/
server_client_strings.txt
34087 lines (34085 loc) · 832 KB
/
server_client_strings.txt
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break
break;
entity.__KeyValueFromFloat( key, value.tofloat() );
entity.__KeyValueFromInt( key, value );
entity.__KeyValueFromString( key, value );
entity.__KeyValueFromVector( key, value );
printl( "Cannot use " + typeof( value ) + " as a key" );
{
}
case "Vector":
case "bool":
case "float":
case "integer":
case "string":
default:
indent(depth);
print("(ARRAY)\n");
print("(TABLE)\n");
switch ( typeof( value ) )
{
}
//printl(key.slice( 0, nCharsToStrip ) );
Animation: %s (Priority %d)
Response %d: %s
activator = self;
ent.GetScriptScope().EntityGroup <- EntityGroup;
ent.ValidateScriptScope();
foreach( key, value in overrides )
print(" ");
printl( " Replacing " + key );
return overrides;
scope[key] <- val;
table.self.ConnectOutput( key.slice( 0, key.len() - nCharsToStrip ), key );
defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
=====================
Attachment: %d
Criteria %d: %s %s
EntityGroup.append( ent );
EntityGroup.append( null );
Entries: %d
Exits: %d
ResponseGroup %d: %s
SCHED_ADDON_NO_OWNER Tasks TASK_ADDON_WAIT 1 Interrupts
SCHED_ALERT_FACE Tasks TASK_STOP_MOVING 0 TASK_FACE_IDEAL 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED
SCHED_ALERT_FACE_BESTSOUND Tasks TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0 TASK_STOP_MOVING 0 TASK_FACE_SAVEPOSITION 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 1.5 TASK_FACE_REASONABLE 0 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED
SCHED_ALERT_REACT_TO_COMBAT_SOUND Tasks TASK_SET_SCHEDULE SCHEDULE:SCHED_ALERT_FACE_BESTSOUND Interrupts
SCHED_ALERT_SCAN Tasks TASK_STOP_MOVING 0 TASK_WAIT 0.5 TASK_TURN_LEFT 180 TASK_WAIT 0.5 TASK_TURN_LEFT 180 Interrupts COND_NEW_ENEMY
SCHED_ALERT_STAND Tasks TASK_STOP_MOVING 0 TASK_FACE_REASONABLE 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 20 TASK_SUGGEST_STATE STATE:IDLE Interrupts COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED COND_SMELL COND_HEAR_COMBAT COND_HEAR_WORLD COND_HEAR_PLAYER COND_HEAR_DANGER COND_HEAR_BULLET_IMPACT COND_IDLE_INTERRUPT COND_GIVE_WAY
SCHED_ALERT_WALK Tasks TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2
SCHED_AMBUSH Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_INDEFINITE 0 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED
SCHED_ARM_WEAPON Tasks TASK_STOP_MOVING 0 TASK_FACE_IDEAL 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_ARM Interrupts
SCHED_ASSAULT_FAILED_TO_MOVE Tasks TASK_ASSAULT_DEFER_SCHEDULE_SELECTION 1 Interrupts
SCHED_ASSAULT_MOVE_AWAY Tasks TASK_MOVE_AWAY_PATH 120 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_AT_ASSAULT_POINT Tasks TASK_FACE_ASSAULT_POINT 0 TASK_HIT_ASSAULT_POINT 0 Interrupts COND_NO_PRIMARY_AMMO COND_HEAR_DANGER
SCHED_BACK_AWAY_FROM_ENEMY Tasks TASK_STOP_MOVING 0 TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0 TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_NEW_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2
SCHED_BACK_AWAY_FROM_SAVE_POSITION Tasks TASK_STOP_MOVING 0 TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_BIG_FLINCH Tasks TASK_REMEMBER MEMORY:FLINCHED TASK_STOP_MOVING 0 TASK_BIG_FLINCH 0 Interrupts
SCHED_CHASE_ENEMY Tasks TASK_STOP_MOVING 0 TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED TASK_GET_CHASE_PATH_TO_ENEMY 300 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_FACE_ENEMY 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_ENEMY_UNREACHABLE COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_TOO_CLOSE_TO_ATTACK COND_TASK_FAILED COND_LOST_ENEMY COND_BETTER_WEAPON_AVAILABLE COND_HEAR_DANGER
SCHED_CHASE_ENEMY_FAILED Tasks TASK_STOP_MOVING 0 TASK_WAIT 0.2 TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_STANDOFF TASK_FIND_COVER_FROM_ENEMY 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_REMEMBER MEMORY:INCOVER TASK_FACE_ENEMY 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 1 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_HEAR_DANGER COND_BETTER_WEAPON_AVAILABLE COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_CLEAR_ASSAULT_POINT Tasks TASK_ANNOUNCE_CLEAR 0 Interrupts
SCHED_CLEAR_RAPPEL_POINT Tasks TASK_HIT_GROUND 0 TASK_MOVE_AWAY_PATH 128 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_COMBAT_FACE Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FACE_ENEMY 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_NEW_ENEMY COND_ENEMY_DEAD
SCHED_COMBAT_PATROL Tasks TASK_SET_ROUTE_SEARCH_TIME 5 TASK_GET_PATH_TO_RANDOM_NODE 200 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_GIVE_WAY COND_HEAR_DANGER COND_NEW_ENEMY
SCHED_COMBAT_STAND Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_INDEFINITE 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SEE_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_IDLE_INTERRUPT
SCHED_COMBAT_SWEEP Tasks TASK_TURN_LEFT 45 TASK_WAIT 2 TASK_TURN_RIGHT 45 TASK_WAIT 2 Interrupts COND_NEW_ENEMY COND_SEE_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_HEAR_DANGER COND_HEAR_WORLD
SCHED_COMBAT_WALK Tasks TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2
SCHED_COWER Tasks TASK_STOP_MOVING 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_COWER TASK_WAIT_UNTIL_NO_DANGER_SOUND 0 Interrupts
SCHED_DIE Tasks TASK_STOP_MOVING 0 TASK_SOUND_DIE 0 TASK_DIE 0 Interrupts COND_NO_CUSTOM_INTERRUPTS
SCHED_DIE_RAGDOLL Tasks TASK_STOP_MOVING 0 TASK_SOUND_DIE 0 Interrupts COND_NO_CUSTOM_INTERRUPTS
SCHED_DISARM_WEAPON Tasks TASK_STOP_MOVING 0 TASK_FACE_IDEAL 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_DISARM Interrupts
SCHED_DROPSHIP_DUSTOFF Tasks TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts
SCHED_DUCK_DODGE Tasks TASK_STOP_MOVING 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_DUCK_DODGE TASK_DEFER_DODGE 30 Interrupts
SCHED_ESTABLISH_LINE_OF_FIRE Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK TASK_GET_PATH_TO_ENEMY_LOS 0 TASK_SPEAK_SENTENCE 1 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LOST_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_HEAR_DANGER
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK Tasks TASK_STOP_MOVING 0 TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE TASK_GET_CHASE_PATH_TO_ENEMY 300 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_FACE_ENEMY 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_ENEMY_UNREACHABLE COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_TOO_CLOSE_TO_ATTACK COND_TASK_FAILED COND_LOST_ENEMY COND_BETTER_WEAPON_AVAILABLE COND_HEAR_DANGER
SCHED_FACE_FOLLOW_TARGET Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FACE_FOLLOW_TARGET 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_SET_SCHEDULE SCHEDULE:SCHED_FOLLOWER_IDLE_STAND Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PROVOKED COND_PLAYER_PUSHING COND_GIVE_WAY
