text: #pragma once
  
  #include <cstddef>
  #include "Vector.h"
  
  struct AnimState {
      std::byte pad[4];
      char bUnknown; //0x4
      std::byte pad2[91];
      void* pBaseEntity; //0x60
      void* pActiveWeapon; //0x64
      void* pLastActiveWeapon; //0x68
      float m_flLastClientSideAnimationUpdateTime; //0x6C
      int m_iLastClientSideAnimationUpdateFramecount; //0x70
      float m_flEyePitch; //0x74
      float m_flEyeYaw; //0x78
      float m_flPitch; //0x7C
      float m_flGoalFeetYaw; //0x80
      float m_flCurrentFeetYaw; //0x84
      float m_flCurrentTorsoYaw; //0x88
      float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
      float m_flLeanAmount; //0x90
      std::byte pad4[4]; //NaN
      float m_flFeetCycle; //0x98 0 to 1
      float m_flFeetYawRate; //0x9C 0 to 1
      float m_fUnknown2;
      //char pad[164];
      float duckAmount;
      //std::byte pad5[80];
      float m_fLandingDuckAdditiveSomething; //0xA8
      float m_fUnknown3; //0xAC
      Vector m_vOrigin; //0xB0, 0xB4, 0xB8
      Vector m_vLastOrigin; //0xBC, 0xC0, 0xC4
      float m_vVelocityX; //0xC8
      float m_vVelocityY; //0xCC
      std::byte pad5[4];
      float m_flUnknownFloat1; //0xD4 Affected by movement and direction
      std::byte pad6[8];
      float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
      float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
      float m_unknown; //0xE8
      float speed_2d; //0xEC
      float flUpVelocity; //0xF0
      float m_flSpeedNormalized; //0xF4 //from 0 to 1
      float footSpeed;
      float footSpeed2;
      //std::byte pad6[22];
      float m_flTimeSinceStartedMoving; //0x100
      float m_flTimeSinceStoppedMoving; //0x104
      unsigned char m_bOnGround; //0x108
      int m_bInHitGroundAnimation; //0x109
      std::byte pad7[10];
      float m_flLastOriginZ; //0x114
      float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
      float stopToFullRunningFraction;
      std::byte pad9[4];
      float UnknownFraction;
      std::byte pad8[526];
      float velocitySubtractY;
  };
  
  /*
  class AnimationLayer
  {
  public:
      char  pad_0000[20];
      uint32_t m_nOrder; //0x0014
      uint32_t m_nSequence; //0x0018
      float_t m_flPrevCycle; //0x001C
      float_t m_flWeight; //0x0020
      float_t m_flWeightDeltaRate; //0x0024
      float_t m_flPlaybackRate; //0x0028
      float_t m_flCycle; //0x002C
      void* m_pOwner; //0x0030 // player's thisptr
      char  pad_0038[4]; //0x0034
  }; //Size: 0x0038
  */
  /*
  AnimationLayer& Entity::GetAnimOverlay(int Index)
  {
      return (*(AnimationLayer**)((DWORD)this + 0x2970))[Index];
  }
  */
  enum acts
  {
      ACT_RESET,
      ACT_IDLE,
      ACT_TRANSITION,
      ACT_COVER,
      ACT_COVER_MED,
      ACT_COVER_LOW,
      ACT_WALK,
      ACT_WALK_AIM,
      ACT_WALK_CROUCH,
      ACT_WALK_CROUCH_AIM,
      ACT_RUN,
      ACT_RUN_AIM,
      ACT_RUN_CROUCH,
      ACT_RUN_CROUCH_AIM,
      ACT_RUN_PROTECTED,
      ACT_SCRIPT_CUSTOM_MOVE,
      ACT_RANGE_ATTACK1,
      ACT_RANGE_ATTACK2,
      ACT_RANGE_ATTACK1_LOW,
      ACT_RANGE_ATTACK2_LOW,
      ACT_DIESIMPLE,
      ACT_DIEBACKWARD,
      ACT_DIEFORWARD,
      ACT_DIEVIOLENT,
      ACT_DIERAGDOLL,
      ACT_FLY,
      ACT_HOVER,
      ACT_GLIDE,
      ACT_SWIM,
      ACT_JUMP,
      ACT_HOP,
      ACT_LEAP,
      ACT_LAND,
      ACT_CLIMB_UP,
      ACT_CLIMB_DOWN,
      ACT_CLIMB_DISMOUNT,
      ACT_SHIPLADDER_UP,
      ACT_SHIPLADDER_DOWN,
      ACT_STRAFE_LEFT,
      ACT_STRAFE_RIGHT,
      ACT_ROLL_LEFT,
      ACT_ROLL_RIGHT,
      ACT_TURN_LEFT,
      ACT_TURN_RIGHT,
      ACT_CROUCH,
      ACT_CROUCHIDLE,
      ACT_STAND,
      ACT_USE,
      ACT_ALIEN_BURROW_IDLE,
      ACT_ALIEN_BURROW_OUT,
      ACT_SIGNAL1,
      ACT_SIGNAL2,
      ACT_SIGNAL3,
      ACT_SIGNAL_ADVANCE,
      ACT_SIGNAL_FORWARD,
      ACT_SIGNAL_GROUP,
      ACT_SIGNAL_HALT,
      ACT_SIGNAL_LEFT,
      ACT_SIGNAL_RIGHT,
      ACT_SIGNAL_TAKECOVER,
      ACT_LOOKBACK_RIGHT,
      ACT_LOOKBACK_LEFT,
      ACT_COWER,
      ACT_SMALL_FLINCH,
      ACT_BIG_FLINCH,
      ACT_MELEE_ATTACK1,
      ACT_MELEE_ATTACK2,
      ACT_RELOAD,
      ACT_RELOAD_START,
      ACT_RELOAD_FINISH,
      ACT_RELOAD_LOW,
      ACT_ARM,
      ACT_DISARM,
      ACT_DROP_WEAPON,
