diff --git a/scripting/include/ftt.inc b/scripting/include/ftt.inc index f049546..1eae4e6 100644 --- a/scripting/include/ftt.inc +++ b/scripting/include/ftt.inc @@ -10,24 +10,38 @@ enum L4D2Infected L4D2Infected_Witch = 7, L4D2Infected_Tank = 8 }; -int g_iAttackerTarget[MAXPLAYERS+1], g_PendingBanTroll[MAXPLAYERS+1]; -int autoPunished = -1, autoPunishMode, lastButtonUser, lastCrescendoUser; -bool g_bPendingItemGive[MAXPLAYERS+1]; -GlobalForward g_PlayerMarkedForward; -char steamids[MAXPLAYERS+1][64]; -Handle g_hWitchAttack; -//HANDLES +GlobalForward g_PlayerMarkedForward; +Handle g_hWitchAttack; Handle hThrowTimer; -//CONVARS -ConVar hVictimsList, hThrowItemInterval, hAutoPunish, hMagnetChance, hShoveFailChance, hAutoPunishExpire, hMagnetTargetMode, hWitchTargetIncapp; + +ConVar hVictimsList; +ConVar hThrowItemInterval; +ConVar hAutoPunish; +ConVar hMagnetChance; +ConVar hShoveFailChance; +ConVar hAutoPunishExpire; +ConVar hMagnetTargetMode; ConVar hBadThrowHitSelf; -//BOOLS -bool lateLoaded; //Is plugin late loaded -bool bChooseVictimAvailable = false; //For charge player feature, is it available? -//INTEGERS -int g_iAmmoTable; //Loads the ammo table to get ammo amounts -int gChargerVictim = -1; //For charge player feature + +bool g_bPendingItemGive[MAXPLAYERS+1]; + +int g_iAmmoTable; //Loads the ammo table to get max ammo for weapons +int autoPunished = -1; +int autoPunishMode; +int lastButtonUser; +int lastCrescendoUser; +int g_iAttackerTarget[MAXPLAYERS+1]; +int g_PendingBanTroll[MAXPLAYERS+1]; + +int gInstaSpecialType = -1; +int gInstaSpecialTarget; +float gInstaSpecialSpawnPos[3]; +float gInstaSpecialSpawnAng[3]; +bool gInstaSpecialInstaKill; +int gInstaSpecialMagnet[MAXPLAYERS+1]; + +char steamids[MAXPLAYERS+1][64]; #include #include diff --git a/scripting/include/jutils.inc b/scripting/include/jutils.inc index 1e5ae56..8b96e86 100644 --- a/scripting/include/jutils.inc +++ b/scripting/include/jutils.inc @@ -67,7 +67,7 @@ stock void ShowDelayedHintToAll(const char[] format, any ...) { hintInt++; } -stock int GetSurvivorId(const char str[16], bool isL4D1 = false) { +stock int GetSurvivorId(const char[] str, bool isL4D1 = false) { int possibleNumber = StringToInt(str, 10); if(strlen(str) == 1) { if(possibleNumber <= 7 && possibleNumber >= 0) { @@ -224,7 +224,7 @@ stock bool TraceFilter(int entity, int contentsMask) { return false; return true; } -stock bool GetGround(int client, float[3] vPos, float[3] vAng) { +stock bool GetGround(int client, float vPos[3], float vAng[3]) { GetClientAbsOrigin(client, vPos); vAng = vPos; vAng[2] += 5.0; @@ -276,7 +276,7 @@ stock bool SpawnMinigun(const float vPos[3], const float vAng[3]) { stock bool GiveClientWeapon(int client, const char[] wpnName, bool lasers) { - char sTemp[64]; + static char sTemp[64]; float pos[3]; GetClientAbsOrigin(client, pos); Format(sTemp, sizeof(sTemp), "weapon_%s", wpnName); @@ -544,7 +544,7 @@ stock float GetNearestEntityDistance(int originEntity, char[] classname) { { GetEntPropVector(entity, Prop_Send, "m_vecOrigin", entityVecOrigin); distance = GetVectorDistance(compareVec, entityVecOrigin); - PrintDebug(DEBUG_SPAWNLOGIC, "Comparing %s (id %d) (%.2f,%.2f,%.2f) distance to entity %d (%.2f,%.2f,%.2f) is %.4f", classname, entity, entityVecOrigin[0], entityVecOrigin[1], entityVecOrigin[2], originEntity, compareVec[0], compareVec[1], compareVec[2], distance); + // PrintDebug(DEBUG_SPAWNLOGIC, "Comparing %s (id %d) (%.2f,%.2f,%.2f) distance to entity %d (%.2f,%.2f,%.2f) is %.4f", classname, entity, entityVecOrigin[0], entityVecOrigin[1], entityVecOrigin[2], originEntity, compareVec[0], compareVec[1], compareVec[2], distance); if (distance < nearestDistance || nearestDistance == -1.0) { @@ -568,7 +568,7 @@ stock int FindNearestEntityInRange(int originEntity, char[] classname, float ran distance = GetVectorDistance(compareVec, entityVecOrigin); if (distance <= range && (distance < nearestDistance || nearestDistance == -1.0)) { - PrintDebug(DEBUG_SPAWNLOGIC, "Comparing %s (id %d) (%.2f,%.2f,%.2f) distance to entity %d (%.2f,%.2f,%.2f) is %.4f", classname, entity, entityVecOrigin[0], entityVecOrigin[1], entityVecOrigin[2], originEntity, compareVec[0], compareVec[1], compareVec[2], distance); + // PrintDebug(DEBUG_SPAWNLOGIC, "Comparing %s (id %d) (%.2f,%.2f,%.2f) distance to entity %d (%.2f,%.2f,%.2f) is %.4f", classname, entity, entityVecOrigin[0], entityVecOrigin[1], entityVecOrigin[2], originEntity, compareVec[0], compareVec[1], compareVec[2], distance); nearestDistance = distance; closest = entity; } diff --git a/scripting/include/left4dhooks.inc b/scripting/include/left4dhooks.inc index 43faac1..0810992 100644 --- a/scripting/include/left4dhooks.inc +++ b/scripting/include/left4dhooks.inc @@ -98,6 +98,8 @@ public void __pl_l4dh_SetNTVOptional() MarkNativeAsOptional("L4D_IsInLastCheckpoint"); MarkNativeAsOptional("L4D2_IsReachable"); MarkNativeAsOptional("L4D_HasPlayerControlledZombies"); + MarkNativeAsOptional("L4D_DetonateProjectile"); + MarkNativeAsOptional("L4D_TankRockPrj"); MarkNativeAsOptional("L4D_PipeBombPrj"); MarkNativeAsOptional("L4D_MolotovPrj"); MarkNativeAsOptional("L4D2_VomitJarPrj"); @@ -117,6 +119,8 @@ public void __pl_l4dh_SetNTVOptional() MarkNativeAsOptional("L4D2_IsTankInPlay"); MarkNativeAsOptional("L4D2_GetScriptValueInt"); MarkNativeAsOptional("L4D2_NavAreaTravelDistance"); + MarkNativeAsOptional("L4D2_GetSurvivorSetMod"); + MarkNativeAsOptional("L4D2_GetSurvivorSetMap"); MarkNativeAsOptional("L4D2_HasConfigurableDifficultySetting"); MarkNativeAsOptional("L4D2_IsGenericCooperativeMode"); MarkNativeAsOptional("L4D_IsCoopMode"); @@ -169,6 +173,7 @@ public void __pl_l4dh_SetNTVOptional() MarkNativeAsOptional("L4D2_SpawnWitchBride"); // l4d2weapons.inc + MarkNativeAsOptional("L4D_GetWeaponID"); MarkNativeAsOptional("L4D2_IsValidWeapon"); MarkNativeAsOptional("L4D2_GetIntWeaponAttribute"); MarkNativeAsOptional("L4D2_GetFloatWeaponAttribute"); @@ -347,6 +352,30 @@ enum STATE_INTRO_CAMERA } +// From: https://developer.valvesoftware.com/wiki/L4D2_Director_Scripts +// For the "L4D2_ChangeFinaleStage" and "L4D2_GetCurrentFinaleStage" natives and "L4D2_OnChangeFinaleStage" forward. +enum +{ + FINALE_GAUNTLET_1 = 0, + FINALE_HORDE_ATTACK_1 = 1, + FINALE_HALFTIME_BOSS = 2, + FINALE_GAUNTLET_2 = 3, + FINALE_HORDE_ATTACK_2 = 4, + FINALE_FINAL_BOSS = 5, + FINALE_HORDE_ESCAPE = 6, + FINALE_CUSTOM_PANIC = 7, + FINALE_CUSTOM_TANK = 8, + FINALE_CUSTOM_SCRIPTED = 9, + FINALE_CUSTOM_DELAY = 10, + FINALE_CUSTOM_CLEAROUT = 11, + FINALE_GAUNTLET_START = 12, + FINALE_GAUNTLET_HORDE = 13, + FINALE_GAUNTLET_HORDE_BONUSTIME = 14, + FINALE_GAUNTLET_BOSS_INCOMING = 15, + FINALE_GAUNTLET_BOSS = 16, + FINALE_GAUNTLET_ESCAPE = 17 +} + @@ -687,9 +716,108 @@ forward Action L4D_OnGetMissionVSBossSpawning(float &spawn_pos_min, float &spawn * * @param tank the player who was a tank * @param newtank a player who has become a new tank + * + * @noreturn */ forward void L4D_OnReplaceTank(int tank, int newtank); +/** + * @brief Called whenever