diff --git a/plugins/l4d2_feedthetrolls.smx b/plugins/l4d2_feedthetrolls.smx index d8ee73a..7487289 100644 Binary files a/plugins/l4d2_feedthetrolls.smx and b/plugins/l4d2_feedthetrolls.smx differ diff --git a/scripting/include/l4d2_weapon_stocks.inc b/scripting/include/l4d2_weapon_stocks.inc index f8b1e70..67c8085 100644 --- a/scripting/include/l4d2_weapon_stocks.inc +++ b/scripting/include/l4d2_weapon_stocks.inc @@ -34,7 +34,6 @@ enum WeaponId { WEPID_PROPANE_TANK, // 17 WEPID_OXYGEN_TANK, // 18 WEPID_MELEE, // 19 - WEPID_CHAINSAW, // 20 WEPID_GRENADE_LAUNCHER, // 21 WEPID_AMMO_PACK, // 22 WEPID_ADRENALINE, // 23 @@ -93,7 +92,7 @@ enum MeleeWeaponId }; // Weapon names for each of the weapons, used in identification. -const char WeaponNames[WeaponId][] = +const char WeaponNames[sizeof(WeaponId)][] = { "weapon_none", "weapon_pistol", "weapon_smg", // 0 "weapon_pumpshotgun", "weapon_autoshotgun", "weapon_rifle", // 3 diff --git a/scripting/include/left4dhooks.inc b/scripting/include/left4dhooks.inc index c11b615..43faac1 100644 --- a/scripting/include/left4dhooks.inc +++ b/scripting/include/left4dhooks.inc @@ -51,6 +51,8 @@ #endif #define _l4dh_included +#include + public SharedPlugin __pl_l4dh = @@ -77,6 +79,10 @@ public void __pl_l4dh_SetNTVOptional() MarkNativeAsOptional("L4D_GetGameModeType"); MarkNativeAsOptional("L4D_Deafen"); + MarkNativeAsOptional("L4D_GetTempHealth"); + MarkNativeAsOptional("L4D_SetTempHealth"); + MarkNativeAsOptional("L4D_PlayMusic"); + MarkNativeAsOptional("L4D_StopMusic"); MarkNativeAsOptional("L4D_Dissolve"); MarkNativeAsOptional("L4D_OnITExpired"); MarkNativeAsOptional("L4D_AngularVelocity"); @@ -111,6 +117,13 @@ public void __pl_l4dh_SetNTVOptional() MarkNativeAsOptional("L4D2_IsTankInPlay"); MarkNativeAsOptional("L4D2_GetScriptValueInt"); MarkNativeAsOptional("L4D2_NavAreaTravelDistance"); + MarkNativeAsOptional("L4D2_HasConfigurableDifficultySetting"); + MarkNativeAsOptional("L4D2_IsGenericCooperativeMode"); + MarkNativeAsOptional("L4D_IsCoopMode"); + MarkNativeAsOptional("L4D2_IsRealismMode"); + MarkNativeAsOptional("L4D_IsSurvivalMode"); + MarkNativeAsOptional("L4D2_IsScavengeMode"); + MarkNativeAsOptional("L4D_IsVersusMode"); MarkNativeAsOptional("L4D2_VScriptWrapper_GetMapNumber"); MarkNativeAsOptional("L4D2_VScriptWrapper_HasEverBeenInjured"); @@ -332,4061 +345,6 @@ enum STATE_WAITING_FOR_RESCUE, STATE_GHOST, STATE_INTRO_CAMERA -} - - - - - -// ==================================================================================================== -// ACT_* ANIMATION VALUES -// ==================================================================================================== -// To find list: Search for "ACT_RESET" for example, in the server binary. XRef to the "ActivityList_RegisterSharedActivities" function. View in HexRays to see the full list of constants and values. -// These constants can be used in a plugins source code instead of hard coding the sequence number when working with the animation pre-hook. -// Only for Survivors, not Special Infected. -enum -{ - L4D1_ACT_RESET, - L4D1_ACT_IDLE, - L4D1_ACT_TRANSITION, - L4D1_ACT_COVER, - L4D1_ACT_COVER_MED, - L4D1_ACT_COVER_LOW, - L4D1_ACT_WALK, - L4D1_ACT_WALK_AIM, - L4D1_ACT_WALK_CROUCH, - L4D1_ACT_WALK_CROUCH_AIM, - L4D1_ACT_RUN, - L4D1_ACT_RUN_AIM, - L4D1_ACT_RUN_CROUCH, - L4D1_ACT_RUN_CROUCH_AIM, - L4D1_ACT_RUN_PROTECTED, - L4D1_ACT_SCRIPT_CUSTOM_MOVE, - L4D1_ACT_RANGE_ATTACK1, - L4D1_ACT_RANGE_ATTACK2, - L4D1_ACT_RANGE_ATTACK1_LOW, - L4D1_ACT_RANGE_ATTACK2_LOW, - L4D1_ACT_DIESIMPLE, - L4D1_ACT_DIEBACKWARD, - L4D1_ACT_DIEFORWARD, - L4D1_ACT_DIEVIOLENT, - L4D1_ACT_DIERAGDOLL, - L4D1_ACT_FLY, - L4D1_ACT_HOVER, - L4D1_ACT_GLIDE, - L4D1_ACT_SWIM, - L4D1_ACT_JUMP, - L4D1_ACT_HOP, - L4D1_ACT_LEAP, - L4D1_ACT_LAND, - L4D1_ACT_CLIMB_UP, - L4D1_ACT_CLIMB_DOWN, - L4D1_ACT_CLIMB_DISMOUNT, - L4D1_ACT_SHIPLADDER_UP, - L4D1_ACT_SHIPLADDER_DOWN, - L4D1_ACT_STRAFE_LEFT, - L4D1_ACT_STRAFE_RIGHT, - L4D1_ACT_ROLL_LEFT, - L4D1_ACT_ROLL_RIGHT, - L4D1_ACT_TURN_LEFT, - L4D1_ACT_TURN_RIGHT, - L4D1_ACT_CROUCH, - L4D1_ACT_CROUCHIDLE, - L4D1_ACT_STAND, - L4D1_ACT_USE, - L4D1_ACT_SIGNAL1, - L4D1_ACT_SIGNAL2, - L4D1_ACT_SIGNAL3, - L4D1_ACT_SIGNAL_ADVANCE, - L4D1_ACT_SIGNAL_FORWARD, - L4D1_ACT_SIGNAL_GROUP, - L4D1_ACT_SIGNAL_HALT, - L4D1_ACT_SIGNAL_LEFT, - L4D1_ACT_SIGNAL_RIGHT, - L4D1_ACT_SIGNAL_TAKECOVER, - L4D1_ACT_LOOKBACK_RIGHT, - L4D1_ACT_LOOKBACK_LEFT, - L4D1_ACT_COWER, - L4D1_ACT_SMALL_FLINCH, - L4D1_ACT_BIG_FLINCH, - L4D1_ACT_MELEE_ATTACK1, - L4D1_ACT_MELEE_ATTACK2, - L4D1_ACT_RELOAD, - L4D1_ACT_RELOAD_START, - L4D1_ACT_RELOAD_FINISH, - L4D1_ACT_RELOAD_LOW, - L4D1_ACT_ARM, - L4D1_ACT_DISARM, - L4D1_ACT_DROP_WEAPON, - L4D1_ACT_DROP_WEAPON_SHOTGUN, - L4D1_ACT_PICKUP_GROUND, - L4D1_ACT_PICKUP_RACK, - L4D1_ACT_IDLE_ANGRY, - L4D1_ACT_IDLE_RELAXED, - L4D1_ACT_IDLE_STIMULATED, - L4D1_ACT_IDLE_AGITATED, - L4D1_ACT_IDLE_STEALTH, - L4D1_ACT_IDLE_HURT, - L4D1_ACT_WALK_RELAXED, - L4D1_ACT_WALK_STIMULATED, - L4D1_ACT_WALK_AGITATED, - L4D1_ACT_WALK_STEALTH, - L4D1_ACT_RUN_RELAXED, - L4D1_ACT_RUN_STIMULATED, - L4D1_ACT_RUN_AGITATED, - L4D1_ACT_RUN_STEALTH, - L4D1_ACT_IDLE_AIM_RELAXED, - L4D1_ACT_IDLE_AIM_STIMULATED, - L4D1_ACT_IDLE_AIM_AGITATED, - L4D1_ACT_IDLE_AIM_STEALTH, - L4D1_ACT_WALK_AIM_RELAXED, - L4D1_ACT_WALK_AIM_STIMULATED, - L4D1_ACT_WALK_AIM_AGITATED, - L4D1_ACT_WALK_AIM_STEALTH, - L4D1_ACT_RUN_AIM_RELAXED, - L4D1_ACT_RUN_AIM_STIMULATED, - L4D1_ACT_RUN_AIM_AGITATED, - L4D1_ACT_RUN_AIM_STEALTH, - L4D1_ACT_CROUCHIDLE_STIMULATED, - L4D1_ACT_CROUCHIDLE_AIM_STIMULATED, - L4D1_ACT_CROUCHIDLE_AGITATED, - L4D1_ACT_WALK_HURT, - L4D1_ACT_RUN_HURT, - L4D1_ACT_SPECIAL_ATTACK1, - L4D1_ACT_SPECIAL_ATTACK2, - L4D1_ACT_COMBAT_IDLE, - L4D1_ACT_WALK_SCARED, - L4D1_ACT_RUN_SCARED, - L4D1_ACT_VICTORY_DANCE, - L4D1_ACT_DIE_HEADSHOT, - L4D1_ACT_DIE_CHESTSHOT, - L4D1_ACT_DIE_GUTSHOT, - L4D1_ACT_DIE_BACKSHOT, - L4D1_ACT_FLINCH_HEAD, - L4D1_ACT_FLINCH_CHEST, - L4D1_ACT_FLINCH_STOMACH, - L4D1_ACT_FLINCH_LEFTARM, - L4D1_ACT_FLINCH_RIGHTARM, - L4D1_ACT_FLINCH_LEFTLEG, - L4D1_ACT_FLINCH_RIGHTLEG, - L4D1_ACT_FLINCH_PHYSICS, - L4D1_ACT_FLINCH_HEAD_BACK, - L4D1_ACT_FLINCH_CHEST_BACK, - L4D1_ACT_FLINCH_STOMACH_BACK, - L4D1_ACT_FLINCH_CROUCH_FRONT, - L4D1_ACT_FLINCH_CROUCH_BACK, - L4D1_ACT_FLINCH_CROUCH_LEFT, - L4D1_ACT_FLINCH_CROUCH_RIGHT, - L4D1_ACT_IDLE_ON_FIRE, - L4D1_ACT_WALK_ON_FIRE, - L4D1_ACT_RUN_ON_FIRE, - L4D1_ACT_RAPPEL_LOOP, - L4D1_ACT_180_LEFT, - L4D1_ACT_180_RIGHT, - L4D1_ACT_90_LEFT, - L4D1_ACT_90_RIGHT, - L4D1_ACT_STEP_LEFT, - L4D1_ACT_STEP_RIGHT, - L4D1_ACT_STEP_BACK, - L4D1_ACT_STEP_FORE, - L4D1_ACT_GESTURE_RANGE_ATTACK1, - L4D1_ACT_GESTURE_RANGE_ATTACK2, - L4D1_ACT_GESTURE_MELEE_ATTACK1, - L4D1_ACT_GESTURE_MELEE_ATTACK2, - L4D1_ACT_GESTURE_RANGE_ATTACK1_LOW, - L4D1_ACT_GESTURE_RANGE_ATTACK2_LOW, - L4D1_ACT_MELEE_ATTACK_SWING_GESTURE, - L4D1_ACT_GESTURE_SMALL_FLINCH, - L4D1_ACT_GESTURE_BIG_FLINCH, - L4D1_ACT_GESTURE_FLINCH_BLAST, - L4D1_ACT_GESTURE_FLINCH_BLAST_SHOTGUN, - L4D1_ACT_GESTURE_FLINCH_BLAST_DAMAGED, - L4D1_ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN, - L4D1_ACT_GESTURE_FLINCH_HEAD, - L4D1_ACT_GESTURE_FLINCH_CHEST, - L4D1_ACT_GESTURE_FLINCH_STOMACH, - L4D1_ACT_GESTURE_FLINCH_LEFTARM, - L4D1_ACT_GESTURE_FLINCH_RIGHTARM, - L4D1_ACT_GESTURE_FLINCH_LEFTLEG, - L4D1_ACT_GESTURE_FLINCH_RIGHTLEG, - L4D1_ACT_GESTURE_TURN_LEFT, - L4D1_ACT_GESTURE_TURN_RIGHT, - L4D1_ACT_GESTURE_TURN_LEFT45, - L4D1_ACT_GESTURE_TURN_RIGHT45, - L4D1_ACT_GESTURE_TURN_LEFT90, - L4D1_ACT_GESTURE_TURN_RIGHT90, - L4D1_ACT_GESTURE_TURN_LEFT45_FLAT, - L4D1_ACT_GESTURE_TURN_RIGHT45_FLAT, - L4D1_ACT_GESTURE_TURN_LEFT90_FLAT, - L4D1_ACT_GESTURE_TURN_RIGHT90_FLAT, - L4D1_ACT_BARNACLE_HIT, - L4D1_ACT_BARNACLE_PULL, - L4D1_ACT_BARNACLE_CHOMP, - L4D1_ACT_BARNACLE_CHEW, - L4D1_ACT_DO_NOT_DISTURB, - L4D1_ACT_VM_DRAW, - L4D1_ACT_VM_HOLSTER, - L4D1_ACT_VM_IDLE, - L4D1_ACT_VM_FIDGET, - L4D1_ACT_VM_PULLBACK, - L4D1_ACT_VM_PULLBACK_HIGH, - L4D1_ACT_VM_PULLBACK_LOW, - L4D1_ACT_VM_THROW, - L4D1_ACT_VM_PULLPIN, - L4D1_ACT_VM_PRIMARYATTACK, - L4D1_ACT_VM_SECONDARYATTACK, - L4D1_ACT_VM_RELOAD, - L4D1_ACT_VM_DRYFIRE, - L4D1_ACT_VM_HITLEFT, - L4D1_ACT_VM_HITLEFT2, - L4D1_ACT_VM_HITRIGHT, - L4D1_ACT_VM_HITRIGHT2, - L4D1_ACT_VM_HITCENTER, - L4D1_ACT_VM_HITCENTER2, - L4D1_ACT_VM_MISSLEFT, - L4D1_ACT_VM_MISSLEFT2, - L4D1_ACT_VM_MISSRIGHT, - L4D1_ACT_VM_MISSRIGHT2, - L4D1_ACT_VM_MISSCENTER, - L4D1_ACT_VM_MISSCENTER2, - L4D1_ACT_VM_HAULBACK, - L4D1_ACT_VM_SWINGHARD, - L4D1_ACT_VM_SWINGMISS, - L4D1_ACT_VM_SWINGHIT, - L4D1_ACT_VM_IDLE_TO_LOWERED, - L4D1_ACT_VM_IDLE_LOWERED, - L4D1_ACT_VM_LOWERED_TO_IDLE, - L4D1_ACT_VM_RECOIL1, - L4D1_ACT_VM_RECOIL2, - L4D1_ACT_VM_RECOIL3, - L4D1_ACT_VM_PICKUP, - L4D1_ACT_VM_RELEASE, - L4D1_ACT_VM_ATTACH_SILENCER, - L4D1_ACT_VM_DETACH_SILENCER, - L4D1_ACT_SLAM_STICKWALL_IDLE, - L4D1_ACT_SLAM_STICKWALL_ND_IDLE, - L4D1_ACT_SLAM_STICKWALL_ATTACH, - L4D1_ACT_SLAM_STICKWALL_ATTACH2, - L4D1_ACT_SLAM_STICKWALL_ND_ATTACH, - L4D1_ACT_SLAM_STICKWALL_ND_ATTACH2, - L4D1_ACT_SLAM_STICKWALL_DETONATE, - L4D1_ACT_SLAM_STICKWALL_DETONATOR_HOLSTER, - L4D1_ACT_SLAM_STICKWALL_DRAW, - L4D1_ACT_SLAM_STICKWALL_ND_DRAW, - L4D1_ACT_SLAM_STICKWALL_TO_THROW, - L4D1_ACT_SLAM_STICKWALL_TO_THROW_ND, - L4D1_ACT_SLAM_STICKWALL_TO_TRIPMINE_ND, - L4D1_ACT_SLAM_THROW_IDLE, - L4D1_ACT_SLAM_THROW_ND_IDLE, - L4D1_ACT_SLAM_THROW_THROW, - L4D1_ACT_SLAM_THROW_THROW2, - L4D1_ACT_SLAM_THROW_THROW_ND, - L4D1_ACT_SLAM_THROW_THROW_ND2, - L4D1_ACT_SLAM_THROW_DRAW, - L4D1_ACT_SLAM_THROW_ND_DRAW, - L4D1_ACT_SLAM_THROW_TO_STICKWALL, - L4D1_ACT_SLAM_THROW_TO_STICKWALL_ND, - L4D1_ACT_SLAM_THROW_DETONATE, - L4D1_ACT_SLAM_THROW_DETONATOR_HOLSTER, - L4D1_ACT_SLAM_THROW_TO_TRIPMINE_ND, - L4D1_ACT_SLAM_TRIPMINE_IDLE, - L4D1_ACT_SLAM_TRIPMINE_DRAW, - L4D1_ACT_SLAM_TRIPMINE_ATTACH, - L4D1_ACT_SLAM_TRIPMINE_ATTACH2, - L4D1_ACT_SLAM_TRIPMINE_TO_STICKWALL_ND, - L4D1_ACT_SLAM_TRIPMINE_TO_THROW_ND, - L4D1_ACT_SLAM_DETONATOR_IDLE, - L4D1_ACT_SLAM_DETONATOR_DRAW, - L4D1_ACT_SLAM_DETONATOR_DETONATE, - L4D1_ACT_SLAM_DETONATOR_HOLSTER, - L4D1_ACT_SLAM_DETONATOR_STICKWALL_DRAW, - L4D1_ACT_SLAM_DETONATOR_THROW_DRAW, - L4D1_ACT_SHOTGUN_RELOAD_START, - L4D1_ACT_SHOTGUN_RELOAD_FINISH, - L4D1_ACT_SHOTGUN_PUMP, - L4D1_ACT_SMG2_IDLE2, - L4D1_ACT_SMG2_FIRE2, - L4D1_ACT_SMG2_DRAW2, - L4D1_ACT_SMG2_RELOAD2, - L4D1_ACT_SMG2_DRYFIRE2, - L4D1_ACT_SMG2_TOAUTO, - L4D1_ACT_SMG2_TOBURST, - L4D1_ACT_PHYSCANNON_UPGRADE, - L4D1_ACT_RANGE_ATTACK_AR1, - L4D1_ACT_RANGE_ATTACK_AR2, - L4D1_ACT_RANGE_ATTACK_AR2_LOW, - L4D1_ACT_RANGE_ATTACK_AR2_GRENADE, - L4D1_ACT_RANGE_ATTACK_HMG1, - L4D1_ACT_RANGE_ATTACK_ML, - L4D1_ACT_RANGE_ATTACK_SMG1, - L4D1_ACT_RANGE_ATTACK_SMG1_LOW, - L4D1_ACT_RANGE_ATTACK_SMG2, - L4D1_ACT_RANGE_ATTACK_SHOTGUN, - L4D1_ACT_RANGE_ATTACK_SHOTGUN_LOW, - L4D1_ACT_RANGE_ATTACK_PISTOL, - L4D1_ACT_RANGE_ATTACK_PISTOL_LOW, - L4D1_ACT_RANGE_ATTACK_SLAM, - L4D1_ACT_RANGE_ATTACK_TRIPWIRE, - L4D1_ACT_RANGE_ATTACK_THROW, - L4D1_ACT_RANGE_ATTACK_SNIPER_RIFLE, - L4D1_ACT_RANGE_ATTACK_RPG, - L4D1_ACT_MELEE_ATTACK_SWING, - L4D1_ACT_RANGE_AIM_LOW, - L4D1_ACT_RANGE_AIM_SMG1_LOW, - L4D1_ACT_RANGE_AIM_PISTOL_LOW, - L4D1_ACT_RANGE_AIM_AR2_LOW, - L4D1_ACT_COVER_PISTOL_LOW, - L4D1_ACT_COVER_SMG1_LOW, - L4D1_ACT_GESTURE_RANGE_ATTACK_AR1, - L4D1_ACT_GESTURE_RANGE_ATTACK_AR2, - L4D1_ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE, - L4D1_ACT_GESTURE_RANGE_ATTACK_HMG1, - L4D1_ACT_GESTURE_RANGE_ATTACK_ML, - L4D1_ACT_GESTURE_RANGE_ATTACK_SMG1, - L4D1_ACT_GESTURE_RANGE_ATTACK_SMG1_LOW, - L4D1_ACT_GESTURE_RANGE_ATTACK_SMG2, - L4D1_ACT_GESTURE_RANGE_ATTACK_SHOTGUN, - L4D1_ACT_GESTURE_RANGE_ATTACK_PISTOL, - L4D1_ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW, - L4D1_ACT_GESTURE_RANGE_ATTACK_SLAM, - L4D1_ACT_GESTURE_RANGE_ATTACK_TRIPWIRE, - L4D1_ACT_GESTURE_RANGE_ATTACK_THROW, - L4D1_ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, - L4D1_ACT_GESTURE_MELEE_ATTACK_SWING, - L4D1_ACT_IDLE_RIFLE, - L4D1_ACT_IDLE_SMG1, - L4D1_ACT_IDLE_ANGRY_SMG1, - L4D1_ACT_IDLE_PISTOL, - L4D1_ACT_IDLE_ANGRY_PISTOL, - L4D1_ACT_IDLE_ANGRY_SHOTGUN, - L4D1_ACT_IDLE_STEALTH_PISTOL, - L4D1_ACT_IDLE_PACKAGE, - L4D1_ACT_WALK_PACKAGE, - L4D1_ACT_IDLE_SUITCASE, - L4D1_ACT_WALK_SUITCASE, - L4D1_ACT_IDLE_SMG1_RELAXED, - L4D1_ACT_IDLE_SMG1_STIMULATED, - L4D1_ACT_WALK_RIFLE_RELAXED, - L4D1_ACT_RUN_RIFLE_RELAXED, - L4D1_ACT_WALK_RIFLE_STIMULATED, - L4D1_ACT_RUN_RIFLE_STIMULATED, - L4D1_ACT_IDLE_AIM_RIFLE_STIMULATED, - L4D1_ACT_WALK_AIM_RIFLE_STIMULATED, - L4D1_ACT_RUN_AIM_RIFLE_STIMULATED, - L4D1_ACT_IDLE_SHOTGUN_RELAXED, - L4D1_ACT_IDLE_SHOTGUN_STIMULATED, - L4D1_ACT_IDLE_SHOTGUN_AGITATED, - L4D1_ACT_WALK_ANGRY, - L4D1_ACT_POLICE_HARASS1, - L4D1_ACT_POLICE_HARASS2, - L4D1_ACT_IDLE_MANNEDGUN, - L4D1_ACT_IDLE_MELEE, - L4D1_ACT_IDLE_ANGRY_MELEE, - L4D1_ACT_IDLE_RPG_RELAXED, - L4D1_ACT_IDLE_RPG, - L4D1_ACT_IDLE_ANGRY_RPG, - L4D1_ACT_COVER_LOW_RPG, - L4D1_ACT_WALK_RPG, - L4D1_ACT_RUN_RPG, - L4D1_ACT_WALK_CROUCH_RPG, - L4D1_ACT_RUN_CROUCH_RPG, - L4D1_ACT_WALK_RPG_RELAXED, - L4D1_ACT_RUN_RPG_RELAXED, - L4D1_ACT_WALK_RIFLE, - L4D1_ACT_WALK_AIM_RIFLE, - L4D1_ACT_WALK_CROUCH_RIFLE, - L4D1_ACT_WALK_CROUCH_AIM_RIFLE, - L4D1_ACT_RUN_RIFLE, - L4D1_ACT_RUN_AIM_RIFLE, - L4D1_ACT_RUN_CROUCH_RIFLE, - L4D1_ACT_RUN_CROUCH_AIM_RIFLE, - L4D1_ACT_RUN_STEALTH_PISTOL, - L4D1_ACT_WALK_AIM_SHOTGUN, - L4D1_ACT_RUN_AIM_SHOTGUN, - L4D1_ACT_WALK_PISTOL, - L4D1_ACT_RUN_PISTOL, - L4D1_ACT_WALK_AIM_PISTOL, - L4D1_ACT_RUN_AIM_PISTOL, - L4D1_ACT_WALK_STEALTH_PISTOL, - L4D1_ACT_WALK_AIM_STEALTH_PISTOL, - L4D1_ACT_RUN_AIM_STEALTH_PISTOL, - L4D1_ACT_RELOAD_PISTOL, - L4D1_ACT_RELOAD_PISTOL_LOW, - L4D1_ACT_RELOAD_SMG1, - L4D1_ACT_RELOAD_SMG1_LOW, - L4D1_ACT_RELOAD_SHOTGUN, - L4D1_ACT_RELOAD_SHOTGUN_LOW, - L4D1_ACT_GESTURE_RELOAD, - L4D1_ACT_GESTURE_RELOAD_PISTOL, - L4D1_ACT_GESTURE_RELOAD_SMG1, - L4D1_ACT_GESTURE_RELOAD_SHOTGUN, - L4D1_ACT_BUSY_LEAN_LEFT, - L4D1_ACT_BUSY_LEAN_LEFT_ENTRY, - L4D1_ACT_BUSY_LEAN_LEFT_EXIT, - L4D1_ACT_BUSY_LEAN_BACK, - L4D1_ACT_BUSY_LEAN_BACK_ENTRY, - L4D1_ACT_BUSY_LEAN_BACK_EXIT, - L4D1_ACT_BUSY_SIT_GROUND, - L4D1_ACT_BUSY_SIT_GROUND_ENTRY, - L4D1_ACT_BUSY_SIT_GROUND_EXIT, - L4D1_ACT_BUSY_SIT_CHAIR, - L4D1_ACT_BUSY_SIT_CHAIR_ENTRY, - L4D1_ACT_BUSY_SIT_CHAIR_EXIT, - L4D1_ACT_BUSY_STAND, - L4D1_ACT_BUSY_QUEUE, - L4D1_ACT_DUCK_DODGE, - L4D1_ACT_DIE_BARNACLE_SWALLOW, - L4D1_ACT_GESTURE_BARNACLE_STRANGLE, - L4D1_ACT_PHYSCANNON_DETACH, - L4D1_ACT_PHYSCANNON_ANIMATE, - L4D1_ACT_PHYSCANNON_ANIMATE_PRE, - L4D1_ACT_PHYSCANNON_ANIMATE_POST, - L4D1_ACT_DIE_FRONTSIDE, - L4D1_ACT_DIE_RIGHTSIDE, - L4D1_ACT_DIE_BACKSIDE, - L4D1_ACT_DIE_LEFTSIDE, - L4D1_ACT_DIE_CROUCH_FRONTSIDE, - L4D1_ACT_DIE_CROUCH_RIGHTSIDE, - L4D1_ACT_DIE_CROUCH_BACKSIDE, - L4D1_ACT_DIE_CROUCH_LEFTSIDE, - L4D1_ACT_DIE_INCAP, - L4D1_ACT_OPEN_DOOR, - L4D1_ACT_DI_ALYX_ZOMBIE_MELEE, - L4D1_ACT_DI_ALYX_ZOMBIE_TORSO_MELEE, - L4D1_ACT_DI_ALYX_HEADCRAB_MELEE, - L4D1_ACT_DI_ALYX_ANTLION, - L4D1_ACT_DI_ALYX_ZOMBIE_SHOTGUN64, - L4D1_ACT_DI_ALYX_ZOMBIE_SHOTGUN26, - L4D1_ACT_READINESS_RELAXED_TO_STIMULATED, - L4D1_ACT_READINESS_RELAXED_TO_STIMULATED_WALK, - L4D1_ACT_READINESS_AGITATED_TO_STIMULATED, - L4D1_ACT_READINESS_STIMULATED_TO_RELAXED, - L4D1_ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, - L4D1_ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, - L4D1_ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, - L4D1_ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, - L4D1_ACT_IDLE_CARRY, - L4D1_ACT_WALK_CARRY, - L4D1_ACT_STARTDYING, - L4D1_ACT_DYINGLOOP, - L4D1_ACT_DYINGTODEAD, - L4D1_ACT_RIDE_MANNED_GUN, - L4D1_ACT_VM_SPRINT_ENTER, - L4D1_ACT_VM_SPRINT_IDLE, - L4D1_ACT_VM_SPRINT_LEAVE, - L4D1_ACT_FIRE_START, - L4D1_ACT_FIRE_LOOP, - L4D1_ACT_FIRE_END, - L4D1_ACT_CROUCHING_GRENADEIDLE, - L4D1_ACT_CROUCHING_GRENADEREADY, - L4D1_ACT_CROUCHING_PRIMARYATTACK, - L4D1_ACT_OVERLAY_GRENADEIDLE, - L4D1_ACT_OVERLAY_GRENADEREADY, - L4D1_ACT_OVERLAY_PRIMARYATTACK, - L4D1_ACT_OVERLAY_SHIELD_UP, - L4D1_ACT_OVERLAY_SHIELD_DOWN, - L4D1_ACT_OVERLAY_SHIELD_UP_IDLE, - L4D1_ACT_OVERLAY_SHIELD_ATTACK, - L4D1_ACT_OVERLAY_SHIELD_KNOCKBACK, - L4D1_ACT_SHIELD_UP, - L4D1_ACT_SHIELD_DOWN, - L4D1_ACT_SHIELD_UP_IDLE, - L4D1_ACT_SHIELD_ATTACK, - L4D1_ACT_SHIELD_KNOCKBACK, - L4D1_ACT_CROUCHING_SHIELD_UP, - L4D1_ACT_CROUCHING_SHIELD_DOWN, - L4D1_ACT_CROUCHING_SHIELD_UP_IDLE, - L4D1_ACT_CROUCHING_SHIELD_ATTACK, - L4D1_ACT_CROUCHING_SHIELD_KNOCKBACK, - L4D1_ACT_TURNRIGHT45, - L4D1_ACT_TURNLEFT45, - L4D1_ACT_TURN, - L4D1_ACT_OBJ_ASSEMBLING, - L4D1_ACT_OBJ_DISMANTLING, - L4D1_ACT_OBJ_STARTUP, - L4D1_ACT_OBJ_RUNNING, - L4D1_ACT_OBJ_IDLE, - L4D1_ACT_OBJ_PLACING, - L4D1_ACT_OBJ_DETERIORATING, - L4D1_ACT_OBJ_UPGRADING, - L4D1_ACT_DEPLOY, - L4D1_ACT_DEPLOY_IDLE, - L4D1_ACT_UNDEPLOY, - L4D1_ACT_GRENADE_ROLL, - L4D1_ACT_GRENADE_TOSS, - L4D1_ACT_HANDGRENADE_THROW1, - L4D1_ACT_HANDGRENADE_THROW2, - L4D1_ACT_HANDGRENADE_THROW3, - L4D1_ACT_SHOTGUN_IDLE_DEEP, - L4D1_ACT_SHOTGUN_IDLE4, - L4D1_ACT_GLOCK_SHOOTEMPTY, - L4D1_ACT_GLOCK_SHOOT_RELOAD, - L4D1_ACT_RPG_DRAW_UNLOADED, - L4D1_ACT_RPG_HOLSTER_UNLOADED, - L4D1_ACT_RPG_IDLE_UNLOADED, - L4D1_ACT_RPG_FIDGET_UNLOADED, - L4D1_ACT_CROSSBOW_DRAW_UNLOADED, - L4D1_ACT_CROSSBOW_IDLE_UNLOADED, - L4D1_ACT_CROSSBOW_FIDGET_UNLOADED, - L4D1_ACT_GAUSS_SPINUP, - L4D1_ACT_GAUSS_SPINCYCLE, - L4D1_ACT_TRIPMINE_GROUND, - L4D1_ACT_TRIPMINE_WORLD, - L4D1_ACT_VM_PRIMARYATTACK_SILENCED, - L4D1_ACT_VM_RELOAD_SILENCED, - L4D1_ACT_VM_DRYFIRE_SILENCED, - L4D1_ACT_VM_IDLE_SILENCED, - L4D1_ACT_VM_DRAW_SILENCED, - L4D1_ACT_VM_IDLE_EMPTY_LEFT, - L4D1_ACT_VM_DRYFIRE_LEFT, - L4D1_ACT_PLAYER_IDLE_FIRE, - L4D1_ACT_PLAYER_CROUCH_FIRE, - L4D1_ACT_PLAYER_CROUCH_WALK_FIRE, - L4D1_ACT_PLAYER_WALK_FIRE, - L4D1_ACT_PLAYER_RUN_FIRE, - L4D1_ACT_IDLETORUN, - L4D1_ACT_RUNTOIDLE, - L4D1_ACT_SPRINT, - L4D1_ACT_GET_DOWN_STAND, - L4D1_ACT_GET_UP_STAND, - L4D1_ACT_GET_DOWN_CROUCH, - L4D1_ACT_GET_UP_CROUCH, - L4D1_ACT_PRONE_FORWARD, - L4D1_ACT_PRONE_IDLE, - L4D1_ACT_DEEPIDLE1, - L4D1_ACT_DEEPIDLE2, - L4D1_ACT_DEEPIDLE3, - L4D1_ACT_DEEPIDLE4, - L4D1_ACT_VM_RELOAD_DEPLOYED, - L4D1_ACT_VM_RELOAD_IDLE, - L4D1_ACT_VM_DRAW_DEPLOYED, - L4D1_ACT_VM_DRAW_EMPTY, - L4D1_ACT_VM_PRIMARYATTACK_EMPTY, - L4D1_ACT_VM_RELOAD_EMPTY, - L4D1_ACT_VM_IDLE_EMPTY, - L4D1_ACT_VM_IDLE_DEPLOYED_EMPTY, - L4D1_ACT_VM_IDLE_8, - L4D1_ACT_VM_IDLE_7, - L4D1_ACT_VM_IDLE_6, - L4D1_ACT_VM_IDLE_5, - L4D1_ACT_VM_IDLE_4, - L4D1_ACT_VM_IDLE_3, - L4D1_ACT_VM_IDLE_2, - L4D1_ACT_VM_IDLE_1, - L4D1_ACT_VM_IDLE_DEPLOYED, - L4D1_ACT_VM_IDLE_DEPLOYED_8, - L4D1_ACT_VM_IDLE_DEPLOYED_7, - L4D1_ACT_VM_IDLE_DEPLOYED_6, - L4D1_ACT_VM_IDLE_DEPLOYED_5, - L4D1_ACT_VM_IDLE_DEPLOYED_4, - L4D1_ACT_VM_IDLE_DEPLOYED_3, - L4D1_ACT_VM_IDLE_DEPLOYED_2, - L4D1_ACT_VM_IDLE_DEPLOYED_1, - L4D1_ACT_VM_UNDEPLOY, - L4D1_ACT_VM_UNDEPLOY_8, - L4D1_ACT_VM_UNDEPLOY_7, - L4D1_ACT_VM_UNDEPLOY_6, - L4D1_ACT_VM_UNDEPLOY_5, - L4D1_ACT_VM_UNDEPLOY_4, - L4D1_ACT_VM_UNDEPLOY_3, - L4D1_ACT_VM_UNDEPLOY_2, - L4D1_ACT_VM_UNDEPLOY_1, - L4D1_ACT_VM_UNDEPLOY_EMPTY, - L4D1_ACT_VM_DEPLOY, - L4D1_ACT_VM_DEPLOY_8, - L4D1_ACT_VM_DEPLOY_7, - L4D1_ACT_VM_DEPLOY_6, - L4D1_ACT_VM_DEPLOY_5, - L4D1_ACT_VM_DEPLOY_4, - L4D1_ACT_VM_DEPLOY_3, - L4D1_ACT_VM_DEPLOY_2, - L4D1_ACT_VM_DEPLOY_1, - L4D1_ACT_VM_DEPLOY_EMPTY, - L4D1_ACT_VM_PRIMARYATTACK_8, - L4D1_ACT_VM_PRIMARYATTACK_7, - L4D1_ACT_VM_PRIMARYATTACK_6, - L4D1_ACT_VM_PRIMARYATTACK_5, - L4D1_ACT_VM_PRIMARYATTACK_4, - L4D1_ACT_VM_PRIMARYATTACK_3, - L4D1_ACT_VM_PRIMARYATTACK_2, - L4D1_ACT_VM_PRIMARYATTACK_1, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_8, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_7, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_6, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_5, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_4, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_3, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_2, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_1, - L4D1_ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY, - L4D1_ACT_DOD_DEPLOYED, - L4D1_ACT_DOD_PRONE_DEPLOYED, - L4D1_ACT_DOD_IDLE_ZOOMED, - L4D1_ACT_DOD_WALK_ZOOMED, - L4D1_ACT_DOD_CROUCH_ZOOMED, - L4D1_ACT_DOD_CROUCHWALK_ZOOMED, - L4D1_ACT_DOD_PRONE_ZOOMED, - L4D1_ACT_DOD_PRONE_FORWARD_ZOOMED, - L4D1_ACT_DOD_PRIMARYATTACK_DEPLOYED, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, - L4D1_ACT_DOD_RELOAD_DEPLOYED, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE, - L4D1_ACT_DOD_SECONDARYATTACK_PRONE, - L4D1_ACT_DOD_RELOAD_CROUCH, - L4D1_ACT_DOD_RELOAD_PRONE, - L4D1_ACT_DOD_STAND_IDLE, - L4D1_ACT_DOD_STAND_AIM, - L4D1_ACT_DOD_CROUCH_IDLE, - L4D1_ACT_DOD_CROUCH_AIM, - L4D1_ACT_DOD_CROUCHWALK_IDLE, - L4D1_ACT_DOD_CROUCHWALK_AIM, - L4D1_ACT_DOD_WALK_IDLE, - L4D1_ACT_DOD_WALK_AIM, - L4D1_ACT_DOD_RUN_IDLE, - L4D1_ACT_DOD_RUN_AIM, - L4D1_ACT_DOD_STAND_AIM_PISTOL, - L4D1_ACT_DOD_CROUCH_AIM_PISTOL, - L4D1_ACT_DOD_CROUCHWALK_AIM_PISTOL, - L4D1_ACT_DOD_WALK_AIM_PISTOL, - L4D1_ACT_DOD_RUN_AIM_PISTOL, - L4D1_ACT_DOD_PRONE_AIM_PISTOL, - L4D1_ACT_DOD_STAND_IDLE_PISTOL, - L4D1_ACT_DOD_CROUCH_IDLE_PISTOL, - L4D1_ACT_DOD_CROUCHWALK_IDLE_PISTOL, - L4D1_ACT_DOD_WALK_IDLE_PISTOL, - L4D1_ACT_DOD_RUN_IDLE_PISTOL, - L4D1_ACT_DOD_SPRINT_IDLE_PISTOL, - L4D1_ACT_DOD_PRONEWALK_IDLE_PISTOL, - L4D1_ACT_DOD_STAND_AIM_C96, - L4D1_ACT_DOD_CROUCH_AIM_C96, - L4D1_ACT_DOD_CROUCHWALK_AIM_C96, - L4D1_ACT_DOD_WALK_AIM_C96, - L4D1_ACT_DOD_RUN_AIM_C96, - L4D1_ACT_DOD_PRONE_AIM_C96, - L4D1_ACT_DOD_STAND_IDLE_C96, - L4D1_ACT_DOD_CROUCH_IDLE_C96, - L4D1_ACT_DOD_CROUCHWALK_IDLE_C96, - L4D1_ACT_DOD_WALK_IDLE_C96, - L4D1_ACT_DOD_RUN_IDLE_C96, - L4D1_ACT_DOD_SPRINT_IDLE_C96, - L4D1_ACT_DOD_PRONEWALK_IDLE_C96, - L4D1_ACT_DOD_STAND_AIM_RIFLE, - L4D1_ACT_DOD_CROUCH_AIM_RIFLE, - L4D1_ACT_DOD_CROUCHWALK_AIM_RIFLE, - L4D1_ACT_DOD_WALK_AIM_RIFLE, - L4D1_ACT_DOD_RUN_AIM_RIFLE, - L4D1_ACT_DOD_PRONE_AIM_RIFLE, - L4D1_ACT_DOD_STAND_IDLE_RIFLE, - L4D1_ACT_DOD_CROUCH_IDLE_RIFLE, - L4D1_ACT_DOD_CROUCHWALK_IDLE_RIFLE, - L4D1_ACT_DOD_WALK_IDLE_RIFLE, - L4D1_ACT_DOD_RUN_IDLE_RIFLE, - L4D1_ACT_DOD_SPRINT_IDLE_RIFLE, - L4D1_ACT_DOD_PRONEWALK_IDLE_RIFLE, - L4D1_ACT_DOD_STAND_AIM_BOLT, - L4D1_ACT_DOD_CROUCH_AIM_BOLT, - L4D1_ACT_DOD_CROUCHWALK_AIM_BOLT, - L4D1_ACT_DOD_WALK_AIM_BOLT, - L4D1_ACT_DOD_RUN_AIM_BOLT, - L4D1_ACT_DOD_PRONE_AIM_BOLT, - L4D1_ACT_DOD_STAND_IDLE_BOLT, - L4D1_ACT_DOD_CROUCH_IDLE_BOLT, - L4D1_ACT_DOD_CROUCHWALK_IDLE_BOLT, - L4D1_ACT_DOD_WALK_IDLE_BOLT, - L4D1_ACT_DOD_RUN_IDLE_BOLT, - L4D1_ACT_DOD_SPRINT_IDLE_BOLT, - L4D1_ACT_DOD_PRONEWALK_IDLE_BOLT, - L4D1_ACT_DOD_STAND_AIM_TOMMY, - L4D1_ACT_DOD_CROUCH_AIM_TOMMY, - L4D1_ACT_DOD_CROUCHWALK_AIM_TOMMY, - L4D1_ACT_DOD_WALK_AIM_TOMMY, - L4D1_ACT_DOD_RUN_AIM_TOMMY, - L4D1_ACT_DOD_PRONE_AIM_TOMMY, - L4D1_ACT_DOD_STAND_IDLE_TOMMY, - L4D1_ACT_DOD_CROUCH_IDLE_TOMMY, - L4D1_ACT_DOD_CROUCHWALK_IDLE_TOMMY, - L4D1_ACT_DOD_WALK_IDLE_TOMMY, - L4D1_ACT_DOD_RUN_IDLE_TOMMY, - L4D1_ACT_DOD_SPRINT_IDLE_TOMMY, - L4D1_ACT_DOD_PRONEWALK_IDLE_TOMMY, - L4D1_ACT_DOD_STAND_AIM_MP40, - L4D1_ACT_DOD_CROUCH_AIM_MP40, - L4D1_ACT_DOD_CROUCHWALK_AIM_MP40, - L4D1_ACT_DOD_WALK_AIM_MP40, - L4D1_ACT_DOD_RUN_AIM_MP40, - L4D1_ACT_DOD_PRONE_AIM_MP40, - L4D1_ACT_DOD_STAND_IDLE_MP40, - L4D1_ACT_DOD_CROUCH_IDLE_MP40, - L4D1_ACT_DOD_CROUCHWALK_IDLE_MP40, - L4D1_ACT_DOD_WALK_IDLE_MP40, - L4D1_ACT_DOD_RUN_IDLE_MP40, - L4D1_ACT_DOD_SPRINT_IDLE_MP40, - L4D1_ACT_DOD_PRONEWALK_IDLE_MP40, - L4D1_ACT_DOD_STAND_AIM_MP44, - L4D1_ACT_DOD_CROUCH_AIM_MP44, - L4D1_ACT_DOD_CROUCHWALK_AIM_MP44, - L4D1_ACT_DOD_WALK_AIM_MP44, - L4D1_ACT_DOD_RUN_AIM_MP44, - L4D1_ACT_DOD_PRONE_AIM_MP44, - L4D1_ACT_DOD_STAND_IDLE_MP44, - L4D1_ACT_DOD_CROUCH_IDLE_MP44, - L4D1_ACT_DOD_CROUCHWALK_IDLE_MP44, - L4D1_ACT_DOD_WALK_IDLE_MP44, - L4D1_ACT_DOD_RUN_IDLE_MP44, - L4D1_ACT_DOD_SPRINT_IDLE_MP44, - L4D1_ACT_DOD_PRONEWALK_IDLE_MP44, - L4D1_ACT_DOD_STAND_AIM_GREASE, - L4D1_ACT_DOD_CROUCH_AIM_GREASE, - L4D1_ACT_DOD_CROUCHWALK_AIM_GREASE, - L4D1_ACT_DOD_WALK_AIM_GREASE, - L4D1_ACT_DOD_RUN_AIM_GREASE, - L4D1_ACT_DOD_PRONE_AIM_GREASE, - L4D1_ACT_DOD_STAND_IDLE_GREASE, - L4D1_ACT_DOD_CROUCH_IDLE_GREASE, - L4D1_ACT_DOD_CROUCHWALK_IDLE_GREASE, - L4D1_ACT_DOD_WALK_IDLE_GREASE, - L4D1_ACT_DOD_RUN_IDLE_GREASE, - L4D1_ACT_DOD_SPRINT_IDLE_GREASE, - L4D1_ACT_DOD_PRONEWALK_IDLE_GREASE, - L4D1_ACT_DOD_STAND_AIM_MG, - L4D1_ACT_DOD_CROUCH_AIM_MG, - L4D1_ACT_DOD_CROUCHWALK_AIM_MG, - L4D1_ACT_DOD_WALK_AIM_MG, - L4D1_ACT_DOD_RUN_AIM_MG, - L4D1_ACT_DOD_PRONE_AIM_MG, - L4D1_ACT_DOD_STAND_IDLE_MG, - L4D1_ACT_DOD_CROUCH_IDLE_MG, - L4D1_ACT_DOD_CROUCHWALK_IDLE_MG, - L4D1_ACT_DOD_WALK_IDLE_MG, - L4D1_ACT_DOD_RUN_IDLE_MG, - L4D1_ACT_DOD_SPRINT_IDLE_MG, - L4D1_ACT_DOD_PRONEWALK_IDLE_MG, - L4D1_ACT_DOD_STAND_AIM_30CAL, - L4D1_ACT_DOD_CROUCH_AIM_30CAL, - L4D1_ACT_DOD_CROUCHWALK_AIM_30CAL, - L4D1_ACT_DOD_WALK_AIM_30CAL, - L4D1_ACT_DOD_RUN_AIM_30CAL, - L4D1_ACT_DOD_PRONE_AIM_30CAL, - L4D1_ACT_DOD_STAND_IDLE_30CAL, - L4D1_ACT_DOD_CROUCH_IDLE_30CAL, - L4D1_ACT_DOD_CROUCHWALK_IDLE_30CAL, - L4D1_ACT_DOD_WALK_IDLE_30CAL, - L4D1_ACT_DOD_RUN_IDLE_30CAL, - L4D1_ACT_DOD_SPRINT_IDLE_30CAL, - L4D1_ACT_DOD_PRONEWALK_IDLE_30CAL, - L4D1_ACT_DOD_STAND_AIM_GREN_FRAG, - L4D1_ACT_DOD_CROUCH_AIM_GREN_FRAG, - L4D1_ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, - L4D1_ACT_DOD_WALK_AIM_GREN_FRAG, - L4D1_ACT_DOD_RUN_AIM_GREN_FRAG, - L4D1_ACT_DOD_PRONE_AIM_GREN_FRAG, - L4D1_ACT_DOD_SPRINT_AIM_GREN_FRAG, - L4D1_ACT_DOD_PRONEWALK_AIM_GREN_FRAG, - L4D1_ACT_DOD_STAND_AIM_GREN_STICK, - L4D1_ACT_DOD_CROUCH_AIM_GREN_STICK, - L4D1_ACT_DOD_CROUCHWALK_AIM_GREN_STICK, - L4D1_ACT_DOD_WALK_AIM_GREN_STICK, - L4D1_ACT_DOD_RUN_AIM_GREN_STICK, - L4D1_ACT_DOD_PRONE_AIM_GREN_STICK, - L4D1_ACT_DOD_SPRINT_AIM_GREN_STICK, - L4D1_ACT_DOD_PRONEWALK_AIM_GREN_STICK, - L4D1_ACT_DOD_STAND_AIM_KNIFE, - L4D1_ACT_DOD_CROUCH_AIM_KNIFE, - L4D1_ACT_DOD_CROUCHWALK_AIM_KNIFE, - L4D1_ACT_DOD_WALK_AIM_KNIFE, - L4D1_ACT_DOD_RUN_AIM_KNIFE, - L4D1_ACT_DOD_PRONE_AIM_KNIFE, - L4D1_ACT_DOD_SPRINT_AIM_KNIFE, - L4D1_ACT_DOD_PRONEWALK_AIM_KNIFE, - L4D1_ACT_DOD_STAND_AIM_SPADE, - L4D1_ACT_DOD_CROUCH_AIM_SPADE, - L4D1_ACT_DOD_CROUCHWALK_AIM_SPADE, - L4D1_ACT_DOD_WALK_AIM_SPADE, - L4D1_ACT_DOD_RUN_AIM_SPADE, - L4D1_ACT_DOD_PRONE_AIM_SPADE, - L4D1_ACT_DOD_SPRINT_AIM_SPADE, - L4D1_ACT_DOD_PRONEWALK_AIM_SPADE, - L4D1_ACT_DOD_STAND_AIM_BAZOOKA, - L4D1_ACT_DOD_CROUCH_AIM_BAZOOKA, - L4D1_ACT_DOD_CROUCHWALK_AIM_BAZOOKA, - L4D1_ACT_DOD_WALK_AIM_BAZOOKA, - L4D1_ACT_DOD_RUN_AIM_BAZOOKA, - L4D1_ACT_DOD_PRONE_AIM_BAZOOKA, - L4D1_ACT_DOD_STAND_IDLE_BAZOOKA, - L4D1_ACT_DOD_CROUCH_IDLE_BAZOOKA, - L4D1_ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, - L4D1_ACT_DOD_WALK_IDLE_BAZOOKA, - L4D1_ACT_DOD_RUN_IDLE_BAZOOKA, - L4D1_ACT_DOD_SPRINT_IDLE_BAZOOKA, - L4D1_ACT_DOD_PRONEWALK_IDLE_BAZOOKA, - L4D1_ACT_DOD_STAND_AIM_PSCHRECK, - L4D1_ACT_DOD_CROUCH_AIM_PSCHRECK, - L4D1_ACT_DOD_CROUCHWALK_AIM_PSCHRECK, - L4D1_ACT_DOD_WALK_AIM_PSCHRECK, - L4D1_ACT_DOD_RUN_AIM_PSCHRECK, - L4D1_ACT_DOD_PRONE_AIM_PSCHRECK, - L4D1_ACT_DOD_STAND_IDLE_PSCHRECK, - L4D1_ACT_DOD_CROUCH_IDLE_PSCHRECK, - L4D1_ACT_DOD_CROUCHWALK_IDLE_PSCHRECK, - L4D1_ACT_DOD_WALK_IDLE_PSCHRECK, - L4D1_ACT_DOD_RUN_IDLE_PSCHRECK, - L4D1_ACT_DOD_SPRINT_IDLE_PSCHRECK, - L4D1_ACT_DOD_PRONEWALK_IDLE_PSCHRECK, - L4D1_ACT_DOD_STAND_AIM_BAR, - L4D1_ACT_DOD_CROUCH_AIM_BAR, - L4D1_ACT_DOD_CROUCHWALK_AIM_BAR, - L4D1_ACT_DOD_WALK_AIM_BAR, - L4D1_ACT_DOD_RUN_AIM_BAR, - L4D1_ACT_DOD_PRONE_AIM_BAR, - L4D1_ACT_DOD_STAND_IDLE_BAR, - L4D1_ACT_DOD_CROUCH_IDLE_BAR, - L4D1_ACT_DOD_CROUCHWALK_IDLE_BAR, - L4D1_ACT_DOD_WALK_IDLE_BAR, - L4D1_ACT_DOD_RUN_IDLE_BAR, - L4D1_ACT_DOD_SPRINT_IDLE_BAR, - L4D1_ACT_DOD_PRONEWALK_IDLE_BAR, - L4D1_ACT_DOD_STAND_ZOOM_RIFLE, - L4D1_ACT_DOD_CROUCH_ZOOM_RIFLE, - L4D1_ACT_DOD_CROUCHWALK_ZOOM_RIFLE, - L4D1_ACT_DOD_WALK_ZOOM_RIFLE, - L4D1_ACT_DOD_RUN_ZOOM_RIFLE, - L4D1_ACT_DOD_PRONE_ZOOM_RIFLE, - L4D1_ACT_DOD_STAND_ZOOM_BOLT, - L4D1_ACT_DOD_CROUCH_ZOOM_BOLT, - L4D1_ACT_DOD_CROUCHWALK_ZOOM_BOLT, - L4D1_ACT_DOD_WALK_ZOOM_BOLT, - L4D1_ACT_DOD_RUN_ZOOM_BOLT, - L4D1_ACT_DOD_PRONE_ZOOM_BOLT, - L4D1_ACT_DOD_STAND_ZOOM_BAZOOKA, - L4D1_ACT_DOD_CROUCH_ZOOM_BAZOOKA, - L4D1_ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, - L4D1_ACT_DOD_WALK_ZOOM_BAZOOKA, - L4D1_ACT_DOD_RUN_ZOOM_BAZOOKA, - L4D1_ACT_DOD_PRONE_ZOOM_BAZOOKA, - L4D1_ACT_DOD_STAND_ZOOM_PSCHRECK, - L4D1_ACT_DOD_CROUCH_ZOOM_PSCHRECK, - L4D1_ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK, - L4D1_ACT_DOD_WALK_ZOOM_PSCHRECK, - L4D1_ACT_DOD_RUN_ZOOM_PSCHRECK, - L4D1_ACT_DOD_PRONE_ZOOM_PSCHRECK, - L4D1_ACT_DOD_DEPLOY_RIFLE, - L4D1_ACT_DOD_DEPLOY_TOMMY, - L4D1_ACT_DOD_DEPLOY_MG, - L4D1_ACT_DOD_DEPLOY_30CAL, - L4D1_ACT_DOD_PRONE_DEPLOY_RIFLE, - L4D1_ACT_DOD_PRONE_DEPLOY_TOMMY, - L4D1_ACT_DOD_PRONE_DEPLOY_MG, - L4D1_ACT_DOD_PRONE_DEPLOY_30CAL, - L4D1_ACT_DOD_PRIMARYATTACK_RIFLE, - L4D1_ACT_DOD_SECONDARYATTACK_RIFLE, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, - L4D1_ACT_DOD_SECONDARYATTACK_PRONE_RIFLE, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE, - L4D1_ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE, - L4D1_ACT_DOD_PRIMARYATTACK_BOLT, - L4D1_ACT_DOD_SECONDARYATTACK_BOLT, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_BOLT, - L4D1_ACT_DOD_SECONDARYATTACK_PRONE_BOLT, - L4D1_ACT_DOD_PRIMARYATTACK_TOMMY, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, - L4D1_ACT_DOD_SECONDARYATTACK_TOMMY, - L4D1_ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, - L4D1_ACT_DOD_PRIMARYATTACK_MP40, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_MP40, - L4D1_ACT_DOD_SECONDARYATTACK_MP40, - L4D1_ACT_DOD_SECONDARYATTACK_PRONE_MP40, - L4D1_ACT_DOD_PRIMARYATTACK_MP44, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_MP44, - L4D1_ACT_DOD_PRIMARYATTACK_GREASE, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_GREASE, - L4D1_ACT_DOD_PRIMARYATTACK_PISTOL, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, - L4D1_ACT_DOD_PRIMARYATTACK_C96, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_C96, - L4D1_ACT_DOD_PRIMARYATTACK_MG, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_MG, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG, - L4D1_ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, - L4D1_ACT_DOD_PRIMARYATTACK_30CAL, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_30CAL, - L4D1_ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL, - L4D1_ACT_DOD_PRIMARYATTACK_GREN_FRAG, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG, - L4D1_ACT_DOD_PRIMARYATTACK_GREN_STICK, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, - L4D1_ACT_DOD_PRIMARYATTACK_KNIFE, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, - L4D1_ACT_DOD_PRIMARYATTACK_SPADE, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_SPADE, - L4D1_ACT_DOD_PRIMARYATTACK_BAZOOKA, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, - L4D1_ACT_DOD_PRIMARYATTACK_PSCHRECK, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK, - L4D1_ACT_DOD_PRIMARYATTACK_BAR, - L4D1_ACT_DOD_PRIMARYATTACK_PRONE_BAR, - L4D1_ACT_DOD_RELOAD_GARAND, - L4D1_ACT_DOD_RELOAD_K43, - L4D1_ACT_DOD_RELOAD_BAR, - L4D1_ACT_DOD_RELOAD_MP40, - L4D1_ACT_DOD_RELOAD_MP44, - L4D1_ACT_DOD_RELOAD_BOLT, - L4D1_ACT_DOD_RELOAD_M1CARBINE, - L4D1_ACT_DOD_RELOAD_TOMMY, - L4D1_ACT_DOD_RELOAD_GREASEGUN, - L4D1_ACT_DOD_RELOAD_PISTOL, - L4D1_ACT_DOD_RELOAD_FG42, - L4D1_ACT_DOD_RELOAD_RIFLE, - L4D1_ACT_DOD_RELOAD_RIFLEGRENADE, - L4D1_ACT_DOD_RELOAD_C96, - L4D1_ACT_DOD_RELOAD_CROUCH_BAR, - L4D1_ACT_DOD_RELOAD_CROUCH_RIFLE, - L4D1_ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, - L4D1_ACT_DOD_RELOAD_CROUCH_BOLT, - L4D1_ACT_DOD_RELOAD_CROUCH_MP44, - L4D1_ACT_DOD_RELOAD_CROUCH_MP40, - L4D1_ACT_DOD_RELOAD_CROUCH_TOMMY, - L4D1_ACT_DOD_RELOAD_CROUCH_BAZOOKA, - L4D1_ACT_DOD_RELOAD_CROUCH_PSCHRECK, - L4D1_ACT_DOD_RELOAD_CROUCH_PISTOL, - L4D1_ACT_DOD_RELOAD_CROUCH_M1CARBINE, - L4D1_ACT_DOD_RELOAD_CROUCH_C96, - L4D1_ACT_DOD_RELOAD_BAZOOKA, - L4D1_ACT_DOD_ZOOMLOAD_BAZOOKA, - L4D1_ACT_DOD_RELOAD_PSCHRECK, - L4D1_ACT_DOD_ZOOMLOAD_PSCHRECK, - L4D1_ACT_DOD_RELOAD_DEPLOYED_FG42, - L4D1_ACT_DOD_RELOAD_DEPLOYED_30CAL, - L4D1_ACT_DOD_RELOAD_DEPLOYED_MG, - L4D1_ACT_DOD_RELOAD_DEPLOYED_MG34, - L4D1_ACT_DOD_RELOAD_DEPLOYED_BAR, - L4D1_ACT_DOD_RELOAD_PRONE_PISTOL, - L4D1_ACT_DOD_RELOAD_PRONE_GARAND, - L4D1_ACT_DOD_RELOAD_PRONE_M1CARBINE, - L4D1_ACT_DOD_RELOAD_PRONE_BOLT, - L4D1_ACT_DOD_RELOAD_PRONE_K43, - L4D1_ACT_DOD_RELOAD_PRONE_MP40, - L4D1_ACT_DOD_RELOAD_PRONE_MP44, - L4D1_ACT_DOD_RELOAD_PRONE_BAR, - L4D1_ACT_DOD_RELOAD_PRONE_GREASEGUN, - L4D1_ACT_DOD_RELOAD_PRONE_TOMMY, - L4D1_ACT_DOD_RELOAD_PRONE_FG42, - L4D1_ACT_DOD_RELOAD_PRONE_RIFLE, - L4D1_ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, - L4D1_ACT_DOD_RELOAD_PRONE_C96, - L4D1_ACT_DOD_RELOAD_PRONE_BAZOOKA, - L4D1_ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, - L4D1_ACT_DOD_RELOAD_PRONE_PSCHRECK, - L4D1_ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED_MG, - L4D1_ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, - L4D1_ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, - L4D1_ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, - L4D1_ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, - L4D1_ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK, - L4D1_ACT_DOD_PRIMARYATTACK_CROUCH, - L4D1_ACT_DOD_PRIMARYATTACK_CROUCH_SPADE, - L4D1_ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE, - L4D1_ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG, - L4D1_ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, - L4D1_ACT_DOD_SECONDARYATTACK_CROUCH, - L4D1_ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, - L4D1_ACT_DOD_SECONDARYATTACK_CROUCH_MP40, - L4D1_ACT_DOD_HS_IDLE, - L4D1_ACT_DOD_HS_CROUCH, - L4D1_ACT_DOD_HS_IDLE_30CAL, - L4D1_ACT_DOD_HS_IDLE_BAZOOKA, - L4D1_ACT_DOD_HS_IDLE_PSCHRECK, - L4D1_ACT_DOD_HS_IDLE_KNIFE, - L4D1_ACT_DOD_HS_IDLE_MG42, - L4D1_ACT_DOD_HS_IDLE_PISTOL, - L4D1_ACT_DOD_HS_IDLE_STICKGRENADE, - L4D1_ACT_DOD_HS_IDLE_TOMMY, - L4D1_ACT_DOD_HS_IDLE_MP44, - L4D1_ACT_DOD_HS_IDLE_K98, - L4D1_ACT_DOD_HS_CROUCH_30CAL, - L4D1_ACT_DOD_HS_CROUCH_BAZOOKA, - L4D1_ACT_DOD_HS_CROUCH_PSCHRECK, - L4D1_ACT_DOD_HS_CROUCH_KNIFE, - L4D1_ACT_DOD_HS_CROUCH_MG42, - L4D1_ACT_DOD_HS_CROUCH_PISTOL, - L4D1_ACT_DOD_HS_CROUCH_STICKGRENADE, - L4D1_ACT_DOD_HS_CROUCH_TOMMY, - L4D1_ACT_DOD_HS_CROUCH_MP44, - L4D1_ACT_DOD_HS_CROUCH_K98, - L4D1_ACT_DOD_STAND_IDLE_TNT, - L4D1_ACT_DOD_CROUCH_IDLE_TNT, - L4D1_ACT_DOD_CROUCHWALK_IDLE_TNT, - L4D1_ACT_DOD_WALK_IDLE_TNT, - L4D1_ACT_DOD_RUN_IDLE_TNT, - L4D1_ACT_DOD_SPRINT_IDLE_TNT, - L4D1_ACT_DOD_PRONEWALK_IDLE_TNT, - L4D1_ACT_DOD_PLANT_TNT, - L4D1_ACT_DOD_DEFUSE_TNT, - L4D1_ACT_HL2MP_IDLE, - L4D1_ACT_HL2MP_RUN, - L4D1_ACT_HL2MP_IDLE_CROUCH, - L4D1_ACT_HL2MP_WALK_CROUCH, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK, - L4D1_ACT_HL2MP_GESTURE_RELOAD, - L4D1_ACT_HL2MP_JUMP, - L4D1_ACT_HL2MP_IDLE_PISTOL, - L4D1_ACT_HL2MP_RUN_PISTOL, - L4D1_ACT_HL2MP_IDLE_CROUCH_PISTOL, - L4D1_ACT_HL2MP_WALK_CROUCH_PISTOL, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, - L4D1_ACT_HL2MP_GESTURE_RELOAD_PISTOL, - L4D1_ACT_HL2MP_JUMP_PISTOL, - L4D1_ACT_HL2MP_IDLE_SMG1, - L4D1_ACT_HL2MP_RUN_SMG1, - L4D1_ACT_HL2MP_IDLE_CROUCH_SMG1, - L4D1_ACT_HL2MP_WALK_CROUCH_SMG1, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, - L4D1_ACT_HL2MP_GESTURE_RELOAD_SMG1, - L4D1_ACT_HL2MP_JUMP_SMG1, - L4D1_ACT_HL2MP_IDLE_AR2, - L4D1_ACT_HL2MP_RUN_AR2, - L4D1_ACT_HL2MP_IDLE_CROUCH_AR2, - L4D1_ACT_HL2MP_WALK_CROUCH_AR2, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, - L4D1_ACT_HL2MP_GESTURE_RELOAD_AR2, - L4D1_ACT_HL2MP_JUMP_AR2, - L4D1_ACT_HL2MP_IDLE_SHOTGUN, - L4D1_ACT_HL2MP_RUN_SHOTGUN, - L4D1_ACT_HL2MP_IDLE_CROUCH_SHOTGUN, - L4D1_ACT_HL2MP_WALK_CROUCH_SHOTGUN, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, - L4D1_ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, - L4D1_ACT_HL2MP_JUMP_SHOTGUN, - L4D1_ACT_HL2MP_IDLE_RPG, - L4D1_ACT_HL2MP_RUN_RPG, - L4D1_ACT_HL2MP_IDLE_CROUCH_RPG, - L4D1_ACT_HL2MP_WALK_CROUCH_RPG, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, - L4D1_ACT_HL2MP_GESTURE_RELOAD_RPG, - L4D1_ACT_HL2MP_JUMP_RPG, - L4D1_ACT_HL2MP_IDLE_GRENADE, - L4D1_ACT_HL2MP_RUN_GRENADE, - L4D1_ACT_HL2MP_IDLE_CROUCH_GRENADE, - L4D1_ACT_HL2MP_WALK_CROUCH_GRENADE, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, - L4D1_ACT_HL2MP_GESTURE_RELOAD_GRENADE, - L4D1_ACT_HL2MP_JUMP_GRENADE, - L4D1_ACT_HL2MP_IDLE_PHYSGUN, - L4D1_ACT_HL2MP_RUN_PHYSGUN, - L4D1_ACT_HL2MP_IDLE_CROUCH_PHYSGUN, - L4D1_ACT_HL2MP_WALK_CROUCH_PHYSGUN, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, - L4D1_ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, - L4D1_ACT_HL2MP_JUMP_PHYSGUN, - L4D1_ACT_HL2MP_IDLE_CROSSBOW, - L4D1_ACT_HL2MP_RUN_CROSSBOW, - L4D1_ACT_HL2MP_IDLE_CROUCH_CROSSBOW, - L4D1_ACT_HL2MP_WALK_CROUCH_CROSSBOW, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, - L4D1_ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, - L4D1_ACT_HL2MP_JUMP_CROSSBOW, - L4D1_ACT_HL2MP_IDLE_MELEE, - L4D1_ACT_HL2MP_RUN_MELEE, - L4D1_ACT_HL2MP_IDLE_CROUCH_MELEE, - L4D1_ACT_HL2MP_WALK_CROUCH_MELEE, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, - L4D1_ACT_HL2MP_GESTURE_RELOAD_MELEE, - L4D1_ACT_HL2MP_JUMP_MELEE, - L4D1_ACT_HL2MP_IDLE_SLAM, - L4D1_ACT_HL2MP_RUN_SLAM, - L4D1_ACT_HL2MP_IDLE_CROUCH_SLAM, - L4D1_ACT_HL2MP_WALK_CROUCH_SLAM, - L4D1_ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM, - L4D1_ACT_HL2MP_GESTURE_RELOAD_SLAM, - L4D1_ACT_HL2MP_JUMP_SLAM, - L4D1_ACT_VM_SHRIEK, - L4D1_ACT_VM_VOMIT, - L4D1_ACT_VM_COUGH, - L4D1_ACT_VM_LUNGE, - L4D1_ACT_IDLE_INJURED, - L4D1_ACT_IDLE_INCAP, - L4D1_ACT_WALK_INJURED, - L4D1_ACT_RUN_INJURED, - L4D1_ACT_RUN_PULLED, - L4D1_ACT_IDLE_CALM, - L4D1_ACT_WALK_CALM, - L4D1_ACT_RUN_CALM, - L4D1_ACT_JUMP_SHOTGUN, - L4D1_ACT_JUMP_RIFLE, - L4D1_ACT_JUMP_SMG, - L4D1_ACT_JUMP_PISTOL, - L4D1_ACT_JUMP_DUAL_PISTOL, - L4D1_ACT_JUMP_ITEM, - L4D1_ACT_TERROR_HIT_BY_TANKPUNCH, - L4D1_ACT_TERROR_IDLE_FALL_FROM_TANKPUNCH, - L4D1_ACT_TERROR_TANKPUNCH_LAND, - L4D1_ACT_TERROR_HEAL_SELF, - L4D1_ACT_TERROR_HEAL_FRIEND, - L4D1_ACT_TERROR_HEAL_INCAPACITATED, - L4D1_ACT_TERROR_CROUCH_HEAL_SELF, - L4D1_ACT_TERROR_CROUCH_HEAL_FRIEND, - L4D1_ACT_TERROR_CROUCH_HEAL_INCAPACITATED, - L4D1_ACT_TERROR_HEAL_INCAPACITATED_ABOVE, - L4D1_ACT_TERROR_CROUCH_HEAL_INCAPACITATED_ABOVE, - L4D1_ACT_TERROR_USE_PILLS, - L4D1_ACT_TERROR_IDLE_NEUTRAL, - L4D1_ACT_TERROR_IDLE_ALERT, - L4D1_ACT_TERROR_IDLE_INTENSE, - L4D1_ACT_TERROR_IDLE_ALERT_INJURED_AHEAD, - L4D1_ACT_TERROR_IDLE_ALERT_AHEAD, - L4D1_ACT_TERROR_IDLE_ALERT_INJURED_BEHIND, - L4D1_ACT_TERROR_IDLE_ALERT_BEHIND, - L4D1_ACT_TERROR_IDLE_ALERT_INJURED_LEFT, - L4D1_ACT_TERROR_IDLE_ALERT_LEFT, - L4D1_ACT_TERROR_IDLE_ALERT_INJURED_RIGHT, - L4D1_ACT_TERROR_IDLE_ALERT_RIGHT, - L4D1_ACT_TERROR_IDLE_ACQUIRE, - L4D1_ACT_TERROR_LEAN_FORWARD_IDLE, - L4D1_ACT_TERROR_LEAN_BACKWARD_IDLE, - L4D1_ACT_TERROR_LEAN_LEFTWARD_IDLE, - L4D1_ACT_TERROR_LEAN_RIGHTWARD_IDLE, - L4D1_ACT_TERROR_FIDGET, - L4D1_ACT_TERROR_NEUTRAL_TO_ALERT, - L4D1_ACT_TERROR_ALERT_TO_NEUTRAL, - L4D1_ACT_TERROR_FACE_LEFT_NEUTRAL, - L4D1_ACT_TERROR_FACE_LEFT_ALERT, - L4D1_ACT_TERROR_FACE_LEFT_INTENSE, - L4D1_ACT_TERROR_FACE_RIGHT_NEUTRAL, - L4D1_ACT_TERROR_FACE_RIGHT_ALERT, - L4D1_ACT_TERROR_FACE_RIGHT_INTENSE, - L4D1_ACT_TERROR_ABOUT_FACE_NEUTRAL, - L4D1_ACT_TERROR_ABOUT_FACE_ALERT, - L4D1_ACT_TERROR_ABOUT_FACE_INTENSE, - L4D1_ACT_TERROR_WALK_NEUTRAL, - L4D1_ACT_TERROR_WALK_ALERT, - L4D1_ACT_TERROR_WALK_INTENSE, - L4D1_ACT_TERROR_RUN_NEUTRAL, - L4D1_ACT_TERROR_RUN_ALERT, - L4D1_ACT_TERROR_RUN_INTENSE, - L4D1_ACT_TERROR_RUN_ON_FIRE_INTENSE, - L4D1_ACT_TERROR_RUN_INTENSE_TO_STAND_ALERT, - L4D1_ACT_TERROR_CROUCH_IDLE_NEUTRAL, - L4D1_ACT_TERROR_CROUCH_IDLE_ALERT, - L4D1_ACT_TERROR_CROUCH_IDLE_INTENSE, - L4D1_ACT_TERROR_CROUCH_WALK_NEUTRAL, - L4D1_ACT_TERROR_CROUCH_WALK_ALERT, - L4D1_ACT_TERROR_CROUCH_WALK_INTENSE, - L4D1_ACT_TERROR_CROUCH_RUN_NEUTRAL, - L4D1_ACT_TERROR_CROUCH_RUN_ALERT, - L4D1_ACT_TERROR_CROUCH_RUN_INTENSE, - L4D1_ACT_TERROR_IDLE_ON_FIRE, - L4D1_ACT_TERROR_WALK_ON_FIRE, - L4D1_ACT_TERROR_RUN_ON_FIRE, - L4D1_ACT_TERROR_ATTACK, - L4D1_ACT_TERROR_ATTACK_CONTINUOUSLY, - L4D1_ACT_TERROR_ATTACK_LOW, - L4D1_ACT_TERROR_ATTACK_LOW_CONTINUOUSLY, - L4D1_ACT_TERROR_ATTACK_DOOR, - L4D1_ACT_TERROR_ATTACK_DOOR_CONTINUOUSLY, - L4D1_ACT_TERROR_UNABLE_TO_REACH_TARGET, - L4D1_ACT_TERROR_REACH_THROUGH_DOOR, - L4D1_ACT_TERROR_SHOVED_FORWARD, - L4D1_ACT_TERROR_SHOVED_BACKWARD, - L4D1_ACT_TERROR_SHOVED_LEFTWARD, - L4D1_ACT_TERROR_SHOVED_RIGHTWARD, - L4D1_ACT_TERROR_SHOVED_BACKWARD_INTO_WALL, - L4D1_ACT_TERROR_SHOVED_FORWARD_INTO_WALL, - L4D1_ACT_TERROR_SHOVED_LEFTWARD_INTO_WALL, - L4D1_ACT_TERROR_SHOVED_RIGHTWARD_INTO_WALL, - L4D1_ACT_TERROR_SHOVED_BACKWARD_FROM_SIT, - L4D1_ACT_TERROR_SHOVED_RIGHTWARD_FROM_SIT, - L4D1_ACT_TERROR_SHOVED_LEFTWARD_FROM_SIT, - L4D1_ACT_TERROR_TUGGED_FORWARD, - L4D1_ACT_TERROR_TUGGED_BACKWARD, - L4D1_ACT_TERROR_TUGGED_LEFTWARD, - L4D1_ACT_TERROR_TUGGED_RIGHTWARD, - L4D1_ACT_TERROR_SIT_IDLE, - L4D1_ACT_TERROR_SIT_FROM_STAND, - L4D1_ACT_TERROR_SIT_TO_STAND, - L4D1_ACT_TERROR_SIT_TO_STAND_ALERT, - L4D1_ACT_TERROR_SIT_TO_LIE, - L4D1_ACT_TERROR_LIE_IDLE, - L4D1_ACT_TERROR_LIE_FROM_STAND, - L4D1_ACT_TERROR_LIE_TO_STAND, - L4D1_ACT_TERROR_LIE_TO_STAND_ALERT, - L4D1_ACT_TERROR_LIE_TO_SIT, - L4D1_ACT_TERROR_JUMP, - L4D1_ACT_TERROR_JUMP_UP_TO_LEDGE, - L4D1_ACT_TERROR_JUMP_DOWN_FROM_LEDGE, - L4D1_ACT_TERROR_JUMP_OVER_GAP, - L4D1_ACT_TERROR_JUMP_LANDING, - L4D1_ACT_TERROR_JUMP_LANDING_HARD, - L4D1_ACT_TERROR_JUMP_LANDING_NEUTRAL, - L4D1_ACT_TERROR_JUMP_LANDING_HARD_NEUTRAL, - L4D1_ACT_TERROR_FALL, - L4D1_ACT_TERROR_DIE_FROM_STAND, - L4D1_ACT_TERROR_DIE_FROM_CROUCH, - L4D1_ACT_TERROR_DIE_WHILE_RUNNING, - L4D1_ACT_TERROR_DIE_BACKWARD_FROM_SHOTGUN, - L4D1_ACT_TERROR_DIE_FORWARD_FROM_SHOTGUN, - L4D1_ACT_TERROR_DIE_LEFTWARD_FROM_SHOTGUN, - L4D1_ACT_TERROR_DIE_RIGHTWARD_FROM_SHOTGUN, - L4D1_ACT_TERROR_WITCH_ANGRY, - L4D1_ACT_TERROR_WITCH_ANGRY_HIGH, - L4D1_ACT_TERROR_WITCH_IDLE, - L4D1_ACT_TERROR_WITCH_IDLE_PRE_RETREAT, - L4D1_ACT_TERROR_WITCH_RETREAT, - L4D1_ACT_TERROR_WITCH_KILL_DISPLAY, - L4D1_ACT_TERROR_WITCH_KILL_LOOP, - L4D1_ACT_TERROR_TUG, - L4D1_ACT_TERROR_FLINCH, - L4D1_ACT_TERROR_FLINCH_LEDGE, - L4D1_ACT_SECONDARYATTACK, - L4D1_ACT_TERROR_INCAP_CRAWL, - L4D1_ACT_TERROR_INCAP_TO_STAND, - L4D1_ACT_TERROR_INCAP_TO_CROUCH, - L4D1_ACT_TERROR_ITEM_PICKUP, - L4D1_ACT_IDLE_INCAP_PISTOL, - L4D1_ACT_IDLE_INCAP_ELITES, - L4D1_ACT_FALL, - L4D1_ACT_CALL_FOR_RESCUE, - L4D1_ACT_PUSH, - L4D1_ACT_IDLE_MINIGUN, - L4D1_ACT_PRIMARYATTACK_MINIGUN, - L4D1_ACT_TERROR_LEDGE_CLIMB, - L4D1_ACT_TERROR_LEDGE_CLIMB_TO_CROUCH, - L4D1_ACT_TERROR_FALL_GRAB_LEDGE, - L4D1_ACT_TERROR_LEDGE_HANG_FIRM, - L4D1_ACT_TERROR_LEDGE_HANG_WEAK, - L4D1_ACT_TERROR_LEDGE_HANG_DANGLE, - L4D1_ACT_TERROR_IDLE_LADDER, - L4D1_ACT_TERROR_LADDER_DISMOUNT, - L4D1_ACT_TERROR_CLIMB_24_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_36_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_48_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_60_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_70_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_72_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_84_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_96_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_108_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_115_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_120_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_130_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_132_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_144_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_150_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_156_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_166_FROM_STAND, - L4D1_ACT_TERROR_CLIMB_168_FROM_STAND, - L4D1_ACT_TERROR_HUNTER_LUNGE_INTO_SURVIVOR, - L4D1_ACT_TERROR_HUNTER_LUNGE, - L4D1_ACT_TERROR_HUNTER_LUNGE_WHILE_RUNNING, - L4D1_ACT_TERROR_HUNTER_LANDING_HARD, - L4D1_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_RIGHT, - L4D1_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_LEFT, - L4D1_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_BACK, - L4D1_ACT_TERROR_HUNTER_LUNGE_IDLE, - L4D1_ACT_TERROR_HUNTER_LUNGE_ONTO_WALL, - L4D1_ACT_TERROR_HUNTER_POUNCE, - L4D1_ACT_TERROR_HUNTER_POUNCE_IDLE, - L4D1_ACT_TERROR_SMOKER_PREPARE_TONGUE_LAUNCH, - L4D1_ACT_TERROR_SMOKER_SENDING_OUT_TONGUE, - L4D1_ACT_TERROR_SMOKER_SENDING_OUT_TONGUE_IDLE, - L4D1_ACT_TERROR_SMOKER_REELING_IN_TONGUE, - L4D1_ACT_TERROR_SMOKER_REELING_IN_TONGUE_IDLE, - L4D1_ACT_TERROR_SMOKER_CRITICAL_ATTACK, - L4D1_ACT_TERROR_SMOKER_CRITICAL_ATTACK_IDLE, - L4D1_ACT_TERROR_SMOKER_END_TONGUE_ATTACK, - L4D1_ACT_TERROR_GUARD, - L4D1_ACT_HULK_THROW, - L4D1_ACT_TANK_OVERHEAD_THROW, - L4D1_ACT_HULK_ATTACK_LOW, - L4D1_ACT_TERROR_HUNTER_POUNCE_MELEE, - L4D1_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_L, - L4D1_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_R, - L4D1_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_BACKWARD, - L4D1_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_FORWARD, - L4D1_ACT_IDLE_POUNCED, - L4D1_ACT_TERROR_POUNCED_TO_STAND, - L4D1_ACT_TERROR_INCAP_FROM_POUNCE, - L4D1_ACT_TERROR_INCAP_FROM_TONGUE, - L4D1_ACT_TERROR_IDLE_FALL_FROM_TONGUE, - L4D1_ACT_TERROR_HANGING_FROM_TONGUE, - L4D1_ACT_TERROR_HANGING_FROM_TONGUE_MALE, - L4D1_ACT_TERROR_HANGING_FROM_TONGUE_FEMALE, - L4D1_ACT_TERROR_STANDING_CHOKE_FROM_TONGUE, - L4D1_ACT_TERROR_DRAGGING_FROM_TONGUE, - L4D1_ACT_TERROR_DRAGGING_FROM_TONGUE_MALE, - L4D1_ACT_TERROR_DRAGGING_FROM_TONGUE_FEMALE, - L4D1_ACT_TERROR_DRAGGING_FROM_TONGUE_DEPLOY, - L4D1_ACT_TERROR_CHOKING_TONGUE_GROUND, - L4D1_ACT_TERROR_CHOKING_TONGUE_GROUND_MALE, - L4D1_ACT_TERROR_CHOKING_TONGUE_GROUND_FEMALE, - L4D1_ACT_TERROR_INCAP_FROM_TONGUE_GERMANY, - L4D1_ACT_TERROR_HANGING_FROM_TONGUE_GERMANY, - L4D1_ACT_TERROR_IDLE_FALL_FROM_TONGUE_GERMANY, - L4D1_ACT_TERROR_STANDING_CHOKE_FROM_TONGUE_GERMANY, - L4D1_ACT_TERROR_ATTACK_MOVING, - L4D1_ACT_TERROR_TANKROCK_TO_STAND, - L4D1_ACT_TERROR_HULK_VICTORY, - L4D1_ACT_TERROR_HULK_VICTORY_B, - L4D1_ACT_TERROR_RAGE_AT_ENEMY, - L4D1_ACT_TERROR_RAGE_AT_KNOCKDOWN, - L4D1_ACT_TERROR_SMASH_LEFT, - L4D1_ACT_TERROR_SMASH_RIGHT, - L4D1_ACT_VM_LUNGE_LAYER, - L4D1_ACT_VM_LUNGE_PUSH, - L4D1_ACT_VM_LUNGE_PUSH_LAYER, - L4D1_ACT_VM_LUNGE_OFFWALL, - L4D1_ACT_VM_LUNGE_OFFWALL_LAYER, - L4D1_ACT_VM_LUNGE_POUNCE, - L4D1_ACT_VM_LUNGE_POUNCE_LAYER, - L4D1_ACT_VM_POUNCE, - L4D1_ACT_VM_POUNCE_LAYER, - L4D1_ACT_VM_VOMIT_LAYER, - L4D1_ACT_VM_TONGUE, - L4D1_ACT_VM_TONGUE_LAYER, - L4D1_ACT_VM_BITE, - L4D1_ACT_VM_BITE_LAYER, - L4D1_ACT_VM_COUGH_LAYER, - L4D1_ACT_VM_FIDGET_LAYER, - L4D1_ACT_DOOR_OPEN, - L4D1_ACT_DOOR_OPENFAIL, - L4D1_ACT_DOOR_ANIMTOLOCK, - L4D1_ACT_DOOR_ANIMTOUNLOCK, - L4D1_ACT_VM_ITEMPICKUP_EXTEND, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP, - L4D1_ACT_VM_ITEMPICKUP_LOOP_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND, - L4D1_ACT_VM_HELPINGHAND_EXTEND_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP, - L4D1_ACT_VM_HELPINGHAND_LOOP_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT, - L4D1_ACT_VM_HELPINGHAND_RETRACT_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_PISTOL, - L4D1_ACT_VM_HELPINGHAND_LOOP_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PISTOL, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PISTOL, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL, - L4D1_ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL, - L4D1_ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL, - L4D1_ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_RIFLE, - L4D1_ACT_VM_ITEMPICKUP_LOOP_RIFLE_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_RIFLE, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_RIFLE_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_RIFLE, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_RIFLE_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_RIFLE, - L4D1_ACT_VM_HELPINGHAND_LOOP_RIFLE_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_RIFLE, - L4D1_ACT_VM_HELPINGHAND_EXTEND_RIFLE_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_RIFLE, - L4D1_ACT_VM_HELPINGHAND_RETRACT_RIFLE_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SMG, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SMG_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SMG, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SMG_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SMG, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SMG_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_SMG, - L4D1_ACT_VM_HELPINGHAND_LOOP_SMG_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SMG, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SMG_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SMG, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SMG_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_SHOTGUN, - L4D1_ACT_VM_HELPINGHAND_LOOP_SHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SHOTGUN, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SHOTGUN, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_AUTOSHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_LOOP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_AUTOSHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_AUTOSHOTGUN, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_AUTOSHOTGUN, - L4D1_ACT_VM_HELPINGHAND_LOOP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_AUTOSHOTGUN, - L4D1_ACT_VM_HELPINGHAND_EXTEND_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_AUTOSHOTGUN, - L4D1_ACT_VM_HELPINGHAND_RETRACT_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SNIPER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_SNIPER_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SNIPER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_SNIPER_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SNIPER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_SNIPER_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_SNIPER, - L4D1_ACT_VM_HELPINGHAND_LOOP_SNIPER_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SNIPER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_SNIPER_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SNIPER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_SNIPER_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_PIPEBOMB, - L4D1_ACT_VM_HELPINGHAND_LOOP_PIPEBOMB_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_MOLOTOV, - L4D1_ACT_VM_ITEMPICKUP_LOOP_MOLOTOV_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_MOLOTOV, - L4D1_ACT_VM_HELPINGHAND_LOOP_MOLOTOV_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_MOLOTOV, - L4D1_ACT_VM_HELPINGHAND_EXTEND_MOLOTOV_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_MOLOTOV, - L4D1_ACT_VM_HELPINGHAND_RETRACT_MOLOTOV_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_MEDKIT, - L4D1_ACT_VM_ITEMPICKUP_LOOP_MEDKIT_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_MEDKIT, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_MEDKIT_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_MEDKIT, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_MEDKIT_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_MEDKIT, - L4D1_ACT_VM_HELPINGHAND_LOOP_MEDKIT_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_MEDKIT, - L4D1_ACT_VM_HELPINGHAND_EXTEND_MEDKIT_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_MEDKIT, - L4D1_ACT_VM_HELPINGHAND_RETRACT_MEDKIT_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PAINPILLS, - L4D1_ACT_VM_ITEMPICKUP_LOOP_PAINPILLS_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_PAINPILLS, - L4D1_ACT_VM_HELPINGHAND_LOOP_PAINPILLS_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PAINPILLS, - L4D1_ACT_VM_HELPINGHAND_EXTEND_PAINPILLS_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PAINPILLS, - L4D1_ACT_VM_HELPINGHAND_RETRACT_PAINPILLS_LAYER, - L4D1_ACT_VM_CANCEL, - L4D1_ACT_VM_CANCEL_LAYER, - L4D1_ACT_CROUCHIDLE_RIFLE, - L4D1_ACT_IDLE_INJURED_RIFLE, - L4D1_ACT_WALK_INJURED_RIFLE, - L4D1_ACT_RUN_INJURED_RIFLE, - L4D1_ACT_DEPLOY_RIFLE, - L4D1_ACT_PRIMARYATTACK_RIFLE, - L4D1_ACT_RELOAD_RIFLE, - L4D1_ACT_IDLE_CALM_RIFLE, - L4D1_ACT_WALK_CALM_RIFLE, - L4D1_ACT_RUN_CALM_RIFLE, - L4D1_ACT_MELEE_SWEEP_RIFLE_IDLE, - L4D1_ACT_MELEE_SHOVE_RIFLE_IDLE, - L4D1_ACT_MELEE_STRAIGHT_RIFLE_IDLE, - L4D1_ACT_MELEE_SWEEP_RIFLE_RUN, - L4D1_ACT_MELEE_SHOVE_RIFLE_RUN, - L4D1_ACT_MELEE_STRAIGHT_RIFLE_RUN, - L4D1_ACT_TERROR_PULLED_RUN_RIFLE, - L4D1_ACT_MELEE_STOMP_RIFLE_IDLE, - L4D1_ACT_MELEE_STOMP_RIFLE_WALK, - L4D1_ACT_IDLE_SHOTGUN, - L4D1_ACT_WALK_SHOTGUN, - L4D1_ACT_RUN_SHOTGUN, - L4D1_ACT_IDLE_CALM_SHOTGUN, - L4D1_ACT_CROUCHIDLE_SHOTGUN, - L4D1_ACT_RUN_CROUCH_SHOTGUN, - L4D1_ACT_DEPLOY_SHOTGUN, - L4D1_ACT_PRIMARYATTACK_SHOTGUN, - L4D1_ACT_RELOAD_SHOTGUN_START, - L4D1_ACT_RELOAD_SHOTGUN_LOOP, - L4D1_ACT_RELOAD_SHOTGUN_END, - L4D1_ACT_IDLE_PUMPSHOTGUN, - L4D1_ACT_CROUCHIDLE_PUMPSHOTGUN, - L4D1_ACT_IDLE_CALM_PUMPSHOTGUN, - L4D1_ACT_IDLE_INJURED_PUMPSHOTGUN, - L4D1_ACT_WALK_PUMPSHOTGUN, - L4D1_ACT_RUN_CROUCH_PUMPSHOTGUN, - L4D1_ACT_RUN_PUMPSHOTGUN, - L4D1_ACT_WALK_CALM_PUMPSHOTGUN, - L4D1_ACT_RUN_CALM_PUMPSHOTGUN, - L4D1_ACT_WALK_INJURED_PUMPSHOTGUN, - L4D1_ACT_RUN_INJURED_PUMPSHOTGUN, - L4D1_ACT_PRIMARYATTACK_PUMPSHOTGUN, - L4D1_ACT_RELOAD_PUMPSHOTGUN_START, - L4D1_ACT_RELOAD_PUMPSHOTGUN_LOOP, - L4D1_ACT_RELOAD_PUMPSHOTGUN_END, - L4D1_ACT_IDLE_GREN, - L4D1_ACT_CROUCHIDLE_GREN, - L4D1_ACT_IDLE_INJURED_GREN, - L4D1_ACT_RUN_GREN, - L4D1_ACT_WALK_GREN, - L4D1_ACT_RUN_CROUCH_GREN, - L4D1_ACT_DEPLOY_GREN, - L4D1_ACT_WALK_INJURED_GREN, - L4D1_ACT_RUN_INJURED_GREN, - L4D1_ACT_PRIMARYATTACK_GREN1_IDLE, - L4D1_ACT_PRIMARYATTACK_GREN2_IDLE, - L4D1_ACT_PRIMARYATTACK_GREN1_RUN, - L4D1_ACT_PRIMARYATTACK_GREN2_RUN, - L4D1_ACT_IDLE_GREN_PULL_BACK, - L4D1_ACT_CROUCHIDLE_GREN_PULL_BACK, - L4D1_ACT_IDLE_INJURED_GREN_PULL_BACK, - L4D1_ACT_RUN_GREN_PULL_BACK, - L4D1_ACT_WALK_GREN_PULL_BACK, - L4D1_ACT_RUN_CROUCH_GREN_PULL_BACK, - L4D1_ACT_WALK_INJURED_GREN_PULL_BACK, - L4D1_ACT_RUN_INJURED_GREN_PULL_BACK, - L4D1_ACT_IDLE_SNIPER, - L4D1_ACT_CROUCHIDLE_SNIPER, - L4D1_ACT_IDLE_CALM_SNIPER, - L4D1_ACT_IDLE_INJURED_SNIPER, - L4D1_ACT_WALK_SNIPER, - L4D