added task enum
This commit is contained in:
438
ts-lua/types/RAGE/AI.d.ts
vendored
438
ts-lua/types/RAGE/AI.d.ts
vendored
@@ -6,6 +6,444 @@
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*/
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declare namespace ai {
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/**
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* @remarks https://pastebin.com/2gFqJ3Px
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*/
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enum CTask {
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HandsUp = 0,
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ClimbLadder = 1,
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ExitVehicle = 2,
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CombatRoll = 3,
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AimGunOnFoot = 4,
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MovePlayer = 5,
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PlayerOnFoot = 6,
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Weapon = 8,
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PlayerWeapon = 9,
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PlayerIdles = 10,
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AimGun = 12,
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Complex = 12,
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FSMClone = 12,
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MotionBase = 12,
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Move = 12,
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MoveBase = 12,
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NMBehaviour = 12,
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NavBase = 12,
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Scenario = 12,
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SearchBase = 12,
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SearchInVehicleBase = 12,
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ShockingEvent = 12,
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TrainBase = 12,
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VehicleFSM = 12,
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VehicleGoTo = 12,
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VehicleMissionBase = 12,
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VehicleTempAction = 12,
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Pause = 14,
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DoNothing = 15,
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GetUp = 16,
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GetUpAndStandStill = 17,
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FallOver = 18,
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FallAndGetUp = 19,
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Crawl = 20,
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ComplexOnFire = 25,
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DamageElectric = 26,
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TriggerLookAt = 28,
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ClearLookAt = 29,
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SetCharDecisionMaker = 30,
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SetPedDefensiveArea = 31,
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UseSequence = 32,
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MoveStandStill = 34,
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ComplexControlMovement = 35,
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MoveSequence = 36,
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AmbientClips = 38,
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MoveInAir = 39,
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NetworkClone = 40,
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UseClimbOnRoute = 41,
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UseDropDownOnRoute = 42,
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UseLadderOnRoute = 43,
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SetBlockingOfNonTemporaryEvents = 44,
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ForceMotionState = 45,
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SlopeScramble = 46,
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GoToAndClimbLadder = 47,
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ClimbLadderFully = 48,
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Rappel = 49,
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Vault = 50,
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DropDown = 51,
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AffectSecondaryBehaviour = 52,
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AmbientLookAtEvent = 53,
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OpenDoor = 54,
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ShovePed = 55,
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SwapWeapon = 56,
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GeneralSweep = 57,
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Police = 58,
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PoliceOrderResponse = 59,
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PursueCriminal = 60,
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ArrestPed = 62,
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ArrestPed2 = 63,
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Busted = 64,
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FirePatrol = 65,
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HeliOrderResponse = 66,
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HeliPassengerRappel = 67,
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AmbulancePatrol = 68,
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PoliceWantedResponse = 69,
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Swat = 70,
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SwatWantedResponse = 72,
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SwatOrderResponse = 73,
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SwatGoToStagingArea = 74,
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SwatFollowInLine = 75,
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Witness = 76,
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GangPatrol = 77,
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Army = 78,
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ShockingEventWatch = 80,
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ShockingEventGoto = 82,
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ShockingEventHurryAway = 83,
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ShockingEventReactToAircraft = 84,
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ShockingEventReact = 85,
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ShockingEventBackAway = 86,
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ShockingPoliceInvestigate = 87,
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ShockingEventStopAndStare = 88,
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ShockingNiceCarPicture = 89,
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ShockingEventThreatResponse = 90,
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TakeOffHelmet = 92,
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CarReactToVehicleCollision = 93,
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CarReactToVehicleCollisionGetOut = 95,
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DyingDead = 97,
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WanderingScenario = 100,
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WanderingInRadiusScenario = 101,
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MoveBetweenPointsScenario = 103,
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ChatScenario = 104,
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CowerScenario = 106,
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DeadBodyScenario = 107,
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SayAudio = 114,
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WaitForSteppingOut = 116,
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CoupleScenario = 117,
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UseScenario = 118,
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UseVehicleScenario = 119,