SCHED_FAIL Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_NOSTOP TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 1 TASK_WAIT_PVS 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_GIVE_WAY
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LOST_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_HEAR_DANGER
SCHED_FAIL_MOVE_TO_RALLY_POINT Tasks TASK_WAIT 1 Interrupts COND_HEAR_DANGER COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1
SCHED_FAIL_NOSTOP Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 1 TASK_WAIT_PVS 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_GIVE_WAY
SCHED_FAIL_TAKE_COVER Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts COND_NEW_ENEMY
SCHED_FALL_TO_GROUND Tasks TASK_FALL_TO_GROUND 0 Interrupts
SCHED_FEAR_FACE Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FACE_ENEMY 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_SEE_ENEMY
SCHED_FEAR_MOVE_TO_SAFE_PLACE Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY TASK_FEAR_GET_PATH_TO_SAFETY_HINT 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FEAR_IN_SAFE_PLACE 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE Interrupts COND_HEAR_DANGER COND_NEW_ENEMY COND_FEAR_ENEMY_TOO_CLOSE
SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY TASK_FEAR_GET_PATH_TO_SAFETY_HINT 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FEAR_IN_SAFE_PLACE 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE Interrupts COND_HEAR_DANGER COND_NEW_ENEMY
SCHED_FEAR_STAY_IN_SAFE_PLACE Tasks TASK_FEAR_WAIT_FOR_SAFETY 0 Interrupts COND_NEW_ENEMY COND_HEAR_DANGER COND_FEAR_ENEMY_CLOSE COND_FEAR_ENEMY_TOO_CLOSE COND_CAN_RANGE_ATTACK1 COND_FEAR_SEPARATED_FROM_PLAYER
SCHED_FFC_ATTACK Tasks TASK_STOP_MOVING 0 TASK_FFC_ATTACK 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED COND_NO_PRIMARY_AMMO COND_HEAR_DANGER COND_WEAPON_BLOCKED_BY_FRIEND COND_WEAPON_SIGHT_OCCLUDED
SCHED_FFC_HOLD_COVER Tasks TASK_FFC_COVER 0 TASK_WAIT_RANDOM 2.0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FFC_PEEK Interrupts COND_FFC_HINT_CHANGE COND_NO_PRIMARY_AMMO
SCHED_FFC_HOLD_PEEK Tasks TASK_WAIT_RANDOM 1.0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FFC_HOLD_COVER Interrupts COND_FFC_HINT_CHANGE COND_NEW_ENEMY COND_CAN_RANGE_ATTACK1 COND_NO_PRIMARY_AMMO
SCHED_FFC_PEEK Tasks TASK_FFC_PEEK 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FFC_HOLD_PEEK Interrupts COND_NEW_ENEMY COND_CAN_RANGE_ATTACK1 COND_FFC_HINT_CHANGE
SCHED_FFC_RELOAD Tasks TASK_RELOAD 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FFC_PEEK Interrupts
SCHED_FFC_RUN_TO_HINT Tasks TASK_FFC_GET_PATH_TO_HINT 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FFC_HOLD_COVER Interrupts COND_FFC_HINT_CHANGE
SCHED_FLEE_FROM_BEST_SOUND Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0 TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600 TASK_RUN_PATH_FLEE 100 TASK_STOP_MOVING 0 TASK_FACE_SAVEPOSITION 0 Interrupts COND_NEW_ENEMY
SCHED_FLINCH_PHYSICS Tasks TASK_STOP_MOVING 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_FLINCH_PHYSICS Interrupts
SCHED_FOLLOW Tasks TASK_GET_PATH_TO_FOLLOW_POSITION 0 TASK_MOVE_TO_FOLLOW_POSITION 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_TARGET_FACE Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PROVOKED COND_PLAYER_PUSHING COND_BETTER_WEAPON_AVAILABLE
SCHED_FOLLOWER_COMBAT_FACE Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FACE_ENEMY 0 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_NO_PRIMARY_AMMO COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED COND_GIVE_WAY COND_HEAR_DANGER COND_HEAR_COMBAT COND_HEAR_BULLET_IMPACT COND_PLAYER_PUSHING COND_TARGET_MOVED_FROM_MARK COND_FOLLOW_DELAY_EXPIRED COND_FOUND_WAIT_POINT COND_BETTER_WEAPON_AVAILABLE
SCHED_FOLLOWER_GO_TO_WAIT_POINT Tasks TASK_LOCK_HINTNODE 0 TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL TASK_SET_TOLERANCE_DISTANCE 4 TASK_GET_PATH_TO_FOLLOW_POINT 0 TASK_SET_FOLLOW_TARGET_MARK 0 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_ARRIVE_AT_FOLLOW_POINT 0 TASK_SET_FOLLOW_POINT_STAND_SCHEDULE 0 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PROVOKED COND_PLAYER_PUSHING COND_TARGET_MOVED_FROM_MARK
SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL Tasks TASK_CLEAR_HINTNODE .5 TASK_SET_FOLLOW_DELAY 1 Interrupts
SCHED_FOLLOWER_IDLE_STAND Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 2.5 TASK_FACE_FOLLOW_TARGET 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 3 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_CAN_RANGE_ATTACK1 COND_NO_PRIMARY_AMMO COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED COND_GIVE_WAY COND_HEAR_DANGER COND_HEAR_COMBAT COND_HEAR_BULLET_IMPACT COND_PLAYER_PUSHING COND_TARGET_MOVED_FROM_MARK COND_FOLLOW_DELAY_EXPIRED COND_FOUND_WAIT_POINT COND_IDLE_INTERRUPT COND_BETTER_WEAPON_AVAILABLE
SCHED_FOLLOWER_MOVE_AWAY_END Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FOLLOWER_MOVE_AWAY_FAIL TASK_STOP_MOVING 0 TASK_FACE_FOLLOW_TARGET 0 TASK_SET_FOLLOW_DELAY 2 Interrupts COND_PLAYER_PUSHING
SCHED_FOLLOWER_MOVE_AWAY_FAIL Tasks TASK_STOP_MOVING 0 TASK_FACE_FOLLOW_TARGET 0 TASK_SET_FOLLOW_DELAY 2 Interrupts COND_PLAYER_PUSHING
SCHED_FOLLOWER_STAND_AT_WAIT_POINT Tasks TASK_BEGIN_STAND_AT_WAIT_POINT 0 TASK_PLAY_HINT_ACTIVITY 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FOLLOWER_STAND_AT_WAIT_POINT Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PROVOKED COND_PLAYER_PUSHING COND_TARGET_MOVED_FROM_MARK COND_GIVE_WAY COND_FOLLOW_WAIT_POINT_INVALID
SCHED_FORCED_GO Tasks TASK_SET_TOLERANCE_DISTANCE 48 TASK_SET_ROUTE_SEARCH_TIME 3 TASK_GET_PATH_TO_LASTPOSITION 0 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_FORCED_GO_RUN Tasks TASK_SET_TOLERANCE_DISTANCE 48 TASK_SET_ROUTE_SEARCH_TIME 3 TASK_GET_PATH_TO_LASTPOSITION 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_GET_HEALTHKIT Tasks TASK_STOP_MOVING 0 TASK_SET_TOLERANCE_DISTANCE 5 TASK_GET_PATH_TO_TARGET_WEAPON 0 TASK_ITEM_RUN_PATH 0 TASK_STOP_MOVING 0 TASK_FACE_TARGET 0 TASK_ITEM_PICKUP 0 Interrupts
SCHED_HIDE_AND_RELOAD Tasks TASK_STOP_MOVING 0 TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RELOAD TASK_FIND_COVER_FROM_ENEMY 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_REMEMBER MEMORY:INCOVER TASK_FACE_ENEMY 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_RELOAD Interrupts COND_HEAR_DANGER
SCHED_HOLD_ASSAULT_POINT Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 3 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_TOO_CLOSE_TO_ATTACK COND_LOST_ENEMY COND_HEAR_DANGER COND_HEAR_BULLET_IMPACT COND_NO_PRIMARY_AMMO
SCHED_HOLD_RALLY_POINT Tasks TASK_FACE_RALLY_POINT 0 TASK_AWAIT_CUE 0 TASK_WAIT_ASSAULT_DELAY 0 Interrupts COND_NEW_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PLAYER_PUSHING COND_HEAR_DANGER COND_HEAR_BULLET_IMPACT COND_NO_PRIMARY_AMMO COND_TOO_CLOSE_TO_ATTACK