CTankClaw::DoSwing(CTankClaw *this) is invoked + * @remarks When a tank is swinging to punch. + * + * @param tank tank client index + * @param rock the claw entity index + * + * @noreturn + */ +forward void L4D_TankClaw_DoSwing_Pre(int tank, int claw); + +/** + * @brief Called whenever CTankClaw::DoSwing(CTankClaw *this) is invoked + * @remarks When a tank is swinging to punch. + * + * @param tank tank client index + * @param rock the claw entity index + * + * @noreturn + */ +forward void L4D_TankClaw_DoSwing_Post(int tank, int claw); + +/** + * @brief Called whenever CTankClaw::GroundPound() is invoked + * @remarks When hitting the ground (maybe only when hitting an incapped player) + * @remarks The forwards "L4D_TankClaw_OnPlayerHit_Pre" and "L4D_TankClaw_OnPlayerHit_Post" trigger after this, allowing identification of victim + * @remarks The forwards "L4D_TankClaw_DoSwing_Pre" and "L4D_TankClaw_DoSwing_Post" can trigger after this + * + * @param tank tank client index + * @param rock the claw entity index + * + * @noreturn + */ +forward void L4D_TankClaw_GroundPound_Pre(int tank, int claw); + +/** + * @brief Called whenever CTankClaw::GroundPound() is invoked + * @remarks When hitting the ground (maybe only when hitting an incapped player) + * @remarks The forwards "L4D_TankClaw_OnPlayerHit_Pre" and "L4D_TankClaw_OnPlayerHit_Post" trigger before this + * @remarks The forwards "L4D_TankClaw_DoSwing_Pre" and "L4D_TankClaw_DoSwing_Post" can trigger after this + * + * @param tank tank client index + * @param rock the claw entity index + * + * @noreturn + */ +forward void L4D_TankClaw_GroundPound_Post(int tank, int claw); + +/** + * @brief Called whenever CTankClaw::OnPlayerHit(CTerrorPlayer*, bool) is invoked + * @remarks When a tank swings and punches a player. + * + * @param tank tank client index + * @param rock the claw entity index + * + * @return Plugin_Handled to block the target player from being stumbled, Plugin_Continue otherwise. + */ +forward Action L4D_TankClaw_OnPlayerHit_Pre(int tank, int claw, int player); + +/** + * @brief Called whenever CTankClaw::OnPlayerHit(CTerrorPlayer*, bool) is invoked + * @remarks When a tank swings and punches a player. + * + * @param tank tank client index + * @param rock the claw entity index + * @param player the player being hit + * + * @noreturn + */ +forward void L4D_TankClaw_OnPlayerHit_Post(int tank, int claw, int player); + +/** + * @brief Called whenever CTankRock::Detonate() is invoked + * @remarks When a tank rock hits something and explodes. + * + * @param tank tank client index + * @param rock the rock entity index + * + * @noreturn + */ +forward void L4D_TankRock_OnDetonate(int tank, int rock); + +/** + * @brief Called whenever CTankRock::OnRelease(Vector const&, QAngle const&, Vector const&, Vector const&) is invoked + * @remarks When a tank rock is thrown. + * + * @param tank tank client index (can be -1 if the rock was created by the native "L4D_TankRockPrj" or the "env_rock_launcher" entity) + * @param rock the rock entity index + * @param vecPos the position vector of the rock + * @param vecAng the angle vector of the rock + * @param vecVel the velocity vector of the rock + * @param vecRot the rotation vector of the rock + * + * @return Plugin_Changed to modify the vector values, Plugin_Continue otherwise. + */ +forward Action L4D_TankRock_OnRelease(int tank, int rock, float vecPos[3], float vecAng[3], float vecVel[3], float vecRot[3]); + /** * @brief Called whenever CDirector::TryOfferingTankBot is