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Unalerted = 120,
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StealVehicle = 121,
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ReactToPursuit = 122,
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HitWall = 125,
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Cower = 126,
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Crouch = 127,
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Melee = 128,
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MoveMeleeMovement = 129,
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MeleeActionResult = 130,
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MeleeUpperbodyAnims = 131,
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MoVEScripted = 133,
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ScriptedAnimation = 134,
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SynchronizedScene = 135,
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ComplexEvasiveStep = 137,
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WalkRoundCarWhileWandering = 138,
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ComplexStuckInAir = 140,
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WalkRoundEntity = 141,
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MoveWalkRoundVehicle = 142,
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ReactToGunAimedAt = 144,
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DuckAndCover = 146,
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AggressiveRubberneck = 147,
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InVehicleBasic = 150,
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CarDriveWander = 151,
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LeaveAnyCar = 152,
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ComplexGetOffBoat = 153,
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CarSetTempAction = 155,
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BringVehicleToHalt = 156,
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CarDrive = 157,
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PlayerDrive = 159,
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EnterVehicle = 160,
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EnterVehicleAlign = 161,
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OpenVehicleDoorFromOutside = 162,
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EnterVehicleSeat = 163,
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CloseVehicleDoorFromInside = 164,
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InVehicleSeatShuffle = 165,
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ExitVehicleSeat = 167,
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CloseVehicleDoorFromOutside = 168,
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ControlVehicle = 169,
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MotionInAutomobile = 170,
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MotionOnBicycle = 171,
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MotionOnBicycleController = 172,
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MotionInVehicle = 173,
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MotionInTurret = 174,
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ReactToBeingJacked = 175,
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ReactToBeingAskedToLeaveVehicle = 176,
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TryToGrabVehicleDoor = 177,
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GetOnTrain = 178,
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GetOffTrain = 179,
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RideTrain = 180,
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MountThrowProjectile = 190,
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GoToCarDoorAndStandStill = 195,
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MoveGoToVehicleDoor = 196,
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SetPedInVehicle = 197,
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SetPedOutOfVehicle = 198,
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VehicleMountedWeapon = 199,
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VehicleGun = 200,
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VehicleProjectile = 201,
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SmashCarWindow = 204,
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MoveGoToPoint = 205,
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MoveAchieveHeading = 206,
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MoveFaceTarget = 207,
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ComplexGoToPointAndStandStillTimed = 208,
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MoveGoToPointAndStandStill = 208,
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MoveFollowPointRoute = 209,
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MoveSeekEntity_CEntitySeekPosCalculatorStandard = 210,
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MoveSeekEntity_CEntitySeekPosCalculatorLastNavMeshIntersection = 211,
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//MoveSeekEntity_CEntitySeekPosCalculatorLastNavMeshIntersection = 212,
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MoveSeekEntity_CEntitySeekPosCalculatorXYOffsetFixed = 213,
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//MoveSeekEntity_CEntitySeekPosCalculatorXYOffsetFixed = 214,
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ExhaustedFlee = 215,
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GrowlAndFlee = 216,
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ScenarioFlee = 217,
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SmartFlee = 218,
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FlyAway = 219,
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WalkAway = 220,
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Wander = 221,
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WanderInArea = 222,
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FollowLeaderInFormation = 223,
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GoToPointAnyMeans = 224,
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TurnToFaceEntityOrCoord = 225,
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FollowLeaderAnyMeans = 226,
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FlyToPoint = 228,
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FlyingWander = 229,
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GoToPointAiming = 230,
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GoToScenario = 231,
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SeekEntityAiming = 233,
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SlideToCoord = 234,
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SwimmingWander = 235,
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MoveTrackingEntity = 237,
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MoveFollowNavMesh = 238,
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MoveGoToPointOnRoute = 239,
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EscapeBlast = 240,
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MoveWander = 241,
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MoveBeInFormation = 242,
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MoveCrowdAroundLocation = 243,
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MoveCrossRoadAtTrafficLights = 244,
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MoveWaitForTraffic = 245,
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MoveGoToPointStandStillAchieveHeading = 246,
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MoveGetOntoMainNavMesh = 251,
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MoveSlideToCoord = 252,
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MoveGoToPointRelativeToEntityAndStandStill = 253,
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HelicopterStrafe = 254,
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GetOutOfWater = 256,
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MoveFollowEntityOffset = 259,
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FollowWaypointRecording = 261,
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MotionPed = 264,
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MotionPedLowLod = 265,
