/* * Left 4 DHooks Direct * Copyright (C) 2024 Silvers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #if defined _l4d_anim_included #endinput #endif #define _l4d_anim_included #pragma newdecls required #include #include #tryinclude #tryinclude #tryinclude // ==================================================================================================== // 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 }