      ACT_DROP_WEAPON_SHOTGUN,
      ACT_PICKUP_GROUND,
      ACT_PICKUP_RACK,
      ACT_IDLE_ANGRY,
      ACT_IDLE_RELAXED,
      ACT_IDLE_STIMULATED,
      ACT_IDLE_AGITATED,
      ACT_IDLE_STEALTH,
      ACT_IDLE_HURT,
      ACT_WALK_RELAXED,
      ACT_WALK_STIMULATED,
      ACT_WALK_AGITATED,
      ACT_WALK_STEALTH,
      ACT_RUN_RELAXED,
      ACT_RUN_STIMULATED,
      ACT_RUN_AGITATED,
      ACT_RUN_STEALTH,
      ACT_IDLE_AIM_RELAXED,
      ACT_IDLE_AIM_STIMULATED,
      ACT_IDLE_AIM_AGITATED,
      ACT_IDLE_AIM_STEALTH,
      ACT_WALK_AIM_RELAXED,
      ACT_WALK_AIM_STIMULATED,
      ACT_WALK_AIM_AGITATED,
      ACT_WALK_AIM_STEALTH,
      ACT_RUN_AIM_RELAXED,
      ACT_RUN_AIM_STIMULATED,
      ACT_RUN_AIM_AGITATED,
      ACT_RUN_AIM_STEALTH,
      ACT_CROUCHIDLE_STIMULATED,
      ACT_CROUCHIDLE_AIM_STIMULATED,
      ACT_CROUCHIDLE_AGITATED,
      ACT_WALK_HURT,
      ACT_RUN_HURT,
      ACT_SPECIAL_ATTACK1,
      ACT_SPECIAL_ATTACK2,
      ACT_COMBAT_IDLE,
      ACT_WALK_SCARED,
      ACT_RUN_SCARED,
      ACT_VICTORY_DANCE,
      ACT_DIE_HEADSHOT,
      ACT_DIE_CHESTSHOT,
      ACT_DIE_GUTSHOT,
      ACT_DIE_BACKSHOT,
      ACT_FLINCH_HEAD,
      ACT_FLINCH_CHEST,
      ACT_FLINCH_STOMACH,
      ACT_FLINCH_LEFTARM,
      ACT_FLINCH_RIGHTARM,
      ACT_FLINCH_LEFTLEG,
      ACT_FLINCH_RIGHTLEG,
      ACT_FLINCH_PHYSICS,
      ACT_FLINCH_HEAD_BACK,
      ACT_FLINCH_HEAD_LEFT,
      ACT_FLINCH_HEAD_RIGHT,
      ACT_FLINCH_CHEST_BACK,
      ACT_FLINCH_STOMACH_BACK,
      ACT_FLINCH_CROUCH_FRONT,
      ACT_FLINCH_CROUCH_BACK,
      ACT_FLINCH_CROUCH_LEFT,
      ACT_FLINCH_CROUCH_RIGHT,
      ACT_IDLE_ON_FIRE,
      ACT_WALK_ON_FIRE,
      ACT_RUN_ON_FIRE,
      ACT_RAPPEL_LOOP,
      ACT_180_LEFT,
      ACT_180_RIGHT,
      ACT_90_LEFT,
      ACT_90_RIGHT,
      ACT_STEP_LEFT,
      ACT_STEP_RIGHT,
      ACT_STEP_BACK,
      ACT_STEP_FORE,
      ACT_GESTURE_RANGE_ATTACK1,
      ACT_GESTURE_RANGE_ATTACK2,
      ACT_GESTURE_MELEE_ATTACK1,
      ACT_GESTURE_MELEE_ATTACK2,
      ACT_GESTURE_RANGE_ATTACK1_LOW,
      ACT_GESTURE_RANGE_ATTACK2_LOW,
      ACT_MELEE_ATTACK_SWING_GESTURE,
      ACT_GESTURE_SMALL_FLINCH,
      ACT_GESTURE_BIG_FLINCH,
      ACT_GESTURE_FLINCH_BLAST,
      ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
      ACT_GESTURE_FLINCH_BLAST_DAMAGED,
      ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
      ACT_GESTURE_FLINCH_HEAD,
      ACT_GESTURE_FLINCH_CHEST,
      ACT_GESTURE_FLINCH_STOMACH,
      ACT_GESTURE_FLINCH_LEFTARM,
      ACT_GESTURE_FLINCH_RIGHTARM,
      ACT_GESTURE_FLINCH_LEFTLEG,
      ACT_GESTURE_FLINCH_RIGHTLEG,
      ACT_GESTURE_TURN_LEFT,
      ACT_GESTURE_TURN_RIGHT,
      ACT_GESTURE_TURN_LEFT45,
      ACT_GESTURE_TURN_RIGHT45,
      ACT_GESTURE_TURN_LEFT90,
      ACT_GESTURE_TURN_RIGHT90,
      ACT_GESTURE_TURN_LEFT45_FLAT,
      ACT_GESTURE_TURN_RIGHT45_FLAT,
      ACT_GESTURE_TURN_LEFT90_FLAT,
      ACT_GESTURE_TURN_RIGHT90_FLAT,
      ACT_BARNACLE_HIT,
      ACT_BARNACLE_PULL,
      ACT_BARNACLE_CHOMP,
      ACT_BARNACLE_CHEW,
      ACT_DO_NOT_DISTURB,
      ACT_SPECIFIC_SEQUENCE,
      ACT_VM_DRAW,
      ACT_VM_HOLSTER,
      ACT_VM_IDLE,
      ACT_VM_FIDGET,
      ACT_VM_PULLBACK,
      ACT_VM_PULLBACK_HIGH,
      ACT_VM_PULLBACK_LOW,
      ACT_VM_THROW,
      ACT_VM_PULLPIN,
      ACT_VM_PRIMARYATTACK,
      ACT_VM_SECONDARYATTACK,
      ACT_VM_RELOAD,
      ACT_VM_DRYFIRE,
      ACT_VM_HITLEFT,
      ACT_VM_HITLEFT2,
      ACT_VM_HITRIGHT,
      ACT_VM_HITRIGHT2,
      ACT_VM_HITCENTER,
      ACT_VM_HITCENTER2,
      ACT_VM_MISSLEFT,
      ACT_VM_MISSLEFT2,
      ACT_VM_MISSRIGHT,
      ACT_VM_MISSRIGHT2,
      ACT_VM_MISSCENTER,
      ACT_VM_MISSCENTER2,
      ACT_VM_HAULBACK,
      ACT_VM_SWINGHARD,
      ACT_VM_SWINGMISS,
      ACT_VM_SWINGHIT,
      ACT_VM_IDLE_TO_LOWERED,
      ACT_VM_IDLE_LOWERED,
      ACT_VM_LOWERED_TO_IDLE,
      ACT_VM_RECOIL1,
      ACT_VM_RECOIL2,
      ACT_VM_RECOIL3,
      ACT_VM_PICKUP,
      ACT_VM_RELEASE,
      ACT_VM_ATTACH_SILENCER,
      ACT_VM_DETACH_SILENCER,
      ACT_VM_EMPTY_FIRE,
      ACT_VM_EMPTY_RELOAD,
      ACT_VM_EMPTY_DRAW,
      ACT_VM_EMPTY_IDLE,
      ACT_SLAM_STICKWALL_IDLE,
      ACT_SLAM_STICKWALL_ND_IDLE,
      ACT_SLAM_STICKWALL_ATTACH,
      ACT_SLAM_STICKWALL_ATTACH2,