invoked * @remarks Is used for displaying the "X gets Tank" window and transferring Tank control @@ -767,6 +895,22 @@ forward Action L4D2_OnSelectTankAttack(int client, int &sequence); // L4D2 only. forward Action L4D_OnStartMeleeSwing(int client, bool boolean); +/** + * @brief Called whenever CTerrorMeleeWeapon::GetDamageForVictim() is invoked + * @remarks Called to calculate the damage when a melee weapon hits something + * @remarks A headshot on Common Infected will still kill them. + * @remarks Could maybe set the weapon attribute "L4D2BoolMeleeWeapon_Decapitates" to avoid killing on headshot. Please report success if you try + * + * @param client the client swinging the melee weapon + * @param weapon the weapon entity index + * @param victim the victim being hit by the melee weapon + * @param damage the amount of damage to inflict on the victim + * + * @return Plugin_Handled to block, Plugin_Changed to change damage, Plugin_Continue otherwise + */ +// L4D2 only. +forward Action L4D2_MeleeGetDamageForVictim(int client, int weapon, int victim, float &damage); + /** * @brief Called whenever CDirectorScriptedEventManager::SendInRescueVehicle(void) is invoked * @remarks Called when the last Finale stage is reached and the Rescue means becomes 'available'. @@ -779,11 +923,12 @@ forward Action L4D2_OnSendInRescueVehicle(); /** * @brief Called whenever CDirectorScriptedEventManager::ChangeFinaleStage is invoked - * - * @param FinaleStageType integer value * @remarks Called when the director stage changes * @remarks some values for FinaleStageType: 1 - Finale Started; 6 - Rescue Vehicle Ready; 7 - Zombie Hordes; 8 - Tank; 10 - Combat Respite (nothing spawns) * @remarks SendInRescueVehicle does not depend on Finale Stage being 6, that only signals endless Hordes/Tanks + * @remarks Can use the "FINALE_*" enums (search for them above) for the finaleType value. + * + * @param FinaleStageType integer value * * @return Plugin_Handled to block, Plugin_Changed to change finaleType, Plugin_Continue otherwise */ @@ -958,6 +1103,140 @@ forward Action L4D_OnMaterializeFromGhostPre(int client); */ forward Action L4D_OnMaterializeFromGhost(int client); +/** + * @brief Called whenever CPipeBombProjectile::Create is invoked + * @remarks Called when a PipeBomb projectile is being created + * + * @param client the client who is throwing the grenade (can be 0) + * @param vecPos the position vector of the projectile + * @param vecAng the angle vector of the projectile + * @param vecVel the velocity vector of the projectile + * @param vecRot the rotation vector of the projectile + * + * @return Plugin_Handled to block the grenade creation, Plugin_Changed to modify the vector values, Plugin_Continue otherwise. + */ +forward Action L4D_PipeBombProjectile_Pre(int client, float vecPos[3], float vecAng[3], float vecVel[3], float vecRot[3]); + +/** + * @brief Called whenever CPipeBombProjectile::Create is invoked + * @remarks Called when a PipeBomb projectile has been created + * + * @param client the client who is throwing the grenade (can be 0) + * @param projectile the projectile entity index (can be 0 if blocked in the pre hook) + * @param vecPos the position vector of the projectile + * @param vecAng the angle vector of the projectile + * @param vecVel the velocity vector of the projectile + * @param vecRot the rotation vector of the projectile + * + * @noreturn + */ +forward void L4D_PipeBombProjectile_Post(int client, int projectile, float vecPos[3], float vecAng[3], float