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HumanLocomotion = 268,
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MotionBasicLocomotionLowLod = 269,
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MotionStrafing = 270,
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MotionTennis = 271,
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MotionAiming = 272,
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BirdLocomotion = 273,
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FlightlessBirdLocomotion = 274,
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FishLocomotion = 278,
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QuadLocomotion = 279,
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MotionDiving = 280,
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MotionSwimming = 281,
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MotionParachuting = 282,
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MotionDrunk = 283,
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RepositionMove = 284,
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MotionAimingTransition = 285,
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ThrowProjectile = 286,
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Cover = 287,
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MotionInCover = 288,
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AimAndThrowProjectile = 289,
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Gun = 290,
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AimFromGround = 291,
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AimGunVehicleDriveBy = 295,
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AimGunScripted = 296,
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ReloadGun = 298,
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WeaponBlocked = 299,
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EnterCover = 300,
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ExitCover = 301,
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AimGunFromCoverIntro = 302,
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AimGunFromCoverOutro = 303,
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AimGunBlindFire = 304,
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CombatClosestTargetInArea = 307,
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CombatAdditionalTask = 308,
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InCover = 309,
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AimSweep = 313,
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SharkCircle = 318,
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SharkAttack = 319,
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Agitated = 320,
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AgitatedAction = 321,
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Confront = 322,
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Intimidate = 323,
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Shove = 324,
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Shoved = 325,
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CrouchToggle = 327,
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Revive = 328,
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Parachute = 334,
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ParachuteObject = 335,
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TakeOffPedVariation = 336,
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CombatSeekCover = 339,
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CombatFlank = 341,
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Combat = 342,
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CombatMounted = 343,
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MoveCircle = 344,
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MoveCombatMounted = 345,
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Search = 346,
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SearchOnFoot = 347,
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SearchInAutomobile = 348,
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SearchInBoat = 349,
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SearchInHeli = 350,
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ThreatResponse = 351,
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Investigate = 352,
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StandGuardFSM = 353,
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Patrol = 354,
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ShootAtTarget = 355,
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SetAndGuardArea = 356,
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StandGuard = 357,
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Separate = 358,
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StayInCover = 359,
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VehicleCombat = 360,
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VehiclePersuit = 361,
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VehicleChase = 362,
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DraggingToSafety = 363,
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DraggedToSafety = 364,
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VariedAimPose = 365,
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MoveWithinAttackWindow = 366,
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MoveWithinDefensiveArea = 367,
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ShootOutTire = 368,
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ShellShocked = 369,
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BoatChase = 370,
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BoatCombat = 371,
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BoatStrafe = 372,
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HeliChase = 373,
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HeliCombat = 374,
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SubmarineCombat = 375,
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SubmarineChase = 376,
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PlaneChase = 377,
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TargetUnreachable = 378,
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TargetUnreachableInInterior = 379,
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TargetUnreachableInExterior = 380,
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StealthKill = 381,
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Writhe = 382,
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Advance = 383,
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Charge = 384,
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MoveToTacticalPoint = 385,
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ToHurtTransit = 386,
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AnimatedHitByExplosion = 387,
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NMRelax = 388,
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NMPose = 390,
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NMBrace = 391,
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NMBuoyancy = 392,
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NMInjuredOnGround = 393,
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NMShot = 394,
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NMHighFall = 395,
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NMBalance = 396,
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NMElectrocute = 397,
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NMPrototype = 398,
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NMExplosion = 399,
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NMOnFire = 400,
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NMScriptControl = 401,
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NMJumpRollFromRoadVehicle = 402,
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NMFlinch = 403,
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NMSit = 404,
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NMFallDown = 405,
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BlendFromNM = 406,
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NMControl = 407,
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NMDangle = 408,