SCHED_IDLE_STAND Tasks TASK_STOP_MOVING 1 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 5 TASK_WAIT_PVS 0 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED COND_GIVE_WAY COND_HEAR_PLAYER COND_HEAR_DANGER COND_HEAR_COMBAT COND_HEAR_BULLET_IMPACT COND_IDLE_INTERRUPT
SCHED_IDLE_WALK Tasks TASK_WALK_PATH 9999 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts COND_NEW_ENEMY COND_SEE_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED COND_HEAR_COMBAT COND_HEAR_BULLET_IMPACT
SCHED_IDLE_WANDER Tasks TASK_SET_ROUTE_SEARCH_TIME 5 TASK_GET_PATH_TO_RANDOM_NODE 200 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts COND_GIVE_WAY COND_HEAR_COMBAT COND_HEAR_DANGER COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_IDLE_INTERRUPT
SCHED_INTERACTION_MOVE_TO_PARTNER Tasks TASK_GET_PATH_TO_INTERACTION_PARTNER 0 TASK_FACE_TARGET 0 TASK_WAIT 1 Interrupts COND_NO_CUSTOM_INTERRUPTS
SCHED_INTERACTION_WAIT_FOR_PARTNER Tasks TASK_FACE_TARGET 0 TASK_WAIT 1 Interrupts COND_NO_CUSTOM_INTERRUPTS
SCHED_INVESTIGATE_SOUND Tasks TASK_STOP_MOVING 0 TASK_STORE_LASTPOSITION 0 TASK_GET_PATH_TO_BESTSOUND 0 TASK_FACE_IDEAL 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 TASK_WAIT 5 TASK_GET_PATH_TO_LASTPOSITION 0 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 TASK_CLEAR_LASTPOSITION 0 TASK_FACE_REASONABLE 0 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_SEE_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER
SCHED_LEAD_AWAIT_SUCCESS Tasks TASK_LEAD_FACE_GOAL 0 TASK_FACE_IDEAL 0 TASK_LEAD_ARRIVE 0 TASK_WAIT_INDEFINITE 0 Interrupts COND_LEAD_FOLLOWER_LOST COND_LEAD_FOLLOWER_LAGGING COND_LEAD_SUCCESS COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_PAUSE Tasks TASK_STOP_MOVING 1 TASK_FACE_TARGET 0 TASK_WAIT 5 TASK_WAIT_RANDOM 5 TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LEAD_FOLLOWER_NOT_LAGGING COND_LEAD_FOLLOWER_LOST COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_PAUSE_COMBAT Tasks TASK_STOP_MOVING 1 TASK_FACE_TARGET 0 TASK_WAIT 1 TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LEAD_FOLLOWER_NOT_LAGGING COND_LEAD_FOLLOWER_LOST COND_HEAR_DANGER
SCHED_LEAD_PLAYER Tasks TASK_WAIT_FOR_SPEAK_FINISH 1 TASK_GET_PATH_TO_LEAD_GOAL 0 TASK_LEAD_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 Interrupts COND_LEAD_FOLLOWER_LOST COND_LEAD_FOLLOWER_LAGGING COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_PLAYERNEEDSWEAPON Tasks TASK_FACE_PLAYER 0 TASK_LEAD_PLAYER_NEEDS_WEAPON 0 TASK_WAIT_FOR_SPEAK_FINISH 1 TASK_WAIT 8 Interrupts
SCHED_LEAD_RETRIEVE Tasks TASK_GET_PATH_TO_PLAYER 0 TASK_LEAD_MOVE_TO_RANGE 0 TASK_STOP_MOVING 0 TASK_WAIT_FOR_SPEAK_FINISH 1 TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE_WAIT Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_RETRIEVE_WAIT Tasks TASK_LEAD_RETRIEVE_WAIT 0 Interrupts COND_LEAD_FOLLOWER_LOST COND_LEAD_FOLLOWER_LAGGING COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LEAD_FOLLOWER_MOVED_FROM_MARK COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_SPEAK_START Tasks TASK_LEAD_SPEAK_START 0 TASK_WAIT_FOR_SPEAK_FINISH 1 Interrupts
SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER Tasks TASK_STOP_MOVING 0 TASK_WAIT_FOR_SPEAK_FINISH 1 TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_PLAYER Interrupts COND_LEAD_FOLLOWER_LOST COND_LEAD_FOLLOWER_LAGGING COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER Tasks TASK_WAIT_FOR_SPEAK_FINISH 1 TASK_SET_SCHEDULE SCHEDULE:SCHED_LEAD_RETRIEVE Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_SUCCEED Tasks TASK_LEAD_SUCCEED 0 TASK_STOP_LEADING 0
SCHED_LEAD_WAITFORPLAYER Tasks TASK_LEAD_GET_PATH_TO_WAITPOINT 0 TASK_LEAD_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 TASK_WAIT 0.5 TASK_FACE_TARGET 0 TASK_LEAD_WAVE_TO_PLAYER 0 TASK_WAIT 5.0 Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_LEAD_WAITFORPLAYERIDLE Tasks TASK_STOP_MOVING 0 TASK_WAIT 0.5 TASK_FACE_TARGET 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_IDLE TASK_WAIT 2 Interrupts COND_LEAD_FOLLOWER_VERY_CLOSE COND_LIGHT_DAMAGE COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_MELEE_ATTACK1 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_ANNOUNCE_ATTACK 1 TASK_MELEE_ATTACK1 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED
SCHED_MELEE_ATTACK2 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_ANNOUNCE_ATTACK 2 TASK_MELEE_ATTACK2 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED
SCHED_MOVE_AWAY Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL TASK_MOVE_AWAY_PATH 120 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END Interrupts
SCHED_MOVE_AWAY_END Tasks TASK_STOP_MOVING 0 TASK_FACE_REASONABLE 0 Interrupts COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED COND_SMELL COND_HEAR_COMBAT COND_HEAR_WORLD COND_HEAR_PLAYER COND_HEAR_DANGER COND_HEAR_BULLET_IMPACT COND_IDLE_INTERRUPT
SCHED_MOVE_AWAY_FAIL Tasks TASK_STOP_MOVING 0 Interrupts
SCHED_MOVE_AWAY_FROM_ENEMY Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL TASK_FACE_ENEMY 0 TASK_MOVE_AWAY_PATH 120 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END Interrupts COND_NEW_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2
SCHED_MOVE_OFF_OF_NPC Tasks TASK_GET_PATH_OFF_OF_NPC 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_MOVE_TO_ASSAULT_POINT Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE TASK_GATHER_CONDITIONS 0 TASK_GET_PATH_TO_ASSAULT_POINT 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_FACE_ASSAULT_POINT 0 TASK_HIT_ASSAULT_POINT 0 Interrupts COND_NO_PRIMARY_AMMO COND_HEAR_DANGER
SCHED_MOVE_TO_FACE_FOLLOW_TARGET Tasks TASK_SET_SCHEDULE SCHEDULE:SCHED_FOLLOW Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PROVOKED COND_PLAYER_PUSHING
SCHED_MOVE_TO_RALLY_POINT Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASSAULT_FAILED_TO_MOVE TASK_GET_PATH_TO_RALLY_POINT 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 TASK_FACE_RALLY_POINT 0 TASK_HIT_RALLY_POINT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_HOLD_RALLY_POINT Interrupts COND_HEAR_DANGER COND_PROVOKED COND_NO_PRIMARY_AMMO COND_PLAYER_PUSHING
SCHED_MOVE_TO_WEAPON_RANGE Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LOST_ENEMY COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_HEAR_DANGER
SCHED_NEW_WEAPON Tasks TASK_STOP_MOVING 0 TASK_SET_TOLERANCE_DISTANCE 5 TASK_GET_PATH_TO_TARGET_WEAPON 0 TASK_WEAPON_RUN_PATH 0 TASK_STOP_MOVING 0 TASK_FACE_TARGET 0 TASK_WEAPON_PICKUP 0 TASK_WAIT 1 Interrupts COND_HEAR_DANGER
SCHED_NEW_WEAPON_CHEAT Tasks TASK_WEAPON_CREATE 0 Interrupts
SCHED_NPC_FREEZE Tasks TASK_FREEZE 0 Interrupts COND_NPC_UNFREEZE
