCENTER2 = 205;</code> */ ACT_VM_MISSCENTER2(206, 205), /** * <code>ACT_VM_HAULBACK = 206;</code> */ ACT_VM_HAULBACK(207, 206), /** * <code>ACT_VM_SWINGHARD = 207;</code> */ ACT_VM_SWINGHARD(208, 207), /** * <code>ACT_VM_SWINGMISS = 208;</code> */ ACT_VM_SWINGMISS(209, 208), /** * <code>ACT_VM_SWINGHIT = 209;</code> */ ACT_VM_SWINGHIT(210, 209), /** * <code>ACT_VM_IDLE_TO_LOWERED = 210;</code> */ ACT_VM_IDLE_TO_LOWERED(211, 210), /** * <code>ACT_VM_IDLE_LOWERED = 211;</code> */ ACT_VM_IDLE_LOWERED(212, 211), /** * <code>ACT_VM_LOWERED_TO_IDLE = 212;</code> */ ACT_VM_LOWERED_TO_IDLE(213, 212), /** * <code>ACT_VM_RECOIL1 = 213;</code> */ ACT_VM_RECOIL1(214, 213), /** * <code>ACT_VM_RECOIL2 = 214;</code> */ ACT_VM_RECOIL2(215, 214), /** * <code>ACT_VM_RECOIL3 = 215;</code> */ ACT_VM_RECOIL3(216, 215), /** * <code>ACT_VM_PICKUP = 216;</code> */ ACT_VM_PICKUP(217, 216), /** * <code>ACT_VM_RELEASE = 217;</code> */ ACT_VM_RELEASE(218, 217), /** * <code>ACT_VM_ATTACH_SILENCER = 218;</code> */ ACT_VM_ATTACH_SILENCER(219, 218), /** * <code>ACT_VM_DETACH_SILENCER = 219;</code> */ ACT_VM_DETACH_SILENCER(220, 219), /** * <code>ACT_SLAM_STICKWALL_IDLE = 220;</code> */ ACT_SLAM_STICKWALL_IDLE(221, 220), /** * <code>ACT_SLAM_STICKWALL_ND_IDLE = 221;</code> */ ACT_SLAM_STICKWALL_ND_IDLE(222, 221), /** * <code>ACT_SLAM_STICKWALL_ATTACH = 222;</code> */ ACT_SLAM_STICKWALL_ATTACH(223, 222), /** * <code>ACT_SLAM_STICKWALL_ATTACH2 = 223;</code> */ ACT_SLAM_STICKWALL_ATTACH2(224, 223), /** * <code>ACT_SLAM_STICKWALL_ND_ATTACH = 224;</code> */ ACT_SLAM_STICKWALL_ND_ATTACH(225, 224), /** * <code>ACT_SLAM_STICKWALL_ND_ATTACH2 = 225;</code> */ ACT_SLAM_STICKWALL_ND_ATTACH2(226, 225), /** * <code>ACT_SLAM_STICKWALL_DETONATE = 226;</code> */ ACT_SLAM_STICKWALL_DETONATE(227, 226), /** * <code>ACT_SLAM_STICKWALL_DETONATOR_HOLSTER = 227;</code> */ ACT_SLAM_STICKWALL_DETONATOR_HOLSTER(228, 227), /** * <code>ACT_SLAM_STICKWALL_DRAW = 228;</code> */ ACT_SLAM_STICKWALL_DRAW(229, 228), /** * <code>ACT_SLAM_STICKWALL_ND_DRAW = 229;</code> */ ACT_SLAM_STICKWALL_ND_DRAW(230, 229), /** * <code>ACT_SLAM_STICKWALL_TO_THROW = 230;</code> */ ACT_SLAM_STICKWALL_TO_THROW(231, 230), /** * <code>ACT_SLAM_STICKWALL_TO_THROW_ND = 231;</code> */ ACT_SLAM_STICKWALL_TO_THROW_ND(232, 231), /** * <code>ACT_SLAM_STICKWALL_TO_TRIPMINE_ND = 232;</code> */ ACT_SLAM_STICKWALL_TO_TRIPMINE_ND(233, 232), /** * <code>ACT_SLAM_THROW_IDLE = 233;</code> */ ACT_SLAM_THROW_IDLE(234, 233), /** * <code>ACT_SLAM_THROW_ND_IDLE = 234;</code> */ ACT_SLAM_THROW_ND_IDLE(235, 234), /** * <code>ACT_SLAM_THROW_THROW = 235;</code> */ ACT_SLAM_THROW_THROW(236, 235), /** * <code>ACT_SLAM_THROW_THROW2 = 236;</code> */ ACT_SLAM_THROW_THROW2(237, 236), /** * <code>ACT_SLAM_THROW_THROW_ND = 237;</code> */ ACT_SLAM_THROW_THROW_ND(238, 237), /** * <code>ACT_SLAM_THROW_THROW_ND2 = 238;</code> */ ACT_SLAM_THROW_THROW_ND2(239, 238), /** * <code>ACT_SLAM_THROW_DRAW = 239;</code> */ ACT_SLAM_THROW_DRAW(240, 239), /** * <code>ACT_SLAM_THROW_ND_DRAW = 240;</code> */ ACT_SLAM_THROW_ND_DRAW(241, 240), /** * <code>ACT_SLAM_THROW_TO_STICKWALL = 241;</code> */ ACT_SLAM_THROW_TO_STICKWALL(242, 241), /** * <code>ACT_SLAM_THROW_TO_STICKWALL_ND = 242;</code> */ ACT_SLAM_THROW_TO_STICKWALL_ND(243, 242), /** * <code>ACT_SLAM_THROW_DETONATE = 243;</code> */ ACT_SLAM_THROW_DETONATE(244, 243), /** * <code>ACT_SLAM_THROW_DETONATOR_HOLSTER = 244;</code> */ ACT_SLAM_THROW_DETONATOR_HOLSTER(245, 244), /** * <code>ACT_SLAM_THROW_TO_TRIPMINE_ND = 245;</code> */ ACT_SLAM_THROW_TO_TRIPMINE_ND(246, 245), /** * <code>ACT_SLAM_TRIPMINE_IDLE = 246;</code> */ ACT_SLAM_TRIPMINE_IDLE(247, 246), /** * <code>ACT_SLAM_TRIPMINE_DRAW = 247;</code> */ ACT_SLAM_TRIPMINE_DRAW(248, 247), /** * <code>ACT_SLAM_TRIPMINE_ATTACH = 248;</code> */ ACT_SLAM_TRIPMINE_ATTACH(249, 248), /** * <code>ACT_SLAM_TRIPMINE_ATTACH2 = 249;</code> */ ACT_SLAM_TRIPMINE_ATTACH2(250, 249), /** * <code>ACT_SLAM_TRIPMINE_TO_STICKWALL_ND = 250;</code> */ ACT_SLAM_TRIPMINE_TO_STICKWALL_ND(251, 250), /** * <code>ACT_SLAM_TRIPMINE_TO_THROW_ND = 251;</code> */ ACT_SLAM_TRIPMINE_TO_THROW_ND(252, 251), /** * <code>ACT_SLAM_DETONATOR_IDLE = 252;</code> */ ACT_SLAM_DETONATOR_IDLE(253, 252), /** * <code>ACT_SLAM_DETONATOR_DRAW = 253;</code> */ ACT_SLAM_DETONATOR_DRAW(254, 253), /** * <code>ACT_SLAM_DETONATOR_DETONATE = 254;</code> */ ACT_SLAM_DETONATOR_DETONATE(255, 254), /** * <code>ACT_SLAM_DETONATOR_HOLSTER = 255;</code> */ ACT_SLAM_DETONATOR_HOLSTER(256, 255), /** * <code>ACT_SLAM_DETONATOR_STICKWALL_DRAW = 256;</code> */ ACT_SLAM_DETONATOR_STICKWALL_DRAW(257, 256), /** * <code>ACT_SLAM_DETONATOR_THROW_DRAW = 257;</code> */ ACT_SLAM_DETONATOR_THROW_DRAW(258, 257), /** * <code>ACT_SHOTGUN_RELOAD_START = 258;</code> */ ACT_SHOTGUN_RELOAD_START(259, 258), /** * <code>ACT_SHOTGUN_RELOAD_FINISH = 259;</code> */ ACT_SHOTGUN_RELOAD_FINISH(260, 259), /** * <code>ACT_SHOTGUN_PUMP = 260;</code> */ ACT_SHOTGUN_PUMP(261, 260), /** * <code>ACT_SMG2_IDLE2 = 261;</code> */ ACT_SMG2_IDLE2(262, 261), /** * <code>ACT_SMG2_FIRE2 = 262;</code> */ ACT_SMG2_FIRE2(263, 262), /** * <code>ACT_SMG2_DRAW2 = 263;</code> */ ACT_SMG2_DRAW2(264, 263), /** * <code>ACT_SMG2_RELOAD2 = 264;</code> */ ACT_SMG2_RELOAD2(265, 264), /** * <code>ACT_SMG2_DRYFIRE2 = 265;</code> */ ACT_SMG2_DRYFIRE2(266, 265), /** * <code>ACT_SMG2_TOAUTO = 266;</code> */ ACT_SMG2_TOAUTO(267, 266), /** * <code>ACT_SMG2_TOBURST = 267;</code> */ ACT_SMG2_TOBURST(268, 267), /** * <code>ACT_PHYSCANNON_UPGRADE = 268;</code> */ ACT_PHYSCANNON_UPGRADE(269, 268), /** * <code>ACT_RANGE_ATTACK_AR1 = 269;</code> */ ACT_RANGE_ATTACK_AR1(270, 269), /** * <code>ACT_RANGE_ATTACK_AR2 = 270;</code> */ ACT_RANGE_ATTACK_AR2(271, 270), /** * <code>ACT_RANGE_ATTACK_AR2_LOW = 271;</code> */ ACT_RANGE_ATTACK_AR2_LOW(272, 271), /** * <code>ACT_RANGE_ATTACK_AR2_GRENADE = 272;</code> */ ACT_RANGE_ATTACK_AR2_GRENADE(273, 272), /** * <code>ACT_RANGE_ATTACK_HMG1 = 273;</code> */ ACT_RANGE_ATTACK_HMG1(274, 273), /** * <code>ACT_RANGE_ATTACK_ML = 274;</code> */ ACT_RANGE_ATTACK_ML(275, 274), /** * <code>ACT_RANGE_ATTACK_SMG1 = 275;</code> */ ACT_RANGE_ATTACK_SMG1(276, 275), /** * <code>ACT_RANGE_ATTACK_SMG1_LOW = 276;</code> */ ACT_RANGE_ATTACK_SMG1_LOW(277, 276), /** * <code>ACT_RANGE_ATTACK_SMG2 = 277;</code> */ ACT_RANGE_ATTACK_SMG2(278, 277), /** * <code>ACT_RANGE_ATTACK_SHOTGUN = 278;</code> */ ACT_RANGE_ATTACK_SHOTGUN(279, 278), /** * <code>ACT_RANGE_ATTACK_SHOTGUN_LOW = 279;</code> */ ACT_RANGE_ATTACK_SHOTGUN_LOW(280, 279), /** * <code>ACT_RANGE_ATTACK_PISTOL = 280;</code> */ ACT_RANGE_ATTACK_PISTOL(281, 280), /** * <code>ACT_RANGE_ATTACK_PISTOL_LOW = 281;</code> */ ACT_RANGE_ATTACK_PISTOL_LOW(282, 281), /** * <code>ACT_RANGE_ATTACK_SLAM = 282;</code> */ ACT_RANGE_ATTACK_SLAM(283, 282), /** * <code>ACT_RANGE_ATTACK_TRIPWIRE = 283;</code> */ ACT_RANGE_ATTACK_TRIPWIRE(284, 283), /** * <code>ACT_RANGE_ATTACK_THROW = 284;</code> */ ACT_RANGE_ATTACK_THROW(285, 284), /** * <code>ACT_RANGE_ATTACK_SNIPER_RIFLE = 285;</code> */ ACT_RANGE_ATTACK_SNIPER_RIFLE(286, 285), /** * <code>ACT_RANGE_ATTACK_RPG = 286;</code> */ ACT_RANGE_ATTACK_RPG(287, 286), /** * <code>ACT_MELEE_ATTACK_SWING = 287;</code> */ ACT_MELEE_ATTACK_SWING(288, 287), /** * <code>ACT_RANGE_AIM_LOW = 288;</code> */ ACT_RANGE_AIM_LOW(289, 288), /** * <code>ACT_RANGE_AIM_SMG1_LOW = 289;</code> */ ACT_RANGE_AIM_SMG1_LOW(290, 289), /** * <code>ACT_RANGE_AIM_PISTOL_LOW = 290;</code> */ ACT_RANGE_AIM_PISTOL_LOW(291, 290), /** * <code>ACT_RANGE_AIM_AR2_LOW = 291;</code> */ ACT_RANGE_AIM_AR2_LOW(292, 291), /** * <code>ACT_COVER_PISTOL_LOW = 292;</code> */ ACT_COVER_PISTOL_LOW(293, 292), /** * <code>ACT_COVER_SMG1_LOW = 293;</code> */ ACT_COVER_SMG1_LOW(294, 293), /** * <code>ACT_GESTURE_RANGE_ATTACK_AR1 = 294;</code> */ ACT_GESTURE_RANGE_ATTACK_AR1(295, 294), /** * <code>ACT_GESTURE_RANGE_ATTACK_AR2 = 295;</code> */ ACT_GESTURE_RANGE_ATTACK_AR2(296, 295), /** * <code>ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE = 296;</code> */ ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE(297, 296), /** * <code>ACT_GESTURE_RANGE_ATTACK_HMG1 = 297;</code> */ ACT_GESTURE_RANGE_ATTACK_HMG1(298, 297), /** * <code>ACT_GESTURE_RANGE_ATTACK_ML = 298;</code> */ ACT_GESTURE_RANGE_ATTACK_ML(299, 298), /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG1 = 299;</code> */ ACT_GESTURE_RANGE_ATTACK_SMG1(300, 299), /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG1_LOW = 300;</code> */ ACT_GESTURE_RANGE_ATTACK_SMG1_LOW(301, 300), /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG2 = 301;</code> */ ACT_GESTURE_RANGE_ATTACK_SMG2(302, 301), /** * <code>ACT_GESTURE_RANGE_ATTACK_SHOTGUN = 302;</code> */ ACT_GESTURE_RANGE_ATTACK_SHOTGUN(303, 302), /** * <code>ACT_GESTURE_RANGE_ATTACK_PISTOL = 303;</code> */ ACT_GESTURE_RANGE_ATTACK_PISTOL(304, 303), /** * <code>ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW = 304;</code> */ ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW(305, 304), /** * <code>ACT_GESTURE_RANGE_ATTACK_SLAM = 305;</code> */ ACT_GESTURE_RANGE_ATTACK_SLAM(306, 305), /** * <code>ACT_GESTURE_RANGE_ATTACK_TRIPWIRE = 306;</code> */ ACT_GESTURE_RANGE_ATTACK_TRIPWIRE(307, 306), /** * <code>ACT_GESTURE_RANGE_ATTACK_THROW = 307;</code> */ ACT_GESTURE_RANGE_ATTACK_THROW(308, 307), /** * <code>ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE = 308;</code> */ ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE(309, 308), /** * <code>ACT_GESTURE_MELEE_ATTACK_SWING = 309;</code> */ ACT_GESTURE_MELEE_ATTACK_SWING(310, 309), /** * <code>ACT_IDLE_RIFLE = 310;</code> */ ACT_IDLE_RIFLE(311, 310), /** * <code>ACT_IDLE_SMG1 = 311;</code> */ ACT_IDLE_SMG1(312, 311), /** * <code>ACT_IDLE_ANGRY_SMG1 = 312;</code> */ ACT_IDLE_ANGRY_SMG1(313, 312), /** * <code>ACT_IDLE_PISTOL = 313;</code> */ ACT_IDLE_PISTOL(314, 313), /** * <code>ACT_IDLE_ANGRY_PISTOL = 314;</code> */ ACT_IDLE_ANGRY_PISTOL(315, 314), /** * <code>ACT_IDLE_ANGRY_SHOTGUN = 315;</code> */ ACT_IDLE_ANGRY_SHOTGUN(316, 315), /** * <code>ACT_IDLE_STEALTH_PISTOL = 316;</code> */ ACT_IDLE_STEALTH_PISTOL(317, 316), /** * <code>ACT_IDLE_PACKAGE = 317;</code> */ ACT_IDLE_PACKAGE(318, 317), /** * <code>ACT_WALK_PACKAGE = 318;</code> */ ACT_WALK_PACKAGE(319, 318), /** * <code>ACT_IDLE_SUITCASE = 319;</code> */ ACT_IDLE_SUITCASE(320, 319), /** * <code>ACT_WALK_SUITCASE = 320;</code> */ ACT_WALK_SUITCASE(321, 320), /** * <code>ACT_IDLE_SMG1_RELAXED = 321;</code> */ ACT_IDLE_SMG1_RELAXED(322, 321), /** * <code>ACT_IDLE_SMG1_STIMULATED = 322;</code> */ ACT_IDLE_SMG1_STIMULATED(323, 322), /** * <code>ACT_WALK_RIFLE_RELAXED = 323;</code> */ ACT_WALK_RIFLE_RELAXED(324, 323), /** * <code>ACT_RUN_RIFLE_RELAXED = 324;</code> */ ACT_RUN_RIFLE_RELAXED(325, 324), /** * <code>ACT_WALK_RIFLE_STIMULATED = 325;</code> */ ACT_WALK_RIFLE_STIMULATED(326, 325), /** * <code>ACT_RUN_RIFLE_STIMULATED = 326;</code> */ ACT_RUN_RIFLE_STIMULATED(327, 326), /** * <code>ACT_IDLE_AIM_RIFLE_STIMULATED = 327;</code> */ ACT_IDLE_AIM_RIFLE_STIMULATED(328, 327), /** * <code>ACT_WALK_AIM_RIFLE_STIMULATED = 328;</code> */ ACT_WALK_AIM_RIFLE_STIMULATED(329, 328), /** * <code>ACT_RUN_AIM_RIFLE_STIMULATED = 329;</code> */ ACT_RUN_AIM_RIFLE_STIMULATED(330, 329), /** * <code>ACT_IDLE_SHOTGUN_RELAXED = 330;</code> */ ACT_IDLE_SHOTGUN_RELAXED(331, 330), /** * <code>ACT_IDLE_SHOTGUN_STIMULATED = 331;</code> */ ACT_IDLE_SHOTGUN_STIMULATED(332, 331), /** * <code>ACT_IDLE_SHOTGUN_AGITATED = 332;</code> */ ACT_IDLE_SHOTGUN_AGITATED(333, 332), /** * <code>ACT_WALK_ANGRY = 333;</code> */ ACT_WALK_ANGRY(334, 333), /** * <code>ACT_POLICE_HARASS1 = 334;</code> */ ACT_POLICE_HARASS1(335, 334), /** * <code>ACT_POLICE_HARASS2 = 335;</code> */ ACT_POLICE_HARASS2(336, 335), /** * <code>ACT_IDLE_MANNEDGUN = 336;</code> */ ACT_IDLE_MANNEDGUN(337, 336), /** * <code>ACT_IDLE_MELEE = 337;</code> */ ACT_IDLE_MELEE(338, 337), /** * <code>ACT_IDLE_ANGRY_MELEE = 338;</code> */ ACT_IDLE_ANGRY_MELEE(339, 338), /** * <code>ACT_IDLE_RPG_RELAXED = 339;</code> */ ACT_IDLE_RPG_RELAXED(340, 339), /** * <code>ACT_IDLE_RPG = 340;</code> */ ACT_IDLE_RPG(341, 340), /** * <code>ACT_IDLE_ANGRY_RPG = 341;</code> */ ACT_IDLE_ANGRY_RPG(342, 341), /** * <code>ACT_COVER_LOW_RPG = 342;</code> */ ACT_COVER_LOW_RPG(343, 342), /** * <code>ACT_WALK_RPG = 343;</code> */ ACT_WALK_RPG(344, 343), /** * <code>ACT_RUN_RPG = 344;</code> */ ACT_RUN_RPG(345, 344), /** * <code>ACT_WALK_CROUCH_RPG = 345;</code> */ ACT_WALK_CROUCH_RPG(346, 345), /** * <code>ACT_RUN_CROUCH_RPG = 346;</code> */ ACT_RUN_CROUCH_RPG(347, 346), /** * <code>ACT_WALK_RPG_RELAXED = 347;</code> */ ACT_WALK_RPG_RELAXED(348, 347), /** * <code>ACT_RUN_RPG_RELAXED = 348;</code> */ ACT_RUN_RPG_RELAXED(349, 348), /** * <code>ACT_WALK_RIFLE = 349;</code> */ ACT_WALK_RIFLE(350, 349), /** * <code>ACT_WALK_AIM_RIFLE = 350;</code> */ ACT_WALK_AIM_RIFLE(351, 350), /** * <code>ACT_WALK_CROUCH_RIFLE = 351;</code> */ ACT_WALK_CROUCH_RIFLE(352, 351), /** * <code>ACT_WALK_CROUCH_AIM_RIFLE = 352;</code> */ ACT_WALK_CROUCH_AIM_RIFLE(353, 352), /** * <code>ACT_RUN_RIFLE = 353;</code> */ ACT_RUN_RIFLE(354, 353), /** * <code>ACT_RUN_AIM_RIFLE = 354;</code> */ ACT_RUN_AIM_RIFLE(355, 354), /** * <code>ACT_RUN_CROUCH_RIFLE = 355;</code> */ ACT_RUN_CROUCH_RIFLE(356, 355), /** * <code>ACT_RUN_CROUCH_AIM_RIFLE = 356;</code> */ ACT_RUN_CROUCH_AIM_RIFLE(357, 356), /** * <code>ACT_RUN_STEALTH_PISTOL = 357;</code> */ ACT_RUN_STEALTH_PISTOL(358, 357), /** * <code>ACT_WALK_AIM_SHOTGUN = 358;</code> */ ACT_WALK_AIM_SHOTGUN(359, 358), /** * <code>ACT_RUN_AIM_SHOTGUN = 359;</code> */ ACT_RUN_AIM_SHOTGUN(360, 359), /** * <code>ACT_WALK_PISTOL = 360;</code> */ ACT_WALK_PISTOL(361, 360), /** * <code>ACT_RUN_PISTOL = 361;</code> */ ACT_RUN_PISTOL(362, 361), /** * <code>ACT_WALK_AIM_PISTOL = 362;</code> */ ACT_WALK_AIM_PISTOL(363, 362), /** * <code>ACT_RUN_AIM_PISTOL = 363;</code> */ ACT_RUN_AIM_PISTOL(364, 363), /** * <code>ACT_WALK_STEALTH_PISTOL = 364;</code> */ ACT_WALK_STEALTH_PISTOL(365, 364), /** * <code>ACT_WALK_AIM_STEALTH_PISTOL = 365;</code> */ ACT_WALK_AIM_STEALTH_PISTOL(366, 365), /** * <code>ACT_RUN_AIM_STEALTH_PISTOL = 366;</code> */ ACT_RUN_AIM_STEALTH_PISTOL(367, 366), /** * <code>ACT_RELOAD_PISTOL = 367;</code> */ ACT_RELOAD_PISTOL(368, 367), /** * <code>ACT_RELOAD_PISTOL_LOW = 368;</code> */ ACT_RELOAD_PISTOL_LOW(369, 368), /** * <code>ACT_RELOAD_SMG1 = 369;</code> */ ACT_RELOAD_SMG1(370, 369), /** * <code>ACT_RELOAD_SMG1_LOW = 370;</code> */ ACT_RELOAD_SMG1_LOW(371, 370), /** * <code>ACT_RELOAD_SHOTGUN = 371;</code> */ ACT_RELOAD_SHOTGUN(372, 371), /** * <code>ACT_RELOAD_SHOTGUN_LOW = 372;</code> */ ACT_RELOAD_SHOTGUN_LOW(373, 372), /** * <code>ACT_GESTURE_RELOAD = 373;</code> */ ACT_GESTURE_RELOAD(374, 373), /** * <code>ACT_GESTURE_RELOAD_PISTOL = 374;</code> */ ACT_GESTURE_RELOAD_PISTOL(375, 374), /** * <code>ACT_GESTURE_RELOAD_SMG1 = 375;</code> */ ACT_GESTURE_RELOAD_SMG1(376, 375), /** * <code>ACT_GESTURE_RELOAD_SHOTGUN = 376;</code> */ ACT_GESTURE_RELOAD_SHOTGUN(377, 376), /** * <code>ACT_BUSY_LEAN_LEFT = 377;</code> */ ACT_BUSY_LEAN_LEFT(378, 377), /** * <code>ACT_BUSY_LEAN_LEFT_ENTRY = 378;</code> */ ACT_BUSY_LEAN_LEFT_ENTRY(379, 378), /** * <code>ACT_BUSY_LEAN_LEFT_EXIT = 379;</code> */ ACT_BUSY_LEAN_LEFT_EXIT(380, 379), /** * <code>ACT_BUSY_LEAN_BACK = 380;</code> */ ACT_BUSY_LEAN_BACK(381, 380), /** * <code>ACT_BUSY_LEAN_BACK_ENTRY = 381;</code> */ ACT_BUSY_LEAN_BACK_ENTRY(382, 381), /** * <code>ACT_BUSY_LEAN_BACK_EXIT = 382;</code> */ ACT_BUSY_LEAN_BACK_EXIT(383, 382), /** * <code>ACT_BUSY_SIT_GROUND = 383;</code> */ ACT_BUSY_SIT_GROUND(384, 383), /** * <code>ACT_BUSY_SIT_GROUND_ENTRY = 384;</code> */ ACT_BUSY_SIT_GROUND_ENTRY(385, 384), /** * <code>ACT_BUSY_SIT_GROUND_EXIT = 385;</code> */ ACT_BUSY_SIT_GROUND_EXIT(386, 385), /** * <code>ACT_BUSY_SIT_CHAIR = 386;</code> */ ACT_BUSY_SIT_CHAIR(387, 386), /** * <code>ACT_BUSY_SIT_CHAIR_ENTRY = 387;</code> */ ACT_BUSY_SIT_CHAIR_ENTRY(388, 387), /** * <code>ACT_BUSY_SIT_CHAIR_EXIT = 388;</code> */ ACT_BUSY_SIT_CHAIR_EXIT(389, 388), /** * <code>ACT_BUSY_STAND = 389;</code> */ ACT_BUSY_STAND(390, 389), /** * <code>ACT_BUSY_QUEUE = 390;</code> */ ACT_BUSY_QUEUE(391, 390), /** * <code>ACT_DUCK_DODGE = 391;</code> */ ACT_DUCK_DODGE(392, 391), /** * <code>ACT_DIE_BARNACLE_SWALLOW = 392;</code> */ ACT_DIE_BARNACLE_SWALLOW(393, 392), /** * <code>ACT_GESTURE_BARNACLE_STRANGLE = 393;</code> */ ACT_GESTURE_BARNACLE_STRANGLE(394, 393), /** * <code>ACT_PHYSCANNON_DETACH = 394;</code> */ ACT_PHYSCANNON_DETACH(395, 394), /** * <code>ACT_PHYSCANNON_ANIMATE = 395;</code> */ ACT_PHYSCANNON_ANIMATE(396, 395), /** * <code>ACT_PHYSCANNON_ANIMATE_PRE = 396;</code> */ ACT_PHYSCANNON_ANIMATE_PRE(397, 396), /** * <code>ACT_PHYSCANNON_ANIMATE_POST = 397;</code> */ ACT_PHYSCANNON_ANIMATE_POST(398, 397), /** * <code>ACT_DIE_FRONTSIDE = 398;</code> */ ACT_DIE_FRONTSIDE(399, 398), /** * <code>ACT_DIE_RIGHTSIDE = 399;</code> */ ACT_DIE_RIGHTSIDE(400, 399), /** * <code>ACT_DIE_BACKSIDE = 400;</code> */ ACT_DIE_BACKSIDE(401, 400), /** * <code>ACT_DIE_LEFTSIDE = 401;</code> */ ACT_DIE_LEFTSIDE(402, 401), /** * <code>ACT_OPEN_DOOR = 402;</code> */ ACT_OPEN_DOOR(403, 402), /** * <code>ACT_DI_ALYX_ZOMBIE_MELEE = 403;</code> */ ACT_DI_ALYX_ZOMBIE_MELEE(404, 403), /** * <code>ACT_DI_ALYX_ZOMBIE_TORSO_MELEE = 404;</code> */ ACT_DI_ALYX_ZOMBIE_TORSO_MELEE(405, 404), /** * <code>ACT_DI_ALYX_HEADCRAB_MELEE = 405;</code> */ ACT_DI_ALYX_HEADCRAB_MELEE(406, 405), /** * <code>ACT_DI_ALYX_ANTLION = 406;</code> */ ACT_DI_ALYX_ANTLION(407, 406), /** * <code>ACT_DI_ALYX_ZOMBIE_SHOTGUN64 = 407;</code> */ ACT_DI_ALYX_ZOMBIE_SHOTGUN64(408, 407), /** * <code>ACT_DI_ALYX_ZOMBIE_SHOTGUN26 = 408;</code> */ ACT_DI_ALYX_ZOMBIE_SHOTGUN26(409, 408), /** * <code>ACT_READINESS_RELAXED_TO_STIMULATED = 409;</code> */ ACT_READINESS_RELAXED_TO_STIMULATED(410, 409), /** * <code>ACT_READINESS_RELAXED_TO_STIMULATED_WALK = 410;</code> */ ACT_READINESS_RELAXED_TO_STIMULATED_WALK(411, 410), /** * <code>ACT_READINESS_AGITATED_TO_STIMULATED = 411;</code> */ ACT_READINESS_AGITATED_TO_STIMULATED(412, 411), /** * <code>ACT_READINESS_STIMULATED_TO_RELAXED = 412;</code> */ ACT_READINESS_STIMULATED_TO_RELAXED(413, 412), /** * <code>ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED = 413;</code> */ ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED(414, 413), /** * <code>ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK = 414;</code> */ ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK(415, 414), /** * <code>ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED = 415;</code> */ ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED(416, 415), /** * <code>ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED = 416;</code> */ ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED(417, 416), /** * <code>ACT_IDLE_CARRY = 417;</code> */ ACT_IDLE_CARRY(418, 417), /** * <code>ACT_WALK_CARRY = 418;</code> */ ACT_WALK_CARRY(419, 418), /** * <code>ACT_DOTA_IDLE = 419;</code> */ ACT_DOTA_IDLE(420, 419), /** * <code>ACT_DOTA_IDLE_RARE = 421;</code> */ ACT_DOTA_IDLE_RARE(421, 421), /** * <code>ACT_DOTA_RUN = 422;</code> */ ACT_DOTA_RUN(422, 422), /** * <code>ACT_DOTA_ATTACK = 424;</code> */ ACT_DOTA_ATTACK(423, 424), /** * <code>ACT_DOTA_ATTACK2 = 425;</code> */ ACT_DOTA_ATTACK2(424, 425), /** * <code>ACT_DOTA_ATTACK_EVENT = 426;</code> */ ACT_DOTA_ATTACK_EVENT(425, 426), /** * <code>ACT_DOTA_DIE = 427;</code> */ ACT_DOTA_DIE(426, 427), /** * <code>ACT_DOTA_FLINCH = 428;</code> */ ACT_DOTA_FLINCH(427, 428), /** * <code>ACT_DOTA_FLAIL = 429;</code> */ ACT_DOTA_FLAIL(428, 429), /** * <code>ACT_DOTA_DISABLED = 430;</code> */ ACT_DOTA_DISABLED(429, 430), /** * <code>ACT_DOTA_CAST_ABILITY_1 = 431;</code> */ ACT_DOTA_CAST_ABILITY_1(430, 431), /** * <code>ACT_DOTA_CAST_ABILITY_2 = 432;</code> */ ACT_DOTA_CAST_ABILITY_2(431, 432), /** * <code>ACT_DOTA_CAST_ABILITY_3 = 433;</code> */ ACT_DOTA_CAST_ABILITY_3(432, 433), /** * <code>ACT_DOTA_CAST_ABILITY_4 = 434;</code> */ ACT_DOTA_CAST_ABILITY_4(433, 434), /** * <code>ACT_DOTA_CAST_ABILITY_5 = 435;</code> */ ACT_DOTA_CAST_ABILITY_5(434, 435), /** * <code>ACT_DOTA_CAST_ABILITY_6 = 436;</code> */ ACT_DOTA_CAST_ABILITY_6(435, 436), /** * <code>ACT_DOTA_OVERRIDE_ABILITY_1 = 437;</code> */ ACT_DOTA_OVERRIDE_ABILITY_1(436, 437), /** * <code>ACT_DOTA_OVERRIDE_ABILITY_2 = 438;</code> */ ACT_DOTA_OVERRIDE_ABILITY_2(437, 438), /** * <code>ACT_DOTA_OVERRIDE_ABILITY_3 = 439;</code> */ ACT_DOTA_OVERRIDE_ABILITY_3(438, 439), /** * <code>ACT_DOTA_OVERRIDE_ABILITY_4 = 440;</code> */ ACT_DOTA_OVERRIDE_ABILITY_4(439, 440), /** * <code>ACT_DOTA_CHANNEL_ABILITY_1 = 441;</code> */ ACT_DOTA_CHANNEL_ABILITY_1(440, 441), /** * <code>ACT_DOTA_CHANNEL_ABILITY_2 = 442;</code> */ ACT_DOTA_CHANNEL_ABILITY_2(441, 442), /** * <code>ACT_DOTA_CHANNEL_ABILITY_3 = 443;</code> */ ACT_DOTA_CHANNEL_ABILITY_3(442, 443), /** * <code>ACT_DOTA_CHANNEL_ABILITY_4 = 444;</code> */ ACT_DOTA_CHANNEL_ABILITY_4(443, 444), /** * <code>ACT_DOTA_CHANNEL_ABILITY_5 = 445;</code> */ ACT_DOTA_CHANNEL_ABILITY_5(444, 445), /** * <code>ACT_DOTA_CHANNEL_ABILITY_6 = 446;</code> */ ACT_DOTA_CHANNEL_ABILITY_6(445, 446), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_1 = 447;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_1(446, 447), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_2 = 448;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_2(447, 448), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_3 = 449;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_3(448, 449), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_4 = 450;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_4(449, 450), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_5 = 451;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_5(450, 451), /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_6 = 452;</code> */ ACT_DOTA_CHANNEL_END_ABILITY_6(451, 452), /** * <code>ACT_DOTA_CONSTANT_LAYER = 453;</code> */ ACT_DOTA_CONSTANT_LAYER(452, 453), /** * <code>ACT_DOTA_CAPTURE = 454;</code> */ ACT_DOTA_CAPTURE(453, 454), /** * <code>ACT_DOTA_SPAWN = 455;</code> */ ACT_DOTA_SPAWN(454, 455), /** * <code>ACT_DOTA_KILLTAUNT = 456;</code> */ ACT_DOTA_KILLTAUNT(455, 456), /** * <code>ACT_DOTA_TAUNT = 457;</code> */ ACT_DOTA_TAUNT(456, 457), /** * <code>ACT_DOTA_THIRST = 458;</code> */ ACT_DOTA_THIRST(457, 458), /** * <code>ACT_DOTA_CAST_DRAGONBREATH = 459;</code> */ ACT_DOTA_CAST_DRAGONBREATH(458, 459), /** * <code>ACT_DOTA_ECHO_SLAM = 460;</code> */ ACT_DOTA_ECHO_SLAM(459, 460), /** * <code>ACT_DOTA_CAST_ABILITY_1_END = 461;</code> */ ACT_DOTA_CAST_ABILITY_1_END(460, 461), /** * <code>ACT_DOTA_CAST_ABILITY_2_END = 462;</code> */ ACT_DOTA_CAST_ABILITY_2_END(461, 462), /** * <code>ACT_DOTA_CAST_ABILITY_3_END = 463;</code> */ ACT_DOTA_CAST_ABILITY_3_END(462, 463), /** * <code>ACT_DOTA_CAST_ABILITY_4_END = 464;</code> */ ACT_DOTA_CAST_ABILITY_4_END(463, 464), /** * <code>ACT_MIRANA_LEAP_END = 465;</code> */ ACT_MIRANA_LEAP_END(464, 465), /** * <code>ACT_WAVEFORM_START = 466;</code> */ ACT_WAVEFORM_START(465, 466), /** * <code>ACT_WAVEFORM_END = 467;</code> */ ACT_WAVEFORM_END(466, 467), /** * <code>ACT_DOTA_CAST_ABILITY_ROT = 468;</code> */ ACT_DOTA_CAST_ABILITY_ROT(467, 468), /** * <code>ACT_DOTA_DIE_SPECIAL = 469;</code> */ ACT_DOTA_DIE_SPECIAL(468, 469), /** * <code>ACT_DOTA_RATTLETRAP_BATTERYASSAULT = 470;</code> */ ACT_DOTA_RATTLETRAP_BATTERYASSAULT(469, 470), /** * <code>ACT_DOTA_RATTLETRAP_POWERCOGS = 471;</code> */ ACT_DOTA_RATTLETRAP_POWERCOGS(470, 471), /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_START = 472;</code> */ ACT_DOTA_RATTLETRAP_HOOKSHOT_START(471, 472), /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP = 473;</code> */ ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP(472, 473), /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_END = 474;</code> */ ACT_DOTA_RATTLETRAP_HOOKSHOT_END(473, 474), /** * <code>ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE = 475;</code> */ ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE(474, 475), /** * <code>ACT_DOTA_TINKER_REARM1 = 476;</code> */ ACT_DOTA_TINKER_REARM1(475, 476), /** * <code>ACT_DOTA_TINKER_REARM2 = 477;</code> */ ACT_DOTA_TINKER_REARM2(476, 477), /** * <code>ACT_DOTA_TINKER_REARM3 = 478;</code> */ ACT_DOTA_TINKER_REARM3(477, 478), /** * <code>ACT_TINY_AVALANCHE = 479;</code> */ ACT_TINY_AVALANCHE(478, 479), /** * <code>ACT_TINY_TOSS = 480;</code> */ ACT_TINY_TOSS(479, 480), /** * <code>ACT_TINY_GROWL = 481;</code> */ ACT_TINY_GROWL(480, 481), /** * <code>ACT_DOTA_WEAVERBUG_ATTACH = 482;</code> */ ACT_DOTA_WEAVERBUG_ATTACH(481, 482), /** * <code>ACT_DOTA_CAST_WILD_AXES_END = 483;</code> */ ACT_DOTA_CAST_WILD_AXES_END(482, 483), /** * <code>ACT_DOTA_CAST_LIFE_BREAK_START = 484;</code> */ ACT_DOTA_CAST_LIFE_BREAK_START(483, 484), /** * <code>ACT_DOTA_CAST_LIFE_BREAK_END = 485;</code> */ ACT_DOTA_CAST_LIFE_BREAK_END(484, 485), /** * <code>ACT_DOTA_NIGHTSTALKER_TRANSITION = 486;</code> */ ACT_DOTA_NIGHTSTALKER_TRANSITION(485, 486), /** * <code>ACT_DOTA_LIFESTEALER_RAGE = 487;</code> */ ACT_DOTA_LIFESTEALER_RAGE(486, 487), /** * <code>ACT_DOTA_LIFESTEALER_OPEN_WOUNDS = 488;</code> */ ACT_DOTA_LIFESTEALER_OPEN_WOUNDS(487, 488), /** * <code>ACT_DOTA_SAND_KING_BURROW_IN = 489;</code> */ ACT_DOTA_SAND_KING_BURROW_IN(488, 489), /** * <code>ACT_DOTA_SAND_KING_BURROW_OUT = 490;</code> */ ACT_DOTA_SAND_KING_BURROW_OUT(489, 490), /** * <code>ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK = 491;</code> */ ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK(490, 491), /** * <code>ACT_DOTA_WHEEL_LAYER = 492;</code> */ ACT_DOTA_WHEEL_LAYER(491, 492), /** * <code>ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START = 493;</code> */ ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START(492, 493), /** * <code>ACT_DOTA_ALCHEMIST_CONCOCTION = 494;</code> */ ACT_DOTA_ALCHEMIST_CONCOCTION(493, 494), /** * <code>ACT_DOTA_JAKIRO_LIQUIDFIRE_START = 495;</code> */ ACT_DOTA_JAKIRO_LIQUIDFIRE_START(494, 495), /** * <code>ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP = 496;</code> */ ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP(495, 496), /** * <code>ACT_DOTA_LIFESTEALER_INFEST = 497;</code> */ ACT_DOTA_LIFESTEALER_INFEST(496, 497), /** * <code>ACT_DOTA_LIFESTEALER_INFEST_END = 498;</code> */ ACT_DOTA_LIFESTEALER_INFEST_END(497, 498), /** * <code>ACT_DOTA_LASSO_LOOP = 499;</code> */ ACT_DOTA_LASSO_LOOP(498, 499), /** * <code>ACT_DOTA_ALCHEMIST_CONCOCTION_THROW = 500;</code> */ ACT_DOTA_ALCHEMIST_CONCOCTION_THROW(499, 500), /** * <code>ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END = 501;</code> */ ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END(500, 501), /** * <code>ACT_DOTA_CAST_COLD_SNAP = 502;</code> */ ACT_DOTA_CAST_COLD_SNAP(501, 502), /** * <code>ACT_DOTA_CAST_GHOST_WALK = 503;</code> */ ACT_DOTA_CAST_GHOST_WALK(502, 503), /** * <code>ACT_DOTA_CAST_TORNADO = 504;</code> */ ACT_DOTA_CAST_TORNADO(503, 504), /** * <code>ACT_DOTA_CAST_EMP = 505;</code> */ ACT_DOTA_CAST_EMP(504, 505), /** * <code>ACT_DOTA_CAST_ALACRITY = 506;</code> */ ACT_DOTA_CAST_ALACRITY(505, 506), /** * <code>ACT_DOTA_CAST_CHAOS_METEOR = 507;</code> */ ACT_DOTA_CAST_CHAOS_METEOR(506, 507), /** * <code>ACT_DOTA_CAST_SUN_STRIKE = 508;</code> */ ACT_DOTA_CAST_SUN_STRIKE(507, 508), /** * <code>ACT_DOTA_CAST_FORGE_SPIRIT = 509;</code> */ ACT_DOTA_CAST_FORGE_SPIRIT(508, 509), /** * <code>ACT_DOTA_CAST_ICE_WALL = 510;</code> */ ACT_DOTA_CAST_ICE_WALL(509, 510), /** * <code>ACT_DOTA_CAST_DEAFENING_BLAST = 511;</code> */ ACT_DOTA_CAST_DEAFENING_BLAST(510, 511), /** * <code>ACT_DOTA_VICTORY = 512;</code> */ ACT_DOTA_VICTORY(511, 512), /** * <code>ACT_DOTA_DEFEAT = 513;</code> */ ACT_DOTA_DEFEAT(512, 513), /** * <code>ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE = 514;</code> */ ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE(513, 514), /** * <code>ACT_DOTA_SPIRIT_BREAKER_CHARGE_END = 515;</code> */ ACT_DOTA_SPIRIT_BREAKER_CHARGE_END(514, 515), /** * <code>ACT_DOTA_TELEPORT = 516;</code> */ ACT_DOTA_TELEPORT(515, 516), /** * <code>ACT_DOTA_TELEPORT_END = 517;</code> */ ACT_DOTA_TELEPORT_END(516, 517), /** * <code>ACT_DOTA_CAST_REFRACTION = 518;</code> */ ACT_DOTA_CAST_REFRACTION(517, 518), /** * <code>ACT_DOTA_CAST_ABILITY_7 = 519;</code> */ ACT_DOTA_CAST_ABILITY_7(518, 519), /** * <code>ACT_DOTA_CANCEL_SIREN_SONG = 520;</code> */ ACT_DOTA_CANCEL_SIREN_SONG(519, 520), /** * <code>ACT_DOTA_CHANNEL_ABILITY_7 = 521;</code> */ ACT_DOTA_CHANNEL_ABILITY_7(520, 521), /** * <code>ACT_DOTA_LOADOUT = 522;</code> */ ACT_DOTA_LOADOUT(521, 522), /** * <code>ACT_DOTA_FORCESTAFF_END = 523;</code> */ ACT_DOTA_FORCESTAFF_END(522, 523), /** * <code>ACT_DOTA_POOF_END = 524;</code> */ ACT_DOTA_POOF_END(523, 524), /** * <code>ACT_DOTA_SLARK_POUNCE = 525;</code> */ ACT_DOTA_SLARK_POUNCE(524, 525), /** * <code>ACT_DOTA_MAGNUS_SKEWER_START = 526;</code> */ ACT_DOTA_MAGNUS_SKEWER_START(525, 526), /** * <code>ACT_DOTA_MAGNUS_SKEWER_END = 527;</code> */ ACT_DOTA_MAGNUS_SKEWER_END(526, 527), /** * <code>ACT_DOTA_MEDUSA_STONE_GAZE = 528;</code> */ ACT_DOTA_MEDUSA_STONE_GAZE(527, 528), /** * <code>ACT_DOTA_RELAX_START = 529;</code> */ ACT_DOTA_RELAX_START(528, 529), /** * <code>ACT_DOTA_RELAX_LOOP = 530;</code> */ ACT_DOTA_RELAX_LOOP(529, 530), /** * <code>ACT_DOTA_RELAX_END = 531;</code> */ ACT_DOTA_RELAX_END(530, 531), /** * <code>ACT_DOTA_CENTAUR_STAMPEDE = 532;</code> */ ACT_DOTA_CENTAUR_STAMPEDE(531, 532), /** * <code>ACT_DOTA_BELLYACHE_START = 533;</code> */ ACT_DOTA_BELLYACHE_START(532, 533), /** * <code>ACT_DOTA_BELLYACHE_LOOP = 534;</code> */ ACT_DOTA_BELLYACHE_LOOP(533, 534), /** * <code>ACT_DOTA_BELLYACHE_END = 535;</code> */ ACT_DOTA_BELLYACHE_END(534, 535), /** * <code>ACT_DOTA_ROQUELAIRE_LAND = 536;</code> */ ACT_DOTA_ROQUELAIRE_LAND(535, 536), /** * <code>ACT_DOTA_ROQUELAIRE_LAND_IDLE = 537;</code> */ ACT_DOTA_ROQUELAIRE_LAND_IDLE(536, 537), /** * <code>ACT_DOTA_GREEVIL_CAST = 538;</code> */ ACT_DOTA_GREEVIL_CAST(537, 538), /** * <code>ACT_DOTA_GREEVIL_OVERRIDE_ABILITY = 539;</code> */ ACT_DOTA_GREEVIL_OVERRIDE_ABILITY(538, 539), /** * <code>ACT_DOTA_GREEVIL_HOOK_START = 540;</code> */ ACT_DOTA_GREEVIL_HOOK_START(539, 540), /** * <code>ACT_DOTA_GREEVIL_HOOK_END = 541;</code> */ ACT_DOTA_GREEVIL_HOOK_END(540, 541), /** * <code>ACT_DOTA_GREEVIL_BLINK_BONE = 542;</code> */ ACT_DOTA_GREEVIL_BLINK_BONE(541, 542), /** * <code>ACT_DOTA_IDLE_SLEEPING = 543;</code> */ ACT_DOTA_IDLE_SLEEPING(542, 543), /** * <code>ACT_DOTA_INTRO = 544;</code> */ ACT_DOTA_INTRO(543, 544), /** * <code>ACT_DOTA_GESTURE_POINT = 545;</code> */ ACT_DOTA_GESTURE_POINT(544, 545), /** * <code>ACT_DOTA_GESTURE_ACCENT = 546;</code> */ ACT_DOTA_GESTURE_ACCENT(545, 546), /** * <code>ACT_DOTA_SLEEPING_END = 547;</code> */ ACT_DOTA_SLEEPING_END(546, 547), /** * <code>ACT_DOTA_AMBUSH = 548;</code> */ ACT_DOTA_AMBUSH(547, 548), /** * <code>ACT_DOTA_ITEM_LOOK = 549;</code> */ ACT_DOTA_ITEM_LOOK(548, 549), /** * <code>ACT_DOTA_STARTLE = 550;</code> */ ACT_DOTA_STARTLE(549, 550), /** * <code>ACT_DOTA_FRUSTRATION = 551;</code> */ ACT_DOTA_FRUSTRATION(550, 551), /** * <code>ACT_DOTA_TELEPORT_REACT = 552;</code> */ ACT_DOTA_TELEPORT_REACT(551, 552), /** * <code>ACT_DOTA_TELEPORT_END_REACT = 553;</code> */ ACT_DOTA_TELEPORT_END_REACT(552, 553), /** * <code>ACT_DOTA_SHRUG = 554;</code> */ ACT_DOTA_SHRUG(553, 554), /** * <code>ACT_DOTA_RELAX_LOOP_END = 555;</code> */ ACT_DOTA_RELAX_LOOP_END(554, 555), /** * <code>ACT_DOTA_PRESENT_ITEM = 556;</code> */ ACT_DOTA_PRESENT_ITEM(555, 556), /** * <code>ACT_DOTA_IDLE_IMPATIENT = 557;</code> */ ACT_DOTA_IDLE_IMPATIENT(556, 557), /** * <code>ACT_DOTA_SHARPEN_WEAPON = 558;</code> */ ACT_DOTA_SHARPEN_WEAPON(557, 558), /** * <code>ACT_DOTA_SHARPEN_WEAPON_OUT = 559;</code> */ ACT_DOTA_SHARPEN_WEAPON_OUT(558, 559), /** * <code>ACT_DOTA_IDLE_SLEEPING_END = 560;</code> */ ACT_DOTA_IDLE_SLEEPING_END(559, 560), /** * <code>ACT_DOTA_BRIDGE_DESTROY = 561;</code> */ ACT_DOTA_BRIDGE_DESTROY(560, 561), /** * <code>ACT_DOTA_TAUNT_SNIPER = 562;</code> */ ACT_DOTA_TAUNT_SNIPER(561, 562), /** * <code>ACT_DOTA_DEATH_BY_SNIPER = 563;</code> */ ACT_DOTA_DEATH_BY_SNIPER(562, 563), /** * <code>ACT_DOTA_LOOK_AROUND = 564;</code> */ ACT_DOTA_LOOK_AROUND(563, 564), /** * <code>ACT_DOTA_CAGED_CREEP_RAGE = 565;</code> */ ACT_DOTA_CAGED_CREEP_RAGE(564, 565), /** * <code>ACT_DOTA_CAGED_CREEP_RAGE_OUT = 566;</code> */ ACT_DOTA_CAGED_CREEP_RAGE_OUT(565, 566), /** * <code>ACT_DOTA_CAGED_CREEP_SMASH = 567;</code> */ ACT_DOTA_CAGED_CREEP_SMASH(566, 567), /** * <code>ACT_DOTA_CAGED_CREEP_SMASH_OUT = 568;</code> */ ACT_DOTA_CAGED_CREEP_SMASH_OUT(567, 568), /** * <code>ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP = 569;</code> */ ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP(568, 569), /** * <code>ACT_DOTA_INTRO_LOOP = 570;</code> */ ACT_DOTA_INTRO_LOOP(569, 570), /** * <code>ACT_DOTA_BRIDGE_THREAT = 571;</code> */ ACT_DOTA_BRIDGE_THREAT(570, 571), /** * <code>ACT_DOTA_DAGON = 572;</code> */ ACT_DOTA_DAGON(571, 572), /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START = 573;</code> */ ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START(572, 573), /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL = 574;</code> */ ACT_DOTA_CAST_ABILITY_2_ES_ROLL(573, 574), /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END = 575;</code> */ ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END(574, 575), /** * <code>ACT_DOTA_NIAN_PIN_START = 576;</code> */ ACT_DOTA_NIAN_PIN_START(575, 576), /** * <code>ACT_DOTA_NIAN_PIN_LOOP = 577;</code> */ ACT_DOTA_NIAN_PIN_LOOP(576, 577), /** * <code>ACT_DOTA_NIAN_PIN_END = 578;</code> */ ACT_DOTA_NIAN_PIN_END(577, 578), /** * <code>ACT_DOTA_LEAP_STUN = 579;</code> */ ACT_DOTA_LEAP_STUN(578, 579), /** * <code>ACT_DOTA_LEAP_SWIPE = 580;</code> */ ACT_DOTA_LEAP_SWIPE(579, 580), /** * <code>ACT_DOTA_NIAN_INTRO_LEAP = 581;</code> */ ACT_DOTA_NIAN_INTRO_LEAP(580, 581), /** * <code>ACT_DOTA_AREA_DENY = 582;</code> */ ACT_DOTA_AREA_DENY(581, 582), /** * <code>ACT_DOTA_NIAN_PIN_TO_STUN = 583;</code> */ ACT_DOTA_NIAN_PIN_TO_STUN(582, 583), /** * <code>ACT_DOTA_RAZE_1 = 584;</code> */ ACT_DOTA_RAZE_1(583, 584), /** * <code>ACT_DOTA_RAZE_2 = 585;</code> */ ACT_DOTA_RAZE_2(584, 585), /** * <code>ACT_DOTA_RAZE_3 = 586;</code> */ ACT_DOTA_RAZE_3(585, 586), /** * <code>ACT_DOTA_UNDYING_DECAY = 587;</code> */ ACT_DOTA_UNDYING_DECAY(586, 587), /** * <code>ACT_DOTA_UNDYING_SOUL_RIP = 588;</code> */ ACT_DOTA_UNDYING_SOUL_RIP(587, 588), /** * <code>ACT_DOTA_UNDYING_TOMBSTONE = 589;</code> */ ACT_DOTA_UNDYING_TOMBSTONE(588, 589), /** * <code>ACT_DOTA_WHIRLING_AXES_RANGED = 590;</code> */ ACT_DOTA_WHIRLING_AXES_RANGED(589, 590), /** * <code>ACT_DOTA_SHALLOW_GRAVE = 591;</code> */ ACT_DOTA_SHALLOW_GRAVE(590, 591), /** * <code>ACT_DOTA_COLD_FEET = 592;</code> */ ACT_DOTA_COLD_FEET(591, 592), /** * <code>ACT_DOTA_ICE_VORTEX = 593;</code> */ ACT_DOTA_ICE_VORTEX(592, 593), /** * <code>ACT_DOTA_CHILLING_TOUCH = 594;</code> */ ACT_DOTA_CHILLING_TOUCH(593, 594), /** * <code>ACT_DOTA_ENFEEBLE = 595;</code> */ ACT_DOTA_ENFEEBLE(594, 595), /** * <code>ACT_DOTA_FATAL_BONDS = 596;</code> */ ACT_DOTA_FATAL_BONDS(595, 596), /** * <code>ACT_DOTA_MIDNIGHT_PULSE = 597;</code> */ ACT_DOTA_MIDNIGHT_PULSE(596, 597), /** * <code>ACT_DOTA_ANCESTRAL_SPIRIT = 598;</code> */ ACT_DOTA_ANCESTRAL_SPIRIT(597, 598), /** * <code>ACT_DOTA_THUNDER_STRIKE = 599;</code> */ ACT_DOTA_THUNDER_STRIKE(598, 599), /** * <code>ACT_DOTA_KINETIC_FIELD = 600;</code> */ ACT_DOTA_KINETIC_FIELD(599, 600), /** * <code>ACT_DOTA_STATIC_STORM = 601;</code> */ ACT_DOTA_STATIC_STORM(600, 601), /** * <code>ACT_DOTA_MINI_TAUNT = 602;</code> */ ACT_DOTA_MINI_TAUNT(601, 602), ; /** * <code>ACT_INVALID = -1;</code> */ public static final int ACT_INVALID_VALUE = -1; /** * <code>ACT_RESET = 0;</code> */ public static final int ACT_RESET_VALUE = 0; /** * <code>ACT_IDLE = 1;</code> */ public static final int ACT_IDLE_VALUE = 1; /** * <code>ACT_TRANSITION = 2;</code> */ public static final int ACT_TRANSITION_VALUE = 2; /** * <code>ACT_COVER = 3;</code> */ public static final int ACT_COVER_VALUE = 3; /** * <code>ACT_COVER_MED = 4;</code> */ public static final int ACT_COVER_MED_VALUE = 4; /** * <code>ACT_COVER_LOW = 5;</code> */ public static final int ACT_COVER_LOW_VALUE = 5; /** * <code>ACT_WALK = 6;</code> */ public static final int ACT_WALK_VALUE = 6; /** * <code>ACT_WALK_AIM = 7;</code> */ public static final int ACT_WALK_AIM_VALUE = 7; /** * <code>ACT_WALK_CROUCH = 8;</code> */ public static final int ACT_WALK_CROUCH_VALUE = 8; /** * <code>ACT_WALK_CROUCH_AIM = 9;</code> */ public static final int ACT_WALK_CROUCH_AIM_VALUE = 9; /** * <code>ACT_RUN = 10;</code> */ public static final int ACT_RUN_VALUE = 10; /** * <code>ACT_RUN_AIM = 11;</code> */ public static final int ACT_RUN_AIM_VALUE = 11; /** * <code>ACT_RUN_CROUCH = 12;</code> */ public static final int ACT_RUN_CROUCH_VALUE = 12; /** * <code>ACT_RUN_CROUCH_AIM = 13;</code> */ public static final int ACT_RUN_CROUCH_AIM_VALUE = 13; /** * <code>ACT_RUN_PROTECTED = 14;</code> */ public static final int ACT_RUN_PROTECTED_VALUE = 14; /** * <code>ACT_SCRIPT_CUSTOM_MOVE = 15;</code> */ public static final int ACT_SCRIPT_CUSTOM_MOVE_VALUE = 15; /** * <code>ACT_RANGE_ATTACK1 = 16;</code> */ public static final int ACT_RANGE_ATTACK1_VALUE = 16; /** * <code>ACT_RANGE_ATTACK2 = 17;</code> */ public static final int ACT_RANGE_ATTACK2_VALUE = 17; /** * <code>ACT_RANGE_ATTACK1_LOW = 18;</code> */ public static final int ACT_RANGE_ATTACK1_LOW_VALUE = 18; /** * <code>ACT_RANGE_ATTACK2_LOW = 19;</code> */ public static final int ACT_RANGE_ATTACK2_LOW_VALUE = 19; /** * <code>ACT_DIESIMPLE = 20;</code> */ public static final int ACT_DIESIMPLE_VALUE = 20; /** * <code>ACT_DIEBACKWARD = 21;</code> */ public static final int ACT_DIEBACKWARD_VALUE = 21; /** * <code>ACT_DIEFORWARD = 22;</code> */ public static final int ACT_DIEFORWARD_VALUE = 22; /** * <code>ACT_DIEVIOLENT = 23;</code> */ public static final int ACT_DIEVIOLENT_VALUE = 23; /** * <code>ACT_DIERAGDOLL = 24;</code> */ public static final int ACT_DIERAGDOLL_VALUE = 24; /** * <code>ACT_FLY = 25;</code> */ public static final int ACT_FLY_VALUE = 25; /** * <code>ACT_HOVER = 26;</code> */ public static final int ACT_HOVER_VALUE = 26; /** * <code>ACT_GLIDE = 27;</code> */ public static final int ACT_GLIDE_VALUE = 27; /** * <code>ACT_SWIM = 28;</code> */ public static final int ACT_SWIM_VALUE = 28; /** * <code>ACT_JUMP = 29;</code> */ public static final int ACT_JUMP_VALUE = 29; /** * <code>ACT_HOP = 30;</code> */ public static final int ACT_HOP_VALUE = 30; /** * <code>ACT_LEAP = 31;</code> */ public static final int ACT_LEAP_VALUE = 31; /** * <code>ACT_LAND = 32;</code> */ public static final int ACT_LAND_VALUE = 32; /** * <code>ACT_CLIMB_UP = 33;</code> */ public static final int ACT_CLIMB_UP_VALUE = 33; /** * <code>ACT_CLIMB_DOWN = 34;</code> */ public static final int ACT_CLIMB_DOWN_VALUE = 34; /** * <code>ACT_CLIMB_DISMOUNT = 35;</code> */ public static final int ACT_CLIMB_DISMOUNT_VALUE = 35; /** * <code>ACT_SHIPLADDER_UP = 36;</code> */ public static final int ACT_SHIPLADDER_UP_VALUE = 36; /** * <code>ACT_SHIPLADDER_DOWN = 37;</code> */ public static final int ACT_SHIPLADDER_DOWN_VALUE = 37; /** * <code>ACT_STRAFE_LEFT = 38;</code> */ public static final int ACT_STRAFE_LEFT_VALUE = 38; /** * <code>ACT_STRAFE_RIGHT = 39;</code> */ public static final int ACT_STRAFE_RIGHT_VALUE = 39; /** * <code>ACT_ROLL_LEFT = 