      ACT_SLAM_STICKWALL_ND_ATTACH,
      ACT_SLAM_STICKWALL_ND_ATTACH2,
      ACT_SLAM_STICKWALL_DETONATE,
      ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
      ACT_SLAM_STICKWALL_DRAW,
      ACT_SLAM_STICKWALL_ND_DRAW,
      ACT_SLAM_STICKWALL_TO_THROW,
      ACT_SLAM_STICKWALL_TO_THROW_ND,
      ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
      ACT_SLAM_THROW_IDLE,
      ACT_SLAM_THROW_ND_IDLE,
      ACT_SLAM_THROW_THROW,
      ACT_SLAM_THROW_THROW2,
      ACT_SLAM_THROW_THROW_ND,
      ACT_SLAM_THROW_THROW_ND2,
      ACT_SLAM_THROW_DRAW,
      ACT_SLAM_THROW_ND_DRAW,
      ACT_SLAM_THROW_TO_STICKWALL,
      ACT_SLAM_THROW_TO_STICKWALL_ND,
      ACT_SLAM_THROW_DETONATE,
      ACT_SLAM_THROW_DETONATOR_HOLSTER,
      ACT_SLAM_THROW_TO_TRIPMINE_ND,
      ACT_SLAM_TRIPMINE_IDLE,
      ACT_SLAM_TRIPMINE_DRAW,
      ACT_SLAM_TRIPMINE_ATTACH,
      ACT_SLAM_TRIPMINE_ATTACH2,
      ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
      ACT_SLAM_TRIPMINE_TO_THROW_ND,
      ACT_SLAM_DETONATOR_IDLE,
      ACT_SLAM_DETONATOR_DRAW,
      ACT_SLAM_DETONATOR_DETONATE,
      ACT_SLAM_DETONATOR_HOLSTER,
      ACT_SLAM_DETONATOR_STICKWALL_DRAW,
      ACT_SLAM_DETONATOR_THROW_DRAW,
      ACT_SHOTGUN_RELOAD_START,
      ACT_SHOTGUN_RELOAD_FINISH,
      ACT_SHOTGUN_PUMP,
      ACT_SMG2_IDLE2,
      ACT_SMG2_FIRE2,
      ACT_SMG2_DRAW2,
      ACT_SMG2_RELOAD2,
      ACT_SMG2_DRYFIRE2,
      ACT_SMG2_TOAUTO,
      ACT_SMG2_TOBURST,
      ACT_PHYSCANNON_UPGRADE,
      ACT_RANGE_ATTACK_AR1,
      ACT_RANGE_ATTACK_AR2,
      ACT_RANGE_ATTACK_AR2_LOW,
      ACT_RANGE_ATTACK_AR2_GRENADE,
      ACT_RANGE_ATTACK_HMG1,
      ACT_RANGE_ATTACK_ML,
      ACT_RANGE_ATTACK_SMG1,
      ACT_RANGE_ATTACK_SMG1_LOW,
      ACT_RANGE_ATTACK_SMG2,
      ACT_RANGE_ATTACK_SHOTGUN,
      ACT_RANGE_ATTACK_SHOTGUN_LOW,
      ACT_RANGE_ATTACK_PISTOL,
      ACT_RANGE_ATTACK_PISTOL_LOW,
      ACT_RANGE_ATTACK_SLAM,
      ACT_RANGE_ATTACK_TRIPWIRE,
      ACT_RANGE_ATTACK_THROW,
      ACT_RANGE_ATTACK_SNIPER_RIFLE,
      ACT_RANGE_ATTACK_RPG,
      ACT_MELEE_ATTACK_SWING,
      ACT_RANGE_AIM_LOW,
      ACT_RANGE_AIM_SMG1_LOW,
      ACT_RANGE_AIM_PISTOL_LOW,
      ACT_RANGE_AIM_AR2_LOW,
      ACT_COVER_PISTOL_LOW,
      ACT_COVER_SMG1_LOW,
      ACT_GESTURE_RANGE_ATTACK_AR1,
      ACT_GESTURE_RANGE_ATTACK_AR2,
      ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
      ACT_GESTURE_RANGE_ATTACK_HMG1,
      ACT_GESTURE_RANGE_ATTACK_ML,
      ACT_GESTURE_RANGE_ATTACK_SMG1,
      ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
      ACT_GESTURE_RANGE_ATTACK_SMG2,
      ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
      ACT_GESTURE_RANGE_ATTACK_PISTOL,
      ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
      ACT_GESTURE_RANGE_ATTACK_SLAM,
      ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
      ACT_GESTURE_RANGE_ATTACK_THROW,
      ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
      ACT_GESTURE_MELEE_ATTACK_SWING,
      ACT_IDLE_RIFLE,
      ACT_IDLE_SMG1,
      ACT_IDLE_ANGRY_SMG1,
      ACT_IDLE_PISTOL,
      ACT_IDLE_ANGRY_PISTOL,
      ACT_IDLE_ANGRY_SHOTGUN,
      ACT_IDLE_STEALTH_PISTOL,
      ACT_IDLE_PACKAGE,
      ACT_WALK_PACKAGE,
      ACT_IDLE_SUITCASE,
      ACT_WALK_SUITCASE,
      ACT_IDLE_SMG1_RELAXED,
      ACT_IDLE_SMG1_STIMULATED,
      ACT_WALK_RIFLE_RELAXED,
      ACT_RUN_RIFLE_RELAXED,
      ACT_WALK_RIFLE_STIMULATED,
      ACT_RUN_RIFLE_STIMULATED,
      ACT_IDLE_AIM_RIFLE_STIMULATED,
      ACT_WALK_AIM_RIFLE_STIMULATED,
      ACT_RUN_AIM_RIFLE_STIMULATED,
      ACT_IDLE_SHOTGUN_RELAXED,
      ACT_IDLE_SHOTGUN_STIMULATED,
      ACT_IDLE_SHOTGUN_AGITATED,
      ACT_WALK_ANGRY,
      ACT_POLICE_HARASS1,
      ACT_POLICE_HARASS2,
      ACT_IDLE_MANNEDGUN,
      ACT_IDLE_MELEE,
      ACT_IDLE_ANGRY_MELEE,
      ACT_IDLE_RPG_RELAXED,
      ACT_IDLE_RPG,
      ACT_IDLE_ANGRY_RPG,
      ACT_COVER_LOW_RPG,
      ACT_WALK_RPG,
      ACT_RUN_RPG,
      ACT_WALK_CROUCH_RPG,
      ACT_RUN_CROUCH_RPG,
      ACT_WALK_RPG_RELAXED,
      ACT_RUN_RPG_RELAXED,
      ACT_WALK_RIFLE,
      ACT_WALK_AIM_RIFLE,
      ACT_WALK_CROUCH_RIFLE,
      ACT_WALK_CROUCH_AIM_RIFLE,
      ACT_RUN_RIFLE,
      ACT_RUN_AIM_RIFLE,
      ACT_RUN_CROUCH_RIFLE,
      ACT_RUN_CROUCH_AIM_RIFLE,
      ACT_RUN_STEALTH_PISTOL,