SCHED_PATROL_RUN Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE TASK_SET_ROUTE_SEARCH_TIME 5 TASK_GET_PATH_TO_RANDOM_NODE 200 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_GIVE_WAY COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_HEAR_COMBAT COND_HEAR_DANGER COND_HEAR_PLAYER COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED
SCHED_PATROL_WALK Tasks TASK_SET_ROUTE_SEARCH_TIME 5 TASK_GET_PATH_TO_RANDOM_NODE 200 TASK_WALK_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_GIVE_WAY COND_HEAR_COMBAT COND_HEAR_DANGER COND_HEAR_PLAYER COND_NEW_ENEMY COND_SEE_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE Tasks TASK_FACE_ENEMY 0 TASK_FACE_REASONABLE 0 TASK_IGNORE_OLD_ENEMIES 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2
SCHED_RANGE_ATTACK1 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_ANNOUNCE_ATTACK 1 TASK_RANGE_ATTACK1 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED COND_NO_PRIMARY_AMMO COND_HEAR_DANGER COND_WEAPON_BLOCKED_BY_FRIEND COND_WEAPON_SIGHT_OCCLUDED
SCHED_RANGE_ATTACK2 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_ANNOUNCE_ATTACK 2 TASK_RANGE_ATTACK2 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED COND_NO_SECONDARY_AMMO COND_HEAR_DANGER
SCHED_RAPPEL Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP TASK_RAPPEL 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_CLEAR_RAPPEL_POINT Interrupts COND_NEW_ENEMY
SCHED_RAPPEL_WAIT Tasks TASK_SET_ACTIVITY ACTIVITY:ACT_RAPPEL_LOOP TASK_WAIT_INDEFINITE 0 Interrupts COND_BEGIN_RAPPEL
SCHED_RELOAD Tasks TASK_STOP_MOVING 0 TASK_RELOAD 0 Interrupts COND_HEAR_DANGER
SCHED_RUN_FROM_ENEMY Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK TASK_STOP_MOVING 0 TASK_FIND_COVER_FROM_ENEMY 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD
SCHED_RUN_FROM_ENEMY_FALLBACK Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_RANDOM TASK_STOP_MOVING 0 TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0 TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD
SCHED_RUN_FROM_ENEMY_MOB Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_RANDOM TASK_STOP_MOVING 0 TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0 TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_HEAR_DANGER
SCHED_RUN_RANDOM Tasks TASK_SET_ROUTE_SEARCH_TIME 1 TASK_GET_PATH_TO_RANDOM_NODE 500 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts
SCHED_SCENE_GENERIC Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCENE_GENERIC TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_PLAY_SCENE 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_STOP_MOVING 0 TASK_SET_SCHEDULE SCHEDULE:SCHED_SCENE_GENERIC Interrupts
SCHED_SCRIPTED_CUSTOM_MOVE Tasks TASK_PRE_SCRIPT 0 TASK_SET_TOLERANCE_DISTANCE 2 TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0 TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_PLANT_ON_SCRIPT 0 TASK_FACE_SCRIPT 0 TASK_ENABLE_SCRIPT 0 TASK_WAIT_FOR_SCRIPT 0 TASK_PLAY_SCRIPT 0 TASK_PLAY_SCRIPT_POST_IDLE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_SCRIPTED_FACE Tasks TASK_PRE_SCRIPT 0 TASK_STOP_MOVING 0 TASK_FACE_SCRIPT 0 TASK_ENABLE_SCRIPT 0 TASK_WAIT_FOR_SCRIPT 0 TASK_PLAY_SCRIPT 0 TASK_PLAY_SCRIPT_POST_IDLE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_SCRIPTED_RUN Tasks TASK_PRE_SCRIPT 0 TASK_SET_TOLERANCE_DISTANCE 2 TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0 TASK_SCRIPT_RUN_TO_TARGET 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_PLANT_ON_SCRIPT 0 TASK_FACE_SCRIPT 0 TASK_ENABLE_SCRIPT 0 TASK_WAIT_FOR_SCRIPT 0 TASK_PLAY_SCRIPT 0 TASK_PLAY_SCRIPT_POST_IDLE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_SCRIPTED_WAIT Tasks TASK_PRE_SCRIPT 0 TASK_STOP_MOVING 0 TASK_ENABLE_SCRIPT 0 TASK_WAIT_FOR_SCRIPT 0 TASK_PLAY_SCRIPT 0 TASK_PLAY_SCRIPT_POST_IDLE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_SCRIPTED_WALK Tasks TASK_PRE_SCRIPT 0 TASK_SET_TOLERANCE_DISTANCE 2 TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0 TASK_SCRIPT_WALK_TO_TARGET 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_PLANT_ON_SCRIPT 0 TASK_FACE_SCRIPT 0 TASK_ENABLE_SCRIPT 0 TASK_WAIT_FOR_SCRIPT 0 TASK_PLAY_SCRIPT 0 TASK_PLAY_SCRIPT_POST_IDLE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_SHOOT_ENEMY_COVER Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_WAIT 0.5 TASK_RANGE_ATTACK1 0 Interrupts COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_NO_PRIMARY_AMMO COND_HEAR_DANGER COND_WEAPON_BLOCKED_BY_FRIEND
SCHED_SLEEP Tasks TASK_STOP_MOVING 0 TASK_WAIT 0.2 Interrupts
SCHED_SMALL_FLINCH Tasks TASK_REMEMBER MEMORY:FLINCHED TASK_STOP_MOVING 0 TASK_SMALL_FLINCH 0 Interrupts
SCHED_SPECIAL_ATTACK1 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_SPECIAL_ATTACK1 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED COND_NO_PRIMARY_AMMO COND_HEAR_DANGER
SCHED_SPECIAL_ATTACK2 Tasks TASK_STOP_MOVING 0 TASK_FACE_ENEMY 0 TASK_SPECIAL_ATTACK2 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_ENEMY_OCCLUDED COND_NO_SECONDARY_AMMO COND_HEAR_DANGER
SCHED_STANDOFF Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_FACE_ENEMY 2 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_ENEMY_DEAD COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_SWITCH_TO_PENDING_WEAPON Tasks TASK_STOP_MOVING 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_DROP_WEAPON TASK_CREATE_PENDING_WEAPON 0 Interrupts
SCHED_TAKE_COVER_FROM_BEST_SOUND Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FLEE_FROM_BEST_SOUND TASK_STOP_MOVING 0 TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0 TASK_FIND_COVER_FROM_BEST_SOUND 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_REMEMBER MEMORY:INCOVER TASK_FACE_SAVEPOSITION 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts COND_NEW_ENEMY
SCHED_TAKE_COVER_FROM_ENEMY Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER TASK_STOP_MOVING 0 TASK_WAIT 0.2 TASK_FIND_COVER_FROM_ENEMY 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_REMEMBER MEMORY:INCOVER TASK_FACE_ENEMY 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT 1 Interrupts COND_NEW_ENEMY COND_HEAR_DANGER
SCHED_TAKE_COVER_FROM_ORIGIN Tasks TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER TASK_STOP_MOVING 0 TASK_FIND_COVER_FROM_ORIGIN 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 TASK_REMEMBER MEMORY:INCOVER TASK_TURN_LEFT 179 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts COND_NEW_ENEMY
SCHED_TALKER_SPEAK_PENDING_ALERT Tasks TASK_TALKER_SPEAK_PENDING 0 TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_FOR_SPEAK_FINISH 0 TASK_WAIT_RANDOM 0.5 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_PLAYER_PUSHING COND_GIVE_WAY
SCHED_TALKER_SPEAK_PENDING_COMBAT Tasks TASK_TALKER_SPEAK_PENDING 0 TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_FOR_SPEAK_FINISH 0 Interrupts COND_HEAVY_DAMAGE COND_HEAR_DANGER
SCHED_TALKER_SPEAK_PENDING_IDLE Tasks TASK_TALKER_SPEAK_PENDING 0 TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_WAIT_FOR_SPEAK_FINISH 0 TASK_WAIT_RANDOM 0.5 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_HEAR_DANGER COND_HEAR_COMBAT COND_PLAYER_PUSHING COND_GIVE_WAY