vecVel[3], float vecRot[3]); + +/** + * @brief Called whenever CTerrorPlayer::Extinguish() is invoked + * @remarks Called when a player (Survivor or Special Infected) is about to be extinguished + * + * @param client the client who is about to be extinguished + * + * @return Plugin_Handled to block extinguishing, Plugin_Continue otherwise + */ +forward Action L4D_PlayerExtinguish(int client); + +/** + * @brief Called whenever CBreakableProp::Break() is invoked + * @remarks Called when a physics prop is broken + * @note When a propanetank explodes, it will create and explode another prop_physics and the attacker entity will be 0. Maybe only L4D2 has this issue. + * + * @param prop the physics entity index which broke + * @param entity the client or entity who caused the prop to break (could be 0) + * + * @noreturn + */ +forward void L4D_CBreakableProp_Break(int prop, int entity); + +/** + * @brief Called whenever CGasCan::Event_Killed() is invoked + * @remarks Called when a gascan is broken + * + * @param gascan the gascan entity index + * + * @noreturn + */ + // L4D2 only. +forward void L4D2_CGasCan_EventKilled(int gascan, int inflictor, int attacker); + +/** + * @brief Called whenever CGasCan::OnActionComplete() is invoked + * @remarks Called when someone completes pouring a gascan into a nozzle + * + * @param client the client pouring + * @param gascan the gascan entity index that is being consumed + * @param nozzle the nozzle being poured into + * + * @return Plugin_Handled to block adding to Scavenge score (see "Scavenge Score Fix" plugin for more details), Plugin_Continue otherwise + */ + // L4D2 only. +forward Action L4D2_CGasCan_ActionComplete(int client, int gascan, int nozzle); + +/** + * @brief Called whenever CInsectSwarm::CanHarm() is invoked + * @remarks Called when Spitter Acid is determining if a client or entity can be damaged + * + * @param acid the acid entity index causing the damage + * @param spitter the Spitter or client who created the acid (can be 0) + * @param entity the client or entity index being checked if it can be damaged + * + * @return Plugin_Handled to block allowing damage to an entity, Plugin_Continue otherwise + */ + // L4D2 only. +forward Action L4D2_CInsectSwarm_CanHarm(int acid, int spitter, int entity); + +/** + * @brief Called whenever CTerrorPlayer::OnPouncedOnSurvivor() is invoked + * @remarks Called when a Survivor player is about to be pounced on by a Hunter + * + * @param victim the client who's being pounced + * @param attacker the Hunter pouncing on someone + * + * @return Plugin_Handled to block, Plugin_Continue otherwise + */ +forward Action L4D_OnPouncedOnSurvivor(int victim, int attacker); + +/** + * @brief Called whenever CTerrorPlayer::GrabVictimWithTongue() is invoked + * @remarks Called when a Survivor player is about to be grabbed by a Smoker + * + * @param victim the client who's being grabbed + * @param attacker the Smoker grabbing someone + * + * @return Plugin_Handled to block, Plugin_Continue otherwise + */ +forward Action L4D_OnGrabWithTongue(int victim, int attacker); + +/** + * @brief Called whenever CTerrorPlayer::OnLeptOnSurvivor() is invoked + * @remarks Called when a Survivor player is about to be ridden by a Jockey + * + * @param victim the client who's being grabbed + * @param attacker the Jockey grabbing someone + * + * @return Plugin_Handled to block, Plugin_Continue otherwise + */ + // L4D2 only. +forward Action L4D2_OnJockeyRide(int victim, int attacker); + +/** + * @brief Called whenever