      ACT_WALK_AIM_SHOTGUN,
      ACT_RUN_AIM_SHOTGUN,
      ACT_WALK_PISTOL,
      ACT_RUN_PISTOL,
      ACT_WALK_AIM_PISTOL,
      ACT_RUN_AIM_PISTOL,
      ACT_WALK_STEALTH_PISTOL,
      ACT_WALK_AIM_STEALTH_PISTOL,
      ACT_RUN_AIM_STEALTH_PISTOL,
      ACT_RELOAD_PISTOL,
      ACT_RELOAD_PISTOL_LOW,
      ACT_RELOAD_SMG1,
      ACT_RELOAD_SMG1_LOW,
      ACT_RELOAD_SHOTGUN,
      ACT_RELOAD_SHOTGUN_LOW,
      ACT_GESTURE_RELOAD,
      ACT_GESTURE_RELOAD_PISTOL,
      ACT_GESTURE_RELOAD_SMG1,
      ACT_GESTURE_RELOAD_SHOTGUN,
      ACT_BUSY_LEAN_LEFT,
      ACT_BUSY_LEAN_LEFT_ENTRY,
      ACT_BUSY_LEAN_LEFT_EXIT,
      ACT_BUSY_LEAN_BACK,
      ACT_BUSY_LEAN_BACK_ENTRY,
      ACT_BUSY_LEAN_BACK_EXIT,
      ACT_BUSY_SIT_GROUND,
      ACT_BUSY_SIT_GROUND_ENTRY,
      ACT_BUSY_SIT_GROUND_EXIT,
      ACT_BUSY_SIT_CHAIR,
      ACT_BUSY_SIT_CHAIR_ENTRY,
      ACT_BUSY_SIT_CHAIR_EXIT,
      ACT_BUSY_STAND,
      ACT_BUSY_QUEUE,
      ACT_DUCK_DODGE,
      ACT_DIE_BARNACLE_SWALLOW,
      ACT_GESTURE_BARNACLE_STRANGLE,
      ACT_PHYSCANNON_DETACH,
      ACT_PHYSCANNON_ANIMATE,
      ACT_PHYSCANNON_ANIMATE_PRE,
      ACT_PHYSCANNON_ANIMATE_POST,
      ACT_DIE_FRONTSIDE,
      ACT_DIE_RIGHTSIDE,
      ACT_DIE_BACKSIDE,
      ACT_DIE_LEFTSIDE,
      ACT_DIE_CROUCH_FRONTSIDE,
      ACT_DIE_CROUCH_RIGHTSIDE,
      ACT_DIE_CROUCH_BACKSIDE,
      ACT_DIE_CROUCH_LEFTSIDE,
      ACT_OPEN_DOOR,
      ACT_DI_ALYX_ZOMBIE_MELEE,
      ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
      ACT_DI_ALYX_HEADCRAB_MELEE,
      ACT_DI_ALYX_ANTLION,
      ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
      ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
      ACT_READINESS_RELAXED_TO_STIMULATED,
      ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
      ACT_READINESS_AGITATED_TO_STIMULATED,
      ACT_READINESS_STIMULATED_TO_RELAXED,
      ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
      ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
      ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
      ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
      ACT_IDLE_CARRY,
      ACT_WALK_CARRY,
      ACT_STARTDYING,
      ACT_DYINGLOOP,
      ACT_DYINGTODEAD,
      ACT_RIDE_MANNED_GUN,
      ACT_VM_SPRINT_ENTER,
      ACT_VM_SPRINT_IDLE,
      ACT_VM_SPRINT_LEAVE,
      ACT_FIRE_START,
      ACT_FIRE_LOOP,
      ACT_FIRE_END,
      ACT_CROUCHING_GRENADEIDLE,
      ACT_CROUCHING_GRENADEREADY,
      ACT_CROUCHING_PRIMARYATTACK,
      ACT_OVERLAY_GRENADEIDLE,
      ACT_OVERLAY_GRENADEREADY,
      ACT_OVERLAY_PRIMARYATTACK,
      ACT_OVERLAY_SHIELD_UP,
      ACT_OVERLAY_SHIELD_DOWN,
      ACT_OVERLAY_SHIELD_UP_IDLE,
      ACT_OVERLAY_SHIELD_ATTACK,
      ACT_OVERLAY_SHIELD_KNOCKBACK,
      ACT_SHIELD_UP,
      ACT_SHIELD_DOWN,
      ACT_SHIELD_UP_IDLE,
      ACT_SHIELD_ATTACK,
      ACT_SHIELD_KNOCKBACK,
      ACT_CROUCHING_SHIELD_UP,
      ACT_CROUCHING_SHIELD_DOWN,
      ACT_CROUCHING_SHIELD_UP_IDLE,
      ACT_CROUCHING_SHIELD_ATTACK,
      ACT_CROUCHING_SHIELD_KNOCKBACK,
      ACT_TURNRIGHT45,
      ACT_TURNLEFT45,
      ACT_TURN,
      ACT_OBJ_ASSEMBLING,
      ACT_OBJ_DISMANTLING,
      ACT_OBJ_STARTUP,
      ACT_OBJ_RUNNING,
      ACT_OBJ_IDLE,
      ACT_OBJ_PLACING,
      ACT_OBJ_DETERIORATING,
      ACT_OBJ_UPGRADING,
      ACT_DEPLOY,
      ACT_DEPLOY_IDLE,
      ACT_UNDEPLOY,
      ACT_CROSSBOW_DRAW_UNLOADED,
      ACT_GAUSS_SPINUP,
      ACT_GAUSS_SPINCYCLE,
      ACT_VM_PRIMARYATTACK_SILENCED,
      ACT_VM_RELOAD_SILENCED,
      ACT_VM_DRYFIRE_SILENCED,
      ACT_VM_IDLE_SILENCED,
      ACT_VM_DRAW_SILENCED,
      ACT_VM_IDLE_EMPTY_LEFT,
      ACT_VM_DRYFIRE_LEFT,
      ACT_VM_IS_DRAW,
      ACT_VM_IS_HOLSTER,
      ACT_VM_IS_IDLE,
      ACT_VM_IS_PRIMARYATTACK,
      ACT_PLAYER_IDLE_FIRE,
      ACT_PLAYER_CROUCH_FIRE,
      ACT_PLAYER_CROUCH_WALK_FIRE,
      ACT_PLAYER_WALK_FIRE,
      ACT_PLAYER_RUN_FIRE,
      ACT_IDLETORUN,
      ACT_RUNTOIDLE,
      ACT_VM_DRAW_DEPLOYED,
      ACT_HL2MP_IDLE_MELEE,
      ACT_HL2MP_RUN_MELEE,
      ACT_HL2MP_IDLE_CROUCH_MELEE,
      ACT_HL2MP_WALK_CROUCH_MELEE,
      ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
      ACT_HL2MP_GESTURE_RELOAD_MELEE,
      ACT_HL2MP_JUMP_MELEE,
      ACT_VM_FIZZLE,
      ACT_MP_STAND_IDLE,