SCHED_TARGET_CHASE Tasks TASK_STOP_MOVING 0 TASK_GET_PATH_TO_TARGET 0 TASK_RUN_PATH 0 TASK_WAIT_FOR_MOVEMENT 0 Interrupts COND_NEW_ENEMY COND_ENEMY_DEAD COND_ENEMY_UNREACHABLE COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_TOO_CLOSE_TO_ATTACK COND_TASK_FAILED COND_LOST_ENEMY COND_BETTER_WEAPON_AVAILABLE COND_HEAR_DANGER
SCHED_TARGET_FACE Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_FACE_TARGET 0 Interrupts COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_NEW_ENEMY COND_ENEMY_DEAD
SCHED_VEHICLEDRIVER_COMBAT_WAIT Tasks TASK_WAIT 5 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_PROVOKED COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2
SCHED_VEHICLEDRIVER_DRIVE_PATH Tasks TASK_VEHICLEDRIVER_GET_PATH 0 TASK_WALK_PATH 9999 TASK_WAIT_FOR_MOVEMENT 0 TASK_WAIT_PVS 0 Interrupts COND_NEW_ENEMY COND_PROVOKED
SCHED_VEHICLEDRIVER_INACTIVE Tasks TASK_WAIT_INDEFINITE 0 Interrupts COND_PROVOKED
SCHED_VICTORY_DANCE Tasks TASK_STOP_MOVING 0 TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE TASK_WAIT 0 Interrupts
SCHED_WAIT_AND_CLEAR Tasks TASK_FACE_ASSAULT_POINT 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_AWAIT_ASSAULT_TIMEOUT 0 TASK_ANNOUNCE_CLEAR 0 Interrupts COND_NEW_ENEMY COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_CAN_RANGE_ATTACK1 COND_CAN_MELEE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_CAN_MELEE_ATTACK2 COND_HEAR_DANGER COND_HEAR_BULLET_IMPACT COND_TOO_CLOSE_TO_ATTACK COND_NOT_FACING_ATTACK COND_PLAYER_PUSHING
SCHED_WAIT_FOR_SCRIPT Tasks TASK_STOP_MOVING 0 TASK_WAIT_INDEFINITE 0 Interrupts COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE
SCHED_WAIT_FOR_SPEAK_FINISH Tasks TASK_WAIT_FOR_SPEAK_FINISH 0 Interrupts COND_NEW_ENEMY COND_SEE_FEAR COND_LIGHT_DAMAGE COND_HEAVY_DAMAGE COND_SMELL COND_PROVOKED COND_GIVE_WAY COND_HEAR_DANGER COND_HEAR_COMBAT COND_HEAR_BULLET_IMPACT
SCHED_WAKE_ANGRY Tasks TASK_STOP_MOVING 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE TASK_SOUND_WAKE 0 TASK_FACE_IDEAL 0 TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE Interrupts
caller = self;
for( i = 0 ; i < count ; i++ )
if ( !activator )
if ( ent != null )
if ( type == "bool" )
if ( type == "table" )
if ( typeof( val ) == "function" && __OutputsPattern.match( key ) )
if ( typeof(val) == "function" && key != "runscript" )
indent(depth);
local ent = Entities.FindByName( null, name );
local i;
local overrides = PreSpawnInstance( entity.GetClassname(), entity.GetName() );
local type = typeof( overrides );
print( key );
scope = getroottable();
scope = this;
value = "";
"%s"
%d bytes used by %s table
(%zu) comparing %s with %s
(y=up=green, z=forward=blue, x=left=red).
6RtcZO"
All other entities drawn in pink
Arguments: -none-
Arguments: NPC name or classname, <none>=NPC under crosshair
Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
Arguments: full - enables all debug information
Arguments: {npc_class_name}
Arguments: -none-
Arguments: -none-
Arguments: {entity_name} / {class_name}
Arguments: {entity_name} / {class_name}
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
Arguments: <health to lose>
Arguments: <item_name>
Arguments: x y z
Arguments: x1 y1 z1 x2 y2 z2
Arguments: {.mdl name}
Attribute
Blue - hint is available for use
Blue - jumping movement
Blue - path to a node
CODE_SIZE
Current enemy drawn in red
Current target entity drawn in magenta
Cyan - air node
Cyan - flying movement
Cyan - detour around an object (triangulation)
Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
DoEntFire( target.tostring(), action.tostring(), value.tostring(), delay, activator, caller );
EHG_Chest
EHitGroup
EWT_Knife
EWT_Rifle
Eluded entities drawn in blue (don't know where it went)
Format: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>
Format: ent_orient <entity name> <optional: allangles>
Format: ent_teleport <entity name>
Green - ground movement
Green - ground node
Green if no collision
Grey - hint has been disabled
Grey - node not available for selected hull size
H+AxH
H+AxI
H+QxH
H+QxI
H+YxH
H+qxH
HighLevel 1
Holding lock %s:
Magenta - climb node
Magenta - climbing movement
Maroon - path to final target position
Name "%s"
Name %s
Orange - hint not being used by timed out
Orange - node currently locked
Parent_ID %u
Passenger Role: %s (%d seats)
Placement
Red - connection disabled
Red - hint is currently being used by an NPC
Red - jump
Red is collides with something
Rule %d/%d: %s
Schedule
TYPE_BOOL
TYPE_ENUM
TeamStats
Time %g
TypeCache for %d (%d objects):
Unknown resource type specified "%s", value "%s"
Unreachable entities drawn in green (can't get to it)
Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
Waiting for lock %s from: %s line %d
Yellow - crawling movement
[A\]
__EntityMakerResult <- null;
__EntityMakerResult <- {}
accountid
ammo_clip
attribute
ban_masks
broadcast
cmd_flush
code_path
code_type
const nCharsToStrip = 6;
ct_equips
cvar_name
def_index
delegate tempParent : temp;
depot_ids
dir_index
dormant
drop_info
else
encrypted
enemy_3ks
enemy_4ks
enemy_5ks
ent_index
enum_type
equipslot
errorcode
event_tag
evictions
extension
file_name
foreach( key, val in table )
foreach( key,val in temp )
fraglimit
frequency
from_hits
game_data
game_mode
game_type
gc_app_id
gc_binary
gceresult
hold_time
host_name
if ( !scope )
if ( !value )
if ( "PreSpawnInstance" in this )
if ( "self" in this )
if ( name.len() == 0 )
if ( scope == null )
init_time
instances
inventory
ip_public
is_replay
itemindex
key_field
keyvalues
languages
last acknowledged tick %d
league_id
line_item
local caller = null;
local indent=function( count )
local temp = { runscript = script };
local tempParent = { getroottable = function() { return null; } };
longitude
low_value
matchtime
name_part
new_class
nextmatch
num_kills
numrounds
outcomeid
packageid
paintseed
paintwear
party_ids
placement
price_usd
proximity
public_ip
region_id
replytogc
return ::DoIncludeScript( name, scope );
return DoUniqueString( string.tostring() );
rule_type
schema_kv
sectionid
sender_id
server_id
server_ip
signature
sort_type
sound_num
source_gc
stage_ids
survey_id
suspectid
svc_Print
team_flag
team_id_0
team_id_1
team_id_t
team_name
temp.runscript()
tick_rate
timestamp
tx_defidx
type_name
upgradeid
val_float
val_short
value_int
vote_type
w UH
w(UH
w_H9
whitelist
word_list
word_type
xp_points
{%g,%g,%g}
__DumpScope( depth + 1, value);
break;
print(" = ");
print(" = \"");
print("[\n")
print("\"");
print("]");
print("{\n");
print("}");
print(value);
%s: %s
case "array":
case "string":
case "table":
default:
%3d %3d %3d %3d %3d %3d %3d %3d
%4u %4u %4u %4u %4u %4u %4u %4u
Task (%d), has a malformed AI Task Argument = (%s)
print("\n");
switch (type(value))
{
}
Aborting schedule load.