CTerrorPlayer::OnStartCarryingVictim() is invoked + * @remarks Called when a Survivor player is about to be carried by a Charger + * + * @param victim the client who's being grabbed + * @param attacker the Charger picking up someone + * + * @return Plugin_Handled to block, Plugin_Continue otherwise + */ + // L4D2 only. +forward Action L4D2_OnStartCarryingVictim(int victim, int attacker); + /** * @brief Called whenever CTerrorPlayer::OnVomitedUpon is invoked * @remarks Called when a Survivor player is covered in Boomer bile, or when using "Bile the World" plugin by "AtomicStryker" @@ -971,7 +1250,7 @@ forward Action L4D_OnVomitedUpon(int victim, int &attacker, bool &boomerExplosio /** * @brief Called whenever CTerrorPlayer::OnHitByVomitJar is invoked - * @remarks Called a Special Infected is hit from a Bilejar explosion + * @remarks Called when a Special Infected is hit from a Bilejar explosion * * @param victim the client who's now it * @param attacker the attacker who caused the vomit @@ -1026,7 +1305,7 @@ forward void L4D2_OnWaterMove(int client); * * @return Current game mode. */ -forward Action L4D_OnGameModeChange(int gamemode); +forward void L4D_OnGameModeChange(int gamemode); /** * @brief Called when CTerrorPlayer::Fling(Vector const&, PlayerAnimEvent_t, CBaseCombatCharacter*, float) is invoked. @@ -1339,12 +1618,36 @@ native bool L4D2_IsReachable(int client, const float vecPos[3]); */ native bool L4D_HasPlayerControlledZombies(); +/** + * @brief Detonates an active grenade projectile + * @remarks Can detonate in L4D1 & L4D2: "molotov_projectile", "pipebomb_projectile", "tank_rock" + * @remarks Can detonate in L4D2: "vomitjar_projectile", "grenadelauncher_projectile", "spitter_projectile" + * + * @param entity The projectile entity to detonate + * + * @noreturn + */ +native int L4D_DetonateProjectile(int entity); + +/** + * @brief Creates an activated Tank Rock projectile. + * @remarks It seems when using a Survivor for the client index and hitting another Survivor, the victim will take 1.0 damage (maybe due to friendly fire settings). + * @remarks Suggest using an OnTakeDamage hook if you want to apply more damage. + * + * @param client Client id to attribute the projectile to for damage credit. Passing 0 (world) is allowed + * @param vecPos Vector coordinate of the projectile on creation + * @param vecAng Vector direction of the projectile + * + * @return Entity index of the projectile + */ +native int L4D_TankRockPrj(int client, const float vecPos[3], const float vecAng[3]); + /** * @brief Creates an activated PipeBomb projectile. * @remarks Does not attach the "Fuse" or "Light" particles, see the "left4dhooks_test" plugin for example on attaching these * @remarks Also used in the "PipeBomb Shove" plugin by Silvers * - * @param client Client id to attribute the projectile to for damage credit + * @param client Client id to attribute the projectile to for damage credit. Passing 0 (world) is allowed * @param vecPos Vector coordinate of the projectile on creation * @param vecAng Vector velocity and direction of the projectile * @@ -1355,7 +1658,7 @@ native int L4D_PipeBombPrj(int client, const float vecPos[3], const float vecAng /** * @brief Creates an activated Molotov projectile. * - * @param client Client id to attribute the projectile to for damage credit + * @param client Client id to attribute the projectile to for damage credit Passing 0 (world) is allowed * @param vecPos Vector coordinate of the projectile on creation * @param vecAng