      ACT_MP_CROUCH_IDLE,
      ACT_MP_CROUCH_DEPLOYED_IDLE,
      ACT_MP_CROUCH_DEPLOYED,
      ACT_MP_DEPLOYED_IDLE,
      ACT_MP_RUN,
      ACT_MP_WALK,
      ACT_MP_AIRWALK,
      ACT_MP_CROUCHWALK,
      ACT_MP_SPRINT,
      ACT_MP_JUMP,
      ACT_MP_JUMP_START,
      ACT_MP_JUMP_FLOAT,
      ACT_MP_JUMP_LAND,
      ACT_MP_JUMP_IMPACT_N,
      ACT_MP_JUMP_IMPACT_E,
      ACT_MP_JUMP_IMPACT_W,
      ACT_MP_JUMP_IMPACT_S,
      ACT_MP_JUMP_IMPACT_TOP,
      ACT_MP_DOUBLEJUMP,
      ACT_MP_SWIM,
      ACT_MP_DEPLOYED,
      ACT_MP_SWIM_DEPLOYED,
      ACT_MP_VCD,
      ACT_MP_ATTACK_STAND_PRIMARYFIRE,
      ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
      ACT_MP_ATTACK_STAND_SECONDARYFIRE,
      ACT_MP_ATTACK_STAND_GRENADE,
      ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
      ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
      ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
      ACT_MP_ATTACK_CROUCH_GRENADE,
      ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
      ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
      ACT_MP_ATTACK_SWIM_GRENADE,
      ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
      ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
      ACT_MP_ATTACK_AIRWALK_GRENADE,
      ACT_MP_RELOAD_STAND,
      ACT_MP_RELOAD_STAND_LOOP,
      ACT_MP_RELOAD_STAND_END,
      ACT_MP_RELOAD_CROUCH,
      ACT_MP_RELOAD_CROUCH_LOOP,
      ACT_MP_RELOAD_CROUCH_END,
      ACT_MP_RELOAD_SWIM,
      ACT_MP_RELOAD_SWIM_LOOP,
      ACT_MP_RELOAD_SWIM_END,
      ACT_MP_RELOAD_AIRWALK,
      ACT_MP_RELOAD_AIRWALK_LOOP,
      ACT_MP_RELOAD_AIRWALK_END,
      ACT_MP_ATTACK_STAND_PREFIRE,
      ACT_MP_ATTACK_STAND_POSTFIRE,
      ACT_MP_ATTACK_STAND_STARTFIRE,
      ACT_MP_ATTACK_CROUCH_PREFIRE,
      ACT_MP_ATTACK_CROUCH_POSTFIRE,
      ACT_MP_ATTACK_SWIM_PREFIRE,
      ACT_MP_ATTACK_SWIM_POSTFIRE,
      ACT_MP_STAND_PRIMARY,
      ACT_MP_CROUCH_PRIMARY,
      ACT_MP_RUN_PRIMARY,
      ACT_MP_WALK_PRIMARY,
      ACT_MP_AIRWALK_PRIMARY,
      ACT_MP_CROUCHWALK_PRIMARY,
      ACT_MP_JUMP_PRIMARY,
      ACT_MP_JUMP_START_PRIMARY,
      ACT_MP_JUMP_FLOAT_PRIMARY,
      ACT_MP_JUMP_LAND_PRIMARY,
      ACT_MP_SWIM_PRIMARY,
      ACT_MP_DEPLOYED_PRIMARY,
      ACT_MP_SWIM_DEPLOYED_PRIMARY,
      ACT_MP_ATTACK_STAND_PRIMARY,
      ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
      ACT_MP_ATTACK_CROUCH_PRIMARY,
      ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
      ACT_MP_ATTACK_SWIM_PRIMARY,
      ACT_MP_ATTACK_AIRWALK_PRIMARY,
      ACT_MP_RELOAD_STAND_PRIMARY,
      ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
      ACT_MP_RELOAD_STAND_PRIMARY_END,
      ACT_MP_RELOAD_CROUCH_PRIMARY,
      ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
      ACT_MP_RELOAD_CROUCH_PRIMARY_END,
      ACT_MP_RELOAD_SWIM_PRIMARY,
      ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
      ACT_MP_RELOAD_SWIM_PRIMARY_END,
      ACT_MP_RELOAD_AIRWALK_PRIMARY,
      ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
      ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
      ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,
      ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,
      ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
      ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
      ACT_MP_STAND_SECONDARY,
      ACT_MP_CROUCH_SECONDARY,
      ACT_MP_RUN_SECONDARY,
      ACT_MP_WALK_SECONDARY,
      ACT_MP_AIRWALK_SECONDARY,
      ACT_MP_CROUCHWALK_SECONDARY,
      ACT_MP_JUMP_SECONDARY,
      ACT_MP_JUMP_START_SECONDARY,
      ACT_MP_JUMP_FLOAT_SECONDARY,
      ACT_MP_JUMP_LAND_SECONDARY,
      ACT_MP_SWIM_SECONDARY,
      ACT_MP_ATTACK_STAND_SECONDARY,
      ACT_MP_ATTACK_CROUCH_SECONDARY,
      ACT_MP_ATTACK_SWIM_SECONDARY,
      ACT_MP_ATTACK_AIRWALK_SECONDARY,
      ACT_MP_RELOAD_STAND_SECONDARY,
      ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
      ACT_MP_RELOAD_STAND_SECONDARY_END,
      ACT_MP_RELOAD_CROUCH_SECONDARY,
      ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
      ACT_MP_RELOAD_CROUCH_SECONDARY_END,
      ACT_MP_RELOAD_SWIM_SECONDARY,
      ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
      ACT_MP_RELOAD_SWIM_SECONDARY_END,
      ACT_MP_RELOAD_AIRWALK_SECONDARY,
      ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
      ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
      ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,
      ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,
      ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
      ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
      ACT_MP_STAND_MELEE,
      ACT_MP_CROUCH_MELEE,
      ACT_MP_RUN_MELEE,
      ACT_MP_WALK_MELEE,
      ACT_MP_AIRWALK_MELEE,
      ACT_MP_CROUCHWALK_MELEE,
      ACT_MP_JUMP_MELEE,
      ACT_MP_JUMP_START_MELEE,
      ACT_MP_JUMP_FLOAT_MELEE,
      ACT_MP_JUMP_LAND_MELEE,
      ACT_MP_SWIM_MELEE,
      ACT_MP_ATTACK_STAND_MELEE,
      ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
      ACT_MP_ATTACK_CROUCH_MELEE,
      ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
      ACT_MP_ATTACK_SWIM_MELEE,
      ACT_MP_ATTACK_AIRWALK_MELEE,
      ACT_MP_ATTACK_STAND_GRENADE_MELEE,
      ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,
      ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
      ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
      ACT_MP_STAND_ITEM1,
      ACT_MP_CROUCH_ITEM1,
      ACT_MP_RUN_ITEM1,
      ACT_MP_WALK_ITEM1,
      ACT_MP_AIRWALK_ITEM1,
      ACT_MP_CROUCHWALK_ITEM1,
      ACT_MP_JUMP_ITEM1,
      ACT_MP_JUMP_START_ITEM1,
      ACT_MP_JUMP_FLOAT_ITEM1,
      ACT_MP_JUMP_LAND_ITEM1,
      ACT_MP_SWIM_ITEM1,
      ACT_MP_ATTACK_STAND_ITEM1,
      ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
      ACT_MP_ATTACK_CROUCH_ITEM1,
      ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
      ACT_MP_ATTACK_SWIM_ITEM1,
      ACT_MP_ATTACK_AIRWALK_ITEM1,
      ACT_MP_STAND_ITEM2,
      ACT_MP_CROUCH_ITEM2,
      ACT_MP_RUN_ITEM2,
      ACT_MP_WALK_ITEM2,
      ACT_MP_AIRWALK_ITEM2,
      ACT_MP_CROUCHWALK_ITEM2,
      ACT_MP_JUMP_ITEM2,
      ACT_MP_JUMP_START_ITEM2,
      ACT_MP_JUMP_FLOAT_ITEM2,
      ACT_MP_JUMP_LAND_ITEM2,
      ACT_MP_SWIM_ITEM2,
      ACT_MP_ATTACK_STAND_ITEM2,
      ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
      ACT_MP_ATTACK_CROUCH_ITEM2,
      ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
      ACT_MP_ATTACK_SWIM_ITEM2,
      ACT_MP_ATTACK_AIRWALK_ITEM2,
      ACT_MP_GESTURE_FLINCH,
      ACT_MP_GESTURE_FLINCH_PRIMARY,
      ACT_MP_GESTURE_FLINCH_SECONDARY,
      ACT_MP_GESTURE_FLINCH_MELEE,
      ACT_MP_GESTURE_FLINCH_ITEM1,
      ACT_MP_GESTURE_FLINCH_ITEM2,
      ACT_MP_GESTURE_FLINCH_HEAD,
      ACT_MP_GESTURE_FLINCH_CHEST,
      ACT_MP_GESTURE_FLINCH_STOMACH,
      ACT_MP_GESTURE_FLINCH_LEFTARM,
      ACT_MP_GESTURE_FLINCH_RIGHTARM,
      ACT_MP_GESTURE_FLINCH_LEFTLEG,
      ACT_MP_GESTURE_FLINCH_RIGHTLEG,
      ACT_MP_GRENADE1_DRAW,
      ACT_MP_GRENADE1_IDLE,
      ACT_MP_GRENADE1_ATTACK,
      ACT_MP_GRENADE2_DRAW,
      ACT_MP_GRENADE2_IDLE,
      ACT_MP_GRENADE2_ATTACK,
      ACT_MP_PRIMARY_GRENADE1_DRAW,
      ACT_MP_PRIMARY_GRENADE1_IDLE,
      ACT_MP_PRIMARY_GRENADE1_ATTACK,
      ACT_MP_PRIMARY_GRENADE2_DRAW,
      ACT_MP_PRIMARY_GRENADE2_IDLE,
      ACT_MP_PRIMARY_GRENADE2_ATTACK,
      ACT_MP_SECONDARY_GRENADE1_DRAW,
      ACT_MP_SECONDARY_GRENADE1_IDLE,
      ACT_MP_SECONDARY_GRENADE1_ATTACK,
      ACT_MP_SECONDARY_GRENADE2_DRAW,
      ACT_MP_SECONDARY_GRENADE2_IDLE,
      ACT_MP_SECONDARY_GRENADE2_ATTACK,
      ACT_MP_MELEE_GRENADE1_DRAW,
      ACT_MP_MELEE_GRENADE1_IDLE,
      ACT_MP_MELEE_GRENADE1_ATTACK,
      ACT_MP_MELEE_GRENADE2_DRAW,
      ACT_MP_MELEE_GRENADE2_IDLE,
      ACT_MP_MELEE_GRENADE2_ATTACK,
      ACT_MP_ITEM1_GRENADE1_DRAW,
      ACT_MP_ITEM1_GRENADE1_IDLE,
      ACT_MP_ITEM1_GRENADE1_ATTACK,
      ACT_MP_ITEM1_GRENADE2_DRAW,
      ACT_MP_ITEM1_GRENADE2_IDLE,
      ACT_MP_ITEM1_GRENADE2_ATTACK,
      ACT_MP_ITEM2_GRENADE1_DRAW,
      ACT_MP_ITEM2_GRENADE1_IDLE,
      ACT_MP_ITEM2_GRENADE1_ATTACK,
      ACT_MP_ITEM2_GRENADE2_DRAW,
      ACT_MP_ITEM2_GRENADE2_IDLE,
      ACT_MP_ITEM2_GRENADE2_ATTACK,
      ACT_MP_STAND_BUILDING,
      ACT_MP_CROUCH_BUILDING,
      ACT_MP_RUN_BUILDING,
      ACT_MP_WALK_BUILDING,
      ACT_MP_AIRWALK_BUILDING,
      ACT_MP_CROUCHWALK_BUILDING,
      ACT_MP_JUMP_BUILDING,
      ACT_MP_JUMP_START_BUILDING,
      ACT_MP_JUMP_FLOAT_BUILDING,
      ACT_MP_JUMP_LAND_BUILDING,