%s (ID %llu)
%s (ID %llu) at backpack slot %d
(failed)
Behavior %s channel %d (failed)
Behavior %s channel %d Break condition -> %s
Behavior %s channel %d: TaskFail -> %s
Break condition -> %s
Bumping %d to %d
Cannot fit at node %d
Connect by climbing
Connect by flying
Failed to stand at %d
Failed to walk between nodes
Leaving %d
New enemy: %s
Nodes connect for crawl movement
Nodes connect for ground movement
Nodes connect for jumping
Not lined up for proper climbing
Revoking neighbor status to closer redundant link %d
TaskFail -> %s
firing in: %.2f sec
0: Entity I/O
1: AI Decisions
2: Scene Print
3: Alyx Blind
4: Log of damage done to player
%s RELEASED CONTROL of %s
%s accepted
%s accepted (1)
%s rejected: current is closer and neither is seen
%s rejected: current is closer and seen
%s rejected: current is father but seen
%s rejected: dead
%s rejected: eluded
%s rejected: feared, but never seen
%s rejected: lower priority
%s rejected: no hate/fear
%s rejected: no target
%s rejected: not seen and set to ignore unseen enemies
%s rejected: not valid
%s rejected: not yet valid
%s rejected: old
%s rejected: unreachable
(%s displaced due to distance/visibility)
(%s displaced due to priority, %d > %d )
(%s displaced)
Actual :
Categories:
Compare Value: %f
Component %d: %dhx%dv q=%d
Component %d: dc=%d ac=%d
Expected :
Field type:
Initial Value: %f
Lock %s, acquired %s(%d)
Max committed memory: %u KB out of %d KB
Schd [%d]: %s,
Task [%d]: %s (#%d),
Task [%d]: None
Total committed memory: %d KB
Total used memory: %d KB
duration: %f
file ID: %llu
foreach(key, value in table)
frequency: %f
hold time: %f
invalid!
limit to: %s
magnitude: %f
magnitude: %i
matcher: !=%s
matcher: %s
matcher: ==%s
max value: %f
min value: %f
radius: %f
size: %f
with %d x %d thumbnail image
{
%32s -- select %5.2f, start %5.2f, run %5.2f
%d
%s Interaction was blocked.
%s Speed: %.2f
%s angle matched: (%0.2f %0.2f %0.2f), desired (%0.2f, %0.2f, %0.2f)
%s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: (%0.2f %0.2f %0.2f)
%s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: <%0.2f (%0.2f %0.2f %0.2f)
%s is at: %0.2f %0.2f %0.2f
'%s' : '%s' (entindex %d)
(%.2f) Target: '%s', Input: '%s', Parameter '%s'. Activator: '%s', Caller '%s'.
AI node %d is associated with Hammer node %d, but %d is already bound to node %d
Activity: %s
Added link
Arrival act: %s
Arrival seq: %d
Default equipped definitions: %d
Dest node: %p
Dest node: %p
Dest: %s
Dest: %s
Distributing %d
Found: %s
Goal dir: %s
Ignoring %d
NO LINK
NO LINK (not neighbors)
No connection: one or both are fallen nodes
No valid interactions found.
Nodes already connected
Num items: %d
Sharing previously establish connection
Target: %p
Target: %p
Testing for hull %s
Tolerance: %.1f
Type: %s
Type: %s
Waypoint tol: %.1f
Yaw to dest
angles %f %f %f
done
ent_dump <entity name/index/class>
ent_dump <entity name>
ent_fire <target> [action] [value] [delay]
ent_info <class name>
ent_setname <new name> <entity name>
mismatched!!!
origin %f %f %f
time: %6.3f sound name: %s scene: %s
%02i: %i %s
%02i: NULL link
%20s = '%s'
%20s = '%s' (weight %f)
%d (0x%p) : %s
%d : %s
%p : %30s (last %5i/next %5i)
%s (l)
%s (m)
%s: %s
*** Noise occurred off the nav mesh - ignoring!
----------------------------------------- ----------- ----------- ----------- -----------
-----------------------------------------------------------------------------------------
Added Danger Sound! Duration:%f (Time:%f)
Added Sound! Type:%d Duration:%f (Time:%f)
Behavior %s channel %d Schedule cleared: %s
Behavior %s channel %d Task: %s
Comment started here.
Entities Left:
Entities: %d (%d edicts)
Field :
Message type:
Player died %dth time in level [%s]!!!
Player died, but not in a level!!!
PoolName Allocated Free Est. Size Hit Rate
Problem :
Problem : Enum value did not match field type:
Problem : Field is not the right type for this message:
Removed Danger Sound: %d (time:%f)
Removed Sound: %d (Time:%f)
Schedule cleared: %s
Ss=%d, Se=%d, Ah=%d, Al=%d
Task: %s
Total: %s
Two-pass.
Version: %llu:
criterion '%25s':'%15s'
input: %s
output: %s
penetration with entity %s (%s)
#GameUI_Disconnect_SnapshotError
#GameUI_Disconnect_SoundsMessage
#GameUI_Disconnect_SteamIDBanned
%02X
%d (%d): %s : %5.3f (%.3f)
%s %s score %d:%d after %d min
%s: %d
( def. "%s" )
(Disabled on Server)
(Eluded)
(LEADER)
(Unreachable)
(acquire: %s)
(purchase: %s)
(tracked)
+0000
- %d / %d allocated
- Cluster[%d]@%8p = '%s' (type %d)
- Core sequence: %s
- Entry sequence: %s
- Exit sequence: %s
- Name: %s
- Name: No Targetname
-> %s '%s'
-> Could not find an item definition named '%s'
0@P`p
2008, Valve Corporation, All rights reserved. ========
3_6?