Vector velocity and direction of the projectile * @@ -1366,7 +1669,7 @@ native int L4D_MolotovPrj(int client, const float vecPos[3], const float vecAng[ /** * @brief Creates an activated VomitJar projectile. * - * @param client Client id to attribute the projectile to for damage credit + * @param client Client id to attribute the projectile to for damage credit Passing 0 (world) is allowed * @param vecPos Vector coordinate of the projectile on creation * @param vecAng Vector velocity and direction of the projectile * @@ -1378,7 +1681,7 @@ native int L4D2_VomitJarPrj(int client, const float vecPos[3], const float vecAn /** * @brief Creates an activated Grenade Launcher projectile. * - * @param client Client id to attribute the projectile to for damage credit + * @param client Client id to attribute the projectile to for damage credit Passing 0 (world) is allowed * @param vecPos Vector coordinate of the projectile on creation * @param vecAng Vector velocity and direction of the projectile * @@ -1390,7 +1693,7 @@ native int L4D2_GrenadeLauncherPrj(int client, const float vecPos[3], const floa /** * @brief Creates a Spitter goo projectile. * - * @param client Client id to attribute the projectile to for damage credit + * @param client Client id to attribute the projectile to for damage credit Passing 0 (world) is allowed * @param vecPos Vector coordinate of the projectile on creation * @param vecAng Vector velocity and direction of the projectile * @@ -1462,6 +1765,7 @@ native bool L4D_IsFinaleEscapeInProgress(); * @brief Returns the current Finale stage type. * @remarks some values for FinaleStageType: 1 - Finale Started; 6 - Rescue Vehicle Ready; 7 - Zombie Hordes; 8 - Tank; 10 - Combat Respite (nothing spawns) * @remarks Seems to return 18 for non-finale maps + * @remarks Can use the "FINALE_*" enums (search for them above) for the finaleType value. * * @return finaleType stage value */ @@ -1516,6 +1820,24 @@ native float L4D2_NavAreaTravelDistance(float startPos[3], float endPos[3], bool // L4D2 only. native bool L4D2_HasConfigurableDifficultySetting(); +/** + * @brief Returns the maps default Survivor set + * @brief Does not return the overridden value when changed from the "L4D_OnGetSurvivorSet" or "L4D_OnFastGetSurvivorSet" forwards. + * + * @return Maps default survivor set + **/ +// L4D2 only. +native int L4D2_GetSurvivorSetMap(); + +/** + * @brief Returns the current Survivor set + * @brief Return the current set which may have been overridden if changed in the "L4D_OnGetSurvivorSet" or "L4D_OnFastGetSurvivorSet" forwards. + * + * @return Maps default survivor set + **/ +// L4D2 only. +native int L4D2_GetSurvivorSetMod(); + /** * @brief Returns if the current game mode is Coop/Realism mode. * @@ -1807,6 +2129,7 @@ native void L4D2_SendInRescueVehicle(); * @remarks Changes the Finale stage * @remarks some values for FinaleStageType: 1 - Finale Started; 6 - Rescue Vehicle Ready; 7 - Zombie Hordes; 8 - Tank; 10 - Combat Respite (nothing spawns) * @remarks will fire the forward of the same function + * @remarks Can use the "FINALE_*" enums (search for them above) for the finaleType value. * * @param FinaleStageType integer value * @@ -2206,7 +2529,7 @@ native float L4D2_ITimerGetElapsedTime(L4D2IntervalTimer timer); * 2020 Update2: Now works in Left4DHooks. Glitchy animation bug when reloading an already full weapon. * 2021 Update3: Fix plugin for modified ammo clips found here: https://forums.alliedmods.net/showthread.php?t=327105 -A note regarding