40;</code> */ public static final int ACT_ROLL_LEFT_VALUE = 40; /** * <code>ACT_ROLL_RIGHT = 41;</code> */ public static final int ACT_ROLL_RIGHT_VALUE = 41; /** * <code>ACT_TURN_LEFT = 42;</code> */ public static final int ACT_TURN_LEFT_VALUE = 42; /** * <code>ACT_TURN_RIGHT = 43;</code> */ public static final int ACT_TURN_RIGHT_VALUE = 43; /** * <code>ACT_CROUCH = 44;</code> */ public static final int ACT_CROUCH_VALUE = 44; /** * <code>ACT_CROUCHIDLE = 45;</code> */ public static final int ACT_CROUCHIDLE_VALUE = 45; /** * <code>ACT_STAND = 46;</code> */ public static final int ACT_STAND_VALUE = 46; /** * <code>ACT_USE = 47;</code> */ public static final int ACT_USE_VALUE = 47; /** * <code>ACT_ALIEN_BURROW_IDLE = 48;</code> */ public static final int ACT_ALIEN_BURROW_IDLE_VALUE = 48; /** * <code>ACT_ALIEN_BURROW_OUT = 49;</code> */ public static final int ACT_ALIEN_BURROW_OUT_VALUE = 49; /** * <code>ACT_SIGNAL1 = 50;</code> */ public static final int ACT_SIGNAL1_VALUE = 50; /** * <code>ACT_SIGNAL2 = 51;</code> */ public static final int ACT_SIGNAL2_VALUE = 51; /** * <code>ACT_SIGNAL3 = 52;</code> */ public static final int ACT_SIGNAL3_VALUE = 52; /** * <code>ACT_SIGNAL_ADVANCE = 53;</code> */ public static final int ACT_SIGNAL_ADVANCE_VALUE = 53; /** * <code>ACT_SIGNAL_FORWARD = 54;</code> */ public static final int ACT_SIGNAL_FORWARD_VALUE = 54; /** * <code>ACT_SIGNAL_GROUP = 55;</code> */ public static final int ACT_SIGNAL_GROUP_VALUE = 55; /** * <code>ACT_SIGNAL_HALT = 56;</code> */ public static final int ACT_SIGNAL_HALT_VALUE = 56; /** * <code>ACT_SIGNAL_LEFT = 57;</code> */ public static final int ACT_SIGNAL_LEFT_VALUE = 57; /** * <code>ACT_SIGNAL_RIGHT = 58;</code> */ public static final int ACT_SIGNAL_RIGHT_VALUE = 58; /** * <code>ACT_SIGNAL_TAKECOVER = 59;</code> */ public static final int ACT_SIGNAL_TAKECOVER_VALUE = 59; /** * <code>ACT_LOOKBACK_RIGHT = 60;</code> */ public static final int ACT_LOOKBACK_RIGHT_VALUE = 60; /** * <code>ACT_LOOKBACK_LEFT = 61;</code> */ public static final int ACT_LOOKBACK_LEFT_VALUE = 61; /** * <code>ACT_COWER = 62;</code> */ public static final int ACT_COWER_VALUE = 62; /** * <code>ACT_SMALL_FLINCH = 63;</code> */ public static final int ACT_SMALL_FLINCH_VALUE = 63; /** * <code>ACT_BIG_FLINCH = 64;</code> */ public static final int ACT_BIG_FLINCH_VALUE = 64; /** * <code>ACT_MELEE_ATTACK1 = 65;</code> */ public static final int ACT_MELEE_ATTACK1_VALUE = 65; /** * <code>ACT_MELEE_ATTACK2 = 66;</code> */ public static final int ACT_MELEE_ATTACK2_VALUE = 66; /** * <code>ACT_RELOAD = 67;</code> */ public static final int ACT_RELOAD_VALUE = 67; /** * <code>ACT_RELOAD_START = 68;</code> */ public static final int ACT_RELOAD_START_VALUE = 68; /** * <code>ACT_RELOAD_FINISH = 69;</code> */ public static final int ACT_RELOAD_FINISH_VALUE = 69; /** * <code>ACT_RELOAD_LOW = 70;</code> */ public static final int ACT_RELOAD_LOW_VALUE = 70; /** * <code>ACT_ARM = 71;</code> */ public static final int ACT_ARM_VALUE = 71; /** * <code>ACT_DISARM = 72;</code> */ public static final int ACT_DISARM_VALUE = 72; /** * <code>ACT_DROP_WEAPON = 73;</code> */ public static final int ACT_DROP_WEAPON_VALUE = 73; /** * <code>ACT_DROP_WEAPON_SHOTGUN = 74;</code> */ public static final int ACT_DROP_WEAPON_SHOTGUN_VALUE = 74; /** * <code>ACT_PICKUP_GROUND = 75;</code> */ public static final int ACT_PICKUP_GROUND_VALUE = 75; /** * <code>ACT_PICKUP_RACK = 76;</code> */ public static final int ACT_PICKUP_RACK_VALUE = 76; /** * <code>ACT_IDLE_ANGRY = 77;</code> */ public static final int ACT_IDLE_ANGRY_VALUE = 77; /** * <code>ACT_IDLE_RELAXED = 78;</code> */ public static final int ACT_IDLE_RELAXED_VALUE = 78; /** * <code>ACT_IDLE_STIMULATED = 79;</code> */ public static final int ACT_IDLE_STIMULATED_VALUE = 79; /** * <code>ACT_IDLE_AGITATED = 80;</code> */ public static final int ACT_IDLE_AGITATED_VALUE = 80; /** * <code>ACT_IDLE_STEALTH = 81;</code> */ public static final int ACT_IDLE_STEALTH_VALUE = 81; /** * <code>ACT_IDLE_HURT = 82;</code> */ public static final int ACT_IDLE_HURT_VALUE = 82; /** * <code>ACT_WALK_RELAXED = 83;</code> */ public static final int ACT_WALK_RELAXED_VALUE = 83; /** * <code>ACT_WALK_STIMULATED = 84;</code> */ public static final int ACT_WALK_STIMULATED_VALUE = 84; /** * <code>ACT_WALK_AGITATED = 85;</code> */ public static final int ACT_WALK_AGITATED_VALUE = 85; /** * <code>ACT_WALK_STEALTH = 86;</code> */ public static final int ACT_WALK_STEALTH_VALUE = 86; /** * <code>ACT_RUN_RELAXED = 87;</code> */ public static final int ACT_RUN_RELAXED_VALUE = 87; /** * <code>ACT_RUN_STIMULATED = 88;</code> */ public static final int ACT_RUN_STIMULATED_VALUE = 88; /** * <code>ACT_RUN_AGITATED = 89;</code> */ public static final int ACT_RUN_AGITATED_VALUE = 89; /** * <code>ACT_RUN_STEALTH = 90;</code> */ public static final int ACT_RUN_STEALTH_VALUE = 90; /** * <code>ACT_IDLE_AIM_RELAXED = 91;</code> */ public static final int ACT_IDLE_AIM_RELAXED_VALUE = 91; /** * <code>ACT_IDLE_AIM_STIMULATED = 92;</code> */ public static final int ACT_IDLE_AIM_STIMULATED_VALUE = 92; /** * <code>ACT_IDLE_AIM_AGITATED = 93;</code> */ public static final int ACT_IDLE_AIM_AGITATED_VALUE = 93; /** * <code>ACT_IDLE_AIM_STEALTH = 94;</code> */ public static final int ACT_IDLE_AIM_STEALTH_VALUE = 94; /** * <code>ACT_WALK_AIM_RELAXED = 95;</code> */ public static final int ACT_WALK_AIM_RELAXED_VALUE = 95; /** * <code>ACT_WALK_AIM_STIMULATED = 96;</code> */ public static final int ACT_WALK_AIM_STIMULATED_VALUE = 96; /** * <code>ACT_WALK_AIM_AGITATED = 97;</code> */ public static final int ACT_WALK_AIM_AGITATED_VALUE = 97; /** * <code>ACT_WALK_AIM_STEALTH = 98;</code> */ public static final int ACT_WALK_AIM_STEALTH_VALUE = 98; /** * <code>ACT_RUN_AIM_RELAXED = 99;</code> */ public static final int ACT_RUN_AIM_RELAXED_VALUE = 99; /** * <code>ACT_RUN_AIM_STIMULATED = 100;</code> */ public static final int ACT_RUN_AIM_STIMULATED_VALUE = 100; /** * <code>ACT_RUN_AIM_AGITATED = 101;</code> */ public static final int ACT_RUN_AIM_AGITATED_VALUE = 101; /** * <code>ACT_RUN_AIM_STEALTH = 102;</code> */ public static final int ACT_RUN_AIM_STEALTH_VALUE = 102; /** * <code>ACT_CROUCHIDLE_STIMULATED = 103;</code> */ public static final int ACT_CROUCHIDLE_STIMULATED_VALUE = 103; /** * <code>ACT_CROUCHIDLE_AIM_STIMULATED = 104;</code> */ public static final int ACT_CROUCHIDLE_AIM_STIMULATED_VALUE = 104; /** * <code>ACT_CROUCHIDLE_AGITATED = 105;</code> */ public static final int ACT_CROUCHIDLE_AGITATED_VALUE = 105; /** * <code>ACT_WALK_HURT = 106;</code> */ public static final int ACT_WALK_HURT_VALUE = 106; /** * <code>ACT_RUN_HURT = 107;</code> */ public static final int ACT_RUN_HURT_VALUE = 107; /** * <code>ACT_SPECIAL_ATTACK1 = 108;</code> */ public static final int ACT_SPECIAL_ATTACK1_VALUE = 108; /** * <code>ACT_SPECIAL_ATTACK2 = 109;</code> */ public static final int ACT_SPECIAL_ATTACK2_VALUE = 109; /** * <code>ACT_COMBAT_IDLE = 110;</code> */ public static final int ACT_COMBAT_IDLE_VALUE = 110; /** * <code>ACT_WALK_SCARED = 111;</code> */ public static final int ACT_WALK_SCARED_VALUE = 111; /** * <code>ACT_RUN_SCARED = 112;</code> */ public static final int ACT_RUN_SCARED_VALUE = 112; /** * <code>ACT_VICTORY_DANCE = 113;</code> */ public static final int ACT_VICTORY_DANCE_VALUE = 113; /** * <code>ACT_DIE_HEADSHOT = 114;</code> */ public static final int ACT_DIE_HEADSHOT_VALUE = 114; /** * <code>ACT_DIE_CHESTSHOT = 115;</code> */ public static final int ACT_DIE_CHESTSHOT_VALUE = 115; /** * <code>ACT_DIE_GUTSHOT = 116;</code> */ public static final int ACT_DIE_GUTSHOT_VALUE = 116; /** * <code>ACT_DIE_BACKSHOT = 117;</code> */ public static final int ACT_DIE_BACKSHOT_VALUE = 117; /** * <code>ACT_FLINCH_HEAD = 118;</code> */ public static final int ACT_FLINCH_HEAD_VALUE = 118; /** * <code>ACT_FLINCH_CHEST = 119;</code> */ public static final int ACT_FLINCH_CHEST_VALUE = 119; /** * <code>ACT_FLINCH_STOMACH = 120;</code> */ public static final int ACT_FLINCH_STOMACH_VALUE = 120; /** * <code>ACT_FLINCH_LEFTARM = 121;</code> */ public static final int ACT_FLINCH_LEFTARM_VALUE = 121; /** * <code>ACT_FLINCH_RIGHTARM = 122;</code> */ public static final int ACT_FLINCH_RIGHTARM_VALUE = 122; /** * <code>ACT_FLINCH_LEFTLEG = 123;</code> */ public static final int ACT_FLINCH_LEFTLEG_VALUE = 123; /** * <code>ACT_FLINCH_RIGHTLEG = 124;</code> */ public static final int ACT_FLINCH_RIGHTLEG_VALUE = 124; /** * <code>ACT_FLINCH_PHYSICS = 125;</code> */ public static final int ACT_FLINCH_PHYSICS_VALUE = 125; /** * <code>ACT_FLINCH_HEAD_BACK = 126;</code> */ public static final int ACT_FLINCH_HEAD_BACK_VALUE = 126; /** * <code>ACT_FLINCH_CHEST_BACK = 127;</code> */ public static final int ACT_FLINCH_CHEST_BACK_VALUE = 127; /** * <code>ACT_FLINCH_STOMACH_BACK = 128;</code> */ public static final int ACT_FLINCH_STOMACH_BACK_VALUE = 128; /** * <code>ACT_FLINCH_CROUCH_FRONT = 129;</code> */ public static final int ACT_FLINCH_CROUCH_FRONT_VALUE = 129; /** * <code>ACT_FLINCH_CROUCH_BACK = 130;</code> */ public static final int ACT_FLINCH_CROUCH_BACK_VALUE = 130; /** * <code>ACT_FLINCH_CROUCH_LEFT = 131;</code> */ public static final int ACT_FLINCH_CROUCH_LEFT_VALUE = 131; /** * <code>ACT_FLINCH_CROUCH_RIGHT = 132;</code> */ public static final int ACT_FLINCH_CROUCH_RIGHT_VALUE = 132; /** * <code>ACT_IDLE_ON_FIRE = 133;</code> */ public static final int ACT_IDLE_ON_FIRE_VALUE = 133; /** * <code>ACT_WALK_ON_FIRE = 134;</code> */ public static final int ACT_WALK_ON_FIRE_VALUE = 134; /** * <code>ACT_RUN_ON_FIRE = 135;</code> */ public static final int ACT_RUN_ON_FIRE_VALUE = 135; /** * <code>ACT_RAPPEL_LOOP = 136;</code> */ public static final int ACT_RAPPEL_LOOP_VALUE = 136; /** * <code>ACT_180_LEFT = 137;</code> */ public static final int ACT_180_LEFT_VALUE = 137; /** * <code>ACT_180_RIGHT = 138;</code> */ public static final int ACT_180_RIGHT_VALUE = 138; /** * <code>ACT_90_LEFT = 139;</code> */ public static final int ACT_90_LEFT_VALUE = 139; /** * <code>ACT_90_RIGHT = 140;</code> */ public static final int ACT_90_RIGHT_VALUE = 140; /** * <code>ACT_STEP_LEFT = 141;</code> */ public static final int ACT_STEP_LEFT_VALUE = 141; /** * <code>ACT_STEP_RIGHT = 142;</code> */ public static final int ACT_STEP_RIGHT_VALUE = 142; /** * <code>ACT_STEP_BACK = 143;</code> */ public static final int ACT_STEP_BACK_VALUE = 143; /** * <code>ACT_STEP_FORE = 144;</code> */ public static final int ACT_STEP_FORE_VALUE = 144; /** * <code>ACT_GESTURE_RANGE_ATTACK1 = 145;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK1_VALUE = 145; /** * <code>ACT_GESTURE_RANGE_ATTACK2 = 146;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK2_VALUE = 146; /** * <code>ACT_GESTURE_MELEE_ATTACK1 = 147;</code> */ public static final int ACT_GESTURE_MELEE_ATTACK1_VALUE = 147; /** * <code>ACT_GESTURE_MELEE_ATTACK2 = 148;</code> */ public static final int ACT_GESTURE_MELEE_ATTACK2_VALUE = 148; /** * <code>ACT_GESTURE_RANGE_ATTACK1_LOW = 149;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK1_LOW_VALUE = 149; /** * <code>ACT_GESTURE_RANGE_ATTACK2_LOW = 150;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK2_LOW_VALUE = 150; /** * <code>ACT_MELEE_ATTACK_SWING_GESTURE = 151;</code> */ public static final int ACT_MELEE_ATTACK_SWING_GESTURE_VALUE = 151; /** * <code>ACT_GESTURE_SMALL_FLINCH = 152;</code> */ public static final int ACT_GESTURE_SMALL_FLINCH_VALUE = 152; /** * <code>ACT_GESTURE_BIG_FLINCH = 153;</code> */ public static final int ACT_GESTURE_BIG_FLINCH_VALUE = 153; /** * <code>ACT_GESTURE_FLINCH_BLAST = 154;</code> */ public static final int ACT_GESTURE_FLINCH_BLAST_VALUE = 154; /** * <code>ACT_GESTURE_FLINCH_BLAST_SHOTGUN = 155;</code> */ public static final int ACT_GESTURE_FLINCH_BLAST_SHOTGUN_VALUE = 155; /** * <code>ACT_GESTURE_FLINCH_BLAST_DAMAGED = 156;</code> */ public static final int ACT_GESTURE_FLINCH_BLAST_DAMAGED_VALUE = 156; /** * <code>ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN = 157;</code> */ public static final int ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN_VALUE = 157; /** * <code>ACT_GESTURE_FLINCH_HEAD = 158;</code> */ public static final int ACT_GESTURE_FLINCH_HEAD_VALUE = 158; /** * <code>ACT_GESTURE_FLINCH_CHEST = 159;</code> */ public static final int ACT_GESTURE_FLINCH_CHEST_VALUE = 159; /** * <code>ACT_GESTURE_FLINCH_STOMACH = 160;</code> */ public static final int ACT_GESTURE_FLINCH_STOMACH_VALUE = 160; /** * <code>ACT_GESTURE_FLINCH_LEFTARM = 161;</code> */ public static final int ACT_GESTURE_FLINCH_LEFTARM_VALUE = 161; /** * <code>ACT_GESTURE_FLINCH_RIGHTARM = 162;</code> */ public static final int ACT_GESTURE_FLINCH_RIGHTARM_VALUE = 162; /** * <code>ACT_GESTURE_FLINCH_LEFTLEG = 163;</code> */ public static final int ACT_GESTURE_FLINCH_LEFTLEG_VALUE = 163; /** * <code>ACT_GESTURE_FLINCH_RIGHTLEG = 164;</code> */ public static final int ACT_GESTURE_FLINCH_RIGHTLEG_VALUE = 164; /** * <code>ACT_GESTURE_TURN_LEFT = 165;</code> */ public static final int ACT_GESTURE_TURN_LEFT_VALUE = 165; /** * <code>ACT_GESTURE_TURN_RIGHT = 166;</code> */ public static final int ACT_GESTURE_TURN_RIGHT_VALUE = 166; /** * <code>ACT_GESTURE_TURN_LEFT45 = 167;</code> */ public static final int ACT_GESTURE_TURN_LEFT45_VALUE = 167; /** * <code>ACT_GESTURE_TURN_RIGHT45 = 168;</code> */ public static final int ACT_GESTURE_TURN_RIGHT45_VALUE = 168; /** * <code>ACT_GESTURE_TURN_LEFT90 = 169;</code> */ public static final int ACT_GESTURE_TURN_LEFT90_VALUE = 169; /** * <code>ACT_GESTURE_TURN_RIGHT90 = 170;</code> */ public static final int ACT_GESTURE_TURN_RIGHT90_VALUE = 170; /** * <code>ACT_GESTURE_TURN_LEFT45_FLAT = 171;</code> */ public static final int ACT_GESTURE_TURN_LEFT45_FLAT_VALUE = 171; /** * <code>ACT_GESTURE_TURN_RIGHT45_FLAT = 172;</code> */ public static final int ACT_GESTURE_TURN_RIGHT45_FLAT_VALUE = 172; /** * <code>ACT_GESTURE_TURN_LEFT90_FLAT = 173;</code> */ public static final int ACT_GESTURE_TURN_LEFT90_FLAT_VALUE = 173; /** * <code>ACT_GESTURE_TURN_RIGHT90_FLAT = 174;</code> */ public static final int ACT_GESTURE_TURN_RIGHT90_FLAT_VALUE = 174; /** * <code>ACT_BARNACLE_HIT = 175;</code> */ public static final int ACT_BARNACLE_HIT_VALUE = 175; /** * <code>ACT_BARNACLE_PULL = 176;</code> */ public static final int ACT_BARNACLE_PULL_VALUE = 176; /** * <code>ACT_BARNACLE_CHOMP = 177;</code> */ public static final int ACT_BARNACLE_CHOMP_VALUE = 177; /** * <code>ACT_BARNACLE_CHEW = 178;</code> */ public static final int ACT_BARNACLE_CHEW_VALUE = 178; /** * <code>ACT_DO_NOT_DISTURB = 179;</code> */ public static final int ACT_DO_NOT_DISTURB_VALUE = 179; /** * <code>ACT_SPECIFIC_SEQUENCE = 180;</code> */ public static final int ACT_SPECIFIC_SEQUENCE_VALUE = 180; /** * <code>ACT_VM_DRAW = 181;</code> */ public static final int ACT_VM_DRAW_VALUE = 181; /** * <code>ACT_VM_HOLSTER = 182;</code> */ public static final int ACT_VM_HOLSTER_VALUE = 182; /** * <code>ACT_VM_IDLE = 183;</code> */ public static final int ACT_VM_IDLE_VALUE = 183; /** * <code>ACT_VM_FIDGET = 184;</code> */ public static final int ACT_VM_FIDGET_VALUE = 184; /** * <code>ACT_VM_PULLBACK = 185;</code> */ public static final int ACT_VM_PULLBACK_VALUE = 185; /** * <code>ACT_VM_PULLBACK_HIGH = 186;</code> */ public static final int ACT_VM_PULLBACK_HIGH_VALUE = 186; /** * <code>ACT_VM_PULLBACK_LOW = 187;</code> */ public static final int ACT_VM_PULLBACK_LOW_VALUE = 187; /** * <code>ACT_VM_THROW = 188;</code> */ public static final int ACT_VM_THROW_VALUE = 188; /** * <code>ACT_VM_PULLPIN = 189;</code> */ public static final int ACT_VM_PULLPIN_VALUE = 189; /** * <code>ACT_VM_PRIMARYATTACK = 190;</code> */ public static final int ACT_VM_PRIMARYATTACK_VALUE = 190; /** * <code>ACT_VM_SECONDARYATTACK = 191;</code> */ public static final int ACT_VM_SECONDARYATTACK_VALUE = 191; /** * <code>ACT_VM_RELOAD = 192;</code> */ public static final int ACT_VM_RELOAD_VALUE = 192; /** * <code>ACT_VM_DRYFIRE = 193;</code> */ public static final int ACT_VM_DRYFIRE_VALUE = 193; /** * <code>ACT_VM_HITLEFT = 194;</code> */ public static final int ACT_VM_HITLEFT_VALUE = 194; /** * <code>ACT_VM_HITLEFT2 = 195;</code> */ public static final int ACT_VM_HITLEFT2_VALUE = 195; /** * <code>ACT_VM_HITRIGHT = 196;</code> */ public static final int ACT_VM_HITRIGHT_VALUE = 196; /** * <code>ACT_VM_HITRIGHT2 = 197;</code> */ public static final int ACT_VM_HITRIGHT2_VALUE = 197; /** * <code>ACT_VM_HITCENTER = 198;</code> */ public static final int ACT_VM_HITCENTER_VALUE = 198; /** * <code>ACT_VM_HITCENTER2 = 199;</code> */ public static final int ACT_VM_HITCENTER2_VALUE = 199; /** * <code>ACT_VM_MISSLEFT = 200;</code> */ public static final int ACT_VM_MISSLEFT_VALUE = 200; /** * <code>ACT_VM_MISSLEFT2 = 201;</code> */ public static final int ACT_VM_MISSLEFT2_VALUE = 201; /** * <code>ACT_VM_MISSRIGHT = 202;</code> */ public static final int ACT_VM_MISSRIGHT_VALUE = 202; /** * <code>ACT_VM_MISSRIGHT2 = 203;</code> */ public static final int ACT_VM_MISSRIGHT2_VALUE = 203; /** * <code>ACT_VM_MISSCENTER = 204;</code> */ public static final int ACT_VM_MISSCENTER_VALUE = 204; /** * <code>ACT_VM_MISSCENTER2 = 205;</code> */ public static final int ACT_VM_MISSCENTER2_VALUE = 205; /** * <code>ACT_VM_HAULBACK = 206;</code> */ public static final int ACT_VM_HAULBACK_VALUE = 206; /** * <code>ACT_VM_SWINGHARD = 207;</code> */ public static final int ACT_VM_SWINGHARD_VALUE = 207; /** * <code>ACT_VM_SWINGMISS = 208;</code> */ public static final int ACT_VM_SWINGMISS_VALUE = 208; /** * <code>ACT_VM_SWINGHIT = 209;</code> */ public static final int ACT_VM_SWINGHIT_VALUE = 209; /** * <code>ACT_VM_IDLE_TO_LOWERED = 210;</code> */ public static final int ACT_VM_IDLE_TO_LOWERED_VALUE = 210; /** * <code>ACT_VM_IDLE_LOWERED = 211;</code> */ public static final int ACT_VM_IDLE_LOWERED_VALUE = 211; /** * <code>ACT_VM_LOWERED_TO_IDLE = 212;</code> */ public static final int ACT_VM_LOWERED_TO_IDLE_VALUE = 212; /** * <code>ACT_VM_RECOIL1 = 213;</code> */ public static final int ACT_VM_RECOIL1_VALUE = 213; /** * <code>ACT_VM_RECOIL2 = 214;</code> */ public static final int ACT_VM_RECOIL2_VALUE = 214; /** * <code>ACT_VM_RECOIL3 = 215;</code> */ public static final int ACT_VM_RECOIL3_VALUE = 215; /** * <code>ACT_VM_PICKUP = 216;</code> */ public static final int ACT_VM_PICKUP_VALUE = 216; /** * <code>ACT_VM_RELEASE = 217;</code> */ public static final int ACT_VM_RELEASE_VALUE = 217; /** * <code>ACT_VM_ATTACH_SILENCER = 218;</code> */ public static final int ACT_VM_ATTACH_SILENCER_VALUE = 218; /** * <code>ACT_VM_DETACH_SILENCER = 219;</code> */ public static final int ACT_VM_DETACH_SILENCER_VALUE = 219; /** * <code>ACT_SLAM_STICKWALL_IDLE = 220;</code> */ public static final int ACT_SLAM_STICKWALL_IDLE_VALUE = 220; /** * <code>ACT_SLAM_STICKWALL_ND_IDLE = 221;</code> */ public static final int ACT_SLAM_STICKWALL_ND_IDLE_VALUE = 221; /** * <code>ACT_SLAM_STICKWALL_ATTACH = 222;</code> */ public static final int ACT_SLAM_STICKWALL_ATTACH_VALUE = 222; /** * <code>ACT_SLAM_STICKWALL_ATTACH2 = 223;</code> */ public static final int ACT_SLAM_STICKWALL_ATTACH2_VALUE = 223; /** * <code>ACT_SLAM_STICKWALL_ND_ATTACH = 224;</code> */ public static final int ACT_SLAM_STICKWALL_ND_ATTACH_VALUE = 224; /** * <code>ACT_SLAM_STICKWALL_ND_ATTACH2 = 225;</code> */ public static final int ACT_SLAM_STICKWALL_ND_ATTACH2_VALUE = 225; /** * <code>ACT_SLAM_STICKWALL_DETONATE = 226;</code> */ public static final int ACT_SLAM_STICKWALL_DETONATE_VALUE = 226; /** * <code>ACT_SLAM_STICKWALL_DETONATOR_HOLSTER = 227;</code> */ public static final int ACT_SLAM_STICKWALL_DETONATOR_HOLSTER_VALUE = 227; /** * <code>ACT_SLAM_STICKWALL_DRAW = 228;</code> */ public static final int ACT_SLAM_STICKWALL_DRAW_VALUE = 228; /** * <code>ACT_SLAM_STICKWALL_ND_DRAW = 229;</code> */ public static final int ACT_SLAM_STICKWALL_ND_DRAW_VALUE = 229; /** * <code>ACT_SLAM_STICKWALL_TO_THROW = 230;</code> */ public static final int ACT_SLAM_STICKWALL_TO_THROW_VALUE = 230; /** * <code>ACT_SLAM_STICKWALL_TO_THROW_ND = 231;</code> */ public static final int ACT_SLAM_STICKWALL_TO_THROW_ND_VALUE = 231; /** * <code>ACT_SLAM_STICKWALL_TO_TRIPMINE_ND = 232;</code> */ public static final int ACT_SLAM_STICKWALL_TO_TRIPMINE_ND_VALUE = 232; /** * <code>ACT_SLAM_THROW_IDLE = 233;</code> */ public static final int ACT_SLAM_THROW_IDLE_VALUE = 233; /** * <code>ACT_SLAM_THROW_ND_IDLE = 234;</code> */ public static final int ACT_SLAM_THROW_ND_IDLE_VALUE = 234; /** * <code>ACT_SLAM_THROW_THROW = 235;</code> */ public static final int ACT_SLAM_THROW_THROW_VALUE = 235; /** * <code>ACT_SLAM_THROW_THROW2 = 236;</code> */ public static final int ACT_SLAM_THROW_THROW2_VALUE = 236; /** * <code>ACT_SLAM_THROW_THROW_ND = 237;</code> */ public static final int ACT_SLAM_THROW_THROW_ND_VALUE = 237; /** * <code>ACT_SLAM_THROW_THROW_ND2 = 238;</code> */ public static final int ACT_SLAM_THROW_THROW_ND2_VALUE = 238; /** * <code>ACT_SLAM_THROW_DRAW = 239;</code> */ public static final int ACT_SLAM_THROW_DRAW_VALUE = 239; /** * <code>ACT_SLAM_THROW_ND_DRAW = 240;</code> */ public static final int ACT_SLAM_THROW_ND_DRAW_VALUE = 240; /** * <code>ACT_SLAM_THROW_TO_STICKWALL = 241;</code> */ public static final int ACT_SLAM_THROW_TO_STICKWALL_VALUE = 241; /** * <code>ACT_SLAM_THROW_TO_STICKWALL_ND = 242;</code> */ public static final int ACT_SLAM_THROW_TO_STICKWALL_ND_VALUE = 242; /** * <code>ACT_SLAM_THROW_DETONATE = 243;</code> */ public static final int ACT_SLAM_THROW_DETONATE_VALUE = 243; /** * <code>ACT_SLAM_THROW_DETONATOR_HOLSTER = 244;</code> */ public static final int ACT_SLAM_THROW_DETONATOR_HOLSTER_VALUE = 244; /** * <code>ACT_SLAM_THROW_TO_TRIPMINE_ND = 245;</code> */ public static final int ACT_SLAM_THROW_TO_TRIPMINE_ND_VALUE = 245; /** * <code>ACT_SLAM_TRIPMINE_IDLE = 246;</code> */ public static final int ACT_SLAM_TRIPMINE_IDLE_VALUE = 246; /** * <code>ACT_SLAM_TRIPMINE_DRAW = 247;</code> */ public static final int ACT_SLAM_TRIPMINE_DRAW_VALUE = 247; /** * <code>ACT_SLAM_TRIPMINE_ATTACH = 248;</code> */ public static final int ACT_SLAM_TRIPMINE_ATTACH_VALUE = 248; /** * <code>ACT_SLAM_TRIPMINE_ATTACH2 = 249;</code> */ public static final int ACT_SLAM_TRIPMINE_ATTACH2_VALUE = 249; /** * <code>ACT_SLAM_TRIPMINE_TO_STICKWALL_ND = 250;</code> */ public static final int ACT_SLAM_TRIPMINE_TO_STICKWALL_ND_VALUE = 250; /** * <code>ACT_SLAM_TRIPMINE_TO_THROW_ND = 251;</code> */ public static final int ACT_SLAM_TRIPMINE_TO_THROW_ND_VALUE = 251; /** * <code>ACT_SLAM_DETONATOR_IDLE = 252;</code> */ public static final int ACT_SLAM_DETONATOR_IDLE_VALUE = 252; /** * <code>ACT_SLAM_DETONATOR_DRAW = 253;</code> */ public static final int ACT_SLAM_DETONATOR_DRAW_VALUE = 253; /** * <code>ACT_SLAM_DETONATOR_DETONATE = 254;</code> */ public static final int ACT_SLAM_DETONATOR_DETONATE_VALUE = 254; /** * <code>ACT_SLAM_DETONATOR_HOLSTER = 255;</code> */ public static final int ACT_SLAM_DETONATOR_HOLSTER_VALUE = 255; /** * <code>ACT_SLAM_DETONATOR_STICKWALL_DRAW = 256;</code> */ public static final int ACT_SLAM_DETONATOR_STICKWALL_DRAW_VALUE = 256; /** * <code>ACT_SLAM_DETONATOR_THROW_DRAW = 257;</code> */ public static final int ACT_SLAM_DETONATOR_THROW_DRAW_VALUE = 257; /** * <code>ACT_SHOTGUN_RELOAD_START = 258;</code> */ public static final int ACT_SHOTGUN_RELOAD_START_VALUE = 258; /** * <code>ACT_SHOTGUN_RELOAD_FINISH = 259;</code> */ public static final int ACT_SHOTGUN_RELOAD_FINISH_VALUE = 259; /** * <code>ACT_SHOTGUN_PUMP = 260;</code> */ public static final int ACT_SHOTGUN_PUMP_VALUE = 260; /** * <code>ACT_SMG2_IDLE2 = 261;</code> */ public static final int ACT_SMG2_IDLE2_VALUE = 261; /** * <code>ACT_SMG2_FIRE2 = 262;</code> */ public static final int ACT_SMG2_FIRE2_VALUE = 262; /** * <code>ACT_SMG2_DRAW2 = 263;</code> */ public static final int ACT_SMG2_DRAW2_VALUE = 263; /** * <code>ACT_SMG2_RELOAD2 = 264;</code> */ public static final int ACT_SMG2_RELOAD2_VALUE = 264; /** * <code>ACT_SMG2_DRYFIRE2 = 265;</code> */ public static final int ACT_SMG2_DRYFIRE2_VALUE = 265; /** * <code>ACT_SMG2_TOAUTO = 266;</code> */ public static final int ACT_SMG2_TOAUTO_VALUE = 266; /** * <code>ACT_SMG2_TOBURST = 267;</code> */ public static final int ACT_SMG2_TOBURST_VALUE = 267; /** * <code>ACT_PHYSCANNON_UPGRADE = 268;</code> */ public static final int ACT_PHYSCANNON_UPGRADE_VALUE = 268; /** * <code>ACT_RANGE_ATTACK_AR1 = 269;</code> */ public static final int ACT_RANGE_ATTACK_AR1_VALUE = 269; /** * <code>ACT_RANGE_ATTACK_AR2 = 270;</code> */ public static final int ACT_RANGE_ATTACK_AR2_VALUE = 270; /** * <code>ACT_RANGE_ATTACK_AR2_LOW = 271;</code> */ public static final int ACT_RANGE_ATTACK_AR2_LOW_VALUE = 271; /** * <code>ACT_RANGE_ATTACK_AR2_GRENADE = 272;</code> */ public static final int ACT_RANGE_ATTACK_AR2_GRENADE_VALUE = 272; /** * <code>ACT_RANGE_ATTACK_HMG1 = 273;</code> */ public static final int ACT_RANGE_ATTACK_HMG1_VALUE = 273; /** * <code>ACT_RANGE_ATTACK_ML = 274;</code> */ public static final int ACT_RANGE_ATTACK_ML_VALUE = 274; /** * <code>ACT_RANGE_ATTACK_SMG1 = 275;</code> */ public static final int ACT_RANGE_ATTACK_SMG1_VALUE = 275; /** * <code>ACT_RANGE_ATTACK_SMG1_LOW = 276;</code> */ public static final int ACT_RANGE_ATTACK_SMG1_LOW_VALUE = 276; /** * <code>ACT_RANGE_ATTACK_SMG2 = 277;</code> */ public static final int ACT_RANGE_ATTACK_SMG2_VALUE = 277; /** * <code>ACT_RANGE_ATTACK_SHOTGUN = 278;</code> */ public static final int ACT_RANGE_ATTACK_SHOTGUN_VALUE = 278; /** * <code>ACT_RANGE_ATTACK_SHOTGUN_LOW = 279;</code> */ public static final int ACT_RANGE_ATTACK_SHOTGUN_LOW_VALUE = 279; /** * <code>ACT_RANGE_ATTACK_PISTOL = 280;</code> */ public static final int ACT_RANGE_ATTACK_PISTOL_VALUE = 280; /** * <code>ACT_RANGE_ATTACK_PISTOL_LOW = 281;</code> */ public static final int ACT_RANGE_ATTACK_PISTOL_LOW_VALUE = 281; /** * <code>ACT_RANGE_ATTACK_SLAM = 282;</code> */ public static final int ACT_RANGE_ATTACK_SLAM_VALUE = 282; /** * <code>ACT_RANGE_ATTACK_TRIPWIRE = 283;</code> */ public static final int ACT_RANGE_ATTACK_TRIPWIRE_VALUE = 283; /** * <code>ACT_RANGE_ATTACK_THROW = 284;</code> */ public static final int ACT_RANGE_ATTACK_THROW_VALUE = 284; /** * <code>ACT_RANGE_ATTACK_SNIPER_RIFLE = 285;</code> */ public static final int ACT_RANGE_ATTACK_SNIPER_RIFLE_VALUE = 285; /** * <code>ACT_RANGE_ATTACK_RPG = 286;</code> */ public static final int ACT_RANGE_ATTACK_RPG_VALUE = 286; /** * <code>ACT_MELEE_ATTACK_SWING = 287;</code> */ public static final int ACT_MELEE_ATTACK_SWING_VALUE = 287; /** * <code>ACT_RANGE_AIM_LOW = 288;</code> */ public static final int ACT_RANGE_AIM_LOW_VALUE = 288; /** * <code>ACT_RANGE_AIM_SMG1_LOW = 289;</code> */ public static final int ACT_RANGE_AIM_SMG1_LOW_VALUE = 289; /** * <code>ACT_RANGE_AIM_PISTOL_LOW = 290;</code> */ public static final int ACT_RANGE_AIM_PISTOL_LOW_VALUE = 290; /** * <code>ACT_RANGE_AIM_AR2_LOW = 291;</code> */ public static final int ACT_RANGE_AIM_AR2_LOW_VALUE = 291; /** * <code>ACT_COVER_PISTOL_LOW = 292;</code> */ public static final int ACT_COVER_PISTOL_LOW_VALUE = 292; /** * <code>ACT_COVER_SMG1_LOW = 293;</code> */ public static final int ACT_COVER_SMG1_LOW_VALUE = 293; /** * <code>ACT_GESTURE_RANGE_ATTACK_AR1 = 294;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_AR1_VALUE = 294; /** * <code>ACT_GESTURE_RANGE_ATTACK_AR2 = 295;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_AR2_VALUE = 295; /** * <code>ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE = 296;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE_VALUE = 296; /** * <code>ACT_GESTURE_RANGE_ATTACK_HMG1 = 297;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_HMG1_VALUE = 297; /** * <code>ACT_GESTURE_RANGE_ATTACK_ML = 298;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_ML_VALUE = 298; /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG1 = 299;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SMG1_VALUE = 299; /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG1_LOW = 300;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SMG1_LOW_VALUE = 300; /** * <code>ACT_GESTURE_RANGE_ATTACK_SMG2 = 301;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SMG2_VALUE = 301; /** * <code>ACT_GESTURE_RANGE_ATTACK_SHOTGUN = 302;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SHOTGUN_VALUE = 302; /** * <code>ACT_GESTURE_RANGE_ATTACK_PISTOL = 303;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_PISTOL_VALUE = 303; /** * <code>ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW = 304;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW_VALUE = 304; /** * <code>ACT_GESTURE_RANGE_ATTACK_SLAM = 305;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SLAM_VALUE = 305; /** * <code>ACT_GESTURE_RANGE_ATTACK_TRIPWIRE = 306;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_TRIPWIRE_VALUE = 306; /** * <code>ACT_GESTURE_RANGE_ATTACK_THROW = 307;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_THROW_VALUE = 307; /** * <code>ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE = 308;</code> */ public static final int ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE_VALUE = 308; /** * <code>ACT_GESTURE_MELEE_ATTACK_SWING = 309;</code> */ public static final int ACT_GESTURE_MELEE_ATTACK_SWING_VALUE = 309; /** * <code>ACT_IDLE_RIFLE = 310;</code> */ public static final int ACT_IDLE_RIFLE_VALUE = 310; /** * <code>ACT_IDLE_SMG1 = 311;</code> */ public static final int ACT_IDLE_SMG1_VALUE = 311; /** * <code>ACT_IDLE_ANGRY_SMG1 = 312;</code> */ public static final int ACT_IDLE_ANGRY_SMG1_VALUE = 312; /** * <code>ACT_IDLE_PISTOL = 313;</code> */ public static final int ACT_IDLE_PISTOL_VALUE = 313; /** * <code>ACT_IDLE_ANGRY_PISTOL = 314;</code> */ public static final int ACT_IDLE_ANGRY_PISTOL_VALUE = 314; /** * <code>ACT_IDLE_ANGRY_SHOTGUN = 315;</code> */ public static final int ACT_IDLE_ANGRY_SHOTGUN_VALUE = 315; /** * <code>ACT_IDLE_STEALTH_PISTOL = 316;</code> */ public static final int ACT_IDLE_STEALTH_PISTOL_VALUE = 316; /** * <code>ACT_IDLE_PACKAGE = 317;</code> */ public static final int ACT_IDLE_PACKAGE_VALUE = 317; /** * <code>ACT_WALK_PACKAGE = 318;</code> */ public static final int ACT_WALK_PACKAGE_VALUE = 318; /** * <code>ACT_IDLE_SUITCASE = 319;</code> */ public static final int ACT_IDLE_SUITCASE_VALUE = 319; /** * <code>ACT_WALK_SUITCASE = 320;</code> */ public static final int ACT_WALK_SUITCASE_VALUE = 320; /** * <code>ACT_IDLE_SMG1_RELAXED = 321;</code> */ public static final int ACT_IDLE_SMG1_RELAXED_VALUE = 321; /** * <code>ACT_IDLE_SMG1_STIMULATED = 322;</code> */ public static final int ACT_IDLE_SMG1_STIMULATED_VALUE = 322; /** * <code>ACT_WALK_RIFLE_RELAXED = 323;</code> */ public static final int ACT_WALK_RIFLE_RELAXED_VALUE = 323; /** * <code>ACT_RUN_RIFLE_RELAXED = 324;</code> */ public static final int ACT_RUN_RIFLE_RELAXED_VALUE = 324; /** * <code>ACT_WALK_RIFLE_STIMULATED = 325;</code> */ public static final int ACT_WALK_RIFLE_STIMULATED_VALUE = 325; /** * <code>ACT_RUN_RIFLE_STIMULATED = 326;</code> */ public static final int ACT_RUN_RIFLE_STIMULATED_VALUE = 326; /** * <code>ACT_IDLE_AIM_RIFLE_STIMULATED = 327;</code> */ public static final int ACT_IDLE_AIM_RIFLE_STIMULATED_VALUE = 327; /** * <code>ACT_WALK_AIM_RIFLE_STIMULATED = 328;</code> */ public static final int ACT_WALK_AIM_RIFLE_STIMULATED_VALUE = 328; /** * <code>ACT_RUN_AIM_RIFLE_STIMULATED = 329;</code> */ public static final int ACT_RUN_AIM_RIFLE_STIMULATED_VALUE = 329; /** * <code>ACT_IDLE_SHOTGUN_RELAXED = 330;</code> */ public static final int ACT_IDLE_SHOTGUN_RELAXED_VALUE = 330; /** * <code>ACT_IDLE_SHOTGUN_STIMULATED = 331;</code> */ public static final int ACT_IDLE_SHOTGUN_STIMULATED_VALUE = 331; /** * <code>ACT_IDLE_SHOTGUN_AGITATED = 332;</code> */ public static final int ACT_IDLE_SHOTGUN_AGITATED_VALUE = 332; /** * <code>ACT_WALK_ANGRY = 333;</code> */ public static final int ACT_WALK_ANGRY_VALUE = 333; /** * <code>ACT_POLICE_HARASS1 = 334;</code> */ public static final int ACT_POLICE_HARASS1_VALUE = 334; /** * <code>ACT_POLICE_HARASS2 = 335;</code> */ public static final int ACT_POLICE_HARASS2_VALUE = 335; /** * <code>ACT_IDLE_MANNEDGUN = 336;</code> */ public static final int ACT_IDLE_MANNEDGUN_VALUE = 336; /** * <code>ACT_IDLE_MELEE = 337;</code> */ public static final int ACT_IDLE_MELEE_VALUE = 337; /** * <code>ACT_IDLE_ANGRY_MELEE = 338;</code> */ public static final int ACT_IDLE_ANGRY_MELEE_VALUE = 338; /** * <code>ACT_IDLE_RPG_RELAXED = 339;</code> */ public static final int ACT_IDLE_RPG_RELAXED_VALUE = 339; /** * <code>ACT_IDLE_RPG = 340;</code> */ public static final int ACT_IDLE_RPG_VALUE = 340; /** * <code>ACT_IDLE_ANGRY_RPG = 341;</code> */ public static final int ACT_IDLE_ANGRY_RPG_VALUE = 341; /** * <code>ACT_COVER_LOW_RPG = 342;</code> */ public static final int ACT_COVER_LOW_RPG_VALUE = 342; /** * <code>ACT_WALK_RPG = 343;</code> */ public static final int ACT_WALK_RPG_VALUE = 343; /** * <code>ACT_RUN_RPG = 344;</code> */ public static final int ACT_RUN_RPG_VALUE = 344; /** * <code>ACT_WALK_CROUCH_RPG = 345;</code> */ public static final int ACT_WALK_CROUCH_RPG_VALUE = 345; /** * <code>ACT_RUN_CROUCH_RPG = 346;</code> */ public static final int ACT_RUN_CROUCH_RPG_VALUE = 346; /** * <code>ACT_WALK_RPG_RELAXED = 347;</code> */ public static final int ACT_WALK_RPG_RELAXED_VALUE = 347; /** * <code>ACT_RUN_RPG_RELAXED = 348;</code> */ public static final int ACT_RUN_RPG_RELAXED_VALUE = 348; /** * <code>ACT_WALK_RIFLE = 349;</code> */ public static final int ACT_WALK_RIFLE_VALUE = 349; /** * <code>ACT_WALK_AIM_RIFLE = 350;</code> */ public static final int ACT_WALK_AIM_RIFLE_VALUE = 350; /** * <code>ACT_WALK_CROUCH_RIFLE = 351;</code> */ public static final int ACT_WALK_CROUCH_RIFLE_VALUE = 351; /** * <code>ACT_WALK_CROUCH_AIM_RIFLE = 352;</code> */ public static final int ACT_WALK_CROUCH_AIM_RIFLE_VALUE = 352; /** * <code>ACT_RUN_RIFLE = 353;</code> */ public static final int ACT_RUN_RIFLE_VALUE = 353; /** * <code>ACT_RUN_AIM_RIFLE = 354;</code> */ public static final int ACT_RUN_AIM_RIFLE_VALUE = 354; /** * <code>ACT_RUN_CROUCH_RIFLE = 355;</code> */ public static final int ACT_RUN_CROUCH_RIFLE_VALUE = 355; /** * <code>ACT_RUN_CROUCH_AIM_RIFLE = 356;</code> */ public static final int ACT_RUN_CROUCH_AIM_RIFLE_VALUE = 356; /** * <code>ACT_RUN_STEALTH_PISTOL = 357;</code> */ public static final int ACT_RUN_STEALTH_PISTOL_VALUE = 357; /** * <code>ACT_WALK_AIM_SHOTGUN = 358;</code> */ public static final int ACT_WALK_AIM_SHOTGUN_VALUE = 358; /** * <code>ACT_RUN_AIM_SHOTGUN = 359;</code> */ public static final int ACT_RUN_AIM_SHOTGUN_VALUE = 359; /** * <code>ACT_WALK_PISTOL = 360;</code> */ public static final int ACT_WALK_PISTOL_VALUE = 360; /** * <code>ACT_RUN_PISTOL = 361;</code> */ public static final int ACT_RUN_PISTOL_VALUE = 361; /** * <code>ACT_WALK_AIM_PISTOL = 362;</code> */ public static final int ACT_WALK_AIM_PISTOL_VALUE = 362; /** * <code>ACT_RUN_AIM_PISTOL = 363;</code> */ public static final int ACT_RUN_AIM_PISTOL_VALUE = 363; /** * <code>ACT_WALK_STEALTH_PISTOL = 364;</code> */ public static final int ACT_WALK_STEALTH_PISTOL_VALUE = 364; /** * <code>ACT_WALK_AIM_STEALTH_PISTOL = 365;</code> */ public static final int ACT_WALK_AIM_STEALTH_PISTOL_VALUE = 365; /** * <code>ACT_RUN_AIM_STEALTH_PISTOL = 366;</code> */ public static final int ACT_RUN_AIM_STEALTH_PISTOL_VALUE = 366; /** * <code>ACT_RELOAD_PISTOL = 367;</code> */ public static final int ACT_RELOAD_PISTOL_VALUE = 367; /** * <code>ACT_RELOAD_PISTOL_LOW = 368;</code> */ public static final int ACT_RELOAD_PISTOL_LOW_VALUE = 368; /** * <code>ACT_RELOAD_SMG1 = 369;</code> */ public static final int ACT_RELOAD_SMG1_VALUE = 369; /** * <code>ACT_RELOAD_SMG1_LOW = 370;</code> */ public static final int ACT_RELOAD_SMG1_LOW_VALUE = 370; /** * <code>ACT_RELOAD_SHOTGUN = 371;</code> */ public static final int ACT_RELOAD_SHOTGUN_VALUE = 371; /** * <code>ACT_RELOAD_SHOTGUN_LOW = 372;</code> */ public static final int ACT_RELOAD_SHOTGUN_LOW_VALUE = 372; /** * <code>ACT_GESTURE_RELOAD = 373;</code> */ public static final int ACT_GESTURE_RELOAD_VALUE = 373; /** * <code>ACT_GESTURE_RELOAD_PISTOL = 374;</code> */ public static final int ACT_GESTURE_RELOAD_PISTOL_VALUE = 374; /** * <code>ACT_GESTURE_RELOAD_SMG1 = 375;</code> */ public static final int ACT_GESTURE_RELOAD_SMG1_VALUE = 375; /** * <code>ACT_GESTURE_RELOAD_SHOTGUN = 376;</code> */ public static final int ACT_GESTURE_RELOAD_SHOTGUN_VALUE = 376; /** * <code>ACT_BUSY_LEAN_LEFT = 377;</code> */ public static final int ACT_BUSY_LEAN_LEFT_VALUE = 377; /** * <code>ACT_BUSY_LEAN_LEFT_ENTRY = 378;</code> */ public static final int ACT_BUSY_LEAN_LEFT_ENTRY_VALUE = 378; /** * <code>ACT_BUSY_LEAN_LEFT_EXIT = 379;</code> */ public static final int ACT_BUSY_LEAN_LEFT_EXIT_VALUE = 379; /** * <code>ACT_BUSY_LEAN_BACK = 380;</code> */ public static final int ACT_BUSY_LEAN_BACK_VALUE = 380; /** * <code>ACT_BUSY_LEAN_BACK_ENTRY = 381;</code> */ public static final int ACT_BUSY_LEAN_BACK_ENTRY_VALUE = 381; /** * <code>ACT_BUSY_LEAN_BACK_EXIT = 382;</code> */ public static final int ACT_BUSY_LEAN_BACK_EXIT_VALUE = 382; /** * <code>ACT_BUSY_SIT_GROUND = 383;</code> */ public static final int ACT_BUSY_SIT_GROUND_VALUE = 383; /** * <code>ACT_BUSY_SIT_GROUND_ENTRY = 384;</code> */ public static final int ACT_BUSY_SIT_GROUND_ENTRY_VALUE = 384; /** * <code>ACT_BUSY_SIT_GROUND_EXIT = 385;</code> */ public static final int ACT_BUSY_SIT_GROUND_EXIT_VALUE = 385; /** * <code>ACT_BUSY_SIT_CHAIR = 386;</code> */ public static final int ACT_BUSY_SIT_CHAIR_VALUE = 386; /** * <code>ACT_BUSY_SIT_CHAIR_ENTRY = 387;</code> */ public static final int ACT_BUSY_SIT_CHAIR_ENTRY_VALUE = 387; /** * <code>ACT_BUSY_SIT_CHAIR_EXIT = 388;</code> */ public static final int ACT_BUSY_SIT_CHAIR_EXIT_VALUE = 388; /** * <code>ACT_BUSY_STAND = 389;</code> */ public static final int ACT_BUSY_STAND_VALUE = 389; /** * <code>ACT_BUSY_QUEUE = 390;</code> */ public static final int ACT_BUSY_QUEUE_VALUE = 390; /** * <code>ACT_DUCK_DODGE = 391;</code> */ public static final int ACT_DUCK_DODGE_VALUE = 391; /** * <code>ACT_DIE_BARNACLE_SWALLOW = 392;</code> */ public static final int ACT_DIE_BARNACLE_SWALLOW_VALUE = 392; /** * <code>ACT_GESTURE_BARNACLE_STRANGLE = 393;</code> */ public static final int ACT_GESTURE_BARNACLE_STRANGLE_VALUE = 393; /** * <code>ACT_PHYSCANNON_DETACH = 394;</code> */ public static final int ACT_PHYSCANNON_DETACH_VALUE = 394; /** * <code>ACT_PHYSCANNON_ANIMATE = 395;</code> */ public static final int ACT_PHYSCANNON_ANIMATE_VALUE = 395; /** * <code>ACT_PHYSCANNON_ANIMATE_PRE = 396;</code> */ public static final int ACT_PHYSCANNON_ANIMATE_PRE_VALUE = 396; /** * <code>ACT_PHYSCANNON_ANIMATE_POST = 397;</code> */ public static final int ACT_PHYSCANNON_ANIMATE_POST_VALUE = 397; /** * <code>ACT_DIE_FRONTSIDE = 398;</code> */ public static final int ACT_DIE_FRONTSIDE_VALUE = 398; /** * <code>ACT_DIE_RIGHTSIDE = 399;</code> */ public static final int ACT_DIE_RIGHTSIDE_VALUE = 399; /** * <code>ACT_DIE_BACKSIDE = 400;</code> */ public static final int ACT_DIE_BACKSIDE_VALUE = 400; /** * <code>ACT_DIE_LEFTSIDE = 401;</code> */ public static final int ACT_DIE_LEFTSIDE_VALUE = 401; /** * <code>ACT_OPEN_DOOR = 402;</code> */ public static final int ACT_OPEN_DOOR_VALUE = 402; /** * <code>ACT_DI_ALYX_ZOMBIE_MELEE = 403;</code> */ public static final int ACT_DI_ALYX_ZOMBIE_MELEE_VALUE = 403; /** * <code>ACT_DI_ALYX_ZOMBIE_TORSO_MELEE = 404;</code> */ public static final int ACT_DI_ALYX_ZOMBIE_TORSO_MELEE_VALUE = 