< %s (%d)
<b></b>
<i></i>
= { <proto text format> }". To set fields within it, use syntax like "
@CAI_Pathfinder
AVAUATSH
A[A\]
AddOn: %s couldn't find Host %s
At"I
BackUp() can only be called after Next().
CCSUsrMsg_EntityOutlineHighlight
CMsgAdjustItemEquippedStateMulti
CMsgGCIncrementKillCountResponse
CMsgItemAcknowledged__DEPRECATED
CS_UM_ProcessSpottedEntityUpdate
Can't back up over more bytes than were returned by the last call to Next().
Cannot execute script because there is no available VM
D9l$
E9l$\
E9|$
EGCItemCustomizationNotification
Em_EffectData
Entity %s encountered an error in RunScript()
GCConnectionStatus_GC_GOING_DOWN
H97t
H;=5
H;==
H;=D(
H;=E
H;=]
H;=k#
HcC
I;T$
IcT$
Moving
NETWORK_DISCONNECT_SNAPSHOTERROR
NETWORK_DISCONNECT_STEAM_DROPPED
Outdent() without matching Indent().
Parameter to BackUp() can't be negative.
QZ^&
ReadToken overflow
Tasks timings:
Tokenizer::ParseFloat() passed text that could not have been tokenized as a float:
Tokenizer::ParseInteger() passed text that could not have been tokenized as an integer:
Tokenizer::ParseStringAppend() passed text that could not have been tokenized as a string:
Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
[$0]
[%.3f server clamped to %.3f]
[A\A]A^A_]
[A\A]A^]
[A\A]]
[A\]
[]A\
[]A\A]A^
[default = $0
a protocol buffer. Use the 'bytes' type if you intend to send raw bytes.
and
args were given. Full format string was: "
arguments.
but running with
byte digest to
bytes
cl_csm_server_status
cleanup: %.3f msec
commit: %.3fms
counts: %d %d
doesn't match the required length of
dontmodifylocalsession
estimated_wait_seconds_remaining
exceeds the maximum of
failed to dlopen %s error=%s
for this key
for this public key
hit: %.3f msec
inflate 1.1.3 Copyright 1995-1998 Mark Adler
inflate 1.2.5 Copyright 1995-2010 Mark Adler
is less than the minimum of
is not a valid key length
is not valid for field
k_ECommunityItemClass_Consumable
k_ECommunityItemClass_SalienItem
k_EGCMsgAccountPhoneNumberChange
k_EGCMsgGCAccountVacStatusChange
k_EGCMsgGetEmailTemplateResponse
k_EGCMsgWebAPIRegisterInterfaces
k_EMsgGCDeliverGiftResponseGiver
k_EMsgGCRemoveMakersMarkResponse
k_EMsgGCReplay_UploadedToYouTube
k_EMsgGCRequestPassportItemGrant
k_EMsgGCStoreGetUserDataResponse
k_EMsgGCToGCWebAPIAccountChanged
k_EPaymentRuleTypeSpecialPayment
leftedge %s %.3f
libpng version 1.5.13 - September 27, 2012
market: %.3f msec
max. %f
message of type "
min. %f
more bytes of input needed
non_prepared_statements_executed
now enabling refire
of the Protocol Buffer runtime library, but the installed version is
of the Protocol Buffer runtime library, which is not compatible with the installed version (
of type
ongoingmatch_account_id_sessions
operation failed with error
particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.
restore failed entirely
restore got most of the way
rightedge %s %.3f
submit: %.3f msec
t Hc{$H
t'Hc{$H
t'Hc{(H
t'Hc{,H
t'Hc{0H
t'Hc{8H
t'Hc{DH
t'Hc{LH
t*Hc{$H
t*Hc{,H
t*Hc{XH
t*Hc{hH
t-Hc
tCE1
t[Hc
u [A\]
with bonus
write: %.3fms.
~7Hc
! @TranslationData
!! %s(%s,%s) doesn't match type from %s(%s)
!! (%s) key not handled: "%s" "%s"
!! ERROR: bad input/output link:
!!ERROR!! Force end of route with no goal!
!#GameUI_Disconnect_ConnectionLost
!#GameUI_Disconnect_HLTVRestricted
!#GameUI_Disconnect_RejectedByGame
!#GameUI_Disconnect_SteamOwnership
!#GameUI_Disconnect_TempEntMessage
!1AQaq
!CMsgGCCStrike15_v2_ClientToGCChat
!CMsgGCCStrike15_v2_GCToClientChat
!CMsgGCCStrike15_v2_Party_Register
!CMsgGCCStrike15_v2_PlayersProfile
!CMsgGCCStrike15_v2_WatchInfoUsers
!CMsgGCStorePurchaseCancelResponse
!CMsgGCToClientSteamDatagramTicket
!CMsgGCToGCBannedWordListBroadcast
!CMsgGCToGCBroadcastConsoleCommand
!CMsgGCToGCIsTrustedServerResponse
!CS_UM_PlayerDecalDigitalSignature
!CWorkshop_GetContributors_Request
!D;{8|~L
!GCClientLauncherType_PERFECTWORLD
!HEV_AMO0
!HEV_DET0
!HEV_DET1
!HEV_DET2
!HEV_DMG0
!HEV_DMG1
!HEV_DMG2
!HEV_DMG3
!HEV_DMG4
!HEV_DMG5
!HEV_DMG6
!HEV_DMG7
!HEV_HEAL7
!HEV_HLTH1
!HEV_HLTH2
!HEV_HLTH3
!HEV_MED1
!NETWORK_DISCONNECT_HLTVRESTRICTED
!Player voice listeners
!The global list of entities
!activator
!contains
!enemy
!float<
!float<=
!float==
!float>
!float>=
!friend
!host_framestarttime_std_deviation
!k_ECommunityItemAttribute_Invalid
!k_ECommunityItemClass_BoosterPack
!k_EGCMsgGetAccountDetailsResponse
!k_EGCMsgMasterSetClientMsgRouting
!k_EGCToGCMsgMasterStartupComplete
!k_EMsgGCCStrike15_v2_DraftSummary
!k_EMsgGCCStrike15_v2_Party_Invite
!k_EMsgGCCStrike15_v2_Party_Search
!k_EMsgGCClientDisplayNotification
!k_EMsgGCItemPreviewStatusResponse
!k_EMsgGCLookupAccountNameResponse
!k_EMsgGCStorePurchaseInitResponse
!k_EMsgGCToGCBannedWordListUpdated
!k_EMsgGCToGCDirtyMultipleSDOCache
!k_EMsgGCTrading_ReadinessResponse
!k_EPaymentRuleTypeServiceProvider
!k_ESOMsg_CacheSubscriptionRefresh
!nearestfriend
!penalty_account_id_sessions_green
!player
!self
!speechtarget
!string==
!t#<(t'
!target1
!target2
!target3
!target4
!target5
!target6
!target7
!target8
" because it is missing required fields:
" conflicts with the existing symbol "
" for field "
" for option "
" has no field named "
" has no value named "
" has not been loaded.
" implements neither SetCachedSize() nor ByteSize(). Must implement one or the other.
" in type "
" is a message. To set the entire message, use syntax like "
" is already defined (as something other than a package) in file "
" is already defined in "
" is already defined in file "
" is already defined.
" is an atomic type, not a message.
" is missing required fields:
" is not a field or extension of message "
" is not a message type.
" is not a type.
" is not a valid identifier.
" is not an enum type.
" is not defined or is not an extension of "
" is not defined.
" is repeated. Repeated options are not supported.
" is specified multiple times.