      ACT_MP_SWIM_BUILDING,
      ACT_MP_ATTACK_STAND_BUILDING,
      ACT_MP_ATTACK_CROUCH_BUILDING,
      ACT_MP_ATTACK_SWIM_BUILDING,
      ACT_MP_ATTACK_AIRWALK_BUILDING,
      ACT_MP_ATTACK_STAND_GRENADE_BUILDING,
      ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,
      ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
      ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
      ACT_MP_STAND_PDA,
      ACT_MP_CROUCH_PDA,
      ACT_MP_RUN_PDA,
      ACT_MP_WALK_PDA,
      ACT_MP_AIRWALK_PDA,
      ACT_MP_CROUCHWALK_PDA,
      ACT_MP_JUMP_PDA,
      ACT_MP_JUMP_START_PDA,
      ACT_MP_JUMP_FLOAT_PDA,
      ACT_MP_JUMP_LAND_PDA,
      ACT_MP_SWIM_PDA,
      ACT_MP_ATTACK_STAND_PDA,
      ACT_MP_ATTACK_SWIM_PDA,
      ACT_MP_GESTURE_VC_HANDMOUTH,
      ACT_MP_GESTURE_VC_FINGERPOINT,
      ACT_MP_GESTURE_VC_FISTPUMP,
      ACT_MP_GESTURE_VC_THUMBSUP,
      ACT_MP_GESTURE_VC_NODYES,
      ACT_MP_GESTURE_VC_NODNO,
      ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
      ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
      ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
      ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
      ACT_MP_GESTURE_VC_NODYES_PRIMARY,
      ACT_MP_GESTURE_VC_NODNO_PRIMARY,
      ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
      ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
      ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
      ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
      ACT_MP_GESTURE_VC_NODYES_SECONDARY,
      ACT_MP_GESTURE_VC_NODNO_SECONDARY,
      ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
      ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
      ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
      ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
      ACT_MP_GESTURE_VC_NODYES_MELEE,
      ACT_MP_GESTURE_VC_NODNO_MELEE,
      ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
      ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
      ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
      ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
      ACT_MP_GESTURE_VC_NODYES_ITEM1,
      ACT_MP_GESTURE_VC_NODNO_ITEM1,
      ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
      ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
      ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
      ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
      ACT_MP_GESTURE_VC_NODYES_ITEM2,
      ACT_MP_GESTURE_VC_NODNO_ITEM2,
      ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
      ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
      ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
      ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
      ACT_MP_GESTURE_VC_NODYES_BUILDING,
      ACT_MP_GESTURE_VC_NODNO_BUILDING,
      ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
      ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
      ACT_MP_GESTURE_VC_FISTPUMP_PDA,
      ACT_MP_GESTURE_VC_THUMBSUP_PDA,
      ACT_MP_GESTURE_VC_NODYES_PDA,
      ACT_MP_GESTURE_VC_NODNO_PDA,
      ACT_VM_UNUSABLE,
      ACT_VM_UNUSABLE_TO_USABLE,
      ACT_VM_USABLE_TO_UNUSABLE,
      ACT_PRIMARY_VM_DRAW,
      ACT_PRIMARY_VM_HOLSTER,
      ACT_PRIMARY_VM_IDLE,
      ACT_PRIMARY_VM_PULLBACK,
      ACT_PRIMARY_VM_PRIMARYATTACK,
      ACT_PRIMARY_VM_SECONDARYATTACK,
      ACT_PRIMARY_VM_RELOAD,
      ACT_PRIMARY_VM_DRYFIRE,
      ACT_PRIMARY_VM_IDLE_TO_LOWERED,
      ACT_PRIMARY_VM_IDLE_LOWERED,
      ACT_PRIMARY_VM_LOWERED_TO_IDLE,
      ACT_SECONDARY_VM_DRAW,
      ACT_SECONDARY_VM_HOLSTER,
      ACT_SECONDARY_VM_IDLE,
      ACT_SECONDARY_VM_PULLBACK,
      ACT_SECONDARY_VM_PRIMARYATTACK,
      ACT_SECONDARY_VM_SECONDARYATTACK,
      ACT_SECONDARY_VM_RELOAD,
      ACT_SECONDARY_VM_DRYFIRE,
      ACT_SECONDARY_VM_IDLE_TO_LOWERED,
      ACT_SECONDARY_VM_IDLE_LOWERED,
      ACT_SECONDARY_VM_LOWERED_TO_IDLE,
      ACT_MELEE_VM_DRAW,
      ACT_MELEE_VM_HOLSTER,
      ACT_MELEE_VM_IDLE,
      ACT_MELEE_VM_PULLBACK,
      ACT_MELEE_VM_PRIMARYATTACK,
      ACT_MELEE_VM_SECONDARYATTACK,
      ACT_MELEE_VM_RELOAD,
      ACT_MELEE_VM_DRYFIRE,
      ACT_MELEE_VM_IDLE_TO_LOWERED,
      ACT_MELEE_VM_IDLE_LOWERED,
      ACT_MELEE_VM_LOWERED_TO_IDLE,