404; /** * <code>ACT_DI_ALYX_HEADCRAB_MELEE = 405;</code> */ public static final int ACT_DI_ALYX_HEADCRAB_MELEE_VALUE = 405; /** * <code>ACT_DI_ALYX_ANTLION = 406;</code> */ public static final int ACT_DI_ALYX_ANTLION_VALUE = 406; /** * <code>ACT_DI_ALYX_ZOMBIE_SHOTGUN64 = 407;</code> */ public static final int ACT_DI_ALYX_ZOMBIE_SHOTGUN64_VALUE = 407; /** * <code>ACT_DI_ALYX_ZOMBIE_SHOTGUN26 = 408;</code> */ public static final int ACT_DI_ALYX_ZOMBIE_SHOTGUN26_VALUE = 408; /** * <code>ACT_READINESS_RELAXED_TO_STIMULATED = 409;</code> */ public static final int ACT_READINESS_RELAXED_TO_STIMULATED_VALUE = 409; /** * <code>ACT_READINESS_RELAXED_TO_STIMULATED_WALK = 410;</code> */ public static final int ACT_READINESS_RELAXED_TO_STIMULATED_WALK_VALUE = 410; /** * <code>ACT_READINESS_AGITATED_TO_STIMULATED = 411;</code> */ public static final int ACT_READINESS_AGITATED_TO_STIMULATED_VALUE = 411; /** * <code>ACT_READINESS_STIMULATED_TO_RELAXED = 412;</code> */ public static final int ACT_READINESS_STIMULATED_TO_RELAXED_VALUE = 412; /** * <code>ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED = 413;</code> */ public static final int ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_VALUE = 413; /** * <code>ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK = 414;</code> */ public static final int ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK_VALUE = 414; /** * <code>ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED = 415;</code> */ public static final int ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED_VALUE = 415; /** * <code>ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED = 416;</code> */ public static final int ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED_VALUE = 416; /** * <code>ACT_IDLE_CARRY = 417;</code> */ public static final int ACT_IDLE_CARRY_VALUE = 417; /** * <code>ACT_WALK_CARRY = 418;</code> */ public static final int ACT_WALK_CARRY_VALUE = 418; /** * <code>ACT_DOTA_IDLE = 419;</code> */ public static final int ACT_DOTA_IDLE_VALUE = 419; /** * <code>ACT_DOTA_IDLE_RARE = 421;</code> */ public static final int ACT_DOTA_IDLE_RARE_VALUE = 421; /** * <code>ACT_DOTA_RUN = 422;</code> */ public static final int ACT_DOTA_RUN_VALUE = 422; /** * <code>ACT_DOTA_ATTACK = 424;</code> */ public static final int ACT_DOTA_ATTACK_VALUE = 424; /** * <code>ACT_DOTA_ATTACK2 = 425;</code> */ public static final int ACT_DOTA_ATTACK2_VALUE = 425; /** * <code>ACT_DOTA_ATTACK_EVENT = 426;</code> */ public static final int ACT_DOTA_ATTACK_EVENT_VALUE = 426; /** * <code>ACT_DOTA_DIE = 427;</code> */ public static final int ACT_DOTA_DIE_VALUE = 427; /** * <code>ACT_DOTA_FLINCH = 428;</code> */ public static final int ACT_DOTA_FLINCH_VALUE = 428; /** * <code>ACT_DOTA_FLAIL = 429;</code> */ public static final int ACT_DOTA_FLAIL_VALUE = 429; /** * <code>ACT_DOTA_DISABLED = 430;</code> */ public static final int ACT_DOTA_DISABLED_VALUE = 430; /** * <code>ACT_DOTA_CAST_ABILITY_1 = 431;</code> */ public static final int ACT_DOTA_CAST_ABILITY_1_VALUE = 431; /** * <code>ACT_DOTA_CAST_ABILITY_2 = 432;</code> */ public static final int ACT_DOTA_CAST_ABILITY_2_VALUE = 432; /** * <code>ACT_DOTA_CAST_ABILITY_3 = 433;</code> */ public static final int ACT_DOTA_CAST_ABILITY_3_VALUE = 433; /** * <code>ACT_DOTA_CAST_ABILITY_4 = 434;</code> */ public static final int ACT_DOTA_CAST_ABILITY_4_VALUE = 434; /** * <code>ACT_DOTA_CAST_ABILITY_5 = 435;</code> */ public static final int ACT_DOTA_CAST_ABILITY_5_VALUE = 435; /** * <code>ACT_DOTA_CAST_ABILITY_6 = 436;</code> */ public static final int ACT_DOTA_CAST_ABILITY_6_VALUE = 436; /** * <code>ACT_DOTA_OVERRIDE_ABILITY_1 = 437;</code> */ public static final int ACT_DOTA_OVERRIDE_ABILITY_1_VALUE = 437; /** * <code>ACT_DOTA_OVERRIDE_ABILITY_2 = 438;</code> */ public static final int ACT_DOTA_OVERRIDE_ABILITY_2_VALUE = 438; /** * <code>ACT_DOTA_OVERRIDE_ABILITY_3 = 439;</code> */ public static final int ACT_DOTA_OVERRIDE_ABILITY_3_VALUE = 439; /** * <code>ACT_DOTA_OVERRIDE_ABILITY_4 = 440;</code> */ public static final int ACT_DOTA_OVERRIDE_ABILITY_4_VALUE = 440; /** * <code>ACT_DOTA_CHANNEL_ABILITY_1 = 441;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_1_VALUE = 441; /** * <code>ACT_DOTA_CHANNEL_ABILITY_2 = 442;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_2_VALUE = 442; /** * <code>ACT_DOTA_CHANNEL_ABILITY_3 = 443;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_3_VALUE = 443; /** * <code>ACT_DOTA_CHANNEL_ABILITY_4 = 444;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_4_VALUE = 444; /** * <code>ACT_DOTA_CHANNEL_ABILITY_5 = 445;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_5_VALUE = 445; /** * <code>ACT_DOTA_CHANNEL_ABILITY_6 = 446;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_6_VALUE = 446; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_1 = 447;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_1_VALUE = 447; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_2 = 448;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_2_VALUE = 448; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_3 = 449;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_3_VALUE = 449; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_4 = 450;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_4_VALUE = 450; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_5 = 451;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_5_VALUE = 451; /** * <code>ACT_DOTA_CHANNEL_END_ABILITY_6 = 452;</code> */ public static final int ACT_DOTA_CHANNEL_END_ABILITY_6_VALUE = 452; /** * <code>ACT_DOTA_CONSTANT_LAYER = 453;</code> */ public static final int ACT_DOTA_CONSTANT_LAYER_VALUE = 453; /** * <code>ACT_DOTA_CAPTURE = 454;</code> */ public static final int ACT_DOTA_CAPTURE_VALUE = 454; /** * <code>ACT_DOTA_SPAWN = 455;</code> */ public static final int ACT_DOTA_SPAWN_VALUE = 455; /** * <code>ACT_DOTA_KILLTAUNT = 456;</code> */ public static final int ACT_DOTA_KILLTAUNT_VALUE = 456; /** * <code>ACT_DOTA_TAUNT = 457;</code> */ public static final int ACT_DOTA_TAUNT_VALUE = 457; /** * <code>ACT_DOTA_THIRST = 458;</code> */ public static final int ACT_DOTA_THIRST_VALUE = 458; /** * <code>ACT_DOTA_CAST_DRAGONBREATH = 459;</code> */ public static final int ACT_DOTA_CAST_DRAGONBREATH_VALUE = 459; /** * <code>ACT_DOTA_ECHO_SLAM = 460;</code> */ public static final int ACT_DOTA_ECHO_SLAM_VALUE = 460; /** * <code>ACT_DOTA_CAST_ABILITY_1_END = 461;</code> */ public static final int ACT_DOTA_CAST_ABILITY_1_END_VALUE = 461; /** * <code>ACT_DOTA_CAST_ABILITY_2_END = 462;</code> */ public static final int ACT_DOTA_CAST_ABILITY_2_END_VALUE = 462; /** * <code>ACT_DOTA_CAST_ABILITY_3_END = 463;</code> */ public static final int ACT_DOTA_CAST_ABILITY_3_END_VALUE = 463; /** * <code>ACT_DOTA_CAST_ABILITY_4_END = 464;</code> */ public static final int ACT_DOTA_CAST_ABILITY_4_END_VALUE = 464; /** * <code>ACT_MIRANA_LEAP_END = 465;</code> */ public static final int ACT_MIRANA_LEAP_END_VALUE = 465; /** * <code>ACT_WAVEFORM_START = 466;</code> */ public static final int ACT_WAVEFORM_START_VALUE = 466; /** * <code>ACT_WAVEFORM_END = 467;</code> */ public static final int ACT_WAVEFORM_END_VALUE = 467; /** * <code>ACT_DOTA_CAST_ABILITY_ROT = 468;</code> */ public static final int ACT_DOTA_CAST_ABILITY_ROT_VALUE = 468; /** * <code>ACT_DOTA_DIE_SPECIAL = 469;</code> */ public static final int ACT_DOTA_DIE_SPECIAL_VALUE = 469; /** * <code>ACT_DOTA_RATTLETRAP_BATTERYASSAULT = 470;</code> */ public static final int ACT_DOTA_RATTLETRAP_BATTERYASSAULT_VALUE = 470; /** * <code>ACT_DOTA_RATTLETRAP_POWERCOGS = 471;</code> */ public static final int ACT_DOTA_RATTLETRAP_POWERCOGS_VALUE = 471; /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_START = 472;</code> */ public static final int ACT_DOTA_RATTLETRAP_HOOKSHOT_START_VALUE = 472; /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP = 473;</code> */ public static final int ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP_VALUE = 473; /** * <code>ACT_DOTA_RATTLETRAP_HOOKSHOT_END = 474;</code> */ public static final int ACT_DOTA_RATTLETRAP_HOOKSHOT_END_VALUE = 474; /** * <code>ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE = 475;</code> */ public static final int ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE_VALUE = 475; /** * <code>ACT_DOTA_TINKER_REARM1 = 476;</code> */ public static final int ACT_DOTA_TINKER_REARM1_VALUE = 476; /** * <code>ACT_DOTA_TINKER_REARM2 = 477;</code> */ public static final int ACT_DOTA_TINKER_REARM2_VALUE = 477; /** * <code>ACT_DOTA_TINKER_REARM3 = 478;</code> */ public static final int ACT_DOTA_TINKER_REARM3_VALUE = 478; /** * <code>ACT_TINY_AVALANCHE = 479;</code> */ public static final int ACT_TINY_AVALANCHE_VALUE = 479; /** * <code>ACT_TINY_TOSS = 480;</code> */ public static final int ACT_TINY_TOSS_VALUE = 480; /** * <code>ACT_TINY_GROWL = 481;</code> */ public static final int ACT_TINY_GROWL_VALUE = 481; /** * <code>ACT_DOTA_WEAVERBUG_ATTACH = 482;</code> */ public static final int ACT_DOTA_WEAVERBUG_ATTACH_VALUE = 482; /** * <code>ACT_DOTA_CAST_WILD_AXES_END = 483;</code> */ public static final int ACT_DOTA_CAST_WILD_AXES_END_VALUE = 483; /** * <code>ACT_DOTA_CAST_LIFE_BREAK_START = 484;</code> */ public static final int ACT_DOTA_CAST_LIFE_BREAK_START_VALUE = 484; /** * <code>ACT_DOTA_CAST_LIFE_BREAK_END = 485;</code> */ public static final int ACT_DOTA_CAST_LIFE_BREAK_END_VALUE = 485; /** * <code>ACT_DOTA_NIGHTSTALKER_TRANSITION = 486;</code> */ public static final int ACT_DOTA_NIGHTSTALKER_TRANSITION_VALUE = 486; /** * <code>ACT_DOTA_LIFESTEALER_RAGE = 487;</code> */ public static final int ACT_DOTA_LIFESTEALER_RAGE_VALUE = 487; /** * <code>ACT_DOTA_LIFESTEALER_OPEN_WOUNDS = 488;</code> */ public static final int ACT_DOTA_LIFESTEALER_OPEN_WOUNDS_VALUE = 488; /** * <code>ACT_DOTA_SAND_KING_BURROW_IN = 489;</code> */ public static final int ACT_DOTA_SAND_KING_BURROW_IN_VALUE = 489; /** * <code>ACT_DOTA_SAND_KING_BURROW_OUT = 490;</code> */ public static final int ACT_DOTA_SAND_KING_BURROW_OUT_VALUE = 490; /** * <code>ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK = 491;</code> */ public static final int ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK_VALUE = 491; /** * <code>ACT_DOTA_WHEEL_LAYER = 492;</code> */ public static final int ACT_DOTA_WHEEL_LAYER_VALUE = 492; /** * <code>ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START = 493;</code> */ public static final int ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START_VALUE = 493; /** * <code>ACT_DOTA_ALCHEMIST_CONCOCTION = 494;</code> */ public static final int ACT_DOTA_ALCHEMIST_CONCOCTION_VALUE = 494; /** * <code>ACT_DOTA_JAKIRO_LIQUIDFIRE_START = 495;</code> */ public static final int ACT_DOTA_JAKIRO_LIQUIDFIRE_START_VALUE = 495; /** * <code>ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP = 496;</code> */ public static final int ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP_VALUE = 496; /** * <code>ACT_DOTA_LIFESTEALER_INFEST = 497;</code> */ public static final int ACT_DOTA_LIFESTEALER_INFEST_VALUE = 497; /** * <code>ACT_DOTA_LIFESTEALER_INFEST_END = 498;</code> */ public static final int ACT_DOTA_LIFESTEALER_INFEST_END_VALUE = 498; /** * <code>ACT_DOTA_LASSO_LOOP = 499;</code> */ public static final int ACT_DOTA_LASSO_LOOP_VALUE = 499; /** * <code>ACT_DOTA_ALCHEMIST_CONCOCTION_THROW = 500;</code> */ public static final int ACT_DOTA_ALCHEMIST_CONCOCTION_THROW_VALUE = 500; /** * <code>ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END = 501;</code> */ public static final int ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END_VALUE = 501; /** * <code>ACT_DOTA_CAST_COLD_SNAP = 502;</code> */ public static final int ACT_DOTA_CAST_COLD_SNAP_VALUE = 502; /** * <code>ACT_DOTA_CAST_GHOST_WALK = 503;</code> */ public static final int ACT_DOTA_CAST_GHOST_WALK_VALUE = 503; /** * <code>ACT_DOTA_CAST_TORNADO = 504;</code> */ public static final int ACT_DOTA_CAST_TORNADO_VALUE = 504; /** * <code>ACT_DOTA_CAST_EMP = 505;</code> */ public static final int ACT_DOTA_CAST_EMP_VALUE = 505; /** * <code>ACT_DOTA_CAST_ALACRITY = 506;</code> */ public static final int ACT_DOTA_CAST_ALACRITY_VALUE = 506; /** * <code>ACT_DOTA_CAST_CHAOS_METEOR = 507;</code> */ public static final int ACT_DOTA_CAST_CHAOS_METEOR_VALUE = 507; /** * <code>ACT_DOTA_CAST_SUN_STRIKE = 508;</code> */ public static final int ACT_DOTA_CAST_SUN_STRIKE_VALUE = 508; /** * <code>ACT_DOTA_CAST_FORGE_SPIRIT = 509;</code> */ public static final int ACT_DOTA_CAST_FORGE_SPIRIT_VALUE = 509; /** * <code>ACT_DOTA_CAST_ICE_WALL = 510;</code> */ public static final int ACT_DOTA_CAST_ICE_WALL_VALUE = 510; /** * <code>ACT_DOTA_CAST_DEAFENING_BLAST = 511;</code> */ public static final int ACT_DOTA_CAST_DEAFENING_BLAST_VALUE = 511; /** * <code>ACT_DOTA_VICTORY = 512;</code> */ public static final int ACT_DOTA_VICTORY_VALUE = 512; /** * <code>ACT_DOTA_DEFEAT = 513;</code> */ public static final int ACT_DOTA_DEFEAT_VALUE = 513; /** * <code>ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE = 514;</code> */ public static final int ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE_VALUE = 514; /** * <code>ACT_DOTA_SPIRIT_BREAKER_CHARGE_END = 515;</code> */ public static final int ACT_DOTA_SPIRIT_BREAKER_CHARGE_END_VALUE = 515; /** * <code>ACT_DOTA_TELEPORT = 516;</code> */ public static final int ACT_DOTA_TELEPORT_VALUE = 516; /** * <code>ACT_DOTA_TELEPORT_END = 517;</code> */ public static final int ACT_DOTA_TELEPORT_END_VALUE = 517; /** * <code>ACT_DOTA_CAST_REFRACTION = 518;</code> */ public static final int ACT_DOTA_CAST_REFRACTION_VALUE = 518; /** * <code>ACT_DOTA_CAST_ABILITY_7 = 519;</code> */ public static final int ACT_DOTA_CAST_ABILITY_7_VALUE = 519; /** * <code>ACT_DOTA_CANCEL_SIREN_SONG = 520;</code> */ public static final int ACT_DOTA_CANCEL_SIREN_SONG_VALUE = 520; /** * <code>ACT_DOTA_CHANNEL_ABILITY_7 = 521;</code> */ public static final int ACT_DOTA_CHANNEL_ABILITY_7_VALUE = 521; /** * <code>ACT_DOTA_LOADOUT = 522;</code> */ public static final int ACT_DOTA_LOADOUT_VALUE = 522; /** * <code>ACT_DOTA_FORCESTAFF_END = 523;</code> */ public static final int ACT_DOTA_FORCESTAFF_END_VALUE = 523; /** * <code>ACT_DOTA_POOF_END = 524;</code> */ public static final int ACT_DOTA_POOF_END_VALUE = 524; /** * <code>ACT_DOTA_SLARK_POUNCE = 525;</code> */ public static final int ACT_DOTA_SLARK_POUNCE_VALUE = 525; /** * <code>ACT_DOTA_MAGNUS_SKEWER_START = 526;</code> */ public static final int ACT_DOTA_MAGNUS_SKEWER_START_VALUE = 526; /** * <code>ACT_DOTA_MAGNUS_SKEWER_END = 527;</code> */ public static final int ACT_DOTA_MAGNUS_SKEWER_END_VALUE = 527; /** * <code>ACT_DOTA_MEDUSA_STONE_GAZE = 528;</code> */ public static final int ACT_DOTA_MEDUSA_STONE_GAZE_VALUE = 528; /** * <code>ACT_DOTA_RELAX_START = 529;</code> */ public static final int ACT_DOTA_RELAX_START_VALUE = 529; /** * <code>ACT_DOTA_RELAX_LOOP = 530;</code> */ public static final int ACT_DOTA_RELAX_LOOP_VALUE = 530; /** * <code>ACT_DOTA_RELAX_END = 531;</code> */ public static final int ACT_DOTA_RELAX_END_VALUE = 531; /** * <code>ACT_DOTA_CENTAUR_STAMPEDE = 532;</code> */ public static final int ACT_DOTA_CENTAUR_STAMPEDE_VALUE = 532; /** * <code>ACT_DOTA_BELLYACHE_START = 533;</code> */ public static final int ACT_DOTA_BELLYACHE_START_VALUE = 533; /** * <code>ACT_DOTA_BELLYACHE_LOOP = 534;</code> */ public static final int ACT_DOTA_BELLYACHE_LOOP_VALUE = 534; /** * <code>ACT_DOTA_BELLYACHE_END = 535;</code> */ public static final int ACT_DOTA_BELLYACHE_END_VALUE = 535; /** * <code>ACT_DOTA_ROQUELAIRE_LAND = 536;</code> */ public static final int ACT_DOTA_ROQUELAIRE_LAND_VALUE = 536; /** * <code>ACT_DOTA_ROQUELAIRE_LAND_IDLE = 537;</code> */ public static final int ACT_DOTA_ROQUELAIRE_LAND_IDLE_VALUE = 537; /** * <code>ACT_DOTA_GREEVIL_CAST = 538;</code> */ public static final int ACT_DOTA_GREEVIL_CAST_VALUE = 538; /** * <code>ACT_DOTA_GREEVIL_OVERRIDE_ABILITY = 539;</code> */ public static final int ACT_DOTA_GREEVIL_OVERRIDE_ABILITY_VALUE = 539; /** * <code>ACT_DOTA_GREEVIL_HOOK_START = 540;</code> */ public static final int ACT_DOTA_GREEVIL_HOOK_START_VALUE = 540; /** * <code>ACT_DOTA_GREEVIL_HOOK_END = 541;</code> */ public static final int ACT_DOTA_GREEVIL_HOOK_END_VALUE = 541; /** * <code>ACT_DOTA_GREEVIL_BLINK_BONE = 542;</code> */ public static final int ACT_DOTA_GREEVIL_BLINK_BONE_VALUE = 542; /** * <code>ACT_DOTA_IDLE_SLEEPING = 543;</code> */ public static final int ACT_DOTA_IDLE_SLEEPING_VALUE = 543; /** * <code>ACT_DOTA_INTRO = 544;</code> */ public static final int ACT_DOTA_INTRO_VALUE = 544; /** * <code>ACT_DOTA_GESTURE_POINT = 545;</code> */ public static final int ACT_DOTA_GESTURE_POINT_VALUE = 545; /** * <code>ACT_DOTA_GESTURE_ACCENT = 546;</code> */ public static final int ACT_DOTA_GESTURE_ACCENT_VALUE = 546; /** * <code>ACT_DOTA_SLEEPING_END = 547;</code> */ public static final int ACT_DOTA_SLEEPING_END_VALUE = 547; /** * <code>ACT_DOTA_AMBUSH = 548;</code> */ public static final int ACT_DOTA_AMBUSH_VALUE = 548; /** * <code>ACT_DOTA_ITEM_LOOK = 549;</code> */ public static final int ACT_DOTA_ITEM_LOOK_VALUE = 549; /** * <code>ACT_DOTA_STARTLE = 550;</code> */ public static final int ACT_DOTA_STARTLE_VALUE = 550; /** * <code>ACT_DOTA_FRUSTRATION = 551;</code> */ public static final int ACT_DOTA_FRUSTRATION_VALUE = 551; /** * <code>ACT_DOTA_TELEPORT_REACT = 552;</code> */ public static final int ACT_DOTA_TELEPORT_REACT_VALUE = 552; /** * <code>ACT_DOTA_TELEPORT_END_REACT = 553;</code> */ public static final int ACT_DOTA_TELEPORT_END_REACT_VALUE = 553; /** * <code>ACT_DOTA_SHRUG = 554;</code> */ public static final int ACT_DOTA_SHRUG_VALUE = 554; /** * <code>ACT_DOTA_RELAX_LOOP_END = 555;</code> */ public static final int ACT_DOTA_RELAX_LOOP_END_VALUE = 555; /** * <code>ACT_DOTA_PRESENT_ITEM = 556;</code> */ public static final int ACT_DOTA_PRESENT_ITEM_VALUE = 556; /** * <code>ACT_DOTA_IDLE_IMPATIENT = 557;</code> */ public static final int ACT_DOTA_IDLE_IMPATIENT_VALUE = 557; /** * <code>ACT_DOTA_SHARPEN_WEAPON = 558;</code> */ public static final int ACT_DOTA_SHARPEN_WEAPON_VALUE = 558; /** * <code>ACT_DOTA_SHARPEN_WEAPON_OUT = 559;</code> */ public static final int ACT_DOTA_SHARPEN_WEAPON_OUT_VALUE = 559; /** * <code>ACT_DOTA_IDLE_SLEEPING_END = 560;</code> */ public static final int ACT_DOTA_IDLE_SLEEPING_END_VALUE = 560; /** * <code>ACT_DOTA_BRIDGE_DESTROY = 561;</code> */ public static final int ACT_DOTA_BRIDGE_DESTROY_VALUE = 561; /** * <code>ACT_DOTA_TAUNT_SNIPER = 562;</code> */ public static final int ACT_DOTA_TAUNT_SNIPER_VALUE = 562; /** * <code>ACT_DOTA_DEATH_BY_SNIPER = 563;</code> */ public static final int ACT_DOTA_DEATH_BY_SNIPER_VALUE = 563; /** * <code>ACT_DOTA_LOOK_AROUND = 564;</code> */ public static final int ACT_DOTA_LOOK_AROUND_VALUE = 564; /** * <code>ACT_DOTA_CAGED_CREEP_RAGE = 565;</code> */ public static final int ACT_DOTA_CAGED_CREEP_RAGE_VALUE = 565; /** * <code>ACT_DOTA_CAGED_CREEP_RAGE_OUT = 566;</code> */ public static final int ACT_DOTA_CAGED_CREEP_RAGE_OUT_VALUE = 566; /** * <code>ACT_DOTA_CAGED_CREEP_SMASH = 567;</code> */ public static final int ACT_DOTA_CAGED_CREEP_SMASH_VALUE = 567; /** * <code>ACT_DOTA_CAGED_CREEP_SMASH_OUT = 568;</code> */ public static final int ACT_DOTA_CAGED_CREEP_SMASH_OUT_VALUE = 568; /** * <code>ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP = 569;</code> */ public static final int ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP_VALUE = 569; /** * <code>ACT_DOTA_INTRO_LOOP = 570;</code> */ public static final int ACT_DOTA_INTRO_LOOP_VALUE = 570; /** * <code>ACT_DOTA_BRIDGE_THREAT = 571;</code> */ public static final int ACT_DOTA_BRIDGE_THREAT_VALUE = 571; /** * <code>ACT_DOTA_DAGON = 572;</code> */ public static final int ACT_DOTA_DAGON_VALUE = 572; /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START = 573;</code> */ public static final int ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START_VALUE = 573; /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL = 574;</code> */ public static final int ACT_DOTA_CAST_ABILITY_2_ES_ROLL_VALUE = 574; /** * <code>ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END = 575;</code> */ public static final int ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END_VALUE = 575; /** * <code>ACT_DOTA_NIAN_PIN_START = 576;</code> */ public static final int ACT_DOTA_NIAN_PIN_START_VALUE = 576; /** * <code>ACT_DOTA_NIAN_PIN_LOOP = 577;</code> */ public static final int ACT_DOTA_NIAN_PIN_LOOP_VALUE = 577; /** * <code>ACT_DOTA_NIAN_PIN_END = 578;</code> */ public static final int ACT_DOTA_NIAN_PIN_END_VALUE = 578; /** * <code>ACT_DOTA_LEAP_STUN = 579;</code> */ public static final int ACT_DOTA_LEAP_STUN_VALUE = 579; /** * <code>ACT_DOTA_LEAP_SWIPE = 580;</code> */ public static final int ACT_DOTA_LEAP_SWIPE_VALUE = 580; /** * <code>ACT_DOTA_NIAN_INTRO_LEAP = 581;</code> */ public static final int ACT_DOTA_NIAN_INTRO_LEAP_VALUE = 581; /** * <code>ACT_DOTA_AREA_DENY = 582;</code> */ public static final int ACT_DOTA_AREA_DENY_VALUE = 582; /** * <code>ACT_DOTA_NIAN_PIN_TO_STUN = 583;</code> */ public static final int ACT_DOTA_NIAN_PIN_TO_STUN_VALUE = 583; /** * <code>ACT_DOTA_RAZE_1 = 584;</code> */ public static final int ACT_DOTA_RAZE_1_VALUE = 584; /** * <code>ACT_DOTA_RAZE_2 = 585;</code> */ public static final int ACT_DOTA_RAZE_2_VALUE = 585; /** * <code>ACT_DOTA_RAZE_3 = 586;</code> */ public static final int ACT_DOTA_RAZE_3_VALUE = 586; /** * <code>ACT_DOTA_UNDYING_DECAY = 587;</code> */ public static final int ACT_DOTA_UNDYING_DECAY_VALUE = 587; /** * <code>ACT_DOTA_UNDYING_SOUL_RIP = 588;</code> */ public static final int ACT_DOTA_UNDYING_SOUL_RIP_VALUE = 588; /** * <code>ACT_DOTA_UNDYING_TOMBSTONE = 589;</code> */ public static final int ACT_DOTA_UNDYING_TOMBSTONE_VALUE = 589; /** * <code>ACT_DOTA_WHIRLING_AXES_RANGED = 590;</code> */ public static final int ACT_DOTA_WHIRLING_AXES_RANGED_VALUE = 590; /** * <code>ACT_DOTA_SHALLOW_GRAVE = 591;</code> */ public static final int ACT_DOTA_SHALLOW_GRAVE_VALUE = 591; /** * <code>ACT_DOTA_COLD_FEET = 592;</code> */ public static final int ACT_DOTA_COLD_FEET_VALUE = 592; /** * <code>ACT_DOTA_ICE_VORTEX = 593;</code> */ public static final int ACT_DOTA_ICE_VORTEX_VALUE = 593; /** * <code>ACT_DOTA_CHILLING_TOUCH = 594;</code> */ public static final int ACT_DOTA_CHILLING_TOUCH_VALUE = 594; /** * <code>ACT_DOTA_ENFEEBLE = 595;</code> */ public static final int ACT_DOTA_ENFEEBLE_VALUE = 595; /** * <code>ACT_DOTA_FATAL_BONDS = 596;</code> */ public static final int ACT_DOTA_FATAL_BONDS_VALUE = 596; /** * <code>ACT_DOTA_MIDNIGHT_PULSE = 597;</code> */ public static final int ACT_DOTA_MIDNIGHT_PULSE_VALUE = 597; /** * <code>ACT_DOTA_ANCESTRAL_SPIRIT = 598;</code> */ public static final int ACT_DOTA_ANCESTRAL_SPIRIT_VALUE = 598; /** * <code>ACT_DOTA_THUNDER_STRIKE = 599;</code> */ public static final int ACT_DOTA_THUNDER_STRIKE_VALUE = 599; /** * <code>ACT_DOTA_KINETIC_FIELD = 600;</code> */ public static final int ACT_DOTA_KINETIC_FIELD_VALUE = 600; /** * <code>ACT_DOTA_STATIC_STORM = 601;</code> */ public static final int ACT_DOTA_STATIC_STORM_VALUE = 601; /** * <code>ACT_DOTA_MINI_TAUNT = 602;</code> */ public static final int ACT_DOTA_MINI_TAUNT_VALUE = 602; public final int getNumber() { return value; } public static Activity valueOf(int value) { switch (value) { case -1: return ACT_INVALID; case 0: return ACT_RESET; case 1: return ACT_IDLE; case 2: return ACT_TRANSITION; case 3: return ACT_COVER; case 4: return ACT_COVER_MED; case 5: return ACT_COVER_LOW; case 6: return ACT_WALK; case 7: return ACT_WALK_AIM; case 8: return ACT_WALK_CROUCH; case 9: return ACT_WALK_CROUCH_AIM; case 10: return ACT_RUN; case 11: return ACT_RUN_AIM; case 12: return ACT_RUN_CROUCH; case 13: return ACT_RUN_CROUCH_AIM; case 14: return ACT_RUN_PROTECTED; case 15: return ACT_SCRIPT_CUSTOM_MOVE; case 16: return ACT_RANGE_ATTACK1; case 17: return ACT_RANGE_ATTACK2; case 18: return ACT_RANGE_ATTACK1_LOW; case 19: return ACT_RANGE_ATTACK2_LOW; case 20: return ACT_DIESIMPLE; case 21: return ACT_DIEBACKWARD; case 22: return ACT_DIEFORWARD; case 23: return ACT_DIEVIOLENT; case 24: return ACT_DIERAGDOLL; case 25: return ACT_FLY; case 26: return ACT_HOVER; case 27: return ACT_GLIDE; case 28: return ACT_SWIM; case 29: return ACT_JUMP; case 30: return ACT_HOP; case 31: return ACT_LEAP; case 32: return ACT_LAND; case 33: return ACT_CLIMB_UP; case 34: return ACT_CLIMB_DOWN; case 35: return ACT_CLIMB_DISMOUNT; case 36: return ACT_SHIPLADDER_UP; case 37: return ACT_SHIPLADDER_DOWN; case 38: return ACT_STRAFE_LEFT; case 39: return ACT_STRAFE_RIGHT; case 40: return ACT_ROLL_LEFT; case 41: return ACT_ROLL_RIGHT; case 42: return ACT_TURN_LEFT; case 43: return ACT_TURN_RIGHT; case 44: return ACT_CROUCH; case 45: return ACT_CROUCHIDLE; case 46: return ACT_STAND; case 47: return ACT_USE; case 48: return ACT_ALIEN_BURROW_IDLE; case 49: return ACT_ALIEN_BURROW_OUT; case 50: return ACT_SIGNAL1; case 51: return ACT_SIGNAL2; case 52: return ACT_SIGNAL3; case 53: return ACT_SIGNAL_ADVANCE; case 54: return ACT_SIGNAL_FORWARD; case 55: return ACT_SIGNAL_GROUP; case 56: return ACT_SIGNAL_HALT; case 57: return ACT_SIGNAL_LEFT; case 58: return ACT_SIGNAL_RIGHT; case 59: return ACT_SIGNAL_TAKECOVER; case 60: return ACT_LOOKBACK_RIGHT; case 61: return ACT_LOOKBACK_LEFT; case 62: return ACT_COWER; case 63: return ACT_SMALL_FLINCH; case 64: return ACT_BIG_FLINCH; case 65: return ACT_MELEE_ATTACK1; case 66: return ACT_MELEE_ATTACK2; case 67: return ACT_RELOAD; case 68: return ACT_RELOAD_START; case 69: return ACT_RELOAD_FINISH; case 70: return ACT_RELOAD_LOW; case 71: return ACT_ARM; case 72: return ACT_DISARM; case 73: return ACT_DROP_WEAPON; case 74: return ACT_DROP_WEAPON_SHOTGUN; case 75: return ACT_PICKUP_GROUND; case 76: return ACT_PICKUP_RACK; case 77: return ACT_IDLE_ANGRY; case 78: return ACT_IDLE_RELAXED; case 79: return ACT_IDLE_STIMULATED; case 80: return ACT_IDLE_AGITATED; case 81: return ACT_IDLE_STEALTH; case 82: return ACT_IDLE_HURT; case 83: return ACT_WALK_RELAXED; case 84: return ACT_WALK_STIMULATED; case 85: return ACT_WALK_AGITATED; case 86: return ACT_WALK_STEALTH; case 87: return ACT_RUN_RELAXED; case 88: return ACT_RUN_STIMULATED; case 89: return ACT_RUN_AGITATED; case 90: return ACT_RUN_STEALTH; case 91: return ACT_IDLE_AIM_RELAXED; case 92: return ACT_IDLE_AIM_STIMULATED; case 93: return ACT_IDLE_AIM_AGITATED; case 94: return ACT_IDLE_AIM_STEALTH; case 95: return ACT_WALK_AIM_RELAXED; case 96: return ACT_WALK_AIM_STIMULATED; case 97: return ACT_WALK_AIM_AGITATED; case 98: return ACT_WALK_AIM_STEALTH; case 99: return ACT_RUN_AIM_RELAXED; case 100: return ACT_RUN_AIM_STIMULATED; case 101: return ACT_RUN_AIM_AGITATED; case 102: return ACT_RUN_AIM_STEALTH; case 103: return ACT_CROUCHIDLE_STIMULATED; case 104: return ACT_CROUCHIDLE_AIM_STIMULATED; case 105: return ACT_CROUCHIDLE_AGITATED; case 106: return ACT_WALK_HURT; case 107: return ACT_RUN_HURT; case 108: return ACT_SPECIAL_ATTACK1; case 109: return ACT_SPECIAL_ATTACK2; case 110: return ACT_COMBAT_IDLE; case 111: return ACT_WALK_SCARED; case 112: return ACT_RUN_SCARED; case 113: return ACT_VICTORY_DANCE; case 114: return ACT_DIE_HEADSHOT; case 115: return ACT_DIE_CHESTSHOT; case 116: return ACT_DIE_GUTSHOT; case 117: return ACT_DIE_BACKSHOT; case 118: return ACT_FLINCH_HEAD; case 119: return ACT_FLINCH_CHEST; case 120: return ACT_FLINCH_STOMACH; case 121: return ACT_FLINCH_LEFTARM; case 122: return ACT_FLINCH_RIGHTARM; case 123: return ACT_FLINCH_LEFTLEG; case 124: return ACT_FLINCH_RIGHTLEG; case 125: return ACT_FLINCH_PHYSICS; case 126: return ACT_FLINCH_HEAD_BACK; case 127: return ACT_FLINCH_CHEST_BACK; case 128: return ACT_FLINCH_STOMACH_BACK; case 129: return ACT_FLINCH_CROUCH_FRONT; case 130: return ACT_FLINCH_CROUCH_BACK; case 131: return ACT_FLINCH_CROUCH_LEFT; case 132: return ACT_FLINCH_CROUCH_RIGHT; case 133: return ACT_IDLE_ON_FIRE; case 134: return ACT_WALK_ON_FIRE; case 135: return ACT_RUN_ON_FIRE; case 136: return ACT_RAPPEL_LOOP; case 137: return ACT_180_LEFT; case 138: return ACT_180_RIGHT; case 139: return ACT_90_LEFT; case 140: return ACT_90_RIGHT; case 141: return ACT_STEP_LEFT; case 142: return ACT_STEP_RIGHT; case 143: return ACT_STEP_BACK; case 144: return ACT_STEP_FORE; case 145: return ACT_GESTURE_RANGE_ATTACK1; case 146: return ACT_GESTURE_RANGE_ATTACK2; case 147: return ACT_GESTURE_MELEE_ATTACK1; case 148: return ACT_GESTURE_MELEE_ATTACK2; case 149: return ACT_GESTURE_RANGE_ATTACK1_LOW; case 150: return ACT_GESTURE_RANGE_ATTACK2_LOW; case 151: return ACT_MELEE_ATTACK_SWING_GESTURE; case 152: return ACT_GESTURE_SMALL_FLINCH; case 153: return ACT_GESTURE_BIG_FLINCH; case 154: return ACT_GESTURE_FLINCH_BLAST; case 155: return ACT_GESTURE_FLINCH_BLAST_SHOTGUN; case 156: return ACT_GESTURE_FLINCH_BLAST_DAMAGED; case 157: return ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN; case 158: return ACT_GESTURE_FLINCH_HEAD; case 159: return ACT_GESTURE_FLINCH_CHEST; case 160: return ACT_GESTURE_FLINCH_STOMACH; case 161: return ACT_GESTURE_FLINCH_LEFTARM; case 162: return ACT_GESTURE_FLINCH_RIGHTARM; case 163: return ACT_GESTURE_FLINCH_LEFTLEG; case 164: return ACT_GESTURE_FLINCH_RIGHTLEG; case 165: return ACT_GESTURE_TURN_LEFT; case 166: return ACT_GESTURE_TURN_RIGHT; case 167: return ACT_GESTURE_TURN_LEFT45; case 168: return ACT_GESTURE_TURN_RIGHT45; case 169: return ACT_GESTURE_TURN_LEFT90; case 170: return ACT_GESTURE_TURN_RIGHT90; case 171: return ACT_GESTURE_TURN_LEFT45_FLAT; case 172: return ACT_GESTURE_TURN_RIGHT45_FLAT; case 173: return ACT_GESTURE_TURN_LEFT90_FLAT; case 174: return ACT_GESTURE_TURN_RIGHT90_FLAT; case 175: return ACT_BARNACLE_HIT; case 176: return ACT_BARNACLE_PULL; case 177: return ACT_BARNACLE_CHOMP; case 178: return ACT_BARNACLE_CHEW; case 179: return ACT_DO_NOT_DISTURB; case 180: return ACT_SPECIFIC_SEQUENCE; case 181: return ACT_VM_DRAW; case 182: return ACT_VM_HOLSTER; case 183: return ACT_VM_IDLE; case 184: return ACT_VM_FIDGET; case 185: return ACT_VM_PULLBACK; case 186: return ACT_VM_PULLBACK_HIGH; case 187: return ACT_VM_PULLBACK_LOW; case 188: return ACT_VM_THROW; case 189: return ACT_VM_PULLPIN; case 190: return ACT_VM_PRIMARYATTACK; case 191: return ACT_VM_SECONDARYATTACK; case 192: return ACT_VM_RELOAD; case 193: return ACT_VM_DRYFIRE; case 194: return ACT_VM_HITLEFT; case 195: return ACT_VM_HITLEFT2; case 196: return ACT_VM_HITRIGHT; case 197: return ACT_VM_HITRIGHT2; case 198: return ACT_VM_HITCENTER; case 199: return ACT_VM_HITCENTER2; case 200: return ACT_VM_MISSLEFT; case 201: return ACT_VM_MISSLEFT2; case 202: return ACT_VM_MISSRIGHT; case 203: return ACT_VM_MISSRIGHT2; case 204: return ACT_VM_MISSCENTER; case 205: return ACT_VM_MISSCENTER2; case 206: return ACT_VM_HAULBACK; case 207: return ACT_VM_SWINGHARD; case 208: return ACT_VM_SWINGMISS; case 209: return ACT_VM_SWINGHIT; case 210: return ACT_VM_IDLE_TO_LOWERED; case 211: return ACT_VM_IDLE_LOWERED; case 212: return ACT_VM_LOWERED_TO_IDLE; case 213: return ACT_VM_RECOIL1; case 214: return ACT_VM_RECOIL2; case 215: return ACT_VM_RECOIL3; case 216: return ACT_VM_PICKUP; case 217: return ACT_VM_RELEASE; case 218: return ACT_VM_ATTACH_SILENCER; case 219: return ACT_VM_DETACH_SILENCER; case 220: return ACT_SLAM_STICKWALL_IDLE; case 221: return ACT_SLAM_STICKWALL_ND_IDLE; case 222: return ACT_SLAM_STICKWALL_ATTACH; case 223: return ACT_SLAM_STICKWALL_ATTACH2; case 224: return ACT_SLAM_STICKWALL_ND_ATTACH; case 225: return ACT_SLAM_STICKWALL_ND_ATTACH2; case 226: return ACT_SLAM_STICKWALL_DETONATE; case 227: return ACT_SLAM_STICKWALL_DETONATOR_HOLSTER; case 228: return ACT_SLAM_STICKWALL_DRAW; case 229: return ACT_SLAM_STICKWALL_ND_DRAW; case 230: return ACT_SLAM_STICKWALL_TO_THROW; case 231: return ACT_SLAM_STICKWALL_TO_THROW_ND; case 232: return ACT_SLAM_STICKWALL_TO_TRIPMINE_ND; case 233: return ACT_SLAM_THROW_IDLE; case 234: return ACT_SLAM_THROW_ND_IDLE; case 235: return ACT_SLAM_THROW_THROW; case 236: return ACT_SLAM_THROW_THROW2; case 237: return ACT_SLAM_THROW_THROW_ND; case 238: return ACT_SLAM_THROW_THROW_ND2; case 239: return ACT_SLAM_THROW_DRAW; case 240: return ACT_SLAM_THROW_ND_DRAW; case 241: return ACT_SLAM_THROW_TO_STICKWALL; case 242: return ACT_SLAM_THROW_TO_STICKWALL_ND; case 243: return ACT_SLAM_THROW_DETONATE; case 244: return ACT_SLAM_THROW_DETONATOR_HOLSTER; case 245: return ACT_SLAM_THROW_TO_TRIPMINE_ND; case 246: return ACT_SLAM_TRIPMINE_IDLE; case 247: return ACT_SLAM_TRIPMINE_DRAW; case 248: return ACT_SLAM_TRIPMINE_ATTACH; case 249: return ACT_SLAM_TRIPMINE_ATTACH2; case 250: return ACT_SLAM_TRIPMINE_TO_STICKWALL_ND; case 251: return ACT_SLAM_TRIPMINE_TO_THROW_ND; case 252: return ACT_SLAM_DETONATOR_IDLE; case 253: return ACT_SLAM_DETONATOR_DRAW; case 254: return ACT_SLAM_DETONATOR_DETONATE; case 255: return ACT_SLAM_DETONATOR_HOLSTER; case 256: return ACT_SLAM_DETONATOR_STICKWALL_DRAW; case 257: return ACT_SLAM_DETONATOR_THROW_DRAW; case 258: return ACT_SHOTGUN_RELOAD_START; case 259: return ACT_SHOTGUN_RELOAD_FINISH; case 260: return ACT_SHOTGUN_PUMP; case 261: return ACT_SMG2_IDLE2; case 262: return ACT_SMG2_FIRE2; case 263: return ACT_SMG2_DRAW2; case 264: return ACT_SMG2_RELOAD2; case 265: return ACT_SMG2_DRYFIRE2; case 266: return ACT_SMG2_TOAUTO; case 267: return ACT_SMG2_TOBURST; case 268: return ACT_PHYSCANNON_UPGRADE; case 269: return ACT_RANGE_ATTACK_AR1; case 270: return ACT_RANGE_ATTACK_AR2; case 271: return ACT_RANGE_ATTACK_AR2_LOW; case 272: return ACT_RANGE_ATTACK_AR2_GRENADE; case 273: return ACT_RANGE_ATTACK_HMG1; case 274: return ACT_RANGE_ATTACK_ML; case 275: return ACT_RANGE_ATTACK_SMG1; case 276: return ACT_RANGE_ATTACK_SMG1_LOW; case 277: return ACT_RANGE_ATTACK_SMG2; case 278: return ACT_RANGE_ATTACK_SHOTGUN; case 279: return ACT_RANGE_ATTACK_SHOTGUN_LOW; case 280: return ACT_RANGE_ATTACK_PISTOL; case 281: return ACT_RANGE_ATTACK_PISTOL_LOW; case 282: return ACT_RANGE_ATTACK_SLAM; case 283: return ACT_RANGE_ATTACK_TRIPWIRE; case 284: return ACT_RANGE_ATTACK_THROW; case 285: return ACT_RANGE_ATTACK_SNIPER_RIFLE; case 286: return ACT_RANGE_ATTACK_RPG; case 287: return ACT_MELEE_ATTACK_SWING; case 288: return ACT_RANGE_AIM_LOW; case 289: return ACT_RANGE_AIM_SMG1_LOW; case 290: return ACT_RANGE_AIM_PISTOL_LOW; case 291: return ACT_RANGE_AIM_AR2_LOW; case 292: return ACT_COVER_PISTOL_LOW; case 293: return ACT_COVER_SMG1_LOW; case 294: return ACT_GESTURE_RANGE_ATTACK_AR1; case 295: return ACT_GESTURE_RANGE_ATTACK_AR2; case 296: return ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE; case 297: return ACT_GESTURE_RANGE_ATTACK_HMG1; case 298: return ACT_GESTURE_RANGE_ATTACK_ML; case 299: return ACT_GESTURE_RANGE_ATTACK_SMG1; case 300: return ACT_GESTURE_RANGE_ATTACK_SMG1_LOW; case 301: return ACT_GESTURE_RANGE_ATTACK_SMG2; case 302: return ACT_GESTURE_RANGE_ATTACK_SHOTGUN; case 303: return ACT_GESTURE_RANGE_ATTACK_PISTOL; case 304: return ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW; case 305: return ACT_GESTURE_RANGE_ATTACK_SLAM; case 306: return ACT_GESTURE_RANGE_ATTACK_TRIPWIRE; case 307: return ACT_GESTURE_RANGE_ATTACK_THROW; case 308: return ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE; case 309: return ACT_GESTURE_MELEE_ATTACK_SWING; case 310: return ACT_IDLE_RIFLE; case 311: return ACT_IDLE_SMG1; case 312: return ACT_IDLE_ANGRY_SMG1; case 313: return ACT_IDLE_PISTOL; case 314: return ACT_IDLE_ANGRY_PISTOL; case 315: return ACT_IDLE_ANGRY_SHOTGUN; case 316: return ACT_IDLE_STEALTH_PISTOL; case 317: return ACT_IDLE_PACKAGE; case 318: return ACT_WALK_PACKAGE; case 319: return ACT_IDLE_SUITCASE; case 320: return ACT_WALK_SUITCASE; case 321: return ACT_IDLE_SMG1_RELAXED; case 322: return ACT_IDLE_SMG1_STIMULATED; case 323: return ACT_WALK_RIFLE_RELAXED; case 324: return ACT_RUN_RIFLE_RELAXED; case 325: return ACT_WALK_RIFLE_STIMULATED; case 326: return ACT_RUN_RIFLE_STIMULATED; case 327: return ACT_IDLE_AIM_RIFLE_STIMULATED; case 328: return ACT_WALK_AIM_RIFLE_STIMULATED; case 329: return ACT_RUN_AIM_RIFLE_STIMULATED; case 330: return ACT_IDLE_SHOTGUN_RELAXED; case 331: return ACT_IDLE_SHOTGUN_STIMULATED; case 332: return ACT_IDLE_SHOTGUN_AGITATED; case 333: return ACT_WALK_ANGRY; case 334: return ACT_POLICE_HARASS1; case 335: return ACT_POLICE_HARASS2; case 336: return ACT_IDLE_MANNEDGUN; case 337: return ACT_IDLE_MELEE; case 338: return ACT_IDLE_ANGRY_MELEE; case 339: return ACT_IDLE_RPG_RELAXED; case 340: return ACT_IDLE_RPG; case 341: return ACT_IDLE_ANGRY_RPG; case 342: return ACT_COVER_LOW_RPG; case 343: return ACT_WALK_RPG; case 344: return ACT_RUN_RPG; case 345: return ACT_WALK_CROUCH_RPG; case 346: return ACT_RUN_CROUCH_RPG; case 347: return ACT_WALK_RPG_RELAXED; case 348: return ACT_RUN_RPG_RELAXED; case 349: return ACT_WALK_RIFLE; case 350: return ACT_WALK_AIM_RIFLE; case 351: return ACT_WALK_CROUCH_RIFLE; case 352: return ACT_WALK_CROUCH_AIM_RIFLE; case 353: return ACT_RUN_RIFLE; case 354: return ACT_RUN_AIM_RIFLE; case 355: return ACT_RUN_CROUCH_RIFLE; case 356: return ACT_RUN_CROUCH_AIM_RIFLE; case 357: return ACT_RUN_STEALTH_PISTOL; case 358: return ACT_WALK_AIM_SHOTGUN; case 359: return ACT_RUN_AIM_SHOTGUN; case 360: return ACT_WALK_PISTOL; case 361: return ACT_RUN_PISTOL; case 362: return ACT_WALK_AIM_PISTOL; case 363: return ACT_RUN_AIM_PISTOL; case 364: return ACT_WALK_STEALTH_PISTOL; case 365: return ACT_WALK_AIM_STEALTH_PISTOL; case 366: return ACT_RUN_AIM_STEALTH_PISTOL; case 367: return ACT_RELOAD_PISTOL; case 368: return ACT_RELOAD_PISTOL_LOW; case 369: return ACT_RELOAD_SMG1; case 370: return ACT_RELOAD_SMG1_LOW; case 371: return ACT_RELOAD_SHOTGUN; case 372: return ACT_RELOAD_SHOTGUN_LOW; case 373: return ACT_GESTURE_RELOAD; case 374: return ACT_GESTURE_RELOAD_PISTOL; case 375: return ACT_GESTURE_RELOAD_SMG1; case 376: return ACT_GESTURE_RELOAD_SHOTGUN; case 377: return ACT_BUSY_LEAN_LEFT; case 378: return ACT_BUSY_LEAN_LEFT_ENTRY; case 379: return ACT_BUSY_LEAN_LEFT_EXIT; case 380: return ACT_BUSY_LEAN_BACK; case 381: return ACT_BUSY_LEAN_BACK_ENTRY; case 382: return ACT_BUSY_LEAN_BACK_EXIT; case 383: return ACT_BUSY_SIT_GROUND; case 384: return ACT_BUSY_SIT_GROUND_ENTRY; case 385: return ACT_BUSY_SIT_GROUND_EXIT; case 386: return ACT_BUSY_SIT_CHAIR; case 387: return ACT_BUSY_SIT_CHAIR_ENTRY; case 388: return ACT_BUSY_SIT_CHAIR_EXIT; case 389: return ACT_BUSY_STAND; case 390: return ACT_BUSY_QUEUE; case 391: return ACT_DUCK_DODGE; case 392: return ACT_DIE_BARNACLE_SWALLOW; case 393: return ACT_GESTURE_BARNACLE_STRANGLE; case 394: return ACT_PHYSCANNON_DETACH; case 395: return ACT_PHYSCANNON_ANIMATE; case 396: return ACT_PHYSCANNON_ANIMATE_PRE; case 397: return ACT_PHYSCANNON_ANIMATE_POST; case 398: return ACT_DIE_FRONTSIDE; case 399: return ACT_DIE_RIGHTSIDE; case 400: return ACT_DIE_BACKSIDE; case 401: return ACT_DIE_LEFTSIDE; case 402: return ACT_OPEN_DOOR; case 403: return ACT_DI_ALYX_ZOMBIE_MELEE; case 404: return ACT_DI_ALYX_ZOMBIE_TORSO_MELEE; case 405: return ACT_DI_ALYX_HEADCRAB_MELEE; case 406: return ACT_DI_ALYX_ANTLION; case 407: return ACT_DI_ALYX_ZOMBIE_SHOTGUN64; case 408: return ACT_DI_ALYX_ZOMBIE_SHOTGUN26; case 409: return ACT_READINESS_RELAXED_TO_STIMULATED; case 410: return ACT_READINESS_RELAXED_TO_STIMULATED_WALK; case 411: return ACT_READINESS_AGITATED_TO_STIMULATED; case 412: return ACT_READINESS_STIMULATED_TO_RELAXED; case 413: return ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED; case 414: return ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK; case 415: return ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED; case 416: return ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED; case 417: return ACT_IDLE_CARRY; case 418: return ACT_WALK_CARRY; case 419: return ACT_DOTA_IDLE; case 421: return ACT_DOTA_IDLE_RARE; case 422: return ACT_DOTA_RUN; case 424: return ACT_DOTA_ATTACK; case 425: return ACT_DOTA_ATTACK2; case 426: return ACT_DOTA_ATTACK_EVENT; case 427: return ACT_DOTA_DIE; case 428: return ACT_DOTA_FLINCH; case 429: return ACT_DOTA_FLAIL; case 430: return ACT_DOTA_DISABLED; case 431: return ACT_DOTA_CAST_ABILITY_1; case 432: return ACT_DOTA_CAST_ABILITY_2; case 433: return ACT_DOTA_CAST_ABILITY_3; case 434: return ACT_DOTA_CAST_ABILITY_4; case 435: return ACT_DOTA_CAST_ABILITY_5; case 436: return ACT_DOTA_CAST_ABILITY_6; case 437: return ACT_DOTA_OVERRIDE_ABILITY_1; case 438: return ACT_DOTA_OVERRIDE_ABILITY_2; case 439: return ACT_DOTA_OVERRIDE_ABILITY_3; case 440: return ACT_DOTA_OVERRIDE_ABILITY_4; case 441: return ACT_DOTA_CHANNEL_ABILITY_1; case 442: return ACT_DOTA_CHANNEL_ABILITY_2; case 443: return ACT_DOTA_CHANNEL_ABILITY_3; case 444: return ACT_DOTA_CHANNEL_ABILITY_4; case 445: return ACT_DOTA_CHANNEL_ABILITY_5; case 446: return ACT_DOTA_CHANNEL_ABILITY_6; case 447: return ACT_DOTA_CHANNEL_END_ABILITY_1; case 448: return ACT_DOTA_CHANNEL_END_ABILITY_2; case 449: return ACT_DOTA_CHANNEL_END_ABILITY_3; case 450: return ACT_DOTA_CHANNEL_END_ABILITY_4; case 451: return ACT_DOTA_CHANNEL_END_ABILITY_5; case 452: return ACT_DOTA_CHANNEL_END_ABILITY_6; case 453: return ACT_DOTA_CONSTANT_LAYER; case 454: return ACT_DOTA_CAPTURE; case 455: return ACT_DOTA_SPAWN; case 456: return ACT_DOTA_KILLTAUNT; case 457: return ACT_DOTA_TAUNT; case 458: return ACT_DOTA_THIRST; case 459: return ACT_DOTA_CAST_DRAGONBREATH; case 460: return ACT_DOTA_ECHO_SLAM; case 461: return ACT_DOTA_CAST_ABILITY_1_END; case 462: return ACT_DOTA_CAST_ABILITY_2_END; case 463: return ACT_DOTA_CAST_ABILITY_3_END; case 464: return ACT_DOTA_CAST_ABILITY_4_END; case 465: return ACT_MIRANA_LEAP_END; case 466: return ACT_WAVEFORM_START; case 467: return ACT_WAVEFORM_END; case 468: return ACT_DOTA_CAST_ABILITY_ROT; case 469: return ACT_DOTA_DIE_SPECIAL; case 470: return ACT_DOTA_RATTLETRAP_BATTERYASSAULT; case 471: return ACT_DOTA_RATTLETRAP_POWERCOGS; case 472: return ACT_DOTA_RATTLETRAP_HOOKSHOT_START; case 473: return ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP; case 474: return ACT_DOTA_RATTLETRAP_HOOKSHOT_END; case 475: return ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE; case 476: return ACT_DOTA_TINKER_REARM1; case 477: return ACT_DOTA_TINKER_REARM2; case 478: return ACT_DOTA_TINKER_REARM3; case 479: return ACT_TINY_AVALANCHE; case 480: return ACT_TINY_TOSS; case 481: return ACT_TINY_GROWL; case 482: return ACT_DOTA_WEAVERBUG_ATTACH; case 483: return ACT_DOTA_CAST_WILD_AXES_END; case 484: return ACT_DOTA_CAST_LIFE_BREAK_START; case 485: return ACT_DOTA_CAST_LIFE_BREAK_END; case 486: return ACT_DOTA_NIGHTSTALKER_TRANSITION; case 487: return ACT_DOTA_LIFESTEALER_RAGE; case 488: return ACT_DOTA_LIFESTEALER_OPEN_WOUNDS; case 489: return ACT_DOTA_SAND_KING_BURROW_IN; case 490: return ACT_DOTA_SAND_KING_BURROW_OUT; case 491: return ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK; case 492: return ACT_DOTA_WHEEL_LAYER; case 493: return ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START; case 494: return ACT_DOTA_ALCHEMIST_CONCOCTION; case 495: return ACT_DOTA_JAKIRO_LIQUIDFIRE_START; case 496: return ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP; case 497: return ACT_DOTA_LIFESTEALER_INFEST; case 498: return ACT_DOTA_LIFESTEALER_INFEST_END; case 499: return ACT_DOTA_LASSO_LOOP; case 500: return ACT_DOTA_ALCHEMIST_CONCOCTION_THROW; case 501: return ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END; case 502: return ACT_DOTA_CAST_COLD_SNAP; case 503: return ACT_DOTA_CAST_GHOST_WALK; case 504: return ACT_DOTA_CAST_TORNADO; case 505: return ACT_DOTA_CAST_EMP; case 506: return ACT_DOTA_CAST_ALACRITY; case 507: return ACT_DOTA_CAST_CHAOS_METEOR; case 508: return ACT_DOTA_CAST_SUN_STRIKE; case 509: return ACT_DOTA_CAST_FORGE_SPIRIT; case 510: return ACT_DOTA_CAST_ICE_WALL; case 511: return ACT_DOTA_CAST_DEAFENING_BLAST; case 512: return ACT_DOTA_VICTORY; case 513: return ACT_DOTA_DEFEAT; case 514: return ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE; case 515: return ACT_DOTA_SPIRIT_BREAKER_CHARGE_END; case 516: return ACT_DOTA_TELEPORT; case 517: return ACT_DOTA_TELEPORT_END; case 518: return ACT_DOTA_CAST_REFRACTION; case 519: return ACT_DOTA_CAST_ABILITY_7; case 520: return ACT_DOTA_CANCEL_SIREN_SONG; case 521: return ACT_DOTA_CHANNEL_ABILITY_7; case 522: return ACT_DOTA_LOADOUT; case 523: return ACT_DOTA_FORCESTAFF_END; case 524: return ACT_DOTA_POOF_END; case 525: return ACT_DOTA_SLARK_POUNCE; case 526: return ACT_DOTA_MAGNUS_SKEWER_START; case 527: return ACT_DOTA_MAGNUS_SKEWER_END; case 528: return ACT_DOTA_MEDUSA_STONE_GAZE; case 529: return ACT_DOTA_RELAX_START; case 530: return ACT_DOTA_RELAX_LOOP; case 531: return ACT_DOTA_RELAX_END; case 532: return ACT_DOTA_CENTAUR_STAMPEDE; case 533: return ACT_DOTA_BELLYACHE_START; case 534: return ACT_DOTA_BELLYACHE_LOOP; case 535: return ACT_DOTA_BELLYACHE_END; case 536: return ACT_DOTA_ROQUELAIRE_LAND; case 537: return ACT_DOTA_ROQUELAIRE_LAND_IDLE; case 538: return ACT_DOTA_GREEVIL_CAST; case 539: return ACT_DOTA_GREEVIL_OVERRIDE_ABILITY; case 540: return ACT_DOTA_GREEVIL_HOOK_START; case 541: return ACT_DOTA_GREEVIL_HOOK_END; case 542: return ACT_DOTA_GREEVIL_BLINK_BONE; case 543: return ACT_DOTA_IDLE_SLEEPING; case 544: return ACT_DOTA_INTRO; case 545: return ACT_DOTA_GESTURE_POINT; case 546: return ACT_DOTA_GESTURE_ACCENT; case 547: return ACT_DOTA_SLEEPING_END; case 548: return ACT_DOTA_AMBUSH; case 549: return ACT_DOTA_ITEM_LOOK; case 550: return ACT_DOTA_STARTLE; case 551: return ACT_DOTA_FRUSTRATION; case 552: return ACT_DOTA_TELEPORT_REACT; case 553: return ACT_DOTA_TELEPORT_END_REACT; case 554: return ACT_DOTA_SHRUG; case 555: return ACT_DOTA_RELAX_LOOP_END; case 556: return ACT_DOTA_PRESENT_ITEM; case 557: return ACT_DOTA_IDLE_IMPATIENT; case 558: return ACT_DOTA_SHARPEN_WEAPON; case 559: return ACT_DOTA_SHARPEN_WEAPON_OUT; case 560: return ACT_DOTA_IDLE_SLEEPING_END; case 561: return ACT_DOTA_BRIDGE_DESTROY; case 562: return ACT_DOTA_TAUNT_SNIPER; case 563: return ACT_DOTA_DEATH_BY_SNIPER; case 564: return ACT_DOTA_LOOK_AROUND; case 565: return ACT_DOTA_CAGED_CREEP_RAGE; case 566: return ACT_DOTA_CAGED_CREEP_RAGE_OUT; case 567: return ACT_DOTA_CAGED_CREEP_SMASH; case 568: return ACT_DOTA_CAGED_CREEP_SMASH_OUT; case 569: return ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP; case 570: return ACT_DOTA_INTRO_LOOP; case 571: return ACT_DOTA_BRIDGE_THREAT; case 572: return ACT_DOTA_DAGON; case 573: return ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START; case 574: return ACT_DOTA_CAST_ABILITY_2_ES_ROLL; case 575: return ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END; case 576: return ACT_DOTA_NIAN_PIN_START; case 577: return ACT_DOTA_NIAN_PIN_LOOP; case 578: return ACT_DOTA_NIAN_PIN_END; case 579: return ACT_DOTA_LEAP_STUN; case 580: return ACT_DOTA_LEAP_SWIPE; case 581: return ACT_DOTA_NIAN_INTRO_LEAP; case 582: return ACT_DOTA_AREA_DENY; case 583: return ACT_DOTA_NIAN_PIN_TO_STUN; case 584: return ACT_DOTA_RAZE_1; case 585: return ACT_DOTA_RAZE_2; case 586: return ACT_DOTA_RAZE_3; case 587: return ACT_DOTA_UNDYING_DECAY; case 588: return ACT_DOTA_UNDYING_SOUL_RIP; case 589: return ACT_DOTA_UNDYING_TOMBSTONE; case 590: return ACT_DOTA_WHIRLING_AXES_RANGED; case 591: return ACT_DOTA_SHALLOW_GRAVE; case 592: return ACT_DOTA_COLD_FEET; case 593: return ACT_DOTA_ICE_VORTEX; case 594: return ACT_DOTA_CHILLING_TOUCH; case 595: return ACT_DOTA_ENFEEBLE; case 596: return ACT_DOTA_FATAL_BONDS; case 597: return ACT_DOTA_MIDNIGHT_PULSE; case 598: return ACT_DOTA_ANCESTRAL_SPIRIT; case 599: return ACT_DOTA_THUNDER_STRIKE; case 600: return ACT_DOTA_KINETIC_FIELD; case 601: return ACT_DOTA_STATIC_STORM; case 602: return ACT_DOTA_MINI_TAUNT; default: return null; } } public static com.google.protobuf.Internal.EnumLiteMap<Activity> internalGetValueMap() { return internalValueMap; } private static com.google.protobuf.Internal.EnumLiteMap<Activity> internalValueMap = new com.google.protobuf.Internal.EnumLiteMap<Activity>() { public Activity findValueByNumber(int number) { return Activity.valueOf(number); } }; public final com.google.protobuf.Descriptors.EnumValueDescriptor getValueDescriptor() { return getDescriptor().getValues().get(index); } public final com.google.protobuf.Descriptors.EnumDescriptor getDescriptorForType() { return getDescriptor(); } public static final com.google.protobuf.Descriptors.EnumDescriptor getDescriptor() { return com.valve.dota2.AiActivity.getDescriptor().getEnumTypes().get(0); } private static final Activity[] VALUES = values(); public static Activity valueOf( com.google.protobuf.Descriptors.EnumValueDescriptor desc) { if (desc.getType() != getDescriptor()) { throw new java.lang.IllegalArgumentException( "EnumValueDescriptor is not for this type."); } return VALUES[desc.getIndex()]; } private final int index; private final int value; private Activity(int index, int value) { this.index = index; this.value = value; } // @@protoc_insertion_point(enum_scope:Activity) } public static com.google.protobuf.Descriptors.FileDescriptor getDescriptor() { return descriptor; } private static com.google.protobuf.Descriptors.FileDescriptor descriptor; static { java.lang.String[] descriptorData = { "\n\021ai_activity.proto*\220\203\001\n\010Activity\022\030\n\013ACT" + "_INVALID\020\377\377\377\377\377\377\377\377\377\001\022\r\n\tACT_RESET\020\000\022\014\n\010AC" + "T_IDLE\020\001\022\022\n\016ACT_TRANSITION\020\002\022\r\n\tACT_COVE" + "R\020\003\022\021\n\rACT_COVER_MED\020\004\022\021\n\rACT_COVER_LOW\020" + "\005\022\014\n\010ACT_WALK\020\006\022\020\n\014ACT_WALK_AIM\020\007\022\023\n\017ACT" + "_WALK_CROUCH\020\010\022\027\n\023ACT_WALK_CROUCH_AIM\020\t\022" + "\013\n\007ACT_RUN\020\n\022\017\n\013ACT_RUN_AIM\020\013\022\022\n\016ACT_RUN" + "_CROUCH\020\014\022\026\n\022ACT_RUN_CROUCH_AIM\020\r\022\025\n\021ACT" + "_RUN_PROTECTED\020\016\022\032\n\026ACT_SCRIPT_CUSTOM_MO" + "VE\020\017\022\025\n\021ACT_RANGE_ATTACK1\020\020\022\025\n\021ACT_RANGE", "_ATTACK2\020\021\022\031\n\025ACT_RANGE_ATTACK1_LOW\020\022\022\031\n" + "\025ACT_RANGE_ATTACK2_LOW\020\023\022\021\n\rACT_DIESIMPL" + "E\020\024\022\023\n\017ACT_DIEBACKWARD\020\025\022\022\n\016ACT_DIEFORWA" + "RD\020\026\022\022\n\016ACT_DIEVIOLENT\020\027\022\022\n\016ACT_DIERAGDO" + "LL\020\030\022\013\n\007ACT_FLY\020\031\022\r\n\tACT_HOVER\020\032\022\r\n\tACT_" + "GLIDE\020\033\022\014\n\010ACT_SWIM\020\034\022\014\n\010ACT_JUMP\020\035\022\013\n\007A" + "CT_HOP\020\036\022\014\n\010ACT_LEAP\020\037\022\014\n\010ACT_LAND\020 \022\020\n\014" + "ACT_CLIMB_UP\020!\022\022\n\016ACT_CLIMB_DOWN\020\"\022\026\n\022AC" + "T_CLIMB_DISMOUNT\020#\022\025\n\021ACT_SHIPLADDER_UP\020" + "$\022\027\n\023ACT_SHIPLADDER_DOWN\020%\022\023\n\017ACT_STRAFE", "_LEFT\020&\022\024\n\020ACT_STRAFE_RIGHT\020\'\022\021\n\rACT_ROL" + "L_LEFT\020(\022\022\n\016ACT_ROLL_RIGHT\020)\022\021\n\rACT_TURN" + "_LEFT\020*\022\022\n\016ACT_TURN_RIGHT\020+\022\016\n\nACT_CROUC" + "H\020,\022\022\n\016ACT_CROUCHIDLE\020-\022\r\n\tACT_STAND\020.\022\013" + "\n\007ACT_USE\020/\022\031\n\025ACT_ALIEN_BURROW_IDLE\0200\022\030" + "\n\024ACT_ALIEN_BURROW_OUT\0201\022\017\n\013ACT_SIGNAL1\020" + "2\022\017\n\013ACT_SIGNAL2\0203\022\017\n\013ACT_SIGNAL3\0204\022\026\n\022A" + "CT_SIGNAL_ADVANCE\0205\022\026\n\022ACT_SIGNAL_FORWAR" + "D\0206\022\024\n\020ACT_SIGNAL_GROUP\0207\022\023\n\017ACT_SIGNAL_" + "HALT\0208\022\023\n\017ACT_SIGNAL_LEFT\0209\022\024\n\020ACT_SIGNA", "L_RIGHT\020:\022\030\n\024ACT_SIGNAL_TAKECOVER\020;\022\026\n\022A" + "CT_LOOKBACK_RIGHT\020<\022\025\n\021ACT_LOOKBACK_LEFT" + "\020=\022\r\n\tACT_COWER\020>\022\024\n\020ACT_SMALL_FLINCH\020?\022" + "\022\n\016ACT_BIG_FLINCH\020@\022\025\n\021ACT_MELEE_ATTACK1" + "\020A\022\025\n\021ACT_MELEE_ATTACK2\020B\022\016\n\nACT_RELOAD\020" + "C\022\024\n\020ACT_RELOAD_START\020D\022\025\n\021ACT_RELOAD_FI" + "NISH\020E\022\022\n\016ACT_RELOAD_LOW\020F\022\013\n\007ACT_ARM\020G\022" + "\016\n\nACT_DISARM\020H\022\023\n\017ACT_DROP_WEAPON\020I\022\033\n\027" + "ACT_DROP_WEAPON_SHOTGUN\020J\022\025\n\021ACT_PICKUP_" + "GROUND\020K\022\023\n\017ACT_PICKUP_RACK\020L\022\022\n\016ACT_IDL", "E_ANGRY\020M\022\024\n\020ACT_IDLE_RELAXED\020N\022\027\n\023ACT_I" + "DLE_STIMULATED\020O\022\025\n\021ACT_IDLE_AGITATED\020P\022" + "\024\n\020ACT_IDLE_STEALTH\020Q\022\021\n\rACT_IDLE_HURT\020R" + "\022\024\n\020ACT_WALK_RELAXED\020S\022\027\n\023ACT_WALK_STIMU" + "LATED\020T\022\025\n\021ACT_WALK_AGITATED\020U\022\024\n\020ACT_WA" + "LK_STEALTH\020V\022\023\n\017ACT_RUN_RELAXED\020W\022\026\n\022ACT" + "_RUN_STIMULATED\020X\022\024\n\020ACT_RUN_AGITATED\020Y\022" + "\023\n\017ACT_RUN_STEALTH\020Z\022\030\n\024ACT_IDLE_AIM_REL" + "AXED\020[\022\033\n\027ACT_IDLE_AIM_STIMULATED\020\\\022\031\n\025A" + "CT_IDLE_AIM_AGITATED\020]\022\030\n\024ACT_IDLE_AIM_S", "TEALTH\020^\022\030\n\024ACT_WALK_AIM_RELAXED\020_\022\033\n\027AC" + "T_WALK_AIM_STIMULATED\020`\022\031\n\025ACT_WALK_AIM_" + "AGITATED\020a\022\030\n\024ACT_WALK_AIM_STEALTH\020b\022\027\n\023" + "ACT_RUN_AIM_RELAXED\020c\022\032\n\026ACT_RUN_AIM_STI" + "MULATED\020d\022\030\n\024ACT_RUN_AIM_AGITATED\020e\022\027\n\023A" + "CT_RUN_AIM_STEALTH\020f\022\035\n\031ACT_CROUCHIDLE_S" + "TIMULATED\020g\022!\n\035ACT_CROUCHIDLE_AIM_STIMUL" + "ATED\020h\022\033\n\027ACT_CROUCHIDLE_AGITATED\020i\022\021\n\rA" + "CT_WALK_HURT\020j\022\020\n\014ACT_RUN_HURT\020k\022\027\n\023ACT_" + "SPECIAL_ATTACK1\020l\022\027\n\023ACT_SPECIAL_ATTACK2", "\020m\022\023\n\017ACT_COMBAT_IDLE\020n\022\023\n\017ACT_WALK_SCAR" + "ED\020o\022\022\n\016ACT_RUN_SCARED\020p\022\025\n\021ACT_VICTORY_" + "DANCE\020q\022\024\n\020ACT_DIE_HEADSHOT\020r\022\025\n\021ACT_DIE" + "_CHESTSHOT\020s\022\023\n\017ACT_DIE_GUTSHOT\020t\022\024\n\020ACT" + "_DIE_BACKSHOT\020u\022\023\n\017ACT_FLINCH_HEAD\020v\022\024\n\020" + "ACT_FLINCH_CHEST\020w\022\026\n\022ACT_FLINCH_STOMACH" + "\020x\022\026\n\022ACT_FLINCH_LEFTARM\020y\022\027\n\023ACT_FLINCH" + "_RIGHTARM\020z\022\026\n\022ACT_FLINCH_LEFTLEG\020{\022\027\n\023A" + "CT_FLINCH_RIGHTLEG\020|\022\026\n\022ACT_FLINCH_PHYSI" + "CS\020}\022\030\n\024ACT_FLINCH_HEAD_BACK\020~\022\031\n\025ACT_FL", "INCH_CHEST_BACK\020\177\022\034\n\027ACT_FLINCH_STOMACH_" + "BACK\020\200\001\022\034\n\027ACT_FLINCH_CROUCH_FRONT\020\201\001\022\033\n" + "\026ACT_FLINCH_CROUCH_BACK\020\202\001\022\033\n\026ACT_FLINCH" + "_CROUCH_LEFT\020\203\001\022\034\n\027ACT_FLINCH_CROUCH_RIG" + "HT\020\204\001\022\025\n\020ACT_IDLE_ON_FIRE\020\205\001\022\025\n\020ACT_WALK" + "_ON_FIRE\020\206\001\022\024\n\017ACT_RUN_ON_FIRE\020\207\001\022\024\n\017ACT" + "_RAPPEL_LOOP\020\210\001\022\021\n\014ACT_180_LEFT\020\211\001\022\022\n\rAC" + "T_180_RIGHT\020\212\001\022\020\n\013ACT_90_LEFT\020\213\001\022\021\n\014ACT_" + "90_RIGHT\020\214\001\022\022\n\rACT_STEP_LEFT\020\215\001\022\023\n\016ACT_S" + "TEP_RIGHT\020\216\001\022\022\n\rACT_STEP_BACK\020\217\001\022\022\n\rACT_", "STEP_FORE\020\220\001\022\036\n\031ACT_GESTURE_RANGE_ATTACK" + "1\020\221\001\022\036\n\031ACT_GESTURE_RANGE_ATTACK2\020\222\001\022\036\n\031" + "ACT_GESTURE_MELEE_ATTACK1\020\223\001\022\036\n\031ACT_GEST" + "URE_MELEE_ATTACK2\020\224\001\022\"\n\035ACT_GESTURE_RANG" + "E_ATTACK1_LOW\020\225\001\022\"\n\035ACT_GESTURE_RANGE_AT" + "TACK2_LOW\020\226\001\022#\n\036ACT_MELEE_ATTACK_SWING_G" + "ESTURE\020\227\001\022\035\n\030ACT_GESTURE_SMALL_FLINCH\020\230\001" + "\022\033\n\026ACT_GESTURE_BIG_FLINCH\020\231\001\022\035\n\030ACT_GES" + "TURE_FLINCH_BLAST\020\232\001\022%\n ACT_GESTURE_FLIN" + "CH_BLAST_SHOTGUN\020\233\001\022%\n ACT_GESTURE_FLINC", "H_BLAST_DAMAGED\020\234\001\022-\n(ACT_GESTURE_FLINCH" + "_BLAST_DAMAGED_SHOTGUN\020\235\001\022\034\n\027ACT_GESTURE" + "_FLINCH_HEAD\020\236\001\022\035\n\030ACT_GESTURE_FLINCH_CH" + "EST\020\237\001\022\037\n\032ACT_GESTURE_FLINCH_STOMACH\020\240\001\022" + "\037\n\032ACT_GESTURE_FLINCH_LEFTARM\020\241\001\022 \n\033ACT_" + "GESTURE_FLINCH_RIGHTARM\020\242\001\022\037\n\032ACT_GESTUR" + "E_FLINCH_LEFTLEG\020\243\001\022 \n\033ACT_GESTURE_FLINC" + "H_RIGHTLEG\020\244\001\022\032\n\025ACT_GESTURE_TURN_LEFT\020\245" + "\001\022\033\n\026ACT_GESTURE_TURN_RIGHT\020\246\001\022\034\n\027ACT_GE" + "STURE_TURN_LEFT45\020\247\001\022\035\n\030ACT_GESTURE_TURN", "_RIGHT45\020\250\001\022\034\n\027ACT_GESTURE_TURN_LEFT90\020\251" + "\001\022\035\n\030ACT_GESTURE_TURN_RIGHT90\020\252\001\022!\n\034ACT_" + "GESTURE_TURN_LEFT45_FLAT\020\253\001\022\"\n\035ACT_GESTU" + "RE_TURN_RIGHT45_FLAT\020\254\001\022!\n\034ACT_GESTURE_T" + "URN_LEFT90_FLAT\020\255\001\022\"\n\035ACT_GESTURE_TURN_R" + "IGHT90_FLAT\020\256\001\022\025\n\020ACT_BARNACLE_HIT\020\257\001\022\026\n" + "\021ACT_BARNACLE_PULL\020\260\001\022\027\n\022ACT_BARNACLE_CH" + "OMP\020\261\001\022\026\n\021ACT_BARNACLE_CHEW\020\262\001\022\027\n\022ACT_DO" + "_NOT_DISTURB\020\263\001\022\032\n\025ACT_SPECIFIC_SEQUENCE" + "\020\264\001\022\020\n\013ACT_VM_DRAW\020\265\001\022\023\n\016ACT_VM_HOLSTER\020", "\266\001\022\020\n\013ACT_VM_IDLE\020\267\001\022\022\n\rACT_VM_FIDGET\020\270\001" + "\022\024\n\017ACT_VM_PULLBACK\020\271\001\022\031\n\024ACT_VM_PULLBAC" + "K_HIGH\020\272\001\022\030\n\023ACT_VM_PULLBACK_LOW\020\273\001\022\021\n\014A" + "CT_VM_THROW\020\274\001\022\023\n\016ACT_VM_PULLPIN\020\275\001\022\031\n\024A" + "CT_VM_PRIMARYATTACK\020\276\001\022\033\n\026ACT_VM_SECONDA" + "RYATTACK\020\277\001\022\022\n\rACT_VM_RELOAD\020\300\001\022\023\n\016ACT_V" + "M_DRYFIRE\020\301\001\022\023\n\016ACT_VM_HITLEFT\020\302\001\022\024\n\017ACT" + "_VM_HITLEFT2\020\303\001\022\024\n\017ACT_VM_HITRIGHT\020\304\001\022\025\n" + "\020ACT_VM_HITRIGHT2\020\305\001\022\025\n\020ACT_VM_HITCENTER" + "\020\306\001\022\026\n\021ACT_VM_HITCENTER2\020\307\001\022\024\n\017ACT_VM_MI", "SSLEFT\020\310\001\022\025\n\020ACT_VM_MISSLEFT2\020\311\001\022\025\n\020ACT_" + "VM_MISSRIGHT\020\312\001\022\026\n\021ACT_VM_MISSRIGHT2\020\313\001\022" + "\026\n\021ACT_VM_MISSCENTER\020\314\001\022\027\n\022ACT_VM_MISSCE" + "NTER2\020\315\001\022\024\n\017ACT_VM_HAULBACK\020\316\001\022\025\n\020ACT_VM" + "_SWINGHARD\020\317\001\022\025\n\020ACT_VM_SWINGMISS\020\320\001\022\024\n\017" + "ACT_VM_SWINGHIT\020\321\001\022\033\n\026ACT_VM_IDLE_TO_LOW" + "ERED\020\322\001\022\030\n\023ACT_VM_IDLE_LOWERED\020\323\001\022\033\n\026ACT" + "_VM_LOWERED_TO_IDLE\020\324\001\022\023\n\016ACT_VM_RECOIL1" + "\020\325\001\022\023\n\016ACT_VM_RECOIL2\020\326\001\022\023\n\016ACT_VM_RECOI" + "L3\020\327\001\022\022\n\rACT_VM_PICKUP\020\330\001\022\023\n\016ACT_VM_RELE", "ASE\020\331\001\022\033\n\026ACT_VM_ATTACH_SILENCER\020\332\001\022\033\n\026A" + "CT_VM_DETACH_SILENCER\020\333\001\022\034\n\027ACT_SLAM_STI" + "CKWALL_IDLE\020\334\001\022\037\n\032ACT_SLAM_STICKWALL_ND_" + "IDLE\020\335\001\022\036\n\031ACT_SLAM_STICKWALL_ATTACH\020\336\001\022" + "\037\n\032ACT_SLAM_STICKWALL_ATTACH2\020\337\001\022!