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NMGenericAttach = 411,
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NMDrunk = 412,
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NMDraggingToSafety = 413,
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NMThroughWindscreen = 414,
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NMRiverRapids = 415,
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NMSimple = 416,
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RageRagdoll = 417,
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JumpVault = 420,
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Jump = 421,
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Fall = 422,
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ReactAimWeapon = 424,
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Chat = 425,
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MobilePhone = 426,
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ReactToDeadPed = 427,
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SearchForUnknownThreat = 429,
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Bomb = 431,
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Detonator = 432,
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AnimatedAttach = 434,
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CutScene = 440,
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ReactToExplosion = 441,
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ReactToImminentExplosion = 442,
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DiveToGround = 443,
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ReactAndFlee = 444,
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Sidestep = 445,
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CallPolice = 446,
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ReactInDirection = 447,
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ReactToBuddyShot = 448,
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VehicleGoToAutomobileNew = 453,
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VehicleGoToPlane = 454,
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VehicleGoToHelicopter = 455,
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VehicleGoToSubmarine = 456,
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VehicleGoToBoat = 457,
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VehicleGoToPointAutomobile = 458,
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VehicleGoToPointWithAvoidanceAutomobile = 459,
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VehiclePursue = 460,
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VehicleRam = 461,
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VehicleSpinOut = 462,
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VehicleApproach = 463,
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VehicleThreePointTurn = 464,
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VehicleDeadDriver = 465,
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VehicleCruiseNew = 466,
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VehicleCruiseBoat = 467,
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VehicleStop = 468,
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VehiclePullOver = 469,
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VehiclePassengerExit = 470,
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VehicleFlee = 471,
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VehicleFleeAirborne = 472,
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VehicleFleeBoat = 473,
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VehicleFollowRecording = 474,
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VehicleFollow = 475,
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VehicleBlock = 476,
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VehicleBlockCruiseInFront = 477,
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VehicleBlockBrakeInFront = 478,
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VehicleBlockBackAndForth = 479,
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VehicleCrash = 480,
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VehicleLand = 481,
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VehicleLandPlane = 482,
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VehicleHover = 483,
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VehicleAttack = 484,
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VehicleAttackTank = 485,
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VehicleCircle = 486,
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VehiclePoliceBehaviour = 487,
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VehiclePoliceBehaviourHelicopter = 488,
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VehiclePoliceBehaviourBoat = 489,
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VehicleEscort = 490,
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VehicleHeliProtect = 491,
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VehiclePlayerDriveAutomobile = 493,
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VehiclePlayerDriveBike = 494,
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VehiclePlayerDriveBoat = 495,
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VehiclePlayerDriveSubmarine = 496,
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VehiclePlayerDriveSubmarineCar = 497,
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VehiclePlayerDrivePlane = 498,
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VehiclePlayerDriveHeli = 499,
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VehiclePlayerDriveAutogyro = 500,
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VehiclePlayerDriveDiggerArm = 501,
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VehiclePlayerDriveTrain = 502,
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VehiclePlaneChase = 503,
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VehicleNoDriver = 504,
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VehicleAnimation = 505,
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VehicleConvertibleRoof = 506,
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VehicleParkNew = 507,
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VehicleFollowWaypointRecording = 508,
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VehicleGoToNavmesh = 509,
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VehicleReactToCopSiren = 510,
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VehicleGotoLongRange = 511,
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VehicleWait = 512,
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VehicleReverse = 513,
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VehicleBrake = 514,
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VehicleHandBrake = 515,
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VehicleTurn = 516,
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VehicleGoForward = 517,
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VehicleSwerve = 518,
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VehicleFlyDirection = 519,
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VehicleHeadonCollision = 520,
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VehicleBoostUseSteeringAngle = 521,
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VehicleShotTire = 522,
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VehicleBurnout = 523,
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VehicleRevEngine = 524,
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VehicleSurfaceInSubmarine = 525,
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VehiclePullAlongside = 526,
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VehicleTransformToSubmarine = 527,
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AnimatedFallback = 528
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}
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function task_goto_entity(e: Entity, target: Entity, duration: int, distance: float, speed: float): void;
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function task_combat_ped(ped: Ped, target: Ped, a3: int, a4: int): boolean;
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function task_go_to_coord_by_any_means(ped: Ped, coords: v3, speed: float, p4: Any, p5: boolean, walkStyle: int, a7: float): Any;
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