" must be unique within
" not previously defined in symbols_by_name_, but was defined in symbols_by_parent_; this shouldn't be possible.
" not used
" seems to be defined in "
" unknown.
" uses the same enum value as "
" was already set.
" was listed twice.
" was not found or had errors.
" which is.
"""""""
""""UUUU
"#GameUI_Disconnect_DeltaEntMessage
"#GameUI_Disconnect_HLTVUnavailable
"#GameUI_Disconnect_SendNetOverflow
"#GameUI_Disconnect_SessionMigrated
"#GameUI_Disconnect_TooManyCommands:E
"$0" does not declare $1 as an extension number.
"%s" "
"%s" "%i"
"%s" "%s"
"%s" %f
"%s" %f %i
"%s" = "%s"
"%s<%i>" [%.0f %.0f %.0f] attacked "%s<%i><%s><%s>" [%.0f %.0f %.0f] with "%s" (damage "%d") (damage_armor "%d") (health "%d") (armor "%d") (hitgroup "%s")
"%s<%i><%s>" switched from team <%s> to <%s>
"%s<%i><%s>" take <%sammo> from entindex[%d][%d %d %d][%d-%d=%d] to weapon[%s][<%d>/<%d+%d=%d>]
"%s<%i><%s><%s>" %sassisted killing "%s<%i><%s><%s>"
"%s<%i><%s><%s>" [%.0f %.0f %.0f] attacked "%s<%i><%s><%s>" [%.0f %.0f %.0f] with "%s" (damage "%d") (damage_armor "%d") (health "%d") (armor "%d") (hitgroup "%s")
"%s<%i><%s><%s>" [%.0f %.0f %.0f] attacked other "%s<%i>" [%.0f %.0f %.0f] with "%s" (damage "%.1f")
"%s<%i><%s><%s>" [%.0f %.0f %.0f] committed suicide with "%s"
"%s<%i><%s><%s>" [%.0f %.0f %.0f] committed suicide with "world"
"%s<%i><%s><%s>" [%.0f %.0f %.0f] dropped off a hostage
"%s<%i><%s><%s>" [%.0f %.0f %.0f] is deploying parachute (%s)
"%s<%i><%s><%s>" [%.0f %.0f %.0f] killed "%s<%i><%s><%s>" [%.0f %.0f %.0f] with "%s"%s%s%s%s%s%s%s%s%s
"%s<%i><%s><%s>" [%.0f %.0f %.0f] killed other "%s" with "%s"%s%s%s%s%s%s%s%s%s
"%s<%i><%s><%s>" [%.0f %.0f %.0f] killed other "%s<%i>" [%.0f %.0f %.0f] with "%s"%s%s%s%s%s%s%s%s%s
"%s<%i><%s><%s>" [%.0f %.0f %.0f] loadout = %s
"%s<%i><%s><%s>" [%.0f %.0f %.0f] picked up a hostage
"%s<%i><%s><%s>" [%.0f %.0f %.0f] relocated from [%.0f %.0f %.0f] in %0.1f sec (v2d = %.0f u/s)
"%s<%i><%s><%s>" [%.0f %.0f %.0f] started deployment
"%s<%i><%s><%s>" [%.0f %.0f %.0f] was killed by the bomb.
"%s<%i><%s><%s>" blinded for %.2f by "%s<%i><%s><%s>" from flashbang entindex %d
"%s<%i><%s><%s>" changed name to "%s"
"%s<%i><%s><%s>" committed suicide with "%s"
"%s<%i><%s><%s>" committed suicide with "world"
"%s<%i><%s><%s>" disconnected (reason "%s")
"%s<%i><%s><%s>" dropped "%s"
"%s<%i><%s><%s>" is %s with %s'%s'
"%s<%i><%s><%s>" is on team %d
"%s<%i><%s><%s>" joined team "%s"
"%s<%i><%s><%s>" killed "%s<%i><%s><%s>"
"%s<%i><%s><%s>" left buyzone with %s
"%s<%i><%s><%s>" money change %d%s%d = $%d%s%s
"%s<%i><%s><%s>" picked up "%s"
"%s<%i><%s><%s>" purchased "%s"
"%s<%i><%s><%s>" say "%s"
"%s<%i><%s><%s>" say_team "%s"
"%s<%i><%s><%s>" threw decoy [%.0f %.0f %.0f]
"%s<%i><%s><%s>" threw flashbang [%.0f %.0f %.0f] flashbang entindex %d)
"%s<%i><%s><%s>" threw hegrenade [%.0f %.0f %.0f]
"%s<%i><%s><%s>" threw molotov [%.0f %.0f %.0f]
"%s<%i><%s><%s>" threw smokegrenade [%.0f %.0f %.0f]
"%s<%i><%s><%s>" triggered "Intermission_Kill_Limit"
"%s<%i><%s><%s>" triggered "Killed_A_Hostage"
"%s<%i><%s><%s><Area %d>"
"%s<%i><%s><>" connected, address "%s"
"%s<%i><%s><>" entered the game
"%s<%i><%s><CT>" triggered "%s"
"%s<%i><%s><CT>" triggered "Defused_The_Bomb"
"%s<%i><%s><CT>" triggered "Rescued_A_Hostage"
"%s<%i><%s><CT>" triggered "Touched_A_Hostage"
"%s<%i><%s><TERRORIST>" triggered "Bomb_Begin_Plant"
"%s<%i><%s><TERRORIST>" triggered "Dropped_The_Bomb"
"%s<%i><%s><TERRORIST>" triggered "Got_The_Bomb"
"%s<%i><%s><TERRORIST>" triggered "Planted_The_Bomb"
") is not compatible with this reflection object (which is for type "
"). Note that the exact same class is required; not just the same descriptor.
", but only
", field number
", found "
", which is not imported by "
". To use it here, please add the necessary import.
". If this is intended, set 'option allow_alias = true;' to the enum definition.
". This appears to be a value from a sibling type.
". Value: "
"/*" inside block comment. Block comments cannot be nested.
"0x" must be followed by hex digits.
"2BRbr
"></img>
"CDataGCCStrike15_v2_TournamentInfo
"CMsgGCCStrike15_v2_ClientPollState
"CMsgGCCStrike15_v2_MatchmakingStop
"CMsgGCMsgMasterSetClientMsgRouting
"CMsgGCRequestAnnouncementsResponse
"CMsgGCToGCRequestPassportItemGrant
"CS_UM_SendLastKillerDamageToClient
"CWorkshop_GetContributors_Response
"E:#uIA
"ECSUsrMsg_DisconnectToLobby_Action
"MutableRawRepeatedField"
"NETWORK_DISCONNECT_HLTVUNAVAILABLE
"NETWORK_DISCONNECT_SENDNETOVERFLOW
"NETWORK_DISCONNECT_STEAM_OWNERSHIP
"[A\]
"e" must be followed by exponent.
"host_computationtime_std_deviation
"id" "elementid"
"k_ECsgoSteamUserStat_XpEarnedGames
"k_EGCMsgDPPartnerMicroTxnsResponse
"k_EGCMsgMasterSetDirectoryResponse
"k_EMsgGCAddItemToSocket_DEPRECATED
"k_EMsgGCAddSocketToItem_DEPRECATED
"k_EMsgGCDev_NewItemRequestResponse
"k_EMsgGCItemPreviewRequestResponse
"k_EMsgGCTrading_TradeTypingChatMsg
"k_UnlockStyle_Failed_CantLockCache
"notification_body_localization_key
"player_array"
"t%L;}
##GameUI_Disconnect_BadRelayPassword
##GameUI_Disconnect_ReliableOverflow
##GameUI_Disconnect_SnapshotOverflow
#%s_chapter
#3CScs