      ACT_PDA_VM_DRAW,
      ACT_PDA_VM_HOLSTER,
      ACT_PDA_VM_IDLE,
      ACT_PDA_VM_PULLBACK,
      ACT_PDA_VM_PRIMARYATTACK,
      ACT_PDA_VM_SECONDARYATTACK,
      ACT_PDA_VM_RELOAD,
      ACT_PDA_VM_DRYFIRE,
      ACT_PDA_VM_IDLE_TO_LOWERED,
      ACT_PDA_VM_IDLE_LOWERED,
      ACT_PDA_VM_LOWERED_TO_IDLE,
      ACT_ITEM1_VM_DRAW,
      ACT_ITEM1_VM_HOLSTER,
      ACT_ITEM1_VM_IDLE,
      ACT_ITEM1_VM_PULLBACK,
      ACT_ITEM1_VM_PRIMARYATTACK,
      ACT_ITEM1_VM_SECONDARYATTACK,
      ACT_ITEM1_VM_RELOAD,
      ACT_ITEM1_VM_DRYFIRE,
      ACT_ITEM1_VM_IDLE_TO_LOWERED,
      ACT_ITEM1_VM_IDLE_LOWERED,
      ACT_ITEM1_VM_LOWERED_TO_IDLE,
      ACT_ITEM2_VM_DRAW,
      ACT_ITEM2_VM_HOLSTER,
      ACT_ITEM2_VM_IDLE,
      ACT_ITEM2_VM_PULLBACK,
      ACT_ITEM2_VM_PRIMARYATTACK,
      ACT_ITEM2_VM_SECONDARYATTACK,
      ACT_ITEM2_VM_RELOAD,
      ACT_ITEM2_VM_DRYFIRE,
      ACT_ITEM2_VM_IDLE_TO_LOWERED,
      ACT_ITEM2_VM_IDLE_LOWERED,
      ACT_ITEM2_VM_LOWERED_TO_IDLE,
      ACT_RELOAD_SUCCEED,
      ACT_RELOAD_FAIL,
      ACT_WALK_AIM_AUTOGUN,
      ACT_RUN_AIM_AUTOGUN,
      ACT_IDLE_AUTOGUN,
      ACT_IDLE_AIM_AUTOGUN,
      ACT_RELOAD_AUTOGUN,
      ACT_CROUCH_IDLE_AUTOGUN,
      ACT_RANGE_ATTACK_AUTOGUN,
      ACT_JUMP_AUTOGUN,
      ACT_IDLE_AIM_PISTOL,
      ACT_WALK_AIM_DUAL,
      ACT_RUN_AIM_DUAL,
      ACT_IDLE_DUAL,
      ACT_IDLE_AIM_DUAL,
      ACT_RELOAD_DUAL,
      ACT_CROUCH_IDLE_DUAL,
      ACT_RANGE_ATTACK_DUAL,
      ACT_JUMP_DUAL,
      ACT_IDLE_SHOTGUN,
      ACT_IDLE_AIM_SHOTGUN,
      ACT_CROUCH_IDLE_SHOTGUN,
      ACT_JUMP_SHOTGUN,
      ACT_IDLE_AIM_RIFLE,
      ACT_RELOAD_RIFLE,
      ACT_CROUCH_IDLE_RIFLE,
      ACT_RANGE_ATTACK_RIFLE,
      ACT_JUMP_RIFLE,
      ACT_SLEEP,
      ACT_WAKE,
      ACT_FLICK_LEFT,
      ACT_FLICK_LEFT_MIDDLE,
      ACT_FLICK_RIGHT_MIDDLE,
      ACT_FLICK_RIGHT,
      ACT_SPINAROUND,
      ACT_PREP_TO_FIRE,
      ACT_FIRE,
      ACT_FIRE_RECOVER,
      ACT_SPRAY,
      ACT_PREP_EXPLODE,
      ACT_EXPLODE,
      ACT_DOTA_IDLE,
      ACT_DOTA_RUN,
      ACT_DOTA_ATTACK,
      ACT_DOTA_ATTACK_EVENT,
      ACT_DOTA_DIE,
      ACT_DOTA_FLINCH,
      ACT_DOTA_DISABLED,
      ACT_DOTA_CAST_ABILITY_1,
      ACT_DOTA_CAST_ABILITY_2,
      ACT_DOTA_CAST_ABILITY_3,
      ACT_DOTA_CAST_ABILITY_4,
      ACT_DOTA_OVERRIDE_ABILITY_1,
      ACT_DOTA_OVERRIDE_ABILITY_2,
      ACT_DOTA_OVERRIDE_ABILITY_3,
      ACT_DOTA_OVERRIDE_ABILITY_4,
      ACT_DOTA_CHANNEL_ABILITY_1,
      ACT_DOTA_CHANNEL_ABILITY_2,
      ACT_DOTA_CHANNEL_ABILITY_3,
      ACT_DOTA_CHANNEL_ABILITY_4,
      ACT_DOTA_CHANNEL_END_ABILITY_1,
      ACT_DOTA_CHANNEL_END_ABILITY_2,
      ACT_DOTA_CHANNEL_END_ABILITY_3,
      ACT_DOTA_CHANNEL_END_ABILITY_4,
      ACT_MP_RUN_SPEEDPAINT,
      ACT_MP_LONG_FALL,
      ACT_MP_TRACTORBEAM_FLOAT,
      ACT_MP_DEATH_CRUSH,
      ACT_MP_RUN_SPEEDPAINT_PRIMARY,
      ACT_MP_DROWNING_PRIMARY,
      ACT_MP_LONG_FALL_PRIMARY,
      ACT_MP_TRACTORBEAM_FLOAT_PRIMARY,
      ACT_MP_DEATH_CRUSH_PRIMARY,
      ACT_DIE_STAND,
      ACT_DIE_STAND_HEADSHOT,
      ACT_DIE_CROUCH,
      ACT_DIE_CROUCH_HEADSHOT,
      ACT_CSGO_NULL,
      ACT_CSGO_DEFUSE,
      ACT_CSGO_DEFUSE_WITH_KIT,
      ACT_CSGO_FLASHBANG_REACTION,
      ACT_CSGO_FIRE_PRIMARY,
      ACT_CSGO_FIRE_PRIMARY_OPT_1,
      ACT_CSGO_FIRE_PRIMARY_OPT_2,
      ACT_CSGO_FIRE_SECONDARY,
      ACT_CSGO_FIRE_SECONDARY_OPT_1,
      ACT_CSGO_FIRE_SECONDARY_OPT_2,
      ACT_CSGO_RELOAD,
      ACT_CSGO_RELOAD_START,
      ACT_CSGO_RELOAD_LOOP,
      ACT_CSGO_RELOAD_END,
      ACT_CSGO_OPERATE,
      ACT_CSGO_DEPLOY,
      ACT_CSGO_CATCH,
      ACT_CSGO_SILENCER_DETACH,
      ACT_CSGO_SILENCER_ATTACH,
      ACT_CSGO_TWITCH,
      ACT_CSGO_TWITCH_BUYZONE,
      ACT_CSGO_PLANT_BOMB,
      ACT_CSGO_IDLE_TURN_BALANCEADJUST,
      ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
      ACT_CSGO_ALIVE_LOOP,
      ACT_CSGO_FLINCH,
      ACT_CSGO_FLINCH_HEAD,
      ACT_CSGO_FLINCH_MOLOTOV,
      ACT_CSGO_JUMP,
      ACT_CSGO_FALL,
      ACT_CSGO_CLIMB_LADDER,
      ACT_CSGO_LAND_LIGHT,
      ACT_CSGO_LAND_HEAVY,
      ACT_CSGO_EXIT_LADDER_TOP,
      ACT_CSGO_EXIT_LADDER_BOTTOM,
  };
  
  // some ugly debug code
  #include <sstream>
  class AnimActs {
  public:
      std::wstring* getEnum_Array();
  };
  
  
  