\n\034ACT_" + "SLAM_STICKWALL_ND_ATTACH\020\340\001\022\"\n\035ACT_SLAM_" + "STICKWALL_ND_ATTACH2\020\341\001\022 \n\033ACT_SLAM_STIC" + "KWALL_DETONATE\020\342\001\022)\n$ACT_SLAM_STICKWALL_" + "DETONATOR_HOLSTER\020\343\001\022\034\n\027ACT_SLAM_STICKWA" + "LL_DRAW\020\344\001\022\037\n\032ACT_SLAM_STICKWALL_ND_DRAW", "\020\345\001\022 \n\033ACT_SLAM_STICKWALL_TO_THROW\020\346\001\022#\n" + "\036ACT_SLAM_STICKWALL_TO_THROW_ND\020\347\001\022&\n!AC" + "T_SLAM_STICKWALL_TO_TRIPMINE_ND\020\350\001\022\030\n\023AC" + "T_SLAM_THROW_IDLE\020\351\001\022\033\n\026ACT_SLAM_THROW_N" + "D_IDLE\020\352\001\022\031\n\024ACT_SLAM_THROW_THROW\020\353\001\022\032\n\025" + "ACT_SLAM_THROW_THROW2\020\354\001\022\034\n\027ACT_SLAM_THR" + "OW_THROW_ND\020\355\001\022\035\n\030ACT_SLAM_THROW_THROW_N" + "D2\020\356\001\022\030\n\023ACT_SLAM_THROW_DRAW\020\357\001\022\033\n\026ACT_S" + "LAM_THROW_ND_DRAW\020\360\001\022 \n\033ACT_SLAM_THROW_T" + "O_STICKWALL\020\361\001\022#\n\036ACT_SLAM_THROW_TO_STIC", "KWALL_ND\020\362\001\022\034\n\027ACT_SLAM_THROW_DETONATE\020\363" + "\001\022%\n ACT_SLAM_THROW_DETONATOR_HOLSTER\020\364\001" + "\022\"\n\035ACT_SLAM_THROW_TO_TRIPMINE_ND\020\365\001\022\033\n\026" + "ACT_SLAM_TRIPMINE_IDLE\020\366\001\022\033\n\026ACT_SLAM_TR" + "IPMINE_DRAW\020\367\001\022\035\n\030ACT_SLAM_TRIPMINE_ATTA" + "CH\020\370\001\022\036\n\031ACT_SLAM_TRIPMINE_ATTACH2\020\371\001\022&\n" + "!ACT_SLAM_TRIPMINE_TO_STICKWALL_ND\020\372\001\022\"\n" + "\035ACT_SLAM_TRIPMINE_TO_THROW_ND\020\373\001\022\034\n\027ACT" + "_SLAM_DETONATOR_IDLE\020\374\001\022\034\n\027ACT_SLAM_DETO" + "NATOR_DRAW\020\375\001\022 \n\033ACT_SLAM_DETONATOR_DETO", "NATE\020\376\001\022\037\n\032ACT_SLAM_DETONATOR_HOLSTER\020\377\001" + "\022&\n!ACT_SLAM_DETONATOR_STICKWALL_DRAW\020\200\002" + "\022\"\n\035ACT_SLAM_DETONATOR_THROW_DRAW\020\201\002\022\035\n\030" + "ACT_SHOTGUN_RELOAD_START\020\202\002\022\036\n\031ACT_SHOTG" + "UN_RELOAD_FINISH\020\203\002\022\025\n\020ACT_SHOTGUN_PUMP\020" + "\204\002\022\023\n\016ACT_SMG2_IDLE2\020\205\002\022\023\n\016ACT_SMG2_FIRE" + "2\020\206\002\022\023\n\016ACT_SMG2_DRAW2\020\207\002\022\025\n\020ACT_SMG2_RE" + "LOAD2\020\210\002\022\026\n\021ACT_SMG2_DRYFIRE2\020\211\002\022\024\n\017ACT_" + "SMG2_TOAUTO\020\212\002\022\025\n\020ACT_SMG2_TOBURST\020\213\002\022\033\n" + "\026ACT_PHYSCANNON_UPGRADE\020\214\002\022\031\n\024ACT_RANGE_", "ATTACK_AR1\020\215\002\022\031\n\024ACT_RANGE_ATTACK_AR2\020\216\002" + "\022\035\n\030ACT_RANGE_ATTACK_AR2_LOW\020\217\002\022!\n\034ACT_R" + "ANGE_ATTACK_AR2_GRENADE\020\220\002\022\032\n\025ACT_RANGE_" + "ATTACK_HMG1\020\221\002\022\030\n\023ACT_RANGE_ATTACK_ML\020\222\002" + "\022\032\n\025ACT_RANGE_ATTACK_SMG1\020\223\002\022\036\n\031ACT_RANG" + "E_ATTACK_SMG1_LOW\020\224\002\022\032\n\025ACT_RANGE_ATTACK" + "_SMG2\020\225\002\022\035\n\030ACT_RANGE_ATTACK_SHOTGUN\020\226\002\022" + "!\n\034ACT_RANGE_ATTACK_SHOTGUN_LOW\020\227\002\022\034\n\027AC" + "T_RANGE_ATTACK_PISTOL\020\230\002\022 \n\033ACT_RANGE_AT" + "TACK_PISTOL_LOW\020\231\002\022\032\n\025ACT_RANGE_ATTACK_S", "LAM\020\232\002\022\036\n\031ACT_RANGE_ATTACK_TRIPWIRE\020\233\002\022\033" + "\n\026ACT_RANGE_ATTACK_THROW\020\234\002\022\"\n\035ACT_RANGE" + "_ATTACK_SNIPER_RIFLE\020\235\002\022\031\n\024ACT_RANGE_ATT" + "ACK_RPG\020\236\002\022\033\n\026ACT_MELEE_ATTACK_SWING\020\237\002\022" + "\026\n\021ACT_RANGE_AIM_LOW\020\240\002\022\033\n\026ACT_RANGE_AIM" + "_SMG1_LOW\020\241\002\022\035\n\030ACT_RANGE_AIM_PISTOL_LOW" + "\020\242\002\022\032\n\025ACT_RANGE_AIM_AR2_LOW\020\243\002\022\031\n\024ACT_C" + "OVER_PISTOL_LOW\020\244\002\022\027\n\022ACT_COVER_SMG1_LOW" + "\020\245\002\022!\n\034ACT_GESTURE_RANGE_ATTACK_AR1\020\246\002\022!" + "\n\034ACT_GESTURE_RANGE_ATTACK_AR2\020\247\002\022)\n$ACT", "_GESTURE_RANGE_ATTACK_AR2_GRENADE\020\250\002\022\"\n\035" + "ACT_GESTURE_RANGE_ATTACK_HMG1\020\251\002\022 \n\033ACT_" + "GESTURE_RANGE_ATTACK_ML\020\252\002\022\"\n\035ACT_GESTUR" + "E_RANGE_ATTACK_SMG1\020\253\002\022&\n!ACT_GESTURE_RA" + "NGE_ATTACK_SMG1_LOW\020\254\002\022\"\n\035ACT_GESTURE_RA" + "NGE_ATTACK_SMG2\020\255\002\022%\n ACT_GESTURE_RANGE_" + "ATTACK_SHOTGUN\020\256\002\022$\n\037ACT_GESTURE_RANGE_A" + "TTACK_PISTOL\020\257\002\022(\n#ACT_GESTURE_RANGE_ATT" + "ACK_PISTOL_LOW\020\260\002\022\"\n\035ACT_GESTURE_RANGE_A" + "TTACK_SLAM\020\261\002\022&\n!ACT_GESTURE_RANGE_ATTAC", "K_TRIPWIRE\020\262\002\022#\n\036ACT_GESTURE_RANGE_ATTAC" + "K_THROW\020\263\002\022*\n%ACT_GESTURE_RANGE_ATTACK_S" + "NIPER_RIFLE\020\264\002\022#\n\036ACT_GESTURE_MELEE_ATTA" + "CK_SWING\020\265\002\022\023\n\016ACT_IDLE_RIFLE\020\266\002\022\022\n\rACT_" + "IDLE_SMG1\020\267\002\022\030\n\023ACT_IDLE_ANGRY_SMG1\020\270\002\022\024" + "\n\017ACT_IDLE_PISTOL\020\271\002\022\032\n\025ACT_IDLE_ANGRY_P" + "ISTOL\020\272\002\022\033\n\026ACT_IDLE_ANGRY_SHOTGUN\020\273\002\022\034\n" + "\027ACT_IDLE_STEALTH_PISTOL\020\274\002\022\025\n\020ACT_IDLE_" + "PACKAGE\020\275\002\022\025\n\020ACT_WALK_PACKAGE\020\276\002\022\026\n\021ACT" + "_IDLE_SUITCASE\020\277\002\022\026\n\021ACT_WALK_SUITCASE\020\300", "\002\022\032\n\025ACT_IDLE_SMG1_RELAXED\020\301\002\022\035\n\030ACT_IDL" + "E_SMG1_STIMULATED\020\302\002\022\033\n\026ACT_WALK_RIFLE_R" + "ELAXED\020\303\002\022\032\n\025ACT_RUN_RIFLE_RELAXED\020\304\002\022\036\n" + "\031ACT_WALK_RIFLE_STIMULATED\020\305\002\022\035\n\030ACT_RUN" + "_RIFLE_STIMULATED\020\306\002\022\"\n\035ACT_IDLE_AIM_RIF" + "LE_STIMULATED\020\307\002\022\"\n\035ACT_WALK_AIM_RIFLE_S" + "TIMULATED\020\310\002\022!\n\034ACT_RUN_AIM_RIFLE_STIMUL" + "ATED\020\311\002\022\035\n\030ACT_IDLE_SHOTGUN_RELAXED\020\312\002\022 " + "\n\033ACT_IDLE_SHOTGUN_STIMULATED\020\313\002\022\036\n\031ACT_" + "IDLE_SHOTGUN_AGITATED\020\314\002\022\023\n\016ACT_WALK_ANG", "RY\020\315\002\022\027\n\022ACT_POLICE_HARASS1\020\316\002\022\027\n\022ACT_PO" + "LICE_HARASS2\020\317\002\022\027\n\022ACT_IDLE_MANNEDGUN\020\320\002" + "\022\023\n\016ACT_IDLE_MELEE\020\321\002\022\031\n\024ACT_IDLE_ANGRY_" + "MELEE\020\322\002\022\031\n\024ACT_IDLE_RPG_RELAXED\020\323\002\022\021\n\014A" + "CT_IDLE_RPG\020\324\002\022\027\n\022ACT_IDLE_ANGRY_RPG\020\325\002\022" + "\026\n\021ACT_COVER_LOW_RPG\020\326\002\022\021\n\014ACT_WALK_RPG\020" + "\327\002\022\020\n\013ACT_RUN_RPG\020\330\002\022\030\n\023ACT_WALK_CROUCH_" + "RPG\020\331\002\022\027\n\022ACT_RUN_CROUCH_RPG\020\332\002\022\031\n\024ACT_W" + "ALK_RPG_RELAXED\020\333\002\022\030\n\023ACT_RUN_RPG_RELAXE" + "D\020\334\002\022\023\n\016ACT_WALK_RIFLE\020\335\002\022\027\n\022ACT_WALK_AI", "M_RIFLE\020\336\002\022\032\n\025ACT_WALK_CROUCH_RIFLE\020\337\002\022\036" + "\n\031ACT_WALK_CROUCH_AIM_RIFLE\020\340\002\022\022\n\rACT_RU" + "N_RIFLE\020\341\002\022\026\n\021ACT_RUN_AIM_RIFLE\020\342\002\022\031\n\024AC" + "T_RUN_CROUCH_RIFLE\020\343\002\022\035\n\030ACT_RUN_CROUCH_" + "AIM_RIFLE\020\344\002\022\033\n\026ACT_RUN_STEALTH_PISTOL\020\345" + "\002\022\031\n\024ACT_WALK_AIM_SHOTGUN\020\346\002\022\030\n\023ACT_RUN_" + "AIM_SHOTGUN\020\347\002\022\024\n\017ACT_WALK_PISTOL\020\350\002\022\023\n\016" + "ACT_RUN_PISTOL\020\351\002\022\030\n\023ACT_WALK_AIM_PISTOL" + "\020\352\002\022\027\n\022ACT_RUN_AIM_PISTOL\020\353\002\022\034\n\027ACT_WALK" + "_STEALTH_PISTOL\020\354\002\022 \n\033ACT_WALK_AIM_STEAL", "TH_PISTOL\020\355\002\022\037\n\032ACT_RUN_AIM_STEALTH_PIST" + "OL\020\356\002\022\026\n\021ACT_RELOAD_PISTOL\020\357\002\022\032\n\025ACT_REL" + "OAD_PISTOL_LOW\020\360\002\022\024\n\017ACT_RELOAD_SMG1\020\361\002\022" + "\030\n\023ACT_RELOAD_SMG1_LOW\020\362\002\022\027\n\022ACT_RELOAD_" + "SHOTGUN\020\363\002\022\033\n\026ACT_RELOAD_SHOTGUN_LOW\020\364\002\022" + "\027\n\022ACT_GESTURE_RELOAD\020\365\002\022\036\n\031ACT_GESTURE_" + "RELOAD_PISTOL\020\366\002\022\034\n\027ACT_GESTURE_RELOAD_S" + "MG1\020\367\002\022\037\n\032ACT_GESTURE_RELOAD_SHOTGUN\020\370\002\022" + "\027\n\022ACT_BUSY_LEAN_LEFT\020\371\002\022\035\n\030ACT_BUSY_LEA" + "N_LEFT_ENTRY\020\372\002\022\034\n\027ACT_BUSY_LEAN_LEFT_EX", "IT\020\373\002\022\027\n\022ACT_BUSY_LEAN_BACK\020\374\002\022\035\n\030ACT_BU" + "SY_LEAN_BACK_ENTRY\020\375\002\022\034\n\027ACT_BUSY_LEAN_B" + "ACK_EXIT\020\376\002\022\030\n\023ACT_BUSY_SIT_GROUND\020\377\002\022\036\n" + "\031ACT_BUSY_SIT_GROUND_ENTRY\020\200\003\022\035\n\030ACT_BUS" + "Y_SIT_GROUND_EXIT\020\201\003\022\027\n\022ACT_BUSY_SIT_CHA" + "IR\020\202\003\022\035\n\030ACT_BUSY_SIT_CHAIR_ENTRY\020\203\003\022\034\n\027" + "ACT_BUSY_SIT_CHAIR_EXIT\020\204\003\022\023\n\016ACT_BUSY_S" + "TAND\020\205\003\022\023\n\016ACT_BUSY_QUEUE\020\206\003\022\023\n\016ACT_DUCK" + "_DODGE\020\207\003\022\035\n\030ACT_DIE_BARNACLE_SWALLOW\020\210\003" + "\022\"\n\035ACT_GESTURE_BARNACLE_STRANGLE\020\211\003\022\032\n\025", "ACT_PHYSCANNON_DETACH\020\212\003\022\033\n\026ACT_PHYSCANN" + "ON_ANIMATE\020\213\003\022\037\n\032ACT_PHYSCANNON_ANIMATE_" + "PRE\020\214\003\022 \n\033ACT_PHYSCANNON_ANIMATE_POST\020\215\003" + "\022\026\n\021ACT_DIE_FRONTSIDE\020\216\003\022\026\n\021ACT_DIE_RIGH" + "TSIDE\020\217\003\022\025\n\020ACT_DIE_BACKSIDE\020\220\003\022\025\n\020ACT_D" + "IE_LEFTSIDE\020\221\003\022\022\n\rACT_OPEN_DOOR\020\222\003\022\035\n\030AC" + "T_DI_ALYX_ZOMBIE_MELEE\020\223\003\022#\n\036ACT_DI_ALYX" + "_ZOMBIE_TORSO_MELEE\020\224\003\022\037\n\032ACT_DI_ALYX_HE" + "ADCRAB_MELEE\020\225\003\022\030\n\023ACT_DI_ALYX_ANTLION\020\226" + "\003\022!\n\034ACT_DI_ALYX_ZOMBIE_SHOTGUN64\020\227\003\022!\n\034", "ACT_DI_ALYX_ZOMBIE_SHOTGUN26\020\230\003\022(\n#ACT_R" + "EADINESS_RELAXED_TO_STIMULATED\020\231\003\022-\n(ACT" + "_READINESS_RELAXED_TO_STIMULATED_WALK\020\232\003" + "\022)\n$ACT_READINESS_AGITATED_TO_STIMULATED" + "\020\233\003\022(\n#ACT_READINESS_STIMULATED_TO_RELAX" + "ED\020\234\003\022/\n*ACT_READINESS_PISTOL_RELAXED_TO" + "_STIMULATED\020\235\003\0224\n/ACT_READINESS_PISTOL_R" + "ELAXED_TO_STIMULATED_WALK\020\236\003\0220\n+ACT_READ" + "INESS_PISTOL_AGITATED_TO_STIMULATED\020\237\003\022/" + "\n*ACT_READINESS_PISTOL_STIMULATED_TO_REL", "AXED\020\240\003\022\023\n\016ACT_IDLE_CARRY\020\241\003\022\023\n\016ACT_WALK" + "_CARRY\020\242\003\022\022\n\rACT_DOTA_IDLE\020\243\003\022\027\n\022ACT_DOT" + "A_IDLE_RARE\020\245\003\022\021\n\014ACT_DOTA_RUN\020\246\003\022\024\n\017ACT" + "_DOTA_ATTACK\020\250\003\022\025\n\020ACT_DOTA_ATTACK2\020\251\003\022\032" + "\n\025ACT_DOTA_ATTACK_EVENT\020\252\003\022\021\n\014ACT_DOTA_D" + "IE\020\253\003\022\024\n\017ACT_DOTA_FLINCH\020\254\003\022\023\n\016ACT_DOTA_" + "FLAIL\020\255\003\022\026\n\021ACT_DOTA_DISABLED\020\256\003\022\034\n\027ACT_" + "DOTA_CAST_ABILITY_1\020\257\003\022\034\n\027ACT_DOTA_CAST_" + "ABILITY_2\020\260\003\022\034\n\027ACT_DOTA_CAST_ABILITY_3\020" + "\261\003\022\034\n\027ACT_DOTA_CAST_ABILITY_4\020\262\003\022\034\n\027ACT_", "DOTA_CAST_ABILITY_5\020\263\003\022\034\n\027ACT_DOTA_CAST_" + "ABILITY_6\020\264\003\022 \n\033ACT_DOTA_OVERRIDE_ABILIT" + "Y_1\020\265\003\022 \n\033ACT_DOTA_OVERRIDE_ABILITY_2\020\266\003" + "\022 \n\033ACT_DOTA_OVERRIDE_ABILITY_3\020\267\003\022 \n\033AC" + "T_DOTA_OVERRIDE_ABILITY_4\020\270\003\022\037\n\032ACT_DOTA" + "_CHANNEL_ABILITY_1\020\271\003\022\037\n\032ACT_DOTA_CHANNE" + "L_ABILITY_2\020\272\003\022\037\n\032ACT_DOTA_CHANNEL_ABILI" + "TY_3\020\273\003\022\037\n\032ACT_DOTA_CHANNEL_ABILITY_4\020\274\003" + "\022\037\n\032ACT_DOTA_CHANNEL_ABILITY_5\020\275\003\022\037\n\032ACT" + "_DOTA_CHANNEL_ABILITY_6\020\276\003\022#\n\036ACT_DOTA_C", "HANNEL_END_ABILITY_1\020\277\003\022#\n\036ACT_DOTA_CHAN" + "NEL_END_ABILITY_2\020\300\003\022#\n\036ACT_DOTA_CHANNEL" + "_END_ABILITY_3\020\301\003\022#\n\036ACT_DOTA_CHANNEL_EN" + "D_ABILITY_4\020\302\003\022#\n\036ACT_DOTA_CHANNEL_END_A" + "BILITY_5\020\303\003\022#\n\036ACT_DOTA_CHANNEL_END_ABIL" + "ITY_6\020\304\003\022\034\n\027ACT_DOTA_CONSTANT_LAYER\020\305\003\022\025" + "\n\020ACT_DOTA_CAPTURE\020\306\003\022\023\n\016ACT_DOTA_SPAWN\020" + "\307\003\022\027\n\022ACT_DOTA_KILLTAUNT\020\310\003\022\023\n\016ACT_DOTA_" + "TAUNT\020\311\003\022\024\n\017ACT_DOTA_THIRST\020\312\003\022\037\n\032ACT_DO" + "TA_CAST_DRAGONBREATH\020\313\003\022\027\n\022ACT_DOTA_ECHO", "_SLAM\020\314\003\022 \n\033ACT_DOTA_CAST_ABILITY_1_END\020" + "\315\003\022 \n\033ACT_DOTA_CAST_ABILITY_2_END\020\316\003\022 \n\033" + "ACT_DOTA_CAST_ABILITY_3_END\020\317\003\022 \n\033ACT_DO" + "TA_CAST_ABILITY_4_END\020\320\003\022\030\n\023ACT_MIRANA_L" + "EAP_END\020\321\003\022\027\n\022ACT_WAVEFORM_START\020\322\003\022\025\n\020A" + "CT_WAVEFORM_END\020\323\003\022\036\n\031ACT_DOTA_CAST_ABIL" + "ITY_ROT\020\324\003\022\031\n\024ACT_DOTA_DIE_SPECIAL\020\325\003\022\'\n" + "\"ACT_DOTA_RATTLETRAP_BATTERYASSAULT\020\326\003\022\"" + "\n\035ACT_DOTA_RATTLETRAP_POWERCOGS\020\327\003\022\'\n\"AC" + "T_DOTA_RATTLETRAP_HOOKSHOT_START\020\330\003\022&\n!A", "CT_DOTA_RATTLETRAP_HOOKSHOT_LOOP\020\331\003\022%\n A" + "CT_DOTA_RATTLETRAP_HOOKSHOT_END\020\332\003\022+\n&AC" + "T_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE\020\333\003\022" + "\033\n\026ACT_DOTA_TINKER_REARM1\020\334\003\022\033\n\026ACT_DOTA" + "_TINKER_REARM2\020\335\003\022\033\n\026ACT_DOTA_TINKER_REA" + "RM3\020\336\003\022\027\n\022ACT_TINY_AVALANCHE\020\337\003\022\022\n\rACT_T" + "INY_TOSS\020\340\003\022\023\n\016ACT_TINY_GROWL\020\341\003\022\036\n\031ACT_" + "DOTA_WEAVERBUG_ATTACH\020\342\003\022 \n\033ACT_DOTA_CAS" + "T_WILD_AXES_END\020\343\003\022#\n\036ACT_DOTA_CAST_LIFE" + "_BREAK_START\020\344\003\022!\n\034ACT_DOTA_CAST_LIFE_BR", "EAK_END\020\345\003\022%\n ACT_DOTA_NIGHTSTALKER_TRAN" + "SITION\020\346\003\022\036\n\031ACT_DOTA_LIFESTEALER_RAGE\020\347" + "\003\022%\n ACT_DOTA_LIFESTEALER_OPEN_WOUNDS\020\350\003" + "\022!\n\034ACT_DOTA_SAND_KING_BURROW_IN\020\351\003\022\"\n\035A" + "CT_DOTA_SAND_KING_BURROW_OUT\020\352\003\022&\n!ACT_D" + "OTA_EARTHSHAKER_TOTEM_ATTACK\020\353\003\022\031\n\024ACT_D" + "OTA_WHEEL_LAYER\020\354\003\022+\n&ACT_DOTA_ALCHEMIST" + "_CHEMICAL_RAGE_START\020\355\003\022\"\n\035ACT_DOTA_ALCH" + "EMIST_CONCOCTION\020\356\003\022%\n ACT_DOTA_JAKIRO_L" + "IQUIDFIRE_START\020\357\003\022$\n\037ACT_DOTA_JAKIRO_LI", "QUIDFIRE_LOOP\020\360\003\022 \n\033ACT_DOTA_LIFESTEALER" + "_INFEST\020\361\003\022$\n\037ACT_DOTA_LIFESTEALER_INFES" + "T_END\020\362\003\022\030\n\023ACT_DOTA_LASSO_LOOP\020\363\003\022(\n#AC" + "T_DOTA_ALCHEMIST_CONCOCTION_THROW\020\364\003\022)\n$" + "ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END\020\365\003\022" + "\034\n\027ACT_DOTA_CAST_COLD_SNAP\020\366\003\022\035\n\030ACT_DOT" + "A_CAST_GHOST_WALK\020\367\003\022\032\n\025ACT_DOTA_CAST_TO" + "RNADO\020\370\003\022\026\n\021ACT_DOTA_CAST_EMP\020\371\003\022\033\n\026ACT_" + "DOTA_CAST_ALACRITY\020\372\003\022\037\n\032ACT_DOTA_CAST_C" + "HAOS_METEOR\020\373\003\022\035\n\030ACT_DOTA_CAST_SUN_STRI", "KE\020\374\003\022\037\n\032ACT_DOTA_CAST_FORGE_SPIRIT\020\375\003\022\033" + "\n\026ACT_DOTA_CAST_ICE_WALL\020\376\003\022\"\n\035ACT_DOTA_" + "CAST_DEAFENING_BLAST\020\377\003\022\025\n\020ACT_DOTA_VICT" + "ORY\020\200\004\022\024\n\017ACT_DOTA_DEFEAT\020\201\004\022(\n#ACT_DOTA" + "_SPIRIT_BREAKER_CHARGE_POSE\020\202\004\022\'\n\"ACT_DO" + "TA_SPIRIT_BREAKER_CHARGE_END\020\203\004\022\026\n\021ACT_D" + "OTA_TELEPORT\020\204\004\022\032\n\025ACT_DOTA_TELEPORT_END" + "\020\205\004\022\035\n\030ACT_DOTA_CAST_REFRACTION\020\206\004\022\034\n\027AC" + "T_DOTA_CAST_ABILITY_7\020\207\004\022\037\n\032ACT_DOTA_CAN" + "CEL_SIREN_SONG\020\210\004\022\037\n\032ACT_DOTA_CHANNEL_AB", "ILITY_7\020\211\004\022\025\n\020ACT_DOTA_LOADOUT\020\212\004\022\034\n\027ACT" + "_DOTA_FORCESTAFF_END\020\213\004\022\026\n\021ACT_DOTA_POOF" + "_END\020\214\004\022\032\n\025ACT_DOTA_SLARK_POUNCE\020\215\004\022!\n\034A" + "CT_DOTA_MAGNUS_SKEWER_START\020\216\004\022\037\n\032ACT_DO" + "TA_MAGNUS_SKEWER_END\020\217\004\022\037\n\032ACT_DOTA_MEDU" + "SA_STONE_GAZE\020\220\004\022\031\n\024ACT_DOTA_RELAX_START" + "\020\221\004\022\030\n\023ACT_DOTA_RELAX_LOOP\020\222\004\022\027\n\022ACT_DOT" + "A_RELAX_END\020\223\004\022\036\n\031ACT_DOTA_CENTAUR_STAMP" + "EDE\020\224\004\022\035\n\030ACT_DOTA_BELLYACHE_START\020\225\004\022\034\n" + "\027ACT_DOTA_BELLYACHE_LOOP\020\226\004\022\033\n\026ACT_DOTA_", "BELLYACHE_END\020\227\004\022\035\n\030ACT_DOTA_ROQUELAIRE_" + "LAND\020\230\004\022\"\n\035ACT_DOTA_ROQUELAIRE_LAND_IDLE" + "\020\231\004\022\032\n\025ACT_DOTA_GREEVIL_CAST\020\232\004\022&\n!ACT_D" + "OTA_GREEVIL_OVERRIDE_ABILITY\020\233\004\022 \n\033ACT_D" + "OTA_GREEVIL_HOOK_START\020\234\004\022\036\n\031ACT_DOTA_GR" + "EEVIL_HOOK_END\020\235\004\022 \n\033ACT_DOTA_GREEVIL_BL" + "INK_BONE\020\236\004\022\033\n\026ACT_DOTA_IDLE_SLEEPING\020\237\004" + "\022\023\n\016ACT_DOTA_INTRO\020\240\004\022\033\n\026ACT_DOTA_GESTUR" + "E_POINT\020\241\004\022\034\n\027ACT_DOTA_GESTURE_ACCENT\020\242\004" + "\022\032\n\025ACT_DOTA_SLEEPING_END\020\243\004\022\024\n\017ACT_DOTA", "_AMBUSH\020\244\004\022\027\n\022ACT_DOTA_ITEM_LOOK\020\245\004\022\025\n\020A" + "CT_DOTA_STARTLE\020\246\004\022\031\n\024ACT_DOTA_FRUSTRATI" + "ON\020\247\004\022\034\n\027ACT_DOTA_TELEPORT_REACT\020\250\004\022 \n\033A" + "CT_DOTA_TELEPORT_END_REACT\020\251\004\022\023\n\016ACT_DOT" + "A_SHRUG\020\252\004\022\034\n\027ACT_DOTA_RELAX_LOOP_END\020\253\004" + "\022\032\n\025ACT_DOTA_PRESENT_ITEM\020\254\004\022\034\n\027ACT_DOTA" + "_IDLE_IMPATIENT\020\255\004\022\034\n\027ACT_DOTA_SHARPEN_W" + "EAPON\020\256\004\022 \n\033ACT_DOTA_SHARPEN_WEAPON_OUT\020" + "\257\004\022\037\n\032ACT_DOTA_IDLE_SLEEPING_END\020\260\004\022\034\n\027A" + "CT_DOTA_BRIDGE_DESTROY\020\261\004\022\032\n\025ACT_DOTA_TA", "UNT_SNIPER\020\262\004\022\035\n\030ACT_DOTA_DEATH_BY_SNIPE" + "R\020\263\004\022\031\n\024ACT_DOTA_LOOK_AROUND\020\264\004\022\036\n\031ACT_D" + "OTA_CAGED_CREEP_RAGE\020\265\004\022\"\n\035ACT_DOTA_CAGE" + "D_CREEP_RAGE_OUT\020\266\004\022\037\n\032ACT_DOTA_CAGED_CR" + "EEP_SMASH\020\267\004\022#\n\036ACT_DOTA_CAGED_CREEP_SMA" + "SH_OUT\020\270\004\022&\n!ACT_DOTA_IDLE_IMPATIENT_SWO" + "RD_TAP\020\271\004\022\030\n\023ACT_DOTA_INTRO_LOOP\020\272\004\022\033\n\026A" + "CT_DOTA_BRIDGE_THREAT\020\273\004\022\023\n\016ACT_DOTA_DAG" + "ON\020\274\004\022*\n%ACT_DOTA_CAST_ABILITY_2_ES_ROLL" + "_START\020\275\004\022$\n\037ACT_DOTA_CAST_ABILITY_2_ES_", "ROLL\020\276\004\022(\n#ACT_DOTA_CAST_ABILITY_2_ES_RO" + "LL_END\020\277\004\022\034\n\027ACT_DOTA_NIAN_PIN_START\020\300\004\022" + "\033\n\026ACT_DOTA_NIAN_PIN_LOOP\020\301\004\022\032\n\025ACT_DOTA" + "_NIAN_PIN_END\020\302\004\022\027\n\022ACT_DOTA_LEAP_STUN\020\303" + "\004\022\030\n\023ACT_DOTA_LEAP_SWIPE\020\304\004\022\035\n\030ACT_DOTA_" + "NIAN_INTRO_LEAP\020\305\004\022\027\n\022ACT_DOTA_AREA_DENY" + "\020\306\004\022\036\n\031ACT_DOTA_NIAN_PIN_TO_STUN\020\307\004\022\024\n\017A" + "CT_DOTA_RAZE_1\020\310\004\022\024\n\017ACT_DOTA_RAZE_2\020\311\004\022" + "\024\n\017ACT_DOTA_RAZE_3\020\312\004\022\033\n\026ACT_DOTA_UNDYIN" + "G_DECAY\020\313\004\022\036\n\031ACT_DOTA_UNDYING_SOUL_RIP\020", "\314\004\022\037\n\032ACT_DOTA_UNDYING_TOMBSTONE\020\315\004\022\"\n\035A" + "CT_DOTA_WHIRLING_AXES_RANGED\020\316\004\022\033\n\026ACT_D" + "OTA_SHALLOW_GRAVE\020\317\004\022\027\n\022ACT_DOTA_COLD_FE" + "ET\020\320\004\022\030\n\023ACT_DOTA_ICE_VORTEX\020\321\004\022\034\n\027ACT_D" + "OTA_CHILLING_TOUCH\020\322\004\022\026\n\021ACT_DOTA_ENFEEB" + "LE\020\323\004\022\031\n\024ACT_DOTA_FATAL_BONDS\020\324\004\022\034\n\027ACT_" + "DOTA_MIDNIGHT_PULSE\020\325\004\022\036\n\031ACT_DOTA_ANCES" + "TRAL_SPIRIT\020\326\004\022\034\n\027ACT_DOTA_THUNDER_STRIK" + "E\020\327\004\022\033\n\026ACT_DOTA_KINETIC_FIELD\020\330\004\022\032\n\025ACT" + "_DOTA_STATIC_STORM\020\331\004\022\030\n\023ACT_DOTA_MINI_T", "AUNT\020\332\004B\021\n\017com.valve.dota2" }; com.google.protobuf.Descriptors.FileDescriptor.InternalDescriptorAssigner assigner = new com.google.protobuf.Descriptors.FileDescriptor.InternalDescriptorAssigner() { public com.google.protobuf.ExtensionRegistry assignDescriptors( com.google.protobuf.Descriptors.FileDescriptor root) { descriptor = root; return null; } }; com.google.protobuf.Descriptors.FileDescriptor .internalBuildGeneratedFileFrom(descriptorData, new com.google.protobuf.Descriptors.FileDescriptor[] { }, assigner); } // @@protoc_insertion_point(outer_class_scope) }