1_ACT_RUN_CROUCH_SNIPER, - L4D1_ACT_RUN_SNIPER, - L4D1_ACT_WALK_CALM_SNIPER, - L4D1_ACT_RUN_CALM_SNIPER, - L4D1_ACT_WALK_INJURED_SNIPER, - L4D1_ACT_RUN_INJURED_SNIPER, - L4D1_ACT_IDLE_SNIPER_ZOOMED, - L4D1_ACT_CROUCHIDLE_SNIPER_ZOOMED, - L4D1_ACT_IDLE_INJURED_SNIPER_ZOOMED, - L4D1_ACT_IDLE_SMG, - L4D1_ACT_WALK_SMG, - L4D1_ACT_RUN_SMG, - L4D1_ACT_CROUCHIDLE_SMG, - L4D1_ACT_RUN_CROUCH_SMG, - L4D1_ACT_IDLE_INJURED_SMG, - L4D1_ACT_WALK_INJURED_SMG, - L4D1_ACT_RUN_INJURED_SMG, - L4D1_ACT_IDLE_CALM_SMG, - L4D1_ACT_WALK_CALM_SMG, - L4D1_ACT_RUN_CALM_SMG, - L4D1_ACT_PRIMARYATTACK_SMG, - L4D1_ACT_RELOAD_SMG, - L4D1_ACT_IDLE_FIRSTAIDKIT, - L4D1_ACT_CROUCHIDLE_FIRSTAIDKIT, - L4D1_ACT_IDLE_INJURED_FIRSTAIDKIT, - L4D1_ACT_RUN_FIRSTAIDKIT, - L4D1_ACT_WALK_FIRSTAIDKIT, - L4D1_ACT_RUN_CROUCH_FIRSTAIDKIT, - L4D1_ACT_WALK_INJURED_FIRSTAIDKIT, - L4D1_ACT_RUN_INJURED_FIRSTAIDKIT, - L4D1_ACT_CROUCHIDLE_PISTOL, - L4D1_ACT_RUN_CROUCH_PISTOL, - L4D1_ACT_IDLE_INJURED_PISTOL, - L4D1_ACT_WALK_INJURED_PISTOL, - L4D1_ACT_RUN_INJURED_PISTOL, - L4D1_ACT_DEPLOY_PISTOL, - L4D1_ACT_PRIMARYATTACK_PISTOL, - L4D1_ACT_IDLE_CALM_PISTOL, - L4D1_ACT_WALK_CALM_PISTOL, - L4D1_ACT_RUN_CALM_PISTOL, - L4D1_ACT_IDLE_ELITES, - L4D1_ACT_WALK_ELITES, - L4D1_ACT_RUN_ELITES, - L4D1_ACT_CROUCHIDLE_ELITES, - L4D1_ACT_RUN_CROUCH_ELITES, - L4D1_ACT_IDLE_INJURED_ELITES, - L4D1_ACT_WALK_INJURED_ELITES, - L4D1_ACT_RUN_INJURED_ELITES, - L4D1_ACT_DEPLOY_ELITES, - L4D1_ACT_PRIMARYATTACK_ELITES_R, - L4D1_ACT_PRIMARYATTACK_ELITES_L, - L4D1_ACT_IDLE_CALM_ELITES, - L4D1_ACT_WALK_CALM_ELITES, - L4D1_ACT_RUN_CALM_ELITES, - L4D1_ACT_RELOAD_ELITES, - L4D1_ACT_RELOAD_M4, - L4D1_ACT_PRIMARYATTACK_XM1014, - L4D1_ACT_PRIMARYATTACK_M3S90, - L4D1_ACT_IDLE_GASCAN, - L4D1_ACT_CROUCHIDLE_GASCAN, - L4D1_ACT_IDLE_CALM_GASCAN, - L4D1_ACT_IDLE_INJURED_GASCAN, - L4D1_ACT_RUN_GASCAN, - L4D1_ACT_WALK_GASCAN, - L4D1_ACT_RUN_CROUCH_GASCAN, - L4D1_ACT_RUN_INJURED_GASCAN, - L4D1_ACT_JUMP_GASCAN, - L4D1_ACT_MELEE_SWEEP_GASCAN, - L4D1_ACT_IDLE_O2, - L4D1_ACT_CROUCHIDLE_O2, - L4D1_ACT_IDLE_CALM_O2, - L4D1_ACT_IDLE_INJURED_O2, - L4D1_ACT_RUN_O2, - L4D1_ACT_WALK_O2, - L4D1_ACT_RUN_CROUCH_O2, - L4D1_ACT_RUN_INJURED_O2, - L4D1_ACT_JUMP_O2, - L4D1_ACT_MELEE_SWEEP_O2, - L4D1_ACT_VM_MELEE, - L4D1_ACT_VM_SHOOT_LAYER, - L4D1_ACT_VM_SECONDARYATTACK_LAYER, - L4D1_ACT_VM_MELEE_LAYER, - L4D1_ACT_VM_PICKUP_LAYER, - L4D1_ACT_VM_PICKUP_CLIPIN, - L4D1_ACT_VM_PICKUP_CLIPIN_LAYER, - L4D1_ACT_VM_PICKUP_CHARGING, - L4D1_ACT_VM_PICKUP_CHARGING_LAYER, - L4D1_ACT_VM_PICKUP_FASSIST, - L4D1_ACT_VM_PICKUP_FASSIST_LAYER, - L4D1_ACT_VM_RELOAD_PUMP, - L4D1_ACT_VM_RELOAD_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT, - L4D1_ACT_VM_RELOAD_CLIPOUT_LAYER, - L4D1_ACT_VM_RELOAD_CLIPIN, - L4D1_ACT_VM_RELOAD_CLIPIN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN2, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN2_LAYER, - L4D1_ACT_VM_DEPLOY_LAYER, - L4D1_ACT_VM_THROW_LAYER, - L4D1_ACT_VM_PULLPIN_LAYER, - L4D1_ACT_VM_IDLE_BAREHAND, - L4D1_ACT_VM_DEPLOY_BAREHAND, - L4D1_ACT_VM_DEPLOY_BAREHAND_LAYER, - L4D1_ACT_VM_MELEE_BAREHAND, - L4D1_ACT_VM_MELEE_BAREHAND_LAYER, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_BAREHAND, - L4D1_ACT_VM_ITEMPICKUP_EXTEND_BAREHAND_LAYER, - L4D1_ACT_VM_ITEMPICKUP_LOOP_BAREHAND, - L4D1_ACT_VM_ITEMPICKUP_LOOP_BAREHAND_LAYER, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_BAREHAND, - L4D1_ACT_VM_ITEMPICKUP_RETRACT_BAREHAND_LAYER, - L4D1_ACT_VM_HELPINGHAND_EXTEND_BAREHAND, - L4D1_ACT_VM_HELPINGHAND_EXTEND_BAREHAND_LAYER, - L4D1_ACT_VM_HELPINGHAND_LOOP_BAREHAND, - L4D1_ACT_VM_HELPINGHAND_LOOP_BAREHAND_LAYER, - L4D1_ACT_VM_HELPINGHAND_RETRACT_BAREHAND, - L4D1_ACT_VM_HELPINGHAND_RETRACT_BAREHAND_LAYER, - L4D1_ACT_VM_IDLE_DUAL_PISTOL, - L4D1_ACT_VM_DEPLOY_DUAL_PISTOL, - L4D1_ACT_VM_DEPLOY_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_DUAL_PISTOL, - L4D1_ACT_VM_SHOOT_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_SECONDARYATTACK_DUAL_PISTOL, - L4D1_ACT_VM_SECONDARYATTACK_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_PICKUP_DUAL_PISTOL, - L4D1_ACT_VM_PICKUP_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL, - L4D1_ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_PICKUP_CHARGING_DUAL_PISTOL, - L4D1_ACT_VM_PICKUP_CHARGING_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_MELEE_DUAL_PISTOL, - L4D1_ACT_VM_MELEE_DUAL_PISTOL_LAYER, - L4D1_ACT_VM_IDLE_PISTOL, - L4D1_ACT_VM_DEPLOY_PISTOL, - L4D1_ACT_VM_DEPLOY_PISTOL_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_PISTOL, - L4D1_ACT_VM_SHOOT_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_PISTOL, - L4D1_ACT_VM_RELOAD_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT_PISTOL, - L4D1_ACT_VM_RELOAD_CLIPOUT_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL_LAYER, - L4D1_ACT_VM_MELEE_PISTOL, - L4D1_ACT_VM_MELEE_PISTOL_LAYER, - L4D1_ACT_VM_IDLE_RIFLE, - L4D1_ACT_VM_PICKUP_RIFLE, - L4D1_ACT_VM_PICKUP_RIFLE_LAYER, - L4D1_ACT_VM_PICKUP_CLIPIN_RIFLE, - L4D1_ACT_VM_PICKUP_CLIPIN_RIFLE_LAYER, - L4D1_ACT_VM_PICKUP_CHARGING_RIFLE, - L4D1_ACT_VM_PICKUP_CHARGING_RIFLE_LAYER, - L4D1_ACT_VM_PICKUP_FASSIST_RIFLE, - L4D1_ACT_VM_PICKUP_FASSIST_RIFLE_LAYER, - L4D1_ACT_VM_DEPLOY_RIFLE, - L4D1_ACT_VM_DEPLOY_RIFLE_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_RIFLE, - L4D1_ACT_VM_SHOOT_RIFLE_LAYER, - L4D1_ACT_VM_RELOAD_RIFLE, - L4D1_ACT_VM_RELOAD_RIFLE_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT_RIFLE, - L4D1_ACT_VM_RELOAD_CLIPOUT_RIFLE_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_RIFLE, - L4D1_ACT_VM_RELOAD_EMPTY_RIFLE_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE_LAYER, - L4D1_ACT_VM_MELEE_RIFLE, - L4D1_ACT_VM_MELEE_RIFLE_LAYER, - L4D1_ACT_VM_FIDGET_RIFLE_LAYER, - L4D1_ACT_VM_IDLE_SMG, - L4D1_ACT_VM_PICKUP_SMG, - L4D1_ACT_VM_PICKUP_SMG_LAYER, - L4D1_ACT_VM_PICKUP_CLIPIN_SMG, - L4D1_ACT_VM_PICKUP_CLIPIN_SMG_LAYER, - L4D1_ACT_VM_PICKUP_CHARGING_SMG, - L4D1_ACT_VM_PICKUP_CHARGING_SMG_LAYER, - L4D1_ACT_VM_DEPLOY_SMG, - L4D1_ACT_VM_DEPLOY_SMG_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_SMG, - L4D1_ACT_VM_SHOOT_SMG_LAYER, - L4D1_ACT_VM_RELOAD_SMG, - L4D1_ACT_VM_RELOAD_SMG_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT_SMG, - L4D1_ACT_VM_RELOAD_CLIPOUT_SMG_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_SMG, - L4D1_ACT_VM_RELOAD_EMPTY_SMG_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_SMG, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_SMG_LAYER, - L4D1_ACT_VM_MELEE_SMG, - L4D1_ACT_VM_MELEE_SMG_LAYER, - L4D1_ACT_VM_FIDGET_SMG_LAYER, - L4D1_ACT_VM_IDLE_SNIPER, - L4D1_ACT_VM_PICKUP_SNIPER, - L4D1_ACT_VM_PICKUP_SNIPER_LAYER, - L4D1_ACT_VM_PICKUP_CLIPIN_SNIPER, - L4D1_ACT_VM_PICKUP_CLIPIN_SNIPER_LAYER, - L4D1_ACT_VM_PICKUP_CHARGING_SNIPER, - L4D1_ACT_VM_PICKUP_CHARGING_SNIPER_LAYER, - L4D1_ACT_VM_DEPLOY_SNIPER, - L4D1_ACT_VM_DEPLOY_SNIPER_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_SNIPER, - L4D1_ACT_VM_SHOOT_SNIPER_LAYER, - L4D1_ACT_VM_RELOAD_SNIPER, - L4D1_ACT_VM_RELOAD_SNIPER_LAYER, - L4D1_ACT_VM_RELOAD_CLIPOUT_SNIPER, - L4D1_ACT_VM_RELOAD_CLIPOUT_SNIPER_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_SNIPER, - L4D1_ACT_VM_RELOAD_EMPTY_SNIPER_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER, - L4D1_ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER_LAYER, - L4D1_ACT_VM_MELEE_SNIPER, - L4D1_ACT_VM_MELEE_SNIPER_LAYER, - L4D1_ACT_VM_FIDGET_SNIPER_LAYER, - L4D1_ACT_VM_IDLE_SHOTGUN, - L4D1_ACT_VM_DEPLOY_SHOTGUN, - L4D1_ACT_VM_DEPLOY_SHOTGUN_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_SHOTGUN, - L4D1_ACT_VM_SHOOT_SHOTGUN_LAYER, - L4D1_ACT_VM_MELEE_SHOTGUN, - L4D1_ACT_VM_MELEE_SHOTGUN_LAYER, - L4D1_ACT_VM_PICKUP_SHOTGUN, - L4D1_ACT_VM_PICKUP_SHOTGUN_LAYER, - L4D1_ACT_VM_PUMP_SHOTGUN, - L4D1_ACT_VM_PUMP_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_START_SHOTGUN, - L4D1_ACT_VM_RELOAD_START_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_INSERT_SHOTGUN, - L4D1_ACT_VM_RELOAD_INSERT_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_NOPUMP_SHOTGUN, - L4D1_ACT_VM_RELOAD_NOPUMP_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_START_SHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_START_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_INSERT_SHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_INSERT_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_PUMP_SHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_PUMP_SHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_PUMPREADY_SHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_PUMPREADY_SHOTGUN_LAYER, - L4D1_ACT_VM_IDLE_AUTOSHOTGUN, - L4D1_ACT_VM_DEPLOY_AUTOSHOTGUN, - L4D1_ACT_VM_DEPLOY_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_PRIMARYATTACK_AUTOSHOTGUN, - L4D1_ACT_VM_SHOOT_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_MELEE_AUTOSHOTGUN, - L4D1_ACT_VM_MELEE_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_PICKUP_AUTOSHOTGUN, - L4D1_ACT_VM_PICKUP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_PUMP_AUTOSHOTGUN, - L4D1_ACT_VM_PUMP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_START_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_START_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_INSERT_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_INSERT_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_NOPUMP_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_NOPUMP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_START_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_START_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_INSERT_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_INSERT_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_PUMP_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_PUMP_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_RELOAD_EMPTY_PUMPREADY_AUTOSHOTGUN, - L4D1_ACT_VM_RELOAD_EMPTY_PUMPREADY_AUTOSHOTGUN_LAYER, - L4D1_ACT_VM_IDLE_PIPEBOMB, - L4D1_ACT_VM_DEPLOY_PIPEBOMB, - L4D1_ACT_VM_DEPLOY_PIPEBOMB_LAYER, - L4D1_ACT_VM_PULLPIN_PIPEBOMB, - L4D1_ACT_VM_PULLPIN_PIPEBOMB_LAYER, - L4D1_ACT_VM_THROW_PIPEBOMB, - L4D1_ACT_VM_THROW_PIPEBOMB_LAYER, - L4D1_ACT_VM_MELEE_PIPEBOMB, - L4D1_ACT_VM_MELEE_PIPEBOMB_LAYER, - L4D1_ACT_VM_IDLE_MOLOTOV, - L4D1_ACT_VM_DEPLOY_MOLOTOV, - L4D1_ACT_VM_DEPLOY_MOLOTOV_LAYER, - L4D1_ACT_VM_PULLPIN_MOLOTOV, - L4D1_ACT_VM_PULLPIN_MOLOTOV_LAYER, - L4D1_ACT_VM_THROW_MOLOTOV, - L4D1_ACT_VM_THROW_MOLOTOV_LAYER, - L4D1_ACT_VM_MELEE_MOLOTOV, - L4D1_ACT_VM_MELEE_MOLOTOV_LAYER, - L4D1_ACT_VM_IDLE_PAINPILLS, - L4D1_ACT_VM_DEPLOY_PAINPILLS, - L4D1_ACT_VM_DEPLOY_PAINPILLS_LAYER, - L4D1_ACT_VM_MELEE_PAINPILLS, - L4D1_ACT_VM_MELEE_PAINPILLS_LAYER, - L4D1_ACT_VM_USE_PAINPILLS, - L4D1_ACT_VM_USE_PAINPILLS_LAYER, - L4D1_ACT_VM_IDLE_MEDKIT, - L4D1_ACT_VM_DEPLOY_MEDKIT, - L4D1_ACT_VM_DEPLOY_MEDKIT_LAYER, - L4D1_ACT_VM_MELEE_MEDKIT, - L4D1_ACT_VM_MELEE_MEDKIT_LAYER, - L4D1_ACT_VM_IDLE_GASCAN, - L4D1_ACT_VM_DEPLOY_GASCAN, - L4D1_ACT_VM_PULLPIN_GASCAN, - L4D1_ACT_VM_THROW_GASCAN, - L4D1_ACT_VM_MELEE_GASCAN, - L4D1_ACT_VM_FIZZLE, - L4D1_ACT_MP_STAND_IDLE, - L4D1_ACT_MP_CROUCH_IDLE, - L4D1_ACT_MP_CROUCH_DEPLOYED_IDLE, - L4D1_ACT_MP_CROUCH_DEPLOYED, - L4D1_ACT_MP_DEPLOYED_IDLE, - L4D1_ACT_MP_RUN, - L4D1_ACT_MP_WALK, - L4D1_ACT_MP_AIRWALK, - L4D1_ACT_MP_CROUCHWALK, - L4D1_ACT_MP_SPRINT, - L4D1_ACT_MP_JUMP, - L4D1_ACT_MP_JUMP_START, - L4D1_ACT_MP_JUMP_FLOAT, - L4D1_ACT_MP_JUMP_LAND, - L4D1_ACT_MP_DOUBLEJUMP, - L4D1_ACT_MP_SWIM, - L4D1_ACT_MP_DEPLOYED, - L4D1_ACT_MP_SWIM_DEPLOYED, - L4D1_ACT_MP_VCD, - L4D1_ACT_MP_ATTACK_STAND_PRIMARYFIRE, - L4D1_ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED, - L4D1_ACT_MP_ATTACK_STAND_SECONDARYFIRE, - L4D1_ACT_MP_ATTACK_STAND_GRENADE, - L4D1_ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, - L4D1_ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED, - L4D1_ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, - L4D1_ACT_MP_ATTACK_CROUCH_GRENADE, - L4D1_ACT_MP_ATTACK_SWIM_PRIMARYFIRE, - L4D1_ACT_MP_ATTACK_SWIM_SECONDARYFIRE, - L4D1_ACT_MP_ATTACK_SWIM_GRENADE, - L4D1_ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, - L4D1_ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, - L4D1_ACT_MP_ATTACK_AIRWALK_GRENADE, - L4D1_ACT_MP_RELOAD_STAND, - L4D1_ACT_MP_RELOAD_STAND_LOOP, - L4D1_ACT_MP_RELOAD_STAND_END, - L4D1_ACT_MP_RELOAD_CROUCH, - L4D1_ACT_MP_RELOAD_CROUCH_LOOP, - L4D1_ACT_MP_RELOAD_CROUCH_END, - L4D1_ACT_MP_RELOAD_SWIM, - L4D1_ACT_MP_RELOAD_SWIM_LOOP, - L4D1_ACT_MP_RELOAD_SWIM_END, - L4D1_ACT_MP_RELOAD_AIRWALK, - L4D1_ACT_MP_RELOAD_AIRWALK_LOOP, - L4D1_ACT_MP_RELOAD_AIRWALK_END, - L4D1_ACT_MP_ATTACK_STAND_PREFIRE, - L4D1_ACT_MP_ATTACK_STAND_POSTFIRE, - L4D1_ACT_MP_ATTACK_STAND_STARTFIRE, - L4D1_ACT_MP_ATTACK_CROUCH_PREFIRE, - L4D1_ACT_MP_ATTACK_CROUCH_POSTFIRE, - L4D1_ACT_MP_ATTACK_SWIM_PREFIRE, - L4D1_ACT_MP_ATTACK_SWIM_POSTFIRE, - L4D1_ACT_MP_STAND_PRIMARY, - L4D1_ACT_MP_CROUCH_PRIMARY, - L4D1_ACT_MP_RUN_PRIMARY, - L4D1_ACT_MP_WALK_PRIMARY, - L4D1_ACT_MP_AIRWALK_PRIMARY, - L4D1_ACT_MP_CROUCHWALK_PRIMARY, - L4D1_ACT_MP_JUMP_PRIMARY, - L4D1_ACT_MP_JUMP_START_PRIMARY, - L4D1_ACT_MP_JUMP_FLOAT_PRIMARY, - L4D1_ACT_MP_JUMP_LAND_PRIMARY, - L4D1_ACT_MP_SWIM_PRIMARY, - L4D1_ACT_MP_DEPLOYED_PRIMARY, - L4D1_ACT_MP_SWIM_DEPLOYED_PRIMARY, - L4D1_ACT_MP_ATTACK_STAND_PRIMARY, - L4D1_ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, - L4D1_ACT_MP_ATTACK_CROUCH_PRIMARY, - L4D1_ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED, - L4D1_ACT_MP_ATTACK_SWIM_PRIMARY, - L4D1_ACT_MP_ATTACK_AIRWALK_PRIMARY, - L4D1_ACT_MP_RELOAD_STAND_PRIMARY, - L4D1_ACT_MP_RELOAD_STAND_PRIMARY_LOOP, - L4D1_ACT_MP_RELOAD_STAND_PRIMARY_END, - L4D1_ACT_MP_RELOAD_CROUCH_PRIMARY, - L4D1_ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP, - L4D1_ACT_MP_RELOAD_CROUCH_PRIMARY_END, - L4D1_ACT_MP_RELOAD_SWIM_PRIMARY, - L4D1_ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, - L4D1_ACT_MP_RELOAD_SWIM_PRIMARY_END, - L4D1_ACT_MP_RELOAD_AIRWALK_PRIMARY, - L4D1_ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP, - L4D1_ACT_MP_RELOAD_AIRWALK_PRIMARY_END, - L4D1_ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, - L4D1_ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, - L4D1_ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY, - L4D1_ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY, - L4D1_ACT_MP_STAND_SECONDARY, - L4D1_ACT_MP_CROUCH_SECONDARY, - L4D1_ACT_MP_RUN_SECONDARY, - L4D1_ACT_MP_WALK_SECONDARY, - L4D1_ACT_MP_AIRWALK_SECONDARY, - L4D1_ACT_MP_CROUCHWALK_SECONDARY, - L4D1_ACT_MP_JUMP_SECONDARY, - L4D1_ACT_MP_JUMP_START_SECONDARY, - L4D1_ACT_MP_JUMP_FLOAT_SECONDARY, - L4D1_ACT_MP_JUMP_LAND_SECONDARY, - L4D1_ACT_MP_SWIM_SECONDARY, - L4D1_ACT_MP_ATTACK_STAND_SECONDARY, - L4D1_ACT_MP_ATTACK_CROUCH_SECONDARY, - L4D1_ACT_MP_ATTACK_SWIM_SECONDARY, - L4D1_ACT_MP_ATTACK_AIRWALK_SECONDARY, - L4D1_ACT_MP_RELOAD_STAND_SECONDARY, - L4D1_ACT_MP_RELOAD_STAND_SECONDARY_LOOP, - L4D1_ACT_MP_RELOAD_STAND_SECONDARY_END, - L4D1_ACT_MP_RELOAD_CROUCH_SECONDARY, - L4D1_ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP, - L4D1_ACT_MP_RELOAD_CROUCH_SECONDARY_END, - L4D1_ACT_MP_RELOAD_SWIM_SECONDARY, - L4D1_ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, - L4D1_ACT_MP_RELOAD_SWIM_SECONDARY_END, - L4D1_ACT_MP_RELOAD_AIRWALK_SECONDARY, - L4D1_ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, - L4D1_ACT_MP_RELOAD_AIRWALK_SECONDARY_END, - L4D1_ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, - L4D1_ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, - L4D1_ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY, - L4D1_ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY, - L4D1_ACT_MP_STAND_MELEE, - L4D1_ACT_MP_CROUCH_MELEE, - L4D1_ACT_MP_RUN_MELEE, - L4D1_ACT_MP_WALK_MELEE, - L4D1_ACT_MP_AIRWALK_MELEE, - L4D1_ACT_MP_CROUCHWALK_MELEE, - L4D1_ACT_MP_JUMP_MELEE, - L4D1_ACT_MP_JUMP_START_MELEE, - L4D1_ACT_MP_JUMP_FLOAT_MELEE, - L4D1_ACT_MP_JUMP_LAND_MELEE, - L4D1_ACT_MP_SWIM_MELEE, - L4D1_ACT_MP_ATTACK_STAND_MELEE, - L4D1_ACT_MP_ATTACK_STAND_MELEE_SECONDARY, - L4D1_ACT_MP_ATTACK_CROUCH_MELEE, - L4D1_ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY, - L4D1_ACT_MP_ATTACK_SWIM_MELEE, - L4D1_ACT_MP_ATTACK_AIRWALK_MELEE, - L4D1_ACT_MP_ATTACK_STAND_GRENADE_MELEE, - L4D1_ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, - L4D1_ACT_MP_ATTACK_SWIM_GRENADE_MELEE, - L4D1_ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE, - L4D1_ACT_MP_GESTURE_FLINCH, - L4D1_ACT_MP_GESTURE_FLINCH_PRIMARY, - L4D1_ACT_MP_GESTURE_FLINCH_SECONDARY, - L4D1_ACT_MP_GESTURE_FLINCH_MELEE, - L4D1_ACT_MP_GESTURE_FLINCH_HEAD, - L4D1_ACT_MP_GESTURE_FLINCH_CHEST, - L4D1_ACT_MP_GESTURE_FLINCH_STOMACH, - L4D1_ACT_MP_GESTURE_FLINCH_LEFTARM, - L4D1_ACT_MP_GESTURE_FLINCH_RIGHTARM, - L4D1_ACT_MP_GESTURE_FLINCH_LEFTLEG, - L4D1_ACT_MP_GESTURE_FLINCH_RIGHTLEG, - L4D1_ACT_MP_GRENADE1_DRAW, - L4D1_ACT_MP_GRENADE1_IDLE, - L4D1_ACT_MP_GRENADE1_ATTACK, - L4D1_ACT_MP_GRENADE2_DRAW, - L4D1_ACT_MP_GRENADE2_IDLE, - L4D1_ACT_MP_GRENADE2_ATTACK, - L4D1_ACT_MP_PRIMARY_GRENADE1_DRAW, - L4D1_ACT_MP_PRIMARY_GRENADE1_IDLE, - L4D1_ACT_MP_PRIMARY_GRENADE1_ATTACK, - L4D1_ACT_MP_PRIMARY_GRENADE2_DRAW, - L4D1_ACT_MP_PRIMARY_GRENADE2_IDLE, - L4D1_ACT_MP_PRIMARY_GRENADE2_ATTACK, - L4D1_ACT_MP_SECONDARY_GRENADE1_DRAW, - L4D1_ACT_MP_SECONDARY_GRENADE1_IDLE, - L4D1_ACT_MP_SECONDARY_GRENADE1_ATTACK, - L4D1_ACT_MP_SECONDARY_GRENADE2_DRAW, - L4D1_ACT_MP_SECONDARY_GRENADE2_IDLE, - L4D1_ACT_MP_SECONDARY_GRENADE2_ATTACK, - L4D1_ACT_MP_MELEE_GRENADE1_DRAW, - L4D1_ACT_MP_MELEE_GRENADE1_IDLE, - L4D1_ACT_MP_MELEE_GRENADE1_ATTACK, - L4D1_ACT_MP_MELEE_GRENADE2_DRAW, - L4D1_ACT_MP_MELEE_GRENADE2_IDLE, - L4D1_ACT_MP_MELEE_GRENADE2_ATTACK, - L4D1_ACT_MP_STAND_BUILDING, - L4D1_ACT_MP_CROUCH_BUILDING, - L4D1_ACT_MP_RUN_BUILDING, - L4D1_ACT_MP_WALK_BUILDING, - L4D1_ACT_MP_AIRWALK_BUILDING, - L4D1_ACT_MP_CROUCHWALK_BUILDING, - L4D1_ACT_MP_JUMP_BUILDING, - L4D1_ACT_MP_JUMP_START_BUILDING, - L4D1_ACT_MP_JUMP_FLOAT_BUILDING, - L4D1_ACT_MP_JUMP_LAND_BUILDING, - L4D1_ACT_MP_SWIM_BUILDING, - L4D1_ACT_MP_ATTACK_STAND_BUILDING, - L4D1_ACT_MP_ATTACK_CROUCH_BUILDING, - L4D1_ACT_MP_ATTACK_SWIM_BUILDING, - L4D1_ACT_MP_ATTACK_AIRWALK_BUILDING, - L4D1_ACT_MP_ATTACK_STAND_GRENADE_BUILDING, - L4D1_ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, - L4D1_ACT_MP_ATTACK_SWIM_GRENADE_BUILDING, - L4D1_ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING, - L4D1_ACT_MP_STAND_PDA, - L4D1_ACT_MP_CROUCH_PDA, - L4D1_ACT_MP_RUN_PDA, - L4D1_ACT_MP_WALK_PDA, - L4D1_ACT_MP_AIRWALK_PDA, - L4D1_ACT_MP_CROUCHWALK_PDA, - L4D1_ACT_MP_JUMP_PDA, - L4D1_ACT_MP_JUMP_START_PDA, - L4D1_ACT_MP_JUMP_FLOAT_PDA, - L4D1_ACT_MP_JUMP_LAND_PDA, - L4D1_ACT_MP_SWIM_PDA, - L4D1_ACT_MP_ATTACK_STAND_PDA, - L4D1_ACT_MP_ATTACK_SWIM_PDA, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP, - L4D1_ACT_MP_GESTURE_VC_NODYES, - L4D1_ACT_MP_GESTURE_VC_NODNO, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_NODYES_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_NODNO_PRIMARY, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_NODYES_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_NODNO_SECONDARY, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP_MELEE, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP_MELEE, - L4D1_ACT_MP_GESTURE_VC_NODYES_MELEE, - L4D1_ACT_MP_GESTURE_VC_NODNO_MELEE, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP_BUILDING, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP_BUILDING, - L4D1_ACT_MP_GESTURE_VC_NODYES_BUILDING, - L4D1_ACT_MP_GESTURE_VC_NODNO_BUILDING, - L4D1_ACT_MP_GESTURE_VC_HANDMOUTH_PDA, - L4D1_ACT_MP_GESTURE_VC_FINGERPOINT_PDA, - L4D1_ACT_MP_GESTURE_VC_FISTPUMP_PDA, - L4D1_ACT_MP_GESTURE_VC_THUMBSUP_PDA, - L4D1_ACT_MP_GESTURE_VC_NODYES_PDA, - L4D1_ACT_MP_GESTURE_VC_NODNO_PDA, - L4D1_ACT_VM_UNUSABLE, - L4D1_ACT_VM_UNUSABLE_TO_USABLE, - L4D1_ACT_VM_USABLE_TO_UNUSABLE -} - -enum -{ - L4D2_ACT_RESET, - L4D2_ACT_IDLE, - L4D2_ACT_TRANSITION, - L4D2_ACT_COVER, - L4D2_ACT_COVER_MED, - L4D2_ACT_COVER_LOW, - L4D2_ACT_WALK, - L4D2_ACT_WALK_AIM, - L4D2_ACT_WALK_CROUCH, - L4D2_ACT_WALK_CROUCH_AIM, - L4D2_ACT_RUN, - L4D2_ACT_RUN_AIM, - L4D2_ACT_RUN_CROUCH, - L4D2_ACT_RUN_CROUCH_AIM, - L4D2_ACT_RUN_PROTECTED, - L4D2_ACT_SCRIPT_CUSTOM_MOVE, - L4D2_ACT_RANGE_ATTACK1, - L4D2_ACT_RANGE_ATTACK2, - L4D2_ACT_RANGE_ATTACK1_LOW, - L4D2_ACT_RANGE_ATTACK2_LOW, - L4D2_ACT_DIESIMPLE, - L4D2_ACT_DIEBACKWARD, - L4D2_ACT_DIEFORWARD, - L4D2_ACT_DIEVIOLENT, - L4D2_ACT_DIERAGDOLL, - L4D2_ACT_FLY, - L4D2_ACT_HOVER, - L4D2_ACT_GLIDE, - L4D2_ACT_SWIM, - L4D2_ACT_JUMP, - L4D2_ACT_HOP, - L4D2_ACT_LEAP, - L4D2_ACT_LAND, - L4D2_ACT_CLIMB_UP, - L4D2_ACT_CLIMB_DOWN, - L4D2_ACT_CLIMB_DISMOUNT, - L4D2_ACT_SHIPLADDER_UP, - L4D2_ACT_SHIPLADDER_DOWN, - L4D2_ACT_STRAFE_LEFT, - L4D2_ACT_STRAFE_RIGHT, - L4D2_ACT_ROLL_LEFT, - L4D2_ACT_ROLL_RIGHT, - L4D2_ACT_TURN_LEFT, - L4D2_ACT_TURN_RIGHT, - L4D2_ACT_CROUCH, - L4D2_ACT_CROUCHIDLE, - L4D2_ACT_STAND, - L4D2_ACT_USE, - L4D2_ACT_SIGNAL1, - L4D2_ACT_SIGNAL2, - L4D2_ACT_SIGNAL3, - L4D2_ACT_SIGNAL_ADVANCE, - L4D2_ACT_SIGNAL_FORWARD, - L4D2_ACT_SIGNAL_GROUP, - L4D2_ACT_SIGNAL_HALT, - L4D2_ACT_SIGNAL_LEFT, - L4D2_ACT_SIGNAL_RIGHT, - L4D2_ACT_SIGNAL_TAKECOVER, - L4D2_ACT_LOOKBACK_RIGHT, - L4D2_ACT_LOOKBACK_LEFT, - L4D2_ACT_COWER, - L4D2_ACT_SMALL_FLINCH, - L4D2_ACT_BIG_FLINCH, - L4D2_ACT_MELEE_ATTACK1, - L4D2_ACT_MELEE_ATTACK2, - L4D2_ACT_RELOAD, - L4D2_ACT_RELOAD_START, - L4D2_ACT_RELOAD_FINISH, - L4D2_ACT_RELOAD_LOW, - L4D2_ACT_ARM, - L4D2_ACT_DISARM, - L4D2_ACT_DROP_WEAPON, - L4D2_ACT_DROP_WEAPON_SHOTGUN, - L4D2_ACT_PICKUP_GROUND, - L4D2_ACT_PICKUP_RACK, - L4D2_ACT_IDLE_ANGRY, - L4D2_ACT_IDLE_RELAXED, - L4D2_ACT_IDLE_STIMULATED, - L4D2_ACT_IDLE_AGITATED, - L4D2_ACT_IDLE_STEALTH, - L4D2_ACT_IDLE_HURT, - L4D2_ACT_WALK_RELAXED, - L4D2_ACT_WALK_STIMULATED, - L4D2_ACT_WALK_AGITATED, - L4D2_ACT_WALK_STEALTH, - L4D2_ACT_RUN_RELAXED, - L4D2_ACT_RUN_STIMULATED, - L4D2_ACT_RUN_AGITATED, - L4D2_ACT_RUN_STEALTH, - L4D2_ACT_IDLE_AIM_RELAXED, - L4D2_ACT_IDLE_AIM_STIMULATED, - L4D2_ACT_IDLE_AIM_AGITATED, - L4D2_ACT_IDLE_AIM_STEALTH, - L4D2_ACT_WALK_AIM_RELAXED, - L4D2_ACT_WALK_AIM_STIMULATED, - L4D2_ACT_WALK_AIM_AGITATED, - L4D2_ACT_WALK_AIM_STEALTH, - L4D2_ACT_RUN_AIM_RELAXED, - L4D2_ACT_RUN_AIM_STIMULATED, - L4D2_ACT_RUN_AIM_AGITATED, - L4D2_ACT_RUN_AIM_STEALTH, - L4D2_ACT_CROUCHIDLE_STIMULATED, - L4D2_ACT_CROUCHIDLE_AIM_STIMULATED, - L4D2_ACT_CROUCHIDLE_AGITATED, - L4D2_ACT_WALK_HURT, - L4D2_ACT_RUN_HURT, - L4D2_ACT_SPECIAL_ATTACK1, - L4D2_ACT_SPECIAL_ATTACK2, - L4D2_ACT_COMBAT_IDLE, - L4D2_ACT_WALK_SCARED, - L4D2_ACT_RUN_SCARED, - L4D2_ACT_VICTORY_DANCE, - L4D2_ACT_DIE_HEADSHOT, - L4D2_ACT_DIE_CHESTSHOT, - L4D2_ACT_DIE_GUTSHOT, - L4D2_ACT_DIE_BACKSHOT, - L4D2_ACT_FLINCH_HEAD, - L4D2_ACT_FLINCH_CHEST, - L4D2_ACT_FLINCH_STOMACH, - L4D2_ACT_FLINCH_LEFTARM, - L4D2_ACT_FLINCH_RIGHTARM, - L4D2_ACT_FLINCH_LEFTLEG, - L4D2_ACT_FLINCH_RIGHTLEG, - L4D2_ACT_FLINCH_PHYSICS, - L4D2_ACT_FLINCH_HEAD_BACK, - L4D2_ACT_FLINCH_CHEST_BACK, - L4D2_ACT_FLINCH_STOMACH_BACK, - L4D2_ACT_FLINCH_CROUCH_FRONT, - L4D2_ACT_FLINCH_CROUCH_BACK, - L4D2_ACT_FLINCH_CROUCH_LEFT, - L4D2_ACT_FLINCH_CROUCH_RIGHT, - L4D2_ACT_IDLE_ON_FIRE, - L4D2_ACT_WALK_ON_FIRE, - L4D2_ACT_RUN_ON_FIRE, - L4D2_ACT_RAPPEL_LOOP, - L4D2_ACT_180_LEFT, - L4D2_ACT_180_RIGHT, - L4D2_ACT_90_LEFT, - L4D2_ACT_90_RIGHT, - L4D2_ACT_STEP_LEFT, - L4D2_ACT_STEP_RIGHT, - L4D2_ACT_STEP_BACK, - L4D2_ACT_STEP_FORE, - L4D2_ACT_GESTURE_RANGE_ATTACK1, - L4D2_ACT_GESTURE_RANGE_ATTACK2, - L4D2_ACT_GESTURE_MELEE_ATTACK1, - L4D2_ACT_GESTURE_MELEE_ATTACK2, - L4D2_ACT_GESTURE_RANGE_ATTACK1_LOW, - L4D2_ACT_GESTURE_RANGE_ATTACK2_LOW, - L4D2_ACT_MELEE_ATTACK_SWING_GESTURE, - L4D2_ACT_GESTURE_SMALL_FLINCH, - L4D2_ACT_GESTURE_BIG_FLINCH, - L4D2_ACT_GESTURE_FLINCH_BLAST, - L4D2_ACT_GESTURE_FLINCH_BLAST_SHOTGUN, - L4D2_ACT_GESTURE_FLINCH_BLAST_DAMAGED, - L4D2_ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN, - L4D2_ACT_GESTURE_FLINCH_HEAD, - L4D2_ACT_GESTURE_FLINCH_CHEST, - L4D2_ACT_GESTURE_FLINCH_STOMACH, - L4D2_ACT_GESTURE_FLINCH_LEFTARM, - L4D2_ACT_GESTURE_FLINCH_RIGHTARM, - L4D2_ACT_GESTURE_FLINCH_LEFTLEG, - L4D2_ACT_GESTURE_FLINCH_RIGHTLEG, - L4D2_ACT_GESTURE_TURN_LEFT, - L4D2_ACT_GESTURE_TURN_RIGHT, - L4D2_ACT_GESTURE_TURN_LEFT45, - L4D2_ACT_GESTURE_TURN_RIGHT45, - L4D2_ACT_GESTURE_TURN_LEFT90, - L4D2_ACT_GESTURE_TURN_RIGHT90, - L4D2_ACT_GESTURE_TURN_LEFT45_FLAT, - L4D2_ACT_GESTURE_TURN_RIGHT45_FLAT, - L4D2_ACT_GESTURE_TURN_LEFT90_FLAT, - L4D2_ACT_GESTURE_TURN_RIGHT90_FLAT, - L4D2_ACT_BARNACLE_HIT, - L4D2_ACT_BARNACLE_PULL, - L4D2_ACT_BARNACLE_CHOMP, - L4D2_ACT_BARNACLE_CHEW, - L4D2_ACT_DO_NOT_DISTURB, - L4D2_ACT_SPECIFIC_SEQUENCE, - L4D2_ACT_VM_DEPLOY, - L4D2_ACT_VM_RELOAD_EMPTY, - L4D2_ACT_VM_DRAW, - L4D2_ACT_VM_HOLSTER, - L4D2_ACT_VM_IDLE, - L4D2_ACT_VM_FIDGET, - L4D2_ACT_VM_PULLBACK, - L4D2_ACT_VM_PULLBACK_HIGH, - L4D2_ACT_VM_PULLBACK_LOW, - L4D2_ACT_VM_THROW, - L4D2_ACT_VM_DROP, - L4D2_ACT_VM_PULLPIN, - L4D2_ACT_VM_PRIMARYATTACK, - L4D2_ACT_VM_SECONDARYATTACK, - L4D2_ACT_VM_RELOAD, - L4D2_ACT_VM_DRYFIRE, - L4D2_ACT_VM_HITLEFT, - L4D2_ACT_VM_HITLEFT2, - L4D2_ACT_VM_HITRIGHT, - L4D2_ACT_VM_HITRIGHT2, - L4D2_ACT_VM_HITCENTER, - L4D2_ACT_VM_HITCENTER2, - L4D2_ACT_VM_MISSLEFT, - L4D2_ACT_VM_MISSLEFT2, - L4D2_ACT_VM_MISSRIGHT, - L4D2_ACT_VM_MISSRIGHT2, - L4D2_ACT_VM_MISSCENTER, - L4D2_ACT_VM_MISSCENTER2, - L4D2_ACT_VM_HAULBACK, - L4D2_ACT_VM_SWINGHARD, - L4D2_ACT_VM_SWINGMISS, - L4D2_ACT_VM_SWINGHIT, - L4D2_ACT_VM_IDLE_TO_LOWERED, - L4D2_ACT_VM_IDLE_LOWERED, - L4D2_ACT_VM_LOWERED_TO_IDLE, - L4D2_ACT_VM_RECOIL1, - L4D2_ACT_VM_RECOIL2, - L4D2_ACT_VM_RECOIL3, - L4D2_ACT_VM_PICKUP, - L4D2_ACT_VM_RELEASE, - L4D2_ACT_VM_MAUL_LOOP, - L4D2_ACT_VM_ATTACH_SILENCER, - L4D2_ACT_VM_DETACH_SILENCER, - L4D2_ACT_SLAM_STICKWALL_IDLE, - L4D2_ACT_SLAM_STICKWALL_ND_IDLE, - L4D2_ACT_SLAM_STICKWALL_ATTACH, - L4D2_ACT_SLAM_STICKWALL_ATTACH2, - L4D2_ACT_SLAM_STICKWALL_ND_ATTACH, - L4D2_ACT_SLAM_STICKWALL_ND_ATTACH2, - L4D2_ACT_SLAM_STICKWALL_DETONATE, - L4D2_ACT_SLAM_STICKWALL_DETONATOR_HOLSTER, - L4D2_ACT_SLAM_STICKWALL_DRAW, - L4D2_ACT_SLAM_STICKWALL_ND_DRAW, - L4D2_ACT_SLAM_STICKWALL_TO_THROW, - L4D2_ACT_SLAM_STICKWALL_TO_THROW_ND, - L4D2_ACT_SLAM_STICKWALL_TO_TRIPMINE_ND, - L4D2_ACT_SLAM_THROW_IDLE, - L4D2_ACT_SLAM_THROW_ND_IDLE, - L4D2_ACT_SLAM_THROW_THROW, - L4D2_ACT_SLAM_THROW_THROW2, - L4D2_ACT_SLAM_THROW_THROW_ND, - L4D2_ACT_SLAM_THROW_THROW_ND2, - L4D2_ACT_SLAM_THROW_DRAW, - L4D2_ACT_SLAM_THROW_ND_DRAW, - L4D2_ACT_SLAM_THROW_TO_STICKWALL, - L4D2_ACT_SLAM_THROW_TO_STICKWALL_ND, - L4D2_ACT_SLAM_THROW_DETONATE, - L4D2_ACT_SLAM_THROW_DETONATOR_HOLSTER, - L4D2_ACT_SLAM_THROW_TO_TRIPMINE_ND, - L4D2_ACT_SLAM_TRIPMINE_IDLE, - L4D2_ACT_SLAM_TRIPMINE_DRAW, - L4D2_ACT_SLAM_TRIPMINE_ATTACH, - L4D2_ACT_SLAM_TRIPMINE_ATTACH2, - L4D2_ACT_SLAM_TRIPMINE_TO_STICKWALL_ND, - L4D2_ACT_SLAM_TRIPMINE_TO_THROW_ND, - L4D2_ACT_SLAM_DETONATOR_IDLE, - L4D2_ACT_SLAM_DETONATOR_DRAW, - L4D2_ACT_SLAM_DETONATOR_DETONATE, - L4D2_ACT_SLAM_DETONATOR_HOLSTER, - L4D2_ACT_SLAM_DETONATOR_STICKWALL_DRAW, - L4D2_ACT_SLAM_DETONATOR_THROW_DRAW, - L4D2_ACT_SHOTGUN_RELOAD_START, - L4D2_ACT_SHOTGUN_RELOAD_FINISH, - L4D2_ACT_SHOTGUN_PUMP, - L4D2_ACT_SMG2_IDLE2, - L4D2_ACT_SMG2_FIRE2, - L4D2_ACT_SMG2_DRAW2, - L4D2_ACT_SMG2_RELOAD2, - L4D2_ACT_SMG2_DRYFIRE2, - L4D2_ACT_SMG2_TOAUTO, - L4D2_ACT_SMG2_TOBURST, - L4D2_ACT_PHYSCANNON_UPGRADE, - L4D2_ACT_RANGE_ATTACK_AR1, - L4D2_ACT_RANGE_ATTACK_AR2, - L4D2_ACT_RANGE_ATTACK_AR2_LOW, - L4D2_ACT_RANGE_ATTACK_AR2_GRENADE, - L4D2_ACT_RANGE_ATTACK_HMG1, - L4D2_ACT_RANGE_ATTACK_ML, - L4D2_ACT_RANGE_ATTACK_SMG1, - L4D2_ACT_RANGE_ATTACK_SMG1_LOW, - L4D2_ACT_RANGE_ATTACK_SMG2, - L4D2_ACT_RANGE_ATTACK_SHOTGUN, - L4D2_ACT_RANGE_ATTACK_SHOTGUN_LOW, - L4D2_ACT_RANGE_ATTACK_PISTOL, - L4D2_ACT_RANGE_ATTACK_PISTOL_LOW, - L4D2_ACT_RANGE_ATTACK_SLAM, - L4D2_ACT_RANGE_ATTACK_TRIPWIRE, - L4D2_ACT_RANGE_ATTACK_THROW, - L4D2_ACT_RANGE_ATTACK_SNIPER_RIFLE, - L4D2_ACT_RANGE_ATTACK_RPG, - L4D2_ACT_MELEE_ATTACK_SWING, - L4D2_ACT_RANGE_AIM_LOW, - L4D2_ACT_RANGE_AIM_SMG1_LOW, - L4D2_ACT_RANGE_AIM_PISTOL_LOW, - L4D2_ACT_RANGE_AIM_AR2_LOW, - L4D2_ACT_COVER_PISTOL_LOW, - L4D2_ACT_COVER_SMG1_LOW, - L4D2_ACT_GESTURE_RANGE_ATTACK_AR1, - L4D2_ACT_GESTURE_RANGE_ATTACK_AR2, - L4D2_ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE, - L4D2_ACT_GESTURE_RANGE_ATTACK_HMG1, - L4D2_ACT_GESTURE_RANGE_ATTACK_ML, - L4D2_ACT_GESTURE_RANGE_ATTACK_SMG1, - L4D2_ACT_GESTURE_RANGE_ATTACK_SMG1_LOW, - L4D2_ACT_GESTURE_RANGE_ATTACK_SMG2, - L4D2_ACT_GESTURE_RANGE_ATTACK_SHOTGUN, - L4D2_ACT_GESTURE_RANGE_ATTACK_PISTOL, - L4D2_ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW, - L4D2_ACT_GESTURE_RANGE_ATTACK_SLAM, - L4D2_ACT_GESTURE_RANGE_ATTACK_TRIPWIRE, - L4D2_ACT_GESTURE_RANGE_ATTACK_THROW, - L4D2_ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, - L4D2_ACT_GESTURE_MELEE_ATTACK_SWING, - L4D2_ACT_IDLE_RIFLE, - L4D2_ACT_IDLE_SMG1, - L4D2_ACT_IDLE_ANGRY_SMG1, - L4D2_ACT_IDLE_PISTOL, - L4D2_ACT_IDLE_ANGRY_PISTOL, - L4D2_ACT_IDLE_ANGRY_SHOTGUN, - L4D2_ACT_IDLE_STEALTH_PISTOL, - L4D2_ACT_IDLE_PACKAGE, - L4D2_ACT_WALK_PACKAGE, - L4D2_ACT_IDLE_SUITCASE, - L4D2_ACT_WALK_SUITCASE, - L4D2_ACT_IDLE_SMG1_RELAXED, - L4D2_ACT_IDLE_SMG1_STIMULATED, - L4D2_ACT_WALK_RIFLE_RELAXED, - L4D2_ACT_RUN_RIFLE_RELAXED, - L4D2_ACT_WALK_RIFLE_STIMULATED, - L4D2_ACT_RUN_RIFLE_STIMULATED, - L4D2_ACT_IDLE_AIM_RIFLE_STIMULATED, - L4D2_ACT_WALK_AIM_RIFLE_STIMULATED, - L4D2_ACT_RUN_AIM_RIFLE_STIMULATED, - L4D2_ACT_IDLE_SHOTGUN_RELAXED, - L4D2_ACT_IDLE_SHOTGUN_STIMULATED, - L4D2_ACT_IDLE_SHOTGUN_AGITATED, - L4D2_ACT_WALK_ANGRY, - L4D2_ACT_POLICE_HARASS1, - L4D2_ACT_POLICE_HARASS2, - L4D2_ACT_IDLE_MANNEDGUN, - L4D2_ACT_IDLE_MELEE, - L4D2_ACT_IDLE_ANGRY_MELEE, - L4D2_ACT_IDLE_RPG_RELAXED, - L4D2_ACT_IDLE_RPG, - L4D2_ACT_IDLE_ANGRY_RPG, - L4D2_ACT_COVER_LOW_RPG, - L4D2_ACT_WALK_RPG, - L4D2_ACT_RUN_RPG, - L4D2_ACT_WALK_CROUCH_RPG, - L4D2_ACT_RUN_CROUCH_RPG, - L4D2_ACT_WALK_RPG_RELAXED, - L4D2_ACT_RUN_RPG_RELAXED, - L4D2_ACT_WALK_RIFLE, - L4D2_ACT_WALK_AIM_RIFLE, - L4D2_ACT_WALK_CROUCH_RIFLE, - L4D2_ACT_WALK_CROUCH_AIM_RIFLE, - L4D2_ACT_RUN_RIFLE, - L4D2_ACT_RUN_AIM_RIFLE, - L4D2_ACT_RUN_CROUCH_RIFLE, - L4D2_ACT_RUN_CROUCH_AIM_RIFLE, - L4D2_ACT_RUN_STEALTH_PISTOL, - L4D2_ACT_WALK_AIM_SHOTGUN, - L4D2_ACT_RUN_AIM_SHOTGUN, - L4D2_ACT_WALK_PISTOL, - L4D2_ACT_RUN_PISTOL, - L4D2_ACT_WALK_AIM_PISTOL, - L4D2_ACT_RUN_AIM_PISTOL, - L4D2_ACT_WALK_STEALTH_PISTOL, - L4D2_ACT_WALK_AIM_STEALTH_PISTOL, - L4D2_ACT_RUN_AIM_STEALTH_PISTOL, - L4D2_ACT_RELOAD_PISTOL, - L4D2_ACT_RELOAD_PISTOL_LOW, - L4D2_ACT_RELOAD_SMG1, - L4D2_ACT_RELOAD_SMG1_LOW, - L4D2_ACT_RELOAD_SHOTGUN, - L4D2_ACT_RELOAD_SHOTGUN_LOW, - L4D2_ACT_GESTURE_RELOAD, - L4D2_ACT_GESTURE_RELOAD_PISTOL, - L4D2_ACT_GESTURE_RELOAD_SMG1, - L4D2_ACT_GESTURE_RELOAD_SHOTGUN, - L4D2_ACT_BUSY_LEAN_LEFT, - L4D2_ACT_BUSY_LEAN_LEFT_ENTRY, - L4D2_ACT_BUSY_LEAN_LEFT_EXIT, - L4D2_ACT_BUSY_LEAN_BACK, - L4D2_ACT_BUSY_LEAN_BACK_ENTRY, - L4D2_ACT_BUSY_LEAN_BACK_EXIT, - L4D2_ACT_BUSY_SIT_GROUND, - L4D2_ACT_BUSY_SIT_GROUND_ENTRY, - L4D2_ACT_BUSY_SIT_GROUND_EXIT, - L4D2_ACT_BUSY_SIT_CHAIR, - L4D2_ACT_BUSY_SIT_CHAIR_ENTRY, - L4D2_ACT_BUSY_SIT_CHAIR_EXIT, - L4D2_ACT_BUSY_STAND, - L4D2_ACT_BUSY_QUEUE, - L4D2_ACT_DUCK_DODGE, - L4D2_ACT_DIE_BARNACLE_SWALLOW, - L4D2_ACT_GESTURE_BARNACLE_STRANGLE, - L4D2_ACT_PHYSCANNON_DETACH, - L4D2_ACT_PHYSCANNON_ANIMATE, - L4D2_ACT_PHYSCANNON_ANIMATE_PRE, - L4D2_ACT_PHYSCANNON_ANIMATE_POST, - L4D2_ACT_DIE_FRONTSIDE, - L4D2_ACT_DIE_RIGHTSIDE, - L4D2_ACT_DIE_BACKSIDE, - L4D2_ACT_DIE_LEFTSIDE, - L4D2_ACT_DIE_CROUCH_FRONTSIDE, - L4D2_ACT_DIE_CROUCH_RIGHTSIDE, - L4D2_ACT_DIE_CROUCH_BACKSIDE, - L4D2_ACT_DIE_CROUCH_LEFTSIDE, - L4D2_ACT_DIE_INCAP, - L4D2_ACT_DIE_STANDING, - L4D2_ACT_OPEN_DOOR, - L4D2_ACT_DI_ALYX_ZOMBIE_MELEE, - L4D2_ACT_DI_ALYX_ZOMBIE_TORSO_MELEE, - L4D2_ACT_DI_ALYX_HEADCRAB_MELEE, - L4D2_ACT_DI_ALYX_ANTLION, - L4D2_ACT_DI_ALYX_ZOMBIE_SHOTGUN64, - L4D2_ACT_DI_ALYX_ZOMBIE_SHOTGUN26, - L4D2_ACT_READINESS_RELAXED_TO_STIMULATED, - L4D2_ACT_READINESS_RELAXED_TO_STIMULATED_WALK, - L4D2_ACT_READINESS_AGITATED_TO_STIMULATED, - L4D2_ACT_READINESS_STIMULATED_TO_RELAXED, - L4D2_ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, - L4D2_ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, - L4D2_ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, - L4D2_ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, - L4D2_ACT_IDLE_CARRY, - L4D2_ACT_WALK_CARRY, - L4D2_ACT_STARTDYING, - L4D2_ACT_DYINGLOOP, - L4D2_ACT_DYINGTODEAD, - L4D2_ACT_RIDE_MANNED_GUN, - L4D2_ACT_VM_SPRINT_ENTER, - L4D2_ACT_VM_SPRINT_IDLE, - L4D2_ACT_VM_SPRINT_LEAVE, - L4D2_ACT_FIRE_START, - L4D2_ACT_FIRE_LOOP, - L4D2_ACT_FIRE_END, - L4D2_ACT_CROUCHING_GRENADEIDLE, - L4D2_ACT_CROUCHING_GRENADEREADY, - L4D2_ACT_CROUCHING_PRIMARYATTACK, - L4D2_ACT_OVERLAY_GRENADEIDLE, - L4D2_ACT_OVERLAY_GRENADEREADY, - L4D2_ACT_OVERLAY_PRIMARYATTACK, - L4D2_ACT_OVERLAY_SHIELD_UP, - L4D2_ACT_OVERLAY_SHIELD_DOWN, - L4D2_ACT_OVERLAY_SHIELD_UP_IDLE, - L4D2_ACT_OVERLAY_SHIELD_ATTACK, - L4D2_ACT_OVERLAY_SHIELD_KNOCKBACK, - L4D2_ACT_SHIELD_UP, - L4D2_ACT_SHIELD_DOWN, - L4D2_ACT_SHIELD_UP_IDLE, - L4D2_ACT_SHIELD_ATTACK, - L4D2_ACT_SHIELD_KNOCKBACK, - L4D2_ACT_CROUCHING_SHIELD_UP, - L4D2_ACT_CROUCHING_SHIELD_DOWN, - L4D2_ACT_CROUCHING_SHIELD_UP_IDLE, - L4D2_ACT_CROUCHING_SHIELD_ATTACK, - L4D2_ACT_CROUCHING_SHIELD_KNOCKBACK, - L4D2_ACT_TURNRIGHT45, - L4D2_ACT_TURNLEFT45, - L4D2_ACT_TURN, - L4D2_ACT_OBJ_ASSEMBLING, - L4D2_ACT_OBJ_DISMANTLING, - L4D2_ACT_OBJ_STARTUP, - L4D2_ACT_OBJ_RUNNING, - L4D2_ACT_OBJ_IDLE, - L4D2_ACT_OBJ_PLACING, - L4D2_ACT_OBJ_DETERIORATING, - L4D2_ACT_OBJ_UPGRADING, - L4D2_ACT_DEPLOY, - L4D2_ACT_DEPLOY_IDLE, - L4D2_ACT_UNDEPLOY, - L4D2_ACT_CROSSBOW_DRAW_UNLOADED, - L4D2_ACT_GAUSS_SPINUP, - L4D2_ACT_GAUSS_SPINCYCLE, - L4D2_ACT_VM_PRIMARYATTACK_SILENCED, - L4D2_ACT_VM_RELOAD_SILENCED, - L4D2_ACT_VM_DRYFIRE_SILENCED, - L4D2_ACT_VM_IDLE_SILENCED, - L4D2_ACT_VM_DRAW_SILENCED, - L4D2_ACT_VM_IDLE_EMPTY_LEFT, - L4D2_ACT_VM_DRYFIRE_LEFT, - L4D2_ACT_VM_IS_DRAW, - L4D2_ACT_VM_IS_HOLSTER, - L4D2_ACT_VM_IS_IDLE, - L4D2_ACT_VM_IS_PRIMARYATTACK, - L4D2_ACT_PLAYER_IDLE_FIRE, - L4D2_ACT_PLAYER_CROUCH_FIRE, - L4D2_ACT_PLAYER_CROUCH_WALK_FIRE, - L4D2_ACT_PLAYER_WALK_FIRE, - L4D2_ACT_PLAYER_RUN_FIRE, - L4D2_ACT_IDLETORUN, - L4D2_ACT_RUNTOIDLE, - L4D2_ACT_VM_DRAW_DEPLOYED, - L4D2_ACT_HL2MP_IDLE_MELEE, - L4D2_ACT_HL2MP_RUN_MELEE, - L4D2_ACT_HL2MP_IDLE_CROUCH_MELEE, - L4D2_ACT_HL2MP_WALK_CROUCH_MELEE, - L4D2_ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, - L4D2_ACT_HL2MP_GESTURE_RELOAD_MELEE, - L4D2_ACT_HL2MP_JUMP_MELEE, - L4D2_ACT_VM_SHRIEK, - L4D2_ACT_VM_VOMIT, - L4D2_ACT_VM_COUGH, - L4D2_ACT_VM_LUNGE, - L4D2_ACT_VM_PUMMEL_ATTACK, - L4D2_ACT_VM_IDLE2REV, - L4D2_ACT_VM_REV2IDLE, - L4D2_ACT_IDLE_INJURED, - L4D2_ACT_IDLE_INCAP, - L4D2_ACT_WALK_INJURED, - L4D2_ACT_RUN_INJURED, - L4D2_ACT_IDLE_CALM, - L4D2_ACT_WALK_CALM, - L4D2_ACT_RUN_CALM, - L4D2_ACT_JUMP_SHOTGUN, - L4D2_ACT_JUMP_RIFLE, - L4D2_ACT_JUMP_SMG, - L4D2_ACT_JUMP_PISTOL, - L4D2_ACT_JUMP_DUAL_PISTOL, - L4D2_ACT_JUMP_ITEM, - L4D2_ACT_TERROR_HIT_BY_TANKPUNCH, - L4D2_ACT_TERROR_IDLE_FALL_FROM_TANKPUNCH, - L4D2_ACT_TERROR_TANKPUNCH_LAND, - L4D2_ACT_TERROR_HIT_BY_CHARGER, - L4D2_ACT_TERROR_IDLE_FALL_FROM_CHARGERHIT, - L4D2_ACT_TERROR_CHARGERHIT_LAND_SLOW, - L4D2_ACT_TERROR_CHARGER_PUMMELED, - L4D2_ACT_TERROR_CARRIED, - L4D2_ACT_TERROR_SLAMMED_WALL, - L4D2_ACT_TERROR_SLAMMED_GROUND, - L4D2_ACT_TERROR_CHARGER_POUNDED_NORTH, - L4D2_ACT_TERROR_CHARGER_POUNDED_UP, - L4D2_ACT_TERROR_CHARGER_POUNDED_INCAP, - L4D2_ACT_TERROR_CHARGER_POUNDED_DOWN, - L4D2_ACT_TERROR_CHARGER_PUMMEL, - L4D2_ACT_TERROR_SLAM_GROUND, - L4D2_ACT_TERROR_CHARGER_POUND_NORTH, - L4D2_ACT_TERROR_CHARGER_POUND_UP, - L4D2_ACT_TERROR_CHARGER_POUND_DOWN_PRODUCER, - L4D2_ACT_TERROR_CHARGER_POUND_DOWN_COACH, - L4D2_ACT_TERROR_CHARGER_POUND_DOWN, - L4D2_ACT_TERROR_PUMMELED_LOOP, - L4D2_ACT_TERROR_SPITTER_SPIT, - L4D2_ACT_TERROR_HEAL_SELF, - L4D2_ACT_TERROR_HEAL_FRIEND, - L4D2_ACT_TERROR_HEAL_INCAPACITATED, - L4D2_ACT_TERROR_CROUCH_HEAL_SELF, - L4D2_ACT_TERROR_CROUCH_HEAL_FRIEND, - L4D2_ACT_TERROR_CROUCH_HEAL_INCAPACITATED, - L4D2_ACT_TERROR_HEAL_INCAPACITATED_ABOVE, - L4D2_ACT_TERROR_CROUCH_HEAL_INCAPACITATED_ABOVE, - L4D2_ACT_TERROR_USE_PILLS, - L4D2_ACT_TERROR_USE_ADRENALINE, - L4D2_ACT_TERROR_USE_ADRENALINE_CROUCHING, - L4D2_ACT_TERROR_USE_DEFIBRILLATOR, - L4D2_ACT_TERROR_CROUCH_USE_DEFIBRILLATOR, - L4D2_ACT_TERROR_REVIVE_FROM_DEATH, - L4D2_ACT_TERROR_DEFIBRILLATOR_SHOCK, - L4D2_ACT_TERROR_USE_UPGRADEPACK, - L4D2_ACT_TERROR_CROUCH_USE_UPGRADEPACK, - L4D2_ACT_TERROR_USE_GAS_CAN, - L4D2_ACT_TERROR_USE_COLA, - L4D2_ACT_TERROR_IDLE_NEUTRAL, - L4D2_ACT_TERROR_IDLE_ALERT, - L4D2_ACT_TERROR_IDLE_INTENSE, - L4D2_ACT_TERROR_IDLE_ALERT_INJURED_AHEAD, - L4D2_ACT_TERROR_IDLE_ALERT_AHEAD, - L4D2_ACT_TERROR_IDLE_ALERT_INJURED_BEHIND, - L4D2_ACT_TERROR_IDLE_ALERT_BEHIND, - L4D2_ACT_TERROR_IDLE_ALERT_INJURED_LEFT, - L4D2_ACT_TERROR_IDLE_ALERT_LEFT, - L4D2_ACT_TERROR_IDLE_ALERT_INJURED_RIGHT, - L4D2_ACT_TERROR_IDLE_ALERT_RIGHT, - L4D2_ACT_TERROR_IDLE_ACQUIRE, - L4D2_ACT_TERROR_LEAN_FORWARD_IDLE, - L4D2_ACT_TERROR_LEAN_BACKWARD_IDLE, - L4D2_ACT_TERROR_LEAN_LEFTWARD_IDLE, - L4D2_ACT_TERROR_LEAN_RIGHTWARD_IDLE, - L4D2_ACT_TERROR_FIDGET, - L4D2_ACT_TERROR_NEUTRAL_TO_ALERT, - L4D2_ACT_TERROR_ALERT_TO_NEUTRAL, - L4D2_ACT_TERROR_FACE_LEFT_NEUTRAL, - L4D2_ACT_TERROR_FACE_LEFT_ALERT, - L4D2_ACT_TERROR_FACE_LEFT_INTENSE, - L4D2_ACT_TERROR_FACE_RIGHT_NEUTRAL, - L4D2_ACT_TERROR_FACE_RIGHT_ALERT, - L4D2_ACT_TERROR_FACE_RIGHT_INTENSE, - L4D2_ACT_TERROR_ABOUT_FACE_NEUTRAL, - L4D2_ACT_TERROR_ABOUT_FACE_ALERT, - L4D2_ACT_TERROR_ABOUT_FACE_INTENSE, - L4D2_ACT_TERROR_SHAMBLE, - L4D2_ACT_TERROR_WALK_NEUTRAL, - L4D2_ACT_TERROR_WALK_ALERT, - L4D2_ACT_TERROR_WALK_INTENSE, - L4D2_ACT_TERROR_RUN_NEUTRAL, - L4D2_ACT_TERROR_RUN_ALERT, - L4D2_ACT_TERROR_RUN_INTENSE, - L4D2_ACT_TERROR_RUN_ON_FIRE_INTENSE, - L4D2_ACT_TERROR_RUN_INTENSE_TO_STAND_ALERT, - L4D2_ACT_TERROR_CROUCH_IDLE_NEUTRAL, - L4D2_ACT_TERROR_CROUCH_IDLE_ALERT, - L4D2_ACT_TERROR_CROUCH_IDLE_INTENSE, - L4D2_ACT_TERROR_CROUCH_WALK_NEUTRAL, - L4D2_ACT_TERROR_CROUCH_WALK_ALERT, - L4D2_ACT_TERROR_CROUCH_WALK_INTENSE, - L4D2_ACT_TERROR_CROUCH_RUN_NEUTRAL, - L4D2_ACT_TERROR_CROUCH_RUN_ALERT, - L4D2_ACT_TERROR_CROUCH_RUN_INTENSE, - L4D2_ACT_TERROR_CRAWL_RUN, - L4D2_ACT_TERROR_IDLE_ON_FIRE, - L4D2_ACT_TERROR_WALK_ON_FIRE, - L4D2_ACT_TERROR_RUN_ON_FIRE, - L4D2_ACT_TERROR_ATTACK, - L4D2_ACT_TERROR_ATTACK_CONTINUOUSLY, - L4D2_ACT_TERROR_ATTACK_LOW, - L4D2_ACT_TERROR_ATTACK_LOW_CONTINUOUSLY, - L4D2_ACT_TERROR_ATTACK_DOOR, - L4D2_ACT_TERROR_ATTACK_DOOR_CONTINUOUSLY, - L4D2_ACT_TERROR_UNABLE_TO_REACH_TARGET, - L4D2_ACT_TERROR_REACH_THROUGH_DOOR, - L4D2_ACT_TERROR_SHOVED_FORWARD, - L4D2_ACT_TERROR_SHOVED_BACKWARD, - L4D2_ACT_TERROR_SHOVED_LEFTWARD, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD, - L4D2_ACT_TERROR_SHOVED_FORWARD_CHAINSAW, - L4D2_ACT_TERROR_SHOVED_BACKWARD_CHAINSAW, - L4D2_ACT_TERROR_SHOVED_LEFTWARD_CHAINSAW, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD_CHAINSAW, - L4D2_ACT_TERROR_SHOVED_FORWARD_BAT, - L4D2_ACT_TERROR_SHOVED_BACKWARD_BAT, - L4D2_ACT_TERROR_SHOVED_LEFTWARD_BAT, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD_BAT, - L4D2_ACT_TERROR_SHOVED_FORWARD_MELEE, - L4D2_ACT_TERROR_SHOVED_BACKWARD_MELEE, - L4D2_ACT_TERROR_SHOVED_LEFTWARD_MELEE, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD_MELEE, - L4D2_ACT_TERROR_SHOVED_BACKWARD_INTO_WALL, - L4D2_ACT_TERROR_SHOVED_FORWARD_INTO_WALL, - L4D2_ACT_TERROR_SHOVED_LEFTWARD_INTO_WALL, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD_INTO_WALL, - L4D2_ACT_TERROR_SHOVED_BACKWARD_FROM_SIT, - L4D2_ACT_TERROR_SHOVED_RIGHTWARD_FROM_SIT, - L4D2_ACT_TERROR_SHOVED_LEFTWARD_FROM_SIT, - L4D2_ACT_TERROR_TUGGED_FORWARD, - L4D2_ACT_TERROR_TUGGED_BACKWARD, - L4D2_ACT_TERROR_TUGGED_LEFTWARD, - L4D2_ACT_TERROR_TUGGED_RIGHTWARD, - L4D2_ACT_TERROR_SIT_IDLE, - L4D2_ACT_TERROR_SIT_FROM_STAND, - L4D2_ACT_TERROR_SIT_TO_STAND, - L4D2_ACT_TERROR_SIT_TO_STAND_ALERT, - L4D2_ACT_TERROR_SIT_TO_LIE, - L4D2_ACT_TERROR_LIE_IDLE, - L4D2_ACT_TERROR_LIE_FROM_STAND, - L4D2_ACT_TERROR_LIE_TO_STAND, - L4D2_ACT_TERROR_LIE_TO_STAND_ALERT, - L4D2_ACT_TERROR_LIE_TO_SIT, - L4D2_ACT_TERROR_JUMP, - L4D2_ACT_TERROR_JUMP_UP_TO_LEDGE, - L4D2_ACT_TERROR_JUMP_DOWN_FROM_LEDGE, - L4D2_ACT_TERROR_JUMP_OVER_GAP, - L4D2_ACT_TERROR_JUMP_LANDING, - L4D2_ACT_TERROR_JUMP_LANDING_HARD, - L4D2_ACT_TERROR_JUMP_LANDING_NEUTRAL, - L4D2_ACT_TERROR_JUMP_LANDING_HARD_NEUTRAL, - L4D2_ACT_TERROR_FALL, - L4D2_ACT_TERROR_DIE_FROM_STAND, - L4D2_ACT_TERROR_DIE_FROM_CROUCH, - L4D2_ACT_TERROR_DIE_WHILE_RUNNING, - L4D2_ACT_TERROR_DIE_BACKWARD_FROM_SHOTGUN, - L4D2_ACT_TERROR_DIE_FORWARD_FROM_SHOTGUN, - L4D2_ACT_TERROR_DIE_LEFTWARD_FROM_SHOTGUN, - L4D2_ACT_TERROR_DIE_RIGHTWARD_FROM_SHOTGUN, - L4D2_ACT_BLUDGEON_DEATH_BACK, - L4D2_ACT_BLUDGEON_DEATH_FORWARD, - L4D2_ACT_BLUDGEON_DEATH_LEFT, - L4D2_ACT_BLUDGEON_DEATH_RIGHT, - L4D2_ACT_SLICING_DEATH_BACK, - L4D2_ACT_SLICING_DEATH_FORWARD, - L4D2_ACT_SLICING_DEATH_LEFT, - L4D2_ACT_SLICING_DEATH_RIGHT, - L4D2_ACT_TERROR_WITCH_ANGRY, - L4D2_ACT_TERROR_WITCH_ANGRY_HIGH, - L4D2_ACT_TERROR_WITCH_IDLE, - L4D2_ACT_TERROR_WITCH_IDLE_PRE_RETREAT, - L4D2_ACT_TERROR_WITCH_RETREAT, - L4D2_ACT_TERROR_WITCH_KILL_DISPLAY, - L4D2_ACT_TERROR_WITCH_KILL_LOOP, - L4D2_ACT_TERROR_WITCH_WANDER_WALK, - L4D2_ACT_TERROR_WITCH_WANDER_IDLE, - L4D2_ACT_TERROR_WITCH_WANDER_ACQUIRE, - L4D2_ACT_TERROR_TUG, - L4D2_ACT_TERROR_FLINCH, - L4D2_ACT_TERROR_FLINCH_LEDGE, - L4D2_ACT_SECONDARYATTACK, - L4D2_ACT_TERROR_INCAP_CRAWL, - L4D2_ACT_TERROR_INCAP_TO_STAND, - L4D2_ACT_TERROR_INCAP_TO_CROUCH, - L4D2_ACT_TERROR_ITEM_PICKUP, - L4D2_ACT_IDLE_INCAP_PISTOL, - L4D2_ACT_IDLE_INCAP_ELITES, - L4D2_ACT_FALL, - L4D2_ACT_CALL_FOR_RESCUE, - L4D2_ACT_PUSH, - L4D2_ACT_IDLE_MINIGUN, - L4D2_ACT_PRIMARYATTACK_MINIGUN, - L4D2_ACT_GEST_HEAD_NOD, - L4D2_ACT_GEST_HEAD_YES, - L4D2_ACT_GEST_HEAD_NO, - L4D2_ACT_TERROR_LEDGE_CLIMB, - L4D2_ACT_TERROR_LEDGE_CLIMB_TO_CROUCH, - L4D2_ACT_TERROR_FALL_GRAB_LEDGE, - L4D2_ACT_TERROR_LEDGE_HANG_FIRM, - L4D2_ACT_TERROR_LEDGE_HANG_WEAK, - L4D2_ACT_TERROR_LEDGE_HANG_DANGLE, - L4D2_ACT_TERROR_IDLE_LADDER, - L4D2_ACT_TERROR_LADDER_DISMOUNT, - L4D2_ACT_TERROR_CLIMB_24_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_36_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_38_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_48_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_50_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_60_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_70_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_72_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_84_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_96_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_108_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_115_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_120_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_130_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_132_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_144_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_150_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_156_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_166_FROM_STAND, - L4D2_ACT_TERROR_CLIMB_168_FROM_STAND, - L4D2_ACT_TERROR_HUNTER_LUNGE_INTO_SURVIVOR, - L4D2_ACT_TERROR_HUNTER_LUNGE, - L4D2_ACT_TERROR_HUNTER_LUNGE_WHILE_RUNNING, - L4D2_ACT_TERROR_HUNTER_LANDING_HARD, - L4D2_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_RIGHT, - L4D2_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_LEFT, - L4D2_ACT_TERROR_HUNTER_LUNGE_OFF_WALL_BACK, - L4D2_ACT_TERROR_HUNTER_LUNGE_IDLE, - L4D2_ACT_TERROR_HUNTER_LUNGE_ONTO_WALL, - L4D2_ACT_TERROR_HUNTER_POUNCE, - L4D2_ACT_TERROR_HUNTER_POUNCE_IDLE, - L4D2_ACT_TERROR_SMOKER_PREPARE_TONGUE_LAUNCH, - L4D2_ACT_TERROR_SMOKER_SENDING_OUT_TONGUE, - L4D2_ACT_TERROR_SMOKER_SENDING_OUT_TONGUE_IDLE, - L4D2_ACT_TERROR_SMOKER_REELING_IN_TONGUE, - L4D2_ACT_TERROR_SMOKER_REELING_IN_TONGUE_IDLE, - L4D2_ACT_TERROR_SMOKER_CRITICAL_ATTACK, - L4D2_ACT_TERROR_SMOKER_CRITICAL_ATTACK_IDLE, - L4D2_ACT_TERROR_SMOKER_END_TONGUE_ATTACK, - L4D2_ACT_TERROR_RUN_LEAKER, - L4D2_ACT_TERROR_CROUCH_LEAKER, - L4D2_ACT_TERROR_CROUCHIDLE_LEAKER, - L4D2_ACT_TERROR_GUARD, - L4D2_ACT_HULK_THROW, - L4D2_ACT_TANK_OVERHEAD_THROW, - L4D2_ACT_HULK_ATTACK_LOW, - L4D2_ACT_TERROR_HUNTER_POUNCE_MELEE, - L4D2_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_L, - L4D2_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_R, - L4D2_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_BACKWARD, - L4D2_ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_FORWARD, - L4D2_ACT_TERROR_CHARGER_CHARGE, - L4D2_ACT_IDLE_POUNCED, - L4D2_ACT_TERROR_POUNCED_TO_STAND, - L4D2_ACT_TERROR_INCAP_FROM_POUNCE, - L4D2_ACT_TERROR_INCAP_FROM_TONGUE, - L4D2_ACT_TERROR_IDLE_FALL_FROM_TONGUE, - L4D2_ACT_TERROR_HANGING_FROM_TONGUE, - L4D2_ACT_TERROR_HANGING_FROM_TONGUE_MALE, - L4D2_ACT_TERROR_HANGING_FROM_TONGUE_FEMALE, - L4D2_ACT_TERROR_STANDING_CHOKE_FROM_TONGUE, - L4D2_ACT_TERROR_DRAGGING_FROM_TONGUE, - L4D2_ACT_TERROR_DRAGGING_FROM_TONGUE_MALE, - L4D2_ACT_TERROR_DRAGGING_FROM_TONGUE_FEMALE, - L4D2_ACT_TERROR_DRAGGING_FROM_TONGUE_DEPLOY, - L4D2_ACT_TERROR_CHOKING_TONGUE_GROUND, - L4D2_ACT_TERROR_CHOKING_TONGUE_GROUND_MALE, - L4D2_ACT_TERROR_CHOKING_TONGUE_GROUND_FEMALE, - L4D2_ACT_TERROR_INCAP_FROM_TONGUE_GERMANY, - L4D2_ACT_TERROR_HANGING_FROM_TONGUE_GERMANY, - L4D2_ACT_TERROR_IDLE_FALL_FROM_TONGUE_GERMANY, - L4D2_ACT_TERROR_STANDING_CHOKE_FROM_TONGUE_GERMANY, - L4D2_ACT_TERROR_ATTACK_MOVING, - L4D2_ACT_TERROR_TANKROCK_TO_STAND, - L4D2_ACT_TERROR_HULK_VICTORY, - L4D2_ACT_TERROR_HULK_VICTORY_B, - L4D2_ACT_TERROR_RAGE_AT_ENEMY, - L4D2_ACT_TERROR_RAGE_AT_KNOCKDOWN, - L4D2_ACT_TERROR_SMASH_LEFT, - L4D2_ACT_TERROR_SMASH_RIGHT, - L4D2_ACT_TERROR_JOCKEY_RIDE, - L4D2_ACT_TERROR_JOCKEY_RIDDEN, - L4D2_ACT_VM_LUNGE_LAYER, - L4D2_ACT_VM_LUNGE_PUSH, - L4D2_ACT_VM_LUNGE_PUSH_LAYER, - L4D2_ACT_VM_LUNGE_OFFWALL, - L4D2_ACT_VM_LUNGE_OFFWALL_LAYER, - L4D2_ACT_VM_LUNGE_POUNCE, - L4D2_ACT_VM_LUNGE_POUNCE_LAYER, - L4D2_ACT_VM_POUNCE, - L4D2_ACT_VM_POUNCE_LAYER, - L4D2_ACT_VM_VOMIT_LAYER, - L4D2_ACT_VM_TONGUE, - L4D2_ACT_VM_TONGUE_LAYER, - L4D2_ACT_VM_BITE, - L4D2_ACT_VM_BITE_LAYER, - L4D2_ACT_VM_COUGH_LAYER, - L4D2_ACT_VM_FIDGET_LAYER, - L4D2_ACT_DOOR_OPEN, - L4D2_ACT_DOOR_OPENFAIL, - L4D2_ACT_DOOR_ANIMTOLOCK, - L4D2_ACT_DOOR_ANIMTOUNLOCK, - L4D2_ACT_VM_ITEMPICKUP_EXTEND, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP, - L4D2_ACT_VM_ITEMPICKUP_LOOP_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND, - L4D2_ACT_VM_HELPINGHAND_EXTEND_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP, - L4D2_ACT_VM_HELPINGHAND_LOOP_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT, - L4D2_ACT_VM_HELPINGHAND_RETRACT_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_PISTOL, - L4D2_ACT_VM_HELPINGHAND_LOOP_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PISTOL, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PISTOL, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL, - L4D2_ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL, - L4D2_ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL, - L4D2_ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_RIFLE, - L4D2_ACT_VM_ITEMPICKUP_LOOP_RIFLE_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_RIFLE, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_RIFLE_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_RIFLE, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_RIFLE_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_RIFLE, - L4D2_ACT_VM_HELPINGHAND_LOOP_RIFLE_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_RIFLE, - L4D2_ACT_VM_HELPINGHAND_EXTEND_RIFLE_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_RIFLE, - L4D2_ACT_VM_HELPINGHAND_RETRACT_RIFLE_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_SMG, - L4D2_ACT_VM_ITEMPICKUP_LOOP_SMG_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_SMG, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_SMG_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_SMG, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_SMG_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_SMG, - L4D2_ACT_VM_HELPINGHAND_LOOP_SMG_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_SMG, - L4D2_ACT_VM_HELPINGHAND_EXTEND_SMG_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_SMG, - L4D2_ACT_VM_HELPINGHAND_RETRACT_SMG_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_SNIPER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_SNIPER_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_SNIPER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_SNIPER_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_SNIPER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_SNIPER_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_SNIPER, - L4D2_ACT_VM_HELPINGHAND_LOOP_SNIPER_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_SNIPER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_SNIPER_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_SNIPER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_SNIPER_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_PIPEBOMB, - L4D2_ACT_VM_HELPINGHAND_LOOP_PIPEBOMB_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_MOLOTOV, - L4D2_ACT_VM_ITEMPICKUP_LOOP_MOLOTOV_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_MOLOTOV, - L4D2_ACT_VM_HELPINGHAND_LOOP_MOLOTOV_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_MOLOTOV, - L4D2_ACT_VM_HELPINGHAND_EXTEND_MOLOTOV_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_MOLOTOV, - L4D2_ACT_VM_HELPINGHAND_RETRACT_MOLOTOV_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_MEDKIT, - L4D2_ACT_VM_ITEMPICKUP_LOOP_MEDKIT_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_MEDKIT, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_MEDKIT_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_MEDKIT, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_MEDKIT_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_MEDKIT, - L4D2_ACT_VM_HELPINGHAND_LOOP_MEDKIT_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_MEDKIT, - L4D2_ACT_VM_HELPINGHAND_EXTEND_MEDKIT_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_MEDKIT, - L4D2_ACT_VM_HELPINGHAND_RETRACT_MEDKIT_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PAINPILLS, - L4D2_ACT_VM_ITEMPICKUP_LOOP_PAINPILLS_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_PAINPILLS, - L4D2_ACT_VM_HELPINGHAND_LOOP_PAINPILLS_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PAINPILLS, - L4D2_ACT_VM_HELPINGHAND_EXTEND_PAINPILLS_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PAINPILLS, - L4D2_ACT_VM_HELPINGHAND_RETRACT_PAINPILLS_LAYER, - L4D2_ACT_VM_CANCEL, - L4D2_ACT_VM_CANCEL_LAYER, - L4D2_ACT_CROUCHIDLE_RIFLE, - L4D2_ACT_IDLE_INJURED_RIFLE, - L4D2_ACT_WALK_INJURED_RIFLE, - L4D2_ACT_RUN_INJURED_RIFLE, - L4D2_ACT_DEPLOY_RIFLE, - L4D2_ACT_PRIMARYATTACK_RIFLE, - L4D2_ACT_RELOAD_RIFLE, - L4D2_ACT_IDLE_CALM_RIFLE, - L4D2_ACT_WALK_CALM_RIFLE, - L4D2_ACT_RUN_CALM_RIFLE, - L4D2_ACT_MELEE_SWEEP_RIFLE_IDLE, - L4D2_ACT_MELEE_SHOVE_RIFLE_IDLE, - L4D2_ACT_MELEE_STRAIGHT_RIFLE_IDLE, - L4D2_ACT_MELEE_SWEEP_RIFLE_RUN, - L4D2_ACT_MELEE_SHOVE_RIFLE_RUN, - L4D2_ACT_MELEE_STRAIGHT_RIFLE_RUN, - L4D2_ACT_TERROR_PULLED_RUN_RIFLE, - L4D2_ACT_MELEE_STOMP_RIFLE_IDLE, - L4D2_ACT_MELEE_STOMP_RIFLE_WALK, - L4D2_ACT_IDLE_SHOTGUN, - L4D2_ACT_WALK_SHOTGUN, - L4D2_ACT_RUN_SHOTGUN, - L4D2_ACT_IDLE_CALM_SHOTGUN, - L4D2_ACT_CROUCHIDLE_SHOTGUN, - L4D2_ACT_RUN_CROUCH_SHOTGUN, - L4D2_ACT_DEPLOY_SHOTGUN, - L4D2_ACT_PRIMARYATTACK_SHOTGUN, - L4D2_ACT_RELOAD_SHOTGUN_START, - L4D2_ACT_RELOAD_SHOTGUN_LOOP, - L4D2_ACT_RELOAD_SHOTGUN_END, - L4D2_ACT_IDLE_PUMPSHOTGUN, - L4D2_ACT_CROUCHIDLE_PUMPSHOTGUN, - L4D2_ACT_IDLE_CALM_PUMPSHOTGUN, - L4D2_ACT_IDLE_INJURED_PUMPSHOTGUN, - L4D2_ACT_WALK_PUMPSHOTGUN, - L4D2_ACT_RUN_CROUCH_PUMPSHOTGUN, - L4D2_ACT_RUN_PUMPSHOTGUN, - L4D2_ACT_WALK_CALM_PUMPSHOTGUN, - L4D2_ACT_RUN_CALM_PUMPSHOTGUN, - L4D2_ACT_WALK_INJURED_PUMPSHOTGUN, - L4D2_ACT_RUN_INJURED_PUMPSHOTGUN, - L4D2_ACT_PRIMARYATTACK_PUMPSHOTGUN, - L4D2_ACT_RELOAD_PUMPSHOTGUN_START, - L4D2_ACT_RELOAD_PUMPSHOTGUN_LOOP, - L4D2_ACT_RELOAD_PUMPSHOTGUN_END, - L4D2_ACT_RELOAD_GRENADE_LAUNCHER, - L4D2_ACT_IDLE_GREN, - L4D2_ACT_CROUCHIDLE_GREN, - L4D2_ACT_IDLE_INJURED_GREN, - L4D2_ACT_RUN_GREN, - L4D2_ACT_WALK_GREN, - L4D2_ACT_RUN_CROUCH_GREN, - L4D2_ACT_DEPLOY_GREN, - L4D2_ACT_WALK_INJURED_GREN, - L4D2_ACT_RUN_INJURED_GREN, - L4D2_ACT_PRIMARYATTACK_GREN1_IDLE, - L4D2_ACT_PRIMARYATTACK_GREN2_IDLE, - L4D2_ACT_PRIMARYATTACK_GREN1_RUN, - L4D2_ACT_PRIMARYATTACK_GREN2_RUN, - L4D2_ACT_IDLE_GREN_PULL_BACK, - L4D2_ACT_CROUCHIDLE_GREN_PULL_BACK, - L4D2_ACT_IDLE_INJURED_GREN_PULL_BACK, - L4D2_ACT_RUN_GREN_PULL_BACK, - L4D2_ACT_WALK_GREN_PULL_BACK, - L4D2_ACT_RUN_CROUCH_GREN_PULL_BACK, - L4D2_ACT_WALK_INJURED_GREN_PULL_BACK, - L4D2_ACT_RUN_INJURED_GREN_PULL_BACK, - L4D2_ACT_IDLE_SNIPER, - L4D2_ACT_CROUCHIDLE_SNIPER, - L4D2_ACT_IDLE_CALM_SNIPER, - L4D2_ACT_IDLE_INJURED_SNIPER, - L4D2_ACT_WALK_SNIPER, - L4D2_ACT_RUN_CROUCH_SNIPER, - L4D2_ACT_RUN_SNIPER, - L4D2_ACT_WALK_CALM_SNIPER, - L4D2_ACT_RUN_CALM_SNIPER, - L4D2_ACT_WALK_INJURED_SNIPER, - L4D2_ACT_RUN_INJURED_SNIPER, - L4D2_ACT_IDLE_SNIPER_ZOOMED, - L4D2_ACT_CROUCHIDLE_SNIPER_ZOOMED, - L4D2_ACT_IDLE_INJURED_SNIPER_ZOOMED, - L4D2_ACT_IDLE_SNIPER_MILITARY, - L4D2_ACT_IDLE_SNIPER_MILITARYZOOMED, - L4D2_ACT_CROUCHIDLE_SNIPER_MILITARY, - L4D2_ACT_CROUCHIDLE_SNIPER_MILITARYZOOMED, - L4D2_ACT_IDLE_CALM_SNIPER_MILITARY, - L4D2_ACT_IDLE_INJURED_SNIPER_MILITARY, - L4D2_ACT_IDLE_INJURED_SNIPER_MILITARYZOOMED, - L4D2_ACT_RUN_CROUCH_SNIPER_MILITARY, - L4D2_ACT_WALK_SNIPER_MILITARY, - L4D2_ACT_RUN_SNIPER_MILITARY, - L4D2_ACT_WALK_CALM_SNIPER_MILITARY, - L4D2_ACT_RUN_CALM_SNIPER_MILITARY, - L4D2_ACT_WALK_INJURED_SNIPER_MILITARY, - L4D2_ACT_RUN_INJURED_SNIPER_MILITARY, - L4D2_ACT_IDLE_SMG, - L4D2_ACT_WALK_SMG, - L4D2_ACT_RUN_SMG, - L4D2_ACT_CROUCHIDLE_SMG, - L4D2_ACT_RUN_CROUCH_SMG, - L4D2_ACT_IDLE_