Clipsize: Any nonstandard value will NOT be in effect at weapon pickup, which means the client +A note regarding Clipsize: Any non-standard value will NOT be in effect at weapon pickup, which means the client has to reload once to achieve the modified value. To fix this, add a weapon pickup hook in your plugin (eg "player_use") and use something like this with a small timer delay of 0.1 seconds or more (dont you love this engine). @@ -2269,6 +2592,16 @@ enum L4D2FloatMeleeWeaponAttributes +/** + * @brief Returns the weapon ID for a specific classname + * @remarks Can specify either "rifle" or "weapon_rifle" for example + * + * @param weaponName Weapon classname to check up on + * + * @return -1 if not found, otherwise returns weaponID + */ +native int L4D_GetWeaponID(const char[] weaponName); + /** * @brief Checks for a given weapon string to exist in the WeaponInformationDatabase * @remarks Throws an error if Database is unavailable @@ -2277,7 +2610,6 @@ enum L4D2FloatMeleeWeaponAttributes * * @return True if weapon is found, false if not */ -// L4D2 only. native bool L4D2_IsValidWeapon(const char[] weaponName); /** @@ -2289,7 +2621,6 @@ native bool L4D2_IsValidWeapon(const char[] weaponName); * * @return The value read. */ -// L4D2 only. native int L4D2_GetIntWeaponAttribute(const char[] weaponName, L4D2IntWeaponAttributes attr); /** @@ -2301,7 +2632,6 @@ native int L4D2_GetIntWeaponAttribute(const char[] weaponName, L4D2IntWeaponAttr * * @return The value read. */ -// L4D2 only. native float L4D2_GetFloatWeaponAttribute(const char[] weaponName, L4D2FloatWeaponAttributes attr); /** @@ -2314,7 +2644,6 @@ native float L4D2_GetFloatWeaponAttribute(const char[] weaponName, L4D2FloatWeap * * @noreturn */ -// L4D2 only. native void L4D2_SetIntWeaponAttribute(const char[] weaponName, L4D2IntWeaponAttributes attr, int value); /** @@ -2327,7 +2656,6 @@ native void L4D2_SetIntWeaponAttribute(const char[] weaponName, L4D2IntWeaponAtt * * @noreturn */ -// L4D2 only. native void L4D2_SetFloatWeaponAttribute(const char[] weaponName, L4D2FloatWeaponAttributes attr, float value); @@ -3319,6 +3647,7 @@ native bool L4D_BecomeGhost(int client); /** * @brief Enter ghost/dead mode. Some state values may have different results. Unknown. * @remarks 6 and 8 are commonly used by the game. + * @remarks Can use the "STATE_*" enums (search for them above). * * @param client Client ID of the player to affect * diff --git a/scripting/include/left4dhooks_anim.inc b/scripting/include/left4dhooks_anim.inc new file mode 100644 index 0000000..6a05722 --- /dev/null +++ b/scripting/include/left4dhooks_anim.inc @@ -0,0 +1,4061 @@ +// ==================================================================================================== +// 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 Activity number when working with the animation pre-hook. +// Only for Survivors, not Special Infected. + + + +// ==================================================================================================== +// LEFT 4 DEAD 1 +// ==================================================================================================== +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 +} + + + +// ==================================================================================================== +// LEFT 4 DEAD 2 +// ==================================================================================================== +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 +} \ No newline at end of file