INJURED_SMG, - L4D2_ACT_WALK_INJURED_SMG, - L4D2_ACT_RUN_INJURED_SMG, - L4D2_ACT_IDLE_CALM_SMG, - L4D2_ACT_WALK_CALM_SMG, - L4D2_ACT_RUN_CALM_SMG, - L4D2_ACT_PRIMARYATTACK_SMG, - L4D2_ACT_RELOAD_SMG, - L4D2_ACT_IDLE_FIRSTAIDKIT, - L4D2_ACT_CROUCHIDLE_FIRSTAIDKIT, - L4D2_ACT_IDLE_INJURED_FIRSTAIDKIT, - L4D2_ACT_RUN_FIRSTAIDKIT, - L4D2_ACT_WALK_FIRSTAIDKIT, - L4D2_ACT_RUN_CROUCH_FIRSTAIDKIT, - L4D2_ACT_WALK_INJURED_FIRSTAIDKIT, - L4D2_ACT_RUN_INJURED_FIRSTAIDKIT, - L4D2_ACT_MELEE_SWEEP_FIRSTAIDKIT, - L4D2_ACT_MELEE_SWEEP_COLA, - L4D2_ACT_MELEE_SWEEP_DEFIBRILLATOR, - L4D2_ACT_MELEE_SWEEP_UPGRADE_PACK, - L4D2_ACT_CROUCHIDLE_PISTOL, - L4D2_ACT_RUN_CROUCH_PISTOL, - L4D2_ACT_IDLE_INJURED_PISTOL, - L4D2_ACT_WALK_INJURED_PISTOL, - L4D2_ACT_RUN_INJURED_PISTOL, - L4D2_ACT_DEPLOY_PISTOL, - L4D2_ACT_PRIMARYATTACK_PISTOL, - L4D2_ACT_IDLE_CALM_PISTOL, - L4D2_ACT_WALK_CALM_PISTOL, - L4D2_ACT_RUN_CALM_PISTOL, - L4D2_ACT_IDLE_ELITES, - L4D2_ACT_WALK_ELITES, - L4D2_ACT_RUN_ELITES, - L4D2_ACT_CROUCHIDLE_ELITES, - L4D2_ACT_RUN_CROUCH_ELITES, - L4D2_ACT_IDLE_INJURED_ELITES, - L4D2_ACT_WALK_INJURED_ELITES, - L4D2_ACT_RUN_INJURED_ELITES, - L4D2_ACT_DEPLOY_ELITES, - L4D2_ACT_PRIMARYATTACK_ELITES_R, - L4D2_ACT_PRIMARYATTACK_ELITES_L, - L4D2_ACT_IDLE_CALM_ELITES, - L4D2_ACT_WALK_CALM_ELITES, - L4D2_ACT_RUN_CALM_ELITES, - L4D2_ACT_RELOAD_ELITES, - L4D2_ACT_RELOAD_M4, - L4D2_ACT_PRIMARYATTACK_XM1014, - L4D2_ACT_PRIMARYATTACK_M3S90, - L4D2_ACT_IDLE_GASCAN, - L4D2_ACT_CROUCHIDLE_GASCAN, - L4D2_ACT_IDLE_CALM_GASCAN, - L4D2_ACT_IDLE_INJURED_GASCAN, - L4D2_ACT_RUN_GASCAN, - L4D2_ACT_WALK_GASCAN, - L4D2_ACT_RUN_CROUCH_GASCAN, - L4D2_ACT_RUN_INJURED_GASCAN, - L4D2_ACT_JUMP_GASCAN, - L4D2_ACT_MELEE_SWEEP_GASCAN, - L4D2_ACT_IDLE_O2, - L4D2_ACT_CROUCHIDLE_O2, - L4D2_ACT_IDLE_CALM_O2, - L4D2_ACT_IDLE_INJURED_O2, - L4D2_ACT_RUN_O2, - L4D2_ACT_WALK_O2, - L4D2_ACT_RUN_CROUCH_O2, - L4D2_ACT_RUN_INJURED_O2, - L4D2_ACT_JUMP_O2, - L4D2_ACT_MELEE_SWEEP_O2, - L4D2_ACT_IDLE_GNOME, - L4D2_ACT_CROUCHIDLE_GNOME, - L4D2_ACT_IDLE_CALM_GNOME, - L4D2_ACT_IDLE_INJURED_GNOME, - L4D2_ACT_RUN_CROUCH_GNOME, - L4D2_ACT_WALK_GNOME, - L4D2_ACT_RUN_GNOME, - L4D2_ACT_WALK_CALM_GNOME, - L4D2_ACT_RUN_CALM_GNOME, - L4D2_ACT_WALK_INJURED_GNOME, - L4D2_ACT_RUN_INJURED_GNOME, - L4D2_ACT_JUMP_GNOME, - L4D2_ACT_MELEE_SWEEP_GNOME, - L4D2_ACT_SHOOT_E2W_AXE, - L4D2_ACT_SHOOT_E2W_IDLE_AXE, - L4D2_ACT_SHOOT_W2E_AXE, - L4D2_ACT_SHOOT_W2E_IDLE_AXE, - L4D2_ACT_SHOOT_N2S_AXE, - L4D2_ACT_SHOOT_N2S_IDLE_AXE, - L4D2_ACT_SHOOT_S2N_AXE, - L4D2_ACT_SHOOT_S2N_IDLE_AXE, - L4D2_ACT_SHOOT_STRONG_AXE, - L4D2_ACT_SHOOT_STRONG_IDLE_AXE, - L4D2_ACT_SHOOT_SECONDARY_AXE, - L4D2_ACT_SHOOT_SECONDARY_IDLE_AXE, - L4D2_ACT_IDLE_AXE, - L4D2_ACT_CROUCHIDLE_AXE, - L4D2_ACT_IDLE_CALM_AXE, - L4D2_ACT_IDLE_INJURED_AXE, - L4D2_ACT_RUN_AXE, - L4D2_ACT_WALK_AXE, - L4D2_ACT_WALK_INJURED_AXE, - L4D2_ACT_RUN_CROUCH_AXE, - L4D2_ACT_RUN_INJURED_AXE, - L4D2_ACT_JUMP_AXE, - L4D2_ACT_SHOOT_E2W_BAT, - L4D2_ACT_SHOOT_E2W_IDLE_BAT, - L4D2_ACT_SHOOT_W2E_BAT, - L4D2_ACT_SHOOT_W2E_IDLE_BAT, - L4D2_ACT_SHOOT_N2S_BAT, - L4D2_ACT_SHOOT_N2S_IDLE_BAT, - L4D2_ACT_SHOOT_S2N_BAT, - L4D2_ACT_SHOOT_S2N_IDLE_BAT, - L4D2_ACT_SHOOT_STRONG_BAT, - L4D2_ACT_SHOOT_STRONG_IDLE_BAT, - L4D2_ACT_SHOOT_SECONDARY_BAT, - L4D2_ACT_SHOOT_SECONDARY_IDLE_BAT, - L4D2_ACT_IDLE_BAT, - L4D2_ACT_CROUCHIDLE_BAT, - L4D2_ACT_IDLE_CALM_BAT, - L4D2_ACT_IDLE_INJURED_BAT, - L4D2_ACT_RUN_BAT, - L4D2_ACT_WALK_BAT, - L4D2_ACT_WALK_INJURED_BAT, - L4D2_ACT_RUN_CROUCH_BAT, - L4D2_ACT_RUN_INJURED_BAT, - L4D2_ACT_JUMP_BAT, - L4D2_ACT_SHOOT_E2W_KATANA, - L4D2_ACT_SHOOT_E2W_IDLE_KATANA, - L4D2_ACT_SHOOT_W2E_KATANA, - L4D2_ACT_SHOOT_W2E_IDLE_KATANA, - L4D2_ACT_SHOOT_E2W_FRYINGPAN, - L4D2_ACT_SHOOT_E2W_IDLE_FRYINGPAN, - L4D2_ACT_SHOOT_W2E_FRYINGPAN, - L4D2_ACT_SHOOT_W2E_IDLE_FRYINGPAN, - L4D2_ACT_SHOOT_N2S_FRYINGPAN, - L4D2_ACT_SHOOT_N2S_IDLE_FRYINGPAN, - L4D2_ACT_SHOOT_S2N_FRYINGPAN, - L4D2_ACT_SHOOT_S2N_IDLE_FRYINGPAN, - L4D2_ACT_SHOOT_STRONG_FRYINGPAN, - L4D2_ACT_SHOOT_STRONG_IDLE_FRYINGPAN, - L4D2_ACT_SHOOT_SECONDARY_FRYINGPAN, - L4D2_ACT_SHOOT_SECONDARY_IDLE_FRYINGPAN, - L4D2_ACT_IDLE_FRYINGPAN, - L4D2_ACT_CROUCHIDLE_FRYINGPAN, - L4D2_ACT_IDLE_CALM_FRYINGPAN, - L4D2_ACT_IDLE_INJURED_FRYINGPAN, - L4D2_ACT_RUN_FRYINGPAN, - L4D2_ACT_WALK_FRYINGPAN, - L4D2_ACT_WALK_INJURED_FRYINGPAN, - L4D2_ACT_RUN_CROUCH_FRYINGPAN, - L4D2_ACT_RUN_INJURED_FRYINGPAN, - L4D2_ACT_JUMP_FRYINGPAN, - L4D2_ACT_SHOOT_E2W_GUITAR, - L4D2_ACT_SHOOT_E2W_IDLE_GUITAR, - L4D2_ACT_SHOOT_W2E_GUITAR, - L4D2_ACT_SHOOT_W2E_IDLE_GUITAR, - L4D2_ACT_SHOOT_N2S_GUITAR, - L4D2_ACT_SHOOT_N2S_IDLE_GUITAR, - L4D2_ACT_SHOOT_S2N_GUITAR, - L4D2_ACT_SHOOT_S2N_IDLE_GUITAR, - L4D2_ACT_SHOOT_STRONG_GUITAR, - L4D2_ACT_SHOOT_STRONG_IDLE_GUITAR, - L4D2_ACT_SHOOT_SECONDARY_GUITAR, - L4D2_ACT_SHOOT_SECONDARY_IDLE_GUITAR, - L4D2_ACT_IDLE_GUITAR, - L4D2_ACT_CROUCHIDLE_GUITAR, - L4D2_ACT_IDLE_CALM_GUITAR, - L4D2_ACT_IDLE_INJURED_GUITAR, - L4D2_ACT_RUN_GUITAR, - L4D2_ACT_WALK_GUITAR, - L4D2_ACT_WALK_INJURED_GUITAR, - L4D2_ACT_RUN_CROUCH_GUITAR, - L4D2_ACT_RUN_INJURED_GUITAR, - L4D2_ACT_JUMP_GUITAR, - L4D2_ACT_IDLE_CHAINSAW, - L4D2_ACT_IDLE_ATTACK_CHAINSAW, - L4D2_ACT_WALK_CHAINSAW, - L4D2_ACT_RUN_CHAINSAW, - L4D2_ACT_CROUCHIDLE_CHAINSAW, - L4D2_ACT_IDLE_CALM_CHAINSAW, - L4D2_ACT_IDLE_INJURED_CHAINSAW, - L4D2_ACT_RUN_CALM_CHAINSAW, - L4D2_ACT_WALK_CALM_CHAINSAW, - L4D2_ACT_WALK_INJURED_CHAINSAW, - L4D2_ACT_RUN_CROUCH_CHAINSAW, - L4D2_ACT_RUN_INJURED_CHAINSAW, - L4D2_ACT_JUMP_CHAINSAW, - L4D2_ACT_MELEE_SWEEP_CHAINSAW, - L4D2_ACT_PRIMARYATTACK_CHAINSAW, - L4D2_ACT_DEPLOY_CHAINSAW, - L4D2_ACT_TERROR_CHAINSAW_START, - L4D2_ACT_SHOOT_W2E_CHAINSAW, - L4D2_ACT_SHOOT_CHAINSAW, - L4D2_ACT_CHAINSAW_STARTUP, - L4D2_ACT_IDLE_GRENADELAUNCHER, - L4D2_ACT_WALK_GRENADELAUNCHER, - L4D2_ACT_RUN_GRENADELAUNCHER, - L4D2_ACT_CROUCHIDLE_GRENADELAUNCHER, - L4D2_ACT_IDLE_CALM_GRENADELAUNCHER, - L4D2_ACT_IDLE_INJURED_GRENADELAUNCHER, - L4D2_ACT_RUN_CALM_GRENADELAUNCHER, - L4D2_ACT_WALK_CALM_GRENADELAUNCHER, - L4D2_ACT_WALK_INJURED_GRENADELAUNCHER, - L4D2_ACT_RUN_CROUCH_GRENADELAUNCHER, - L4D2_ACT_RUN_INJURED_GRENADELAUNCHER, - L4D2_ACT_JUMP_GRENADELAUNCHER, - L4D2_ACT_MELEE_SWEEP_GRENADELAUNCHER, - L4D2_ACT_PRIMARYATTACK_GRENADELAUNCHER, - L4D2_ACT_DEPLOY_GRENADELAUNCHER, - L4D2_ACT_VM_MELEE, - L4D2_ACT_VM_SHOOT_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_LAYER, - L4D2_ACT_VM_SECONDARYATTACK_LAYER, - L4D2_ACT_VM_MELEE_LAYER, - L4D2_ACT_VM_PICKUP_LAYER, - L4D2_ACT_VM_PICKUP_CLIPIN, - L4D2_ACT_VM_PICKUP_CLIPIN_LAYER, - L4D2_ACT_VM_PICKUP_CHARGING, - L4D2_ACT_VM_PICKUP_CHARGING_LAYER, - L4D2_ACT_VM_PICKUP_FASSIST, - L4D2_ACT_VM_PICKUP_FASSIST_LAYER, - L4D2_ACT_VM_RELOAD_PUMP, - L4D2_ACT_VM_RELOAD_PUMP_LAYER, - L4D2_ACT_VM_RELOAD_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT, - L4D2_ACT_VM_RELOAD_CLIPOUT_LAYER, - L4D2_ACT_VM_RELOAD_CLIPIN, - L4D2_ACT_VM_RELOAD_CLIPIN_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN2, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN2_LAYER, - L4D2_ACT_VM_DEPLOY_LAYER, - L4D2_ACT_VM_THROW_LAYER, - L4D2_ACT_VM_PULLPIN_LAYER, - L4D2_ACT_VM_IDLE_BAREHAND, - L4D2_ACT_VM_DEPLOY_BAREHAND, - L4D2_ACT_VM_DEPLOY_BAREHAND_LAYER, - L4D2_ACT_VM_MELEE_BAREHAND, - L4D2_ACT_VM_MELEE_BAREHAND_LAYER, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_BAREHAND, - L4D2_ACT_VM_ITEMPICKUP_EXTEND_BAREHAND_LAYER, - L4D2_ACT_VM_ITEMPICKUP_LOOP_BAREHAND, - L4D2_ACT_VM_ITEMPICKUP_LOOP_BAREHAND_LAYER, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_BAREHAND, - L4D2_ACT_VM_ITEMPICKUP_RETRACT_BAREHAND_LAYER, - L4D2_ACT_VM_HELPINGHAND_EXTEND_BAREHAND, - L4D2_ACT_VM_HELPINGHAND_EXTEND_BAREHAND_LAYER, - L4D2_ACT_VM_HELPINGHAND_LOOP_BAREHAND, - L4D2_ACT_VM_HELPINGHAND_LOOP_BAREHAND_LAYER, - L4D2_ACT_VM_HELPINGHAND_RETRACT_BAREHAND, - L4D2_ACT_VM_HELPINGHAND_RETRACT_BAREHAND_LAYER, - L4D2_ACT_VM_IDLE_DUAL_PISTOL, - L4D2_ACT_VM_DEPLOY_DUAL_PISTOL, - L4D2_ACT_VM_DEPLOY_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_DUAL_PISTOL, - L4D2_ACT_VM_SHOOT_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_SECONDARYATTACK_DUAL_PISTOL, - L4D2_ACT_VM_SECONDARYATTACK_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_PICKUP_DUAL_PISTOL, - L4D2_ACT_VM_PICKUP_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL, - L4D2_ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_PICKUP_CHARGING_DUAL_PISTOL, - L4D2_ACT_VM_PICKUP_CHARGING_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_MELEE_DUAL_PISTOL, - L4D2_ACT_VM_MELEE_DUAL_PISTOL_LAYER, - L4D2_ACT_VM_IDLE_PISTOL, - L4D2_ACT_VM_DEPLOY_PISTOL, - L4D2_ACT_VM_DEPLOY_PISTOL_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_PISTOL, - L4D2_ACT_VM_SHOOT_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_PISTOL, - L4D2_ACT_VM_RELOAD_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT_PISTOL, - L4D2_ACT_VM_RELOAD_CLIPOUT_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL_LAYER, - L4D2_ACT_VM_MELEE_PISTOL, - L4D2_ACT_VM_MELEE_PISTOL_LAYER, - L4D2_ACT_VM_IDLE_RIFLE, - L4D2_ACT_VM_PICKUP_RIFLE, - L4D2_ACT_VM_PICKUP_RIFLE_LAYER, - L4D2_ACT_VM_PICKUP_CLIPIN_RIFLE, - L4D2_ACT_VM_PICKUP_CLIPIN_RIFLE_LAYER, - L4D2_ACT_VM_PICKUP_CHARGING_RIFLE, - L4D2_ACT_VM_PICKUP_CHARGING_RIFLE_LAYER, - L4D2_ACT_VM_PICKUP_FASSIST_RIFLE, - L4D2_ACT_VM_PICKUP_FASSIST_RIFLE_LAYER, - L4D2_ACT_VM_DEPLOY_RIFLE, - L4D2_ACT_VM_DEPLOY_RIFLE_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_RIFLE, - L4D2_ACT_VM_SHOOT_RIFLE_LAYER, - L4D2_ACT_VM_RELOAD_RIFLE, - L4D2_ACT_VM_RELOAD_RIFLE_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT_RIFLE, - L4D2_ACT_VM_RELOAD_CLIPOUT_RIFLE_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_RIFLE, - L4D2_ACT_VM_RELOAD_EMPTY_RIFLE_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE_LAYER, - L4D2_ACT_VM_MELEE_RIFLE, - L4D2_ACT_VM_MELEE_RIFLE_LAYER, - L4D2_ACT_VM_FIDGET_RIFLE_LAYER, - L4D2_ACT_VM_IDLE_SMG, - L4D2_ACT_VM_PICKUP_SMG, - L4D2_ACT_VM_PICKUP_SMG_LAYER, - L4D2_ACT_VM_PICKUP_CLIPIN_SMG, - L4D2_ACT_VM_PICKUP_CLIPIN_SMG_LAYER, - L4D2_ACT_VM_PICKUP_CHARGING_SMG, - L4D2_ACT_VM_PICKUP_CHARGING_SMG_LAYER, - L4D2_ACT_VM_DEPLOY_SMG, - L4D2_ACT_VM_DEPLOY_SMG_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_SMG, - L4D2_ACT_VM_SHOOT_SMG_LAYER, - L4D2_ACT_VM_RELOAD_SMG, - L4D2_ACT_VM_RELOAD_SMG_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT_SMG, - L4D2_ACT_VM_RELOAD_CLIPOUT_SMG_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_SMG, - L4D2_ACT_VM_RELOAD_EMPTY_SMG_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_SMG, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_SMG_LAYER, - L4D2_ACT_VM_MELEE_SMG, - L4D2_ACT_VM_MELEE_SMG_LAYER, - L4D2_ACT_VM_FIDGET_SMG_LAYER, - L4D2_ACT_VM_IDLE_SNIPER, - L4D2_ACT_VM_PICKUP_SNIPER, - L4D2_ACT_VM_PICKUP_SNIPER_LAYER, - L4D2_ACT_VM_PICKUP_CLIPIN_SNIPER, - L4D2_ACT_VM_PICKUP_CLIPIN_SNIPER_LAYER, - L4D2_ACT_VM_PICKUP_CHARGING_SNIPER, - L4D2_ACT_VM_PICKUP_CHARGING_SNIPER_LAYER, - L4D2_ACT_VM_DEPLOY_SNIPER, - L4D2_ACT_VM_DEPLOY_SNIPER_LAYER, - L4D2_ACT_VM_PRIMARYATTACK_SNIPER, - L4D2_ACT_VM_SHOOT_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_SNIPER, - L4D2_ACT_VM_RELOAD_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_CLIPOUT_SNIPER, - L4D2_ACT_VM_RELOAD_CLIPOUT_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_SNIPER, - L4D2_ACT_VM_RELOAD_EMPTY_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER, - L4D2_ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER_LAYER, - L4D2_ACT_VM_MELEE_SNIPER, - L4D2_ACT_VM_MELEE_SNIPER_LAYER, - L4D2_ACT_VM_FIDGET_SNIPER_LAYER, - L4D2_ACT_VM_RELOAD_LOOP, - L4D2_ACT_VM_RELOAD_LOOP_LAYER, - L4D2_ACT_VM_RELOAD_END, - L4D2_ACT_VM_RELOAD_END_LAYER, - L4D2_ACT_VM_IDLE_PIPEBOMB, - L4D2_ACT_VM_DEPLOY_PIPEBOMB, - L4D2_ACT_VM_DEPLOY_PIPEBOMB_LAYER, - L4D2_ACT_VM_PULLPIN_PIPEBOMB, - L4D2_ACT_VM_PULLPIN_PIPEBOMB_LAYER, - L4D2_ACT_VM_THROW_PIPEBOMB, - L4D2_ACT_VM_THROW_PIPEBOMB_LAYER, - L4D2_ACT_VM_MELEE_PIPEBOMB, - L4D2_ACT_VM_MELEE_PIPEBOMB_LAYER, - L4D2_ACT_VM_IDLE_MOLOTOV, - L4D2_ACT_VM_DEPLOY_MOLOTOV, - L4D2_ACT_VM_DEPLOY_MOLOTOV_LAYER, - L4D2_ACT_VM_PULLPIN_MOLOTOV, - L4D2_ACT_VM_PULLPIN_MOLOTOV_LAYER, - L4D2_ACT_VM_THROW_MOLOTOV, - L4D2_ACT_VM_THROW_MOLOTOV_LAYER, - L4D2_ACT_VM_MELEE_MOLOTOV, - L4D2_ACT_VM_MELEE_MOLOTOV_LAYER, - L4D2_ACT_VM_IDLE_PAINPILLS, - L4D2_ACT_VM_DEPLOY_PAINPILLS, - L4D2_ACT_VM_DEPLOY_PAINPILLS_LAYER, - L4D2_ACT_VM_MELEE_PAINPILLS, - L4D2_ACT_VM_MELEE_PAINPILLS_LAYER, - L4D2_ACT_VM_USE_PAINPILLS, - L4D2_ACT_VM_USE_PAINPILLS_LAYER, - L4D2_ACT_VM_IDLE_MEDKIT, - L4D2_ACT_VM_DEPLOY_MEDKIT, - L4D2_ACT_VM_DEPLOY_MEDKIT_LAYER, - L4D2_ACT_VM_MELEE_MEDKIT, - L4D2_ACT_VM_MELEE_MEDKIT_LAYER, - L4D2_ACT_VM_IDLE_GASCAN, - L4D2_ACT_VM_DEPLOY_GASCAN, - L4D2_ACT_VM_PULLPIN_GASCAN, - L4D2_ACT_VM_THROW_GASCAN, - L4D2_ACT_VM_MELEE_GASCAN, - L4D2_ACT_GEST_OVERHERE, - L4D2_ACT_GEST_POINTLEFT, - L4D2_ACT_GEST_POINTLEFT_QUICK, - L4D2_ACT_GEST_HEAD_TWISTLEFT, - L4D2_ACT_GEST_HEAD_DOWN, - L4D2_ACT_GEST_GOGOGO, - L4D2_ACT_GEST_WAVE, - L4D2_ACT_GEST_COUGH, - L4D2_ACT_GEST_COUGH01, - L4D2_ACT_GEST_COUGH02, - L4D2_ACT_GEST_COUGH03, - L4D2_ACT_GEST_COUGH1, - L4D2_ACT_GEST_COUGH2, - L4D2_ACT_GEST_COUGH3, - L4D2_ACT_GEST_VOMIT, - L4D2_ACT_GEST_VOMIT01, - L4D2_ACT_GEST_INTRO_CALM, - L4D2_ACT_GEST_INTRO_WAVE, - L4D2_ACT_DLCINTRO_01, - L4D2_ACT_DLCINTRO_02, - L4D2_ACT_DLCINTRO_03, - L4D2_ACT_DLCINTRO_04, - L4D2_ACT_DLCFI_FRANCIS_HLD, - L4D2_ACT_DLCFI_FRANCIS_017MB, - L4D2_ACT_DLCFI_FRANCIS_018MB, - L4D2_ACT_DLCFI_FRANCIS_01, - L4D2_ACT_DLCFI_FRANCIS_02, - L4D2_ACT_DLCFI_FRANCIS_03, - L4D2_ACT_DLCFI_FRANCIS_04, - L4D2_ACT_DLCFI_FRANCIS_05, - L4D2_ACT_DLCFI_FRANCIS_06, - L4D2_ACT_DLCFI_FRANCIS_07, - L4D2_ACT_DLCFI_FRANCIS_08, - L4D2_ACT_DLCFI_FRANCIS_08b, - L4D2_ACT_DLCFI_FRANCIS_09, - L4D2_ACT_DLCFI_FRANCIS_09b, - L4D2_ACT_DLCFI_FRANCIS_10, - L4D2_ACT_DLCFI_FRANCIS_10b, - L4D2_ACT_DLCFI_FRANCIS_11, - L4D2_ACT_DLCFI_FRANCIS_11b, - L4D2_ACT_DLCFI_FRANCIS_12AH, - L4D2_ACT_DLCFI_FRANCIS_12mr, - L4D2_ACT_DLCFI_FRANCIS_13mr, - L4D2_ACT_DLCFI_FRANCIS_13AH, - L4D2_ACT_DLCFI_FRANCIS_14AH, - L4D2_ACT_DLCFI_FRANCIS_15AH, - L4D2_ACT_DLCFI_FRANCIS_16AH, - L4D2_ACT_DLCFI_FRANCIS_17AH, - L4D2_ACT_DLCFI_FRANCIS_18AH, - L4D2_ACT_DLCFI_FRANCIS_19AH, - L4D2_ACT_DLCFI_FRANCIS_20AH, - L4D2_ACT_DLCFI_FRANCIS_21AH, - L4D2_ACT_DLCFI_FRANCIS_14mr, - L4D2_ACT_DLCFI_FRANCIS_15mr, - L4D2_ACT_DLCFI_FRANCIS_16mr, - L4D2_ACT_DLCFI_FRANCIS_17mr, - L4D2_ACT_DLCFI_FRANCIS_014MB, - L4D2_ACT_DLCFI_FRANCIS_014MBX, - L4D2_ACT_DLCFI_FRANCIS_13nm, - L4D2_ACT_DLCFI_LOUIS_01, - L4D2_ACT_DLCFI_LOUIS_02, - L4D2_ACT_DLCFI_LOUIS_03, - L4D2_ACT_DLCFI_LOUIS_04, - L4D2_ACT_DLCFI_LOUIS_05, - L4D2_ACT_DLCFI_LOUIS_06, - L4D2_ACT_DLCFI_LOUIS_07MB, - L4D2_ACT_DLCFI_LOUIS_08MB, - L4D2_ACT_DLCFI_LOUIS_09MB, - L4D2_ACT_DLCFI_LOUIS_10MB, - L4D2_ACT_DLCFI_LOUIS_11, - L4D2_ACT_DLCFI_LOUIS_11MB, - L4D2_ACT_DLCFI_LOUIS_11AH, - L4D2_ACT_DLCFI_LOUIS_12, - L4D2_ACT_DLCFI_LOUIS_012MB, - L4D2_ACT_DLCFI_LOUIS_012MR, - L4D2_ACT_DLCFI_LOUIS_13, - L4D2_ACT_DLCFI_LOUIS_013MB, - L4D2_ACT_DLCFI_LOUIS_013MR, - L4D2_ACT_DLCFI_LOUIS_14, - L4D2_ACT_DLCFI_LOUIS_014MB, - L4D2_ACT_DLCFI_LOUIS_14MR, - L4D2_ACT_DLCFI_LOUIS_15, - L4D2_ACT_DLCFI_LOUIS_015MB, - L4D2_ACT_DLCFI_LOUIS_016MB, - L4D2_ACT_DLCFI_LOUIS_16JM, - L4D2_ACT_DLCFI_LOUIS_16AJM, - L4D2_ACT_DLCFI_LOUIS_017MB, - L4D2_ACT_DLCFI_ZOEY_01, - L4D2_ACT_DLCFI_ZOEY_02, - L4D2_ACT_DLCFI_ZOEY_03, - L4D2_ACT_DLCFI_ZOEY_04, - L4D2_ACT_DLCFI_ZOEY_05, - L4D2_ACT_DLCFI_ZOEY_06, - L4D2_ACT_DLCFI_ZOEY_07MB, - L4D2_ACT_DLCFI_ZOEY_08MB, - L4D2_ACT_DLCFI_ZOEY_09MB, - L4D2_ACT_DLCFI_ZOEY_10MB, - L4D2_ACT_DLCFI_ZOEY_11MB, - L4D2_ACT_DLCFI_ZOEY_06AH, - L4D2_ACT_DLCFI_ZOEY_07AH, - L4D2_ACT_DLCFI_ZOEY_07mr, - L4D2_ACT_DLCFI_ZOEY_12MB, - L4D2_ACT_DLCFI_ZOEY_08mr, - L4D2_ACT_DLCFI_ZOEY_10MR, - L4D2_ACT_DLCINTRO_ZOEY_01, - L4D2_ACT_DLCINTRO_ZOEY_02, - L4D2_ACT_DLCINTRO_ZOEY_03, - L4D2_ACT_DLCINTRO_ZOEY_04, - L4D2_ACT_DLCINTRO_ZOEY_05, - L4D2_ACT_DLCINTRO_ZOEY_06, - L4D2_ACT_VM_FIZZLE, - L4D2_ACT_MP_STAND_IDLE, - L4D2_ACT_MP_CROUCH_IDLE, - L4D2_ACT_MP_CROUCH_DEPLOYED_IDLE, - L4D2_ACT_MP_CROUCH_DEPLOYED, - L4D2_ACT_MP_DEPLOYED_IDLE, - L4D2_ACT_MP_RUN, - L4D2_ACT_MP_WALK, - L4D2_ACT_MP_AIRWALK, - L4D2_ACT_MP_CROUCHWALK, - L4D2_ACT_MP_SPRINT, - L4D2_ACT_MP_JUMP, - L4D2_ACT_MP_JUMP_START, - L4D2_ACT_MP_JUMP_FLOAT, - L4D2_ACT_MP_JUMP_LAND, - L4D2_ACT_MP_DOUBLEJUMP, - L4D2_ACT_MP_SWIM, - L4D2_ACT_MP_DEPLOYED, - L4D2_ACT_MP_SWIM_DEPLOYED, - L4D2_ACT_MP_VCD, - L4D2_ACT_MP_ATTACK_STAND_PRIMARYFIRE, - L4D2_ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED, - L4D2_ACT_MP_ATTACK_STAND_SECONDARYFIRE, - L4D2_ACT_MP_ATTACK_STAND_GRENADE, - L4D2_ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, - L4D2_ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED, - L4D2_ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, - L4D2_ACT_MP_ATTACK_CROUCH_GRENADE, - L4D2_ACT_MP_ATTACK_SWIM_PRIMARYFIRE, - L4D2_ACT_MP_ATTACK_SWIM_SECONDARYFIRE, - L4D2_ACT_MP_ATTACK_SWIM_GRENADE, - L4D2_ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, - L4D2_ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, - L4D2_ACT_MP_ATTACK_AIRWALK_GRENADE, - L4D2_ACT_MP_RELOAD_STAND, - L4D2_ACT_MP_RELOAD_STAND_LOOP, - L4D2_ACT_MP_RELOAD_STAND_END, - L4D2_ACT_MP_RELOAD_CROUCH, - L4D2_ACT_MP_RELOAD_CROUCH_LOOP, - L4D2_ACT_MP_RELOAD_CROUCH_END, - L4D2_ACT_MP_RELOAD_SWIM, - L4D2_ACT_MP_RELOAD_SWIM_LOOP, - L4D2_ACT_MP_RELOAD_SWIM_END, - L4D2_ACT_MP_RELOAD_AIRWALK, - L4D2_ACT_MP_RELOAD_AIRWALK_LOOP, - L4D2_ACT_MP_RELOAD_AIRWALK_END, - L4D2_ACT_MP_ATTACK_STAND_PREFIRE, - L4D2_ACT_MP_ATTACK_STAND_POSTFIRE, - L4D2_ACT_MP_ATTACK_STAND_STARTFIRE, - L4D2_ACT_MP_ATTACK_CROUCH_PREFIRE, - L4D2_ACT_MP_ATTACK_CROUCH_POSTFIRE, - L4D2_ACT_MP_ATTACK_SWIM_PREFIRE, - L4D2_ACT_MP_ATTACK_SWIM_POSTFIRE, - L4D2_ACT_MP_STAND_PRIMARY, - L4D2_ACT_MP_CROUCH_PRIMARY, - L4D2_ACT_MP_RUN_PRIMARY, - L4D2_ACT_MP_WALK_PRIMARY, - L4D2_ACT_MP_AIRWALK_PRIMARY, - L4D2_ACT_MP_CROUCHWALK_PRIMARY, - L4D2_ACT_MP_JUMP_PRIMARY, - L4D2_ACT_MP_JUMP_START_PRIMARY, - L4D2_ACT_MP_JUMP_FLOAT_PRIMARY, - L4D2_ACT_MP_JUMP_LAND_PRIMARY, - L4D2_ACT_MP_SWIM_PRIMARY, - L4D2_ACT_MP_DEPLOYED_PRIMARY, - L4D2_ACT_MP_SWIM_DEPLOYED_PRIMARY, - L4D2_ACT_MP_ATTACK_STAND_PRIMARY, - L4D2_ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, - L4D2_ACT_MP_ATTACK_CROUCH_PRIMARY, - L4D2_ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED, - L4D2_ACT_MP_ATTACK_SWIM_PRIMARY, - L4D2_ACT_MP_ATTACK_AIRWALK_PRIMARY, - L4D2_ACT_MP_RELOAD_STAND_PRIMARY, - L4D2_ACT_MP_RELOAD_STAND_PRIMARY_LOOP, - L4D2_ACT_MP_RELOAD_STAND_PRIMARY_END, - L4D2_ACT_MP_RELOAD_CROUCH_PRIMARY, - L4D2_ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP, - L4D2_ACT_MP_RELOAD_CROUCH_PRIMARY_END, - L4D2_ACT_MP_RELOAD_SWIM_PRIMARY, - L4D2_ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, - L4D2_ACT_MP_RELOAD_SWIM_PRIMARY_END, - L4D2_ACT_MP_RELOAD_AIRWALK_PRIMARY, - L4D2_ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP, - L4D2_ACT_MP_RELOAD_AIRWALK_PRIMARY_END, - L4D2_ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, - L4D2_ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, - L4D2_ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY, - L4D2_ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY, - L4D2_ACT_MP_STAND_SECONDARY, - L4D2_ACT_MP_CROUCH_SECONDARY, - L4D2_ACT_MP_RUN_SECONDARY, - L4D2_ACT_MP_WALK_SECONDARY, - L4D2_ACT_MP_AIRWALK_SECONDARY, - L4D2_ACT_MP_CROUCHWALK_SECONDARY, - L4D2_ACT_MP_JUMP_SECONDARY, - L4D2_ACT_MP_JUMP_START_SECONDARY, - L4D2_ACT_MP_JUMP_FLOAT_SECONDARY, - L4D2_ACT_MP_JUMP_LAND_SECONDARY, - L4D2_ACT_MP_SWIM_SECONDARY, - L4D2_ACT_MP_ATTACK_STAND_SECONDARY, - L4D2_ACT_MP_ATTACK_CROUCH_SECONDARY, - L4D2_ACT_MP_ATTACK_SWIM_SECONDARY, - L4D2_ACT_MP_ATTACK_AIRWALK_SECONDARY, - L4D2_ACT_MP_RELOAD_STAND_SECONDARY, - L4D2_ACT_MP_RELOAD_STAND_SECONDARY_LOOP, - L4D2_ACT_MP_RELOAD_STAND_SECONDARY_END, - L4D2_ACT_MP_RELOAD_CROUCH_SECONDARY, - L4D2_ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP, - L4D2_ACT_MP_RELOAD_CROUCH_SECONDARY_END, - L4D2_ACT_MP_RELOAD_SWIM_SECONDARY, - L4D2_ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, - L4D2_ACT_MP_RELOAD_SWIM_SECONDARY_END, - L4D2_ACT_MP_RELOAD_AIRWALK_SECONDARY, - L4D2_ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, - L4D2_ACT_MP_RELOAD_AIRWALK_SECONDARY_END, - L4D2_ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, - L4D2_ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, - L4D2_ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY, - L4D2_ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY, - L4D2_ACT_MP_STAND_MELEE, - L4D2_ACT_MP_CROUCH_MELEE, - L4D2_ACT_MP_RUN_MELEE, - L4D2_ACT_MP_WALK_MELEE, - L4D2_ACT_MP_AIRWALK_MELEE, - L4D2_ACT_MP_CROUCHWALK_MELEE, - L4D2_ACT_MP_JUMP_MELEE, - L4D2_ACT_MP_JUMP_START_MELEE, - L4D2_ACT_MP_JUMP_FLOAT_MELEE, - L4D2_ACT_MP_JUMP_LAND_MELEE, - L4D2_ACT_MP_SWIM_MELEE, - L4D2_ACT_MP_ATTACK_STAND_MELEE, - L4D2_ACT_MP_ATTACK_STAND_MELEE_SECONDARY, - L4D2_ACT_MP_ATTACK_CROUCH_MELEE, - L4D2_ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY, - L4D2_ACT_MP_ATTACK_SWIM_MELEE, - L4D2_ACT_MP_ATTACK_AIRWALK_MELEE, - L4D2_ACT_MP_ATTACK_STAND_GRENADE_MELEE, - L4D2_ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, - L4D2_ACT_MP_ATTACK_SWIM_GRENADE_MELEE, - L4D2_ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE, - L4D2_ACT_MP_STAND_ITEM1, - L4D2_ACT_MP_CROUCH_ITEM1, - L4D2_ACT_MP_RUN_ITEM1, - L4D2_ACT_MP_WALK_ITEM1, - L4D2_ACT_MP_AIRWALK_ITEM1, - L4D2_ACT_MP_CROUCHWALK_ITEM1, - L4D2_ACT_MP_JUMP_ITEM1, - L4D2_ACT_MP_JUMP_START_ITEM1, - L4D2_ACT_MP_JUMP_FLOAT_ITEM1, - L4D2_ACT_MP_JUMP_LAND_ITEM1, - L4D2_ACT_MP_SWIM_ITEM1, - L4D2_ACT_MP_ATTACK_STAND_ITEM1, - L4D2_ACT_MP_ATTACK_STAND_ITEM1_SECONDARY, - L4D2_ACT_MP_ATTACK_CROUCH_ITEM1, - L4D2_ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY, - L4D2_ACT_MP_ATTACK_SWIM_ITEM1, - L4D2_ACT_MP_ATTACK_AIRWALK_ITEM1, - L4D2_ACT_MP_STAND_ITEM2, - L4D2_ACT_MP_CROUCH_ITEM2, - L4D2_ACT_MP_RUN_ITEM2, - L4D2_ACT_MP_WALK_ITEM2, - L4D2_ACT_MP_AIRWALK_ITEM2, - L4D2_ACT_MP_CROUCHWALK_ITEM2, - L4D2_ACT_MP_JUMP_ITEM2, - L4D2_ACT_MP_JUMP_START_ITEM2, - L4D2_ACT_MP_JUMP_FLOAT_ITEM2, - L4D2_ACT_MP_JUMP_LAND_ITEM2, - L4D2_ACT_MP_SWIM_ITEM2, - L4D2_ACT_MP_ATTACK_STAND_ITEM2, - L4D2_ACT_MP_ATTACK_STAND_ITEM2_SECONDARY, - L4D2_ACT_MP_ATTACK_CROUCH_ITEM2, - L4D2_ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY, - L4D2_ACT_MP_ATTACK_SWIM_ITEM2, - L4D2_ACT_MP_ATTACK_AIRWALK_ITEM2, - L4D2_ACT_MP_GESTURE_FLINCH, - L4D2_ACT_MP_GESTURE_FLINCH_PRIMARY, - L4D2_ACT_MP_GESTURE_FLINCH_SECONDARY, - L4D2_ACT_MP_GESTURE_FLINCH_MELEE, - L4D2_ACT_MP_GESTURE_FLINCH_ITEM1, - L4D2_ACT_MP_GESTURE_FLINCH_ITEM2, - L4D2_ACT_MP_GESTURE_FLINCH_HEAD, - L4D2_ACT_MP_GESTURE_FLINCH_CHEST, - L4D2_ACT_MP_GESTURE_FLINCH_STOMACH, - L4D2_ACT_MP_GESTURE_FLINCH_LEFTARM, - L4D2_ACT_MP_GESTURE_FLINCH_RIGHTARM, - L4D2_ACT_MP_GESTURE_FLINCH_LEFTLEG, - L4D2_ACT_MP_GESTURE_FLINCH_RIGHTLEG, - L4D2_ACT_MP_GRENADE1_DRAW, - L4D2_ACT_MP_GRENADE1_IDLE, - L4D2_ACT_MP_GRENADE1_ATTACK, - L4D2_ACT_MP_GRENADE2_DRAW, - L4D2_ACT_MP_GRENADE2_IDLE, - L4D2_ACT_MP_GRENADE2_ATTACK, - L4D2_ACT_MP_PRIMARY_GRENADE1_DRAW, - L4D2_ACT_MP_PRIMARY_GRENADE1_IDLE, - L4D2_ACT_MP_PRIMARY_GRENADE1_ATTACK, - L4D2_ACT_MP_PRIMARY_GRENADE2_DRAW, - L4D2_ACT_MP_PRIMARY_GRENADE2_IDLE, - L4D2_ACT_MP_PRIMARY_GRENADE2_ATTACK, - L4D2_ACT_MP_SECONDARY_GRENADE1_DRAW, - L4D2_ACT_MP_SECONDARY_GRENADE1_IDLE, - L4D2_ACT_MP_SECONDARY_GRENADE1_ATTACK, - L4D2_ACT_MP_SECONDARY_GRENADE2_DRAW, - L4D2_ACT_MP_SECONDARY_GRENADE2_IDLE, - L4D2_ACT_MP_SECONDARY_GRENADE2_ATTACK, - L4D2_ACT_MP_MELEE_GRENADE1_DRAW, - L4D2_ACT_MP_MELEE_GRENADE1_IDLE, - L4D2_ACT_MP_MELEE_GRENADE1_ATTACK, - L4D2_ACT_MP_MELEE_GRENADE2_DRAW, - L4D2_ACT_MP_MELEE_GRENADE2_IDLE, - L4D2_ACT_MP_MELEE_GRENADE2_ATTACK, - L4D2_ACT_MP_ITEM1_GRENADE1_DRAW, - L4D2_ACT_MP_ITEM1_GRENADE1_IDLE, - L4D2_ACT_MP_ITEM1_GRENADE1_ATTACK, - L4D2_ACT_MP_ITEM1_GRENADE2_DRAW, - L4D2_ACT_MP_ITEM1_GRENADE2_IDLE, - L4D2_ACT_MP_ITEM1_GRENADE2_ATTACK, - L4D2_ACT_MP_ITEM2_GRENADE1_DRAW, - L4D2_ACT_MP_ITEM2_GRENADE1_IDLE, - L4D2_ACT_MP_ITEM2_GRENADE1_ATTACK, - L4D2_ACT_MP_ITEM2_GRENADE2_DRAW, - L4D2_ACT_MP_ITEM2_GRENADE2_IDLE, - L4D2_ACT_MP_ITEM2_GRENADE2_ATTACK, - L4D2_ACT_MP_STAND_BUILDING, - L4D2_ACT_MP_CROUCH_BUILDING, - L4D2_ACT_MP_RUN_BUILDING, - L4D2_ACT_MP_WALK_BUILDING, - L4D2_ACT_MP_AIRWALK_BUILDING, - L4D2_ACT_MP_CROUCHWALK_BUILDING, - L4D2_ACT_MP_JUMP_BUILDING, - L4D2_ACT_MP_JUMP_START_BUILDING, - L4D2_ACT_MP_JUMP_FLOAT_BUILDING, - L4D2_ACT_MP_JUMP_LAND_BUILDING, - L4D2_ACT_MP_SWIM_BUILDING, - L4D2_ACT_MP_ATTACK_STAND_BUILDING, - L4D2_ACT_MP_ATTACK_CROUCH_BUILDING, - L4D2_ACT_MP_ATTACK_SWIM_BUILDING, - L4D2_ACT_MP_ATTACK_AIRWALK_BUILDING, - L4D2_ACT_MP_ATTACK_STAND_GRENADE_BUILDING, - L4D2_ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, - L4D2_ACT_MP_ATTACK_SWIM_GRENADE_BUILDING, - L4D2_ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING, - L4D2_ACT_MP_STAND_PDA, - L4D2_ACT_MP_CROUCH_PDA, - L4D2_ACT_MP_RUN_PDA, - L4D2_ACT_MP_WALK_PDA, - L4D2_ACT_MP_AIRWALK_PDA, - L4D2_ACT_MP_CROUCHWALK_PDA, - L4D2_ACT_MP_JUMP_PDA, - L4D2_ACT_MP_JUMP_START_PDA, - L4D2_ACT_MP_JUMP_FLOAT_PDA, - L4D2_ACT_MP_JUMP_LAND_PDA, - L4D2_ACT_MP_SWIM_PDA, - L4D2_ACT_MP_ATTACK_STAND_PDA, - L4D2_ACT_MP_ATTACK_SWIM_PDA, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP, - L4D2_ACT_MP_GESTURE_VC_NODYES, - L4D2_ACT_MP_GESTURE_VC_NODNO, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_NODYES_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_NODNO_PRIMARY, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_NODYES_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_NODNO_SECONDARY, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_MELEE, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_MELEE, - L4D2_ACT_MP_GESTURE_VC_NODYES_MELEE, - L4D2_ACT_MP_GESTURE_VC_NODNO_MELEE, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_ITEM1, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_ITEM1, - L4D2_ACT_MP_GESTURE_VC_NODYES_ITEM1, - L4D2_ACT_MP_GESTURE_VC_NODNO_ITEM1, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_ITEM2, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_ITEM2, - L4D2_ACT_MP_GESTURE_VC_NODYES_ITEM2, - L4D2_ACT_MP_GESTURE_VC_NODNO_ITEM2, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_BUILDING, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_BUILDING, - L4D2_ACT_MP_GESTURE_VC_NODYES_BUILDING, - L4D2_ACT_MP_GESTURE_VC_NODNO_BUILDING, - L4D2_ACT_MP_GESTURE_VC_HANDMOUTH_PDA, - L4D2_ACT_MP_GESTURE_VC_FINGERPOINT_PDA, - L4D2_ACT_MP_GESTURE_VC_FISTPUMP_PDA, - L4D2_ACT_MP_GESTURE_VC_THUMBSUP_PDA, - L4D2_ACT_MP_GESTURE_VC_NODYES_PDA, - L4D2_ACT_MP_GESTURE_VC_NODNO_PDA, - L4D2_ACT_VM_UNUSABLE, - L4D2_ACT_VM_UNUSABLE_TO_USABLE, - L4D2_ACT_VM_USABLE_TO_UNUSABLE, - L4D2_ACT_PRIMARY_VM_DRAW, - L4D2_ACT_PRIMARY_VM_HOLSTER, - L4D2_ACT_PRIMARY_VM_IDLE, - L4D2_ACT_PRIMARY_VM_PULLBACK, - L4D2_ACT_PRIMARY_VM_PRIMARYATTACK, - L4D2_ACT_PRIMARY_VM_SECONDARYATTACK, - L4D2_ACT_PRIMARY_VM_RELOAD, - L4D2_ACT_PRIMARY_VM_DRYFIRE, - L4D2_ACT_PRIMARY_VM_IDLE_TO_LOWERED, - L4D2_ACT_PRIMARY_VM_IDLE_LOWERED, - L4D2_ACT_PRIMARY_VM_LOWERED_TO_IDLE, - L4D2_ACT_SECONDARY_VM_DRAW, - L4D2_ACT_SECONDARY_VM_HOLSTER, - L4D2_ACT_SECONDARY_VM_IDLE, - L4D2_ACT_SECONDARY_VM_PULLBACK, - L4D2_ACT_SECONDARY_VM_PRIMARYATTACK, - L4D2_ACT_SECONDARY_VM_SECONDARYATTACK, - L4D2_ACT_SECONDARY_VM_RELOAD, - L4D2_ACT_SECONDARY_VM_DRYFIRE, - L4D2_ACT_SECONDARY_VM_IDLE_TO_LOWERED, - L4D2_ACT_SECONDARY_VM_IDLE_LOWERED, - L4D2_ACT_SECONDARY_VM_LOWERED_TO_IDLE, - L4D2_ACT_MELEE_VM_DRAW, - L4D2_ACT_MELEE_VM_HOLSTER, - L4D2_ACT_MELEE_VM_IDLE, - L4D2_ACT_MELEE_VM_PULLBACK, - L4D2_ACT_MELEE_VM_PRIMARYATTACK, - L4D2_ACT_MELEE_VM_SECONDARYATTACK, - L4D2_ACT_MELEE_VM_RELOAD, - L4D2_ACT_MELEE_VM_DRYFIRE, - L4D2_ACT_MELEE_VM_IDLE_TO_LOWERED, - L4D2_ACT_MELEE_VM_IDLE_LOWERED, - L4D2_ACT_MELEE_VM_LOWERED_TO_IDLE, - L4D2_ACT_PDA_VM_DRAW, - L4D2_ACT_PDA_VM_HOLSTER, - L4D2_ACT_PDA_VM_IDLE, - L4D2_ACT_PDA_VM_PULLBACK, - L4D2_ACT_PDA_VM_PRIMARYATTACK, - L4D2_ACT_PDA_VM_SECONDARYATTACK, - L4D2_ACT_PDA_VM_RELOAD, - L4D2_ACT_PDA_VM_DRYFIRE, - L4D2_ACT_PDA_VM_IDLE_TO_LOWERED, - L4D2_ACT_PDA_VM_IDLE_LOWERED, - L4D2_ACT_PDA_VM_LOWERED_TO_IDLE, - L4D2_ACT_ITEM1_VM_DRAW, - L4D2_ACT_ITEM1_VM_HOLSTER, - L4D2_ACT_ITEM1_VM_IDLE, - L4D2_ACT_ITEM1_VM_PULLBACK, - L4D2_ACT_ITEM1_VM_PRIMARYATTACK, - L4D2_ACT_ITEM1_VM_SECONDARYATTACK, - L4D2_ACT_ITEM1_VM_RELOAD, - L4D2_ACT_ITEM1_VM_DRYFIRE, - L4D2_ACT_ITEM1_VM_IDLE_TO_LOWERED, - L4D2_ACT_ITEM1_VM_IDLE_LOWERED, - L4D2_ACT_ITEM1_VM_LOWERED_TO_IDLE, - L4D2_ACT_ITEM2_VM_DRAW, - L4D2_ACT_ITEM2_VM_HOLSTER, - L4D2_ACT_ITEM2_VM_IDLE, - L4D2_ACT_ITEM2_VM_PULLBACK, - L4D2_ACT_ITEM2_VM_PRIMARYATTACK, - L4D2_ACT_ITEM2_VM_SECONDARYATTACK, - L4D2_ACT_ITEM2_VM_RELOAD, - L4D2_ACT_ITEM2_VM_DRYFIRE, - L4D2_ACT_ITEM2_VM_IDLE_TO_LOWERED, - L4D2_ACT_ITEM2_VM_IDLE_LOWERED, - L4D2_ACT_ITEM2_VM_LOWERED_TO_IDLE } @@ -4396,6 +354,7 @@ enum // ==================================================================================================== // ANIMATION HOOK // ==================================================================================================== +/* The PRE hook can utilize the "ACT_*" enum defines from the "include/left4dhooks_anim.inc" include file. */ typeset AnimHookCallback { /** @@ -4436,8 +395,9 @@ native bool AnimHookDisable(int client, AnimHookCallback callback, AnimHookCallb /** * @brief Retrieves the activity string from it's relative activity number. * @remarks activity numbers are different from a models "m_nSequence" sequence numbers. - * @remarks The ACT_* list and values are for Survivors and differ from other models. Use the "m_nSequence" sequence value in a post hook for Special Infected. + * @remarks The ACT_* list and values are for Survivor models and differ from other models. Use the "m_nSequence" sequence value in a post hook for Special Infected. * @remarks The "m_nSequence" sequence values for each model can be found using Left4Dead Authoring Tools > Model Viewer. + * @remarks The PRE hook can utilize the "ACT_*" enum defines from the "include/left4dhooks_anim.inc" include file instead of using this method of converting them. * * @param sequence Activity number to retrieve from * @param activity Destination string to store the activity @@ -5068,6 +1028,55 @@ forward void L4D2_OnWaterMove(int client); */ forward Action L4D_OnGameModeChange(int gamemode); +/** + * @brief Called when CTerrorPlayer::Fling(Vector const&, PlayerAnimEvent_t, CBaseCombatCharacter*, float) is invoked. + * @remarks Called when a player is flung to the ground. + * + * @param client Client index of the player. + * @param attacker Client index of the attacker. + * @param vecDir Vector direction of the fling. + * + * @return Plugin_Handled to block fling, Plugin_Continue to allow. + **/ +// L4D2 only. +forward Action L4D2_OnPlayerFling(int client, int attacker, float vecDir[3]); + +/** + * @brief Called when CDeathFallCamera::Enable(CBasePlayer*) is invoked. + * @remarks Called when a player is falling in a fatal zone. + * @remarks Does not trigger for all cases when someone is fatally falling. + * @remarks Use this forward to check if the current map has death fall cameras (fatal falls). + * + * @param client Client index of the player. + * + * @return Plugin_Handled to block the death fall camera, Plugin_Continue to allow. + **/ +forward Action L4D_OnFatalFalling(int client, int camera); + +/** + * @brief Called when CTerrorPlayer::OnFalling() is invoked. + * @remarks Called when a player is falling. + * + * @param client Client index of the player. + **/ +forward void L4D_OnFalling(int client); + +/** + * @brief Called when Tank::EnterStasis() is invoked. + * @remarks Called when a Tank enters stasis mode in Versus mode. + * + * @param tank Client index of the Tank. + **/ +forward void L4D_OnEnterStasis(int tank); + +/** + * @brief Called when Tank::LeaveStasis() is invoked. + * @remarks Called when a Tank leaves stasis mode in Versus mode. + * + * @param tank Client index of the Tank. + **/ +forward void L4D_OnLeaveStasis(int tank); + /** * @brief Called whenever ZombieManager::GetRandomPZSpawnPosition is invoked * @remarks Attempts to find a valid position to spawn Special Infected @@ -5137,6 +1146,55 @@ native int L4D_GetGameModeType(); */ native int L4D_Deafen(int client); +/** + * @brief Returns a Survivors current temporary health buffer HP. + * + * @param client Client id of the Survivor player + * + * @return Temp health value + */ +native float L4D_GetTempHealth(int client); + +/** + * @brief Sets a Survivors temporary health buffer HP. + * + * @param client Client id of the Survivor player + * @param health Health value to set + * + * @noreturn + */ +native int L4D_SetTempHealth(int client, float health); + +/** + * @brief Plays specified music string name on the music channel to a client. + * @remarks Music strings such as "Event.BleedingOut" + * @remarks List of strings can be found inside the games VPK files here: scripts\game_sounds_music.txt + * + * @param client Client id of the Survivor player + * @param music_str Music string name to play + * @param source_ent Source entity to play from (can be 0) + * @param one_float Unknown, maybe duration? Please report what this is when using. + * @param one_bool Unknown. Please report what this is when using. + * @param two_bool Unknown. Please report what this is when using. + * + * @noreturn + */ +native void L4D_PlayMusic(int client, const char[] music_str, int source_ent = 0, float one_float, bool one_bool, bool two_bool); + +/** + * @brief Stops playing the specified music_str to the client. + * @remarks Music strings such as "Event.BleedingOut" + * @remarks List of strings can be found inside the games VPK files here: scripts\game_sounds_music.txt + * + * @param client Client id of the Survivor player + * @param music_str Music string name to stop playing + * @param one_float Unknown, maybe duration? Please report what this is when using. + * @param one_bool Unknown. Please report what this is when using. + * + * @noreturn + */ +native void L4D_StopMusic(int client, const char[] music_str, float one_float = 0.0, bool one_bool = false); + /** * @brief Creates the dissolve effect on common infected, players or objects. * @remarks You must handle the fading or killing of an entity as required @@ -5449,6 +1507,60 @@ native int L4D2_GetScriptValueInt(const char[] key, int value); // L4D2 only. native float L4D2_NavAreaTravelDistance(float startPos[3], float endPos[3], bool ignoreNavBlockers); +/** + * @brief Returns if there is a configurable difficulty setting. + * @brief Returns true for Coop/Realism modes. + * + * @return True if there is a configurable difficulty setting, false otherwise. + **/ +// L4D2 only. +native bool L4D2_HasConfigurableDifficultySetting(); + +/** + * @brief Returns if the current game mode is Coop/Realism mode. + * + * @return True if the current game mode is Coop/Realism mode, false otherwise. + **/ +// L4D2 only. +native bool L4D2_IsGenericCooperativeMode(); + +/** + * @brief Returns if the current game mode is Coop mode. + * + * @return True if the current game mode is Coop mode, false otherwise. + **/ +native bool L4D_IsCoopMode(); + +/** + * @brief Returns if the current game mode is Realism mode. + * + * @return True if the current game mode is Realism mode, false otherwise. + **/ +// L4D2 only. +native bool L4D2_IsRealismMode(); + +/** + * @brief Returns if the current game mode is Survival mode. + * + * @return True if the current game mode is Survival mode, false otherwise. + **/ +native bool L4D_IsSurvivalMode(); + +/** + * @brief Returns if the current game mode is Scavenge mode. + * + * @return True if the current game mode is Scavenge mode, false otherwise. + **/ +// L4D2 only. +native bool L4D2_IsScavengeMode(); + +/** + * @brief Returns if the current game mode is Versus mode. + * + * @return True if the current game mode is Versus mode, false otherwise. + **/ +native bool L4D_IsVersusMode(); + // // Only returns default value provided.