Variable: mockStalkerIds
ts
const mockStalkerIds: {
action_accomplish_task: number;
action_aim_enemy: number;
action_alife_planner: number;
action_anomaly_planner: number;
action_combat_planner: number;
action_communicate_with_customer: number;
action_critically_wounded: number;
action_danger_by_sound_planner: number;
action_danger_grenade_look_around: number;
action_danger_grenade_planner: number;
action_danger_grenade_search: number;
action_danger_grenade_take_cover: number;
action_danger_grenade_take_cover_after_explosion: number;
action_danger_grenade_wait_for_explosion: number;
action_danger_in_direction_detour: number;
action_danger_in_direction_hold_position: number;
action_danger_in_direction_look_out: number;
action_danger_in_direction_planner: number;
action_danger_in_direction_search: number;
action_danger_in_direction_take_cover: number;
action_danger_planner: number;
action_danger_unknown_look_around: number;
action_danger_unknown_planner: number;
action_danger_unknown_search: number;
action_danger_unknown_take_cover: number;
action_dead: number;
action_death_planner: number;
action_detour_enemy: number;
action_dying: number;
action_find_ammo: number;
action_find_item_to_kill: number;
action_gather_items: number;
action_get_distance: number;
action_get_item_to_kill: number;
action_get_ready_to_kill: number;
action_hold_position: number;
action_kill_enemy: number;
action_kill_enemy_if_not_visible: number;
action_kill_if_enemy_critically_wounded: number;
action_kill_if_player_on_the_path: number;
action_kill_wounded_enemy: number;
action_look_out: number;
action_make_item_killing: number;
action_no_alife: number;
action_post_combat_wait: number;
action_prepare_wounded_enemy: number;
action_reach_customer_location: number;
action_reach_task_location: number;
action_reach_wounded_enemy: number;
action_retreat_from_enemy: number;
action_script: number;
action_search_enemy: number;
action_smart_terrain_task: number;
action_solve_zone_puzzle: number;
action_sudden_attack: number;
action_take_cover: number;
detect_anomaly: number;
get_out_of_anomaly: number;
property_alife: number;
property_alive: number;
property_already_dead: number;
property_anomaly: number;
property_cover_actual: number;
property_cover_reached: number;
property_critically_wounded: number;
property_danger: number;
property_danger_by_sound: number;
property_danger_grenade: number;
property_danger_in_direction: number;
property_danger_unknown: number;
property_dead: number;
property_enemy: number;
property_enemy_critically_wounded: number;
property_enemy_detoured: number;
property_found_ammo: number;
property_found_item_to_kill: number;
property_grenade_exploded: number;
property_in_cover: number;
property_inside_anomaly: number;
property_item_can_kill: number;
property_item_to_kill: number;
property_items: number;
property_looked_around: number;
property_looked_out: number;
property_panic: number;
property_position_holded: number;
property_pure_enemy: number;
property_puzzle_solved: number;
property_ready_to_detour: number;
property_ready_to_kill: number;
property_script: number;
property_see_enemy: number;
property_smart_terrain_task: number;
property_use_crouch_to_look_out: number;
property_use_suddenness: number;
sound_alarm: number;
sound_attack_allies_several_enemies: number;
sound_attack_allies_single_enemy: number;
sound_attack_no_allies: number;
sound_backup: number;
sound_detour: number;
sound_die: number;
sound_die_in_anomaly: number;
sound_enemy_critically_wounded: number;
sound_enemy_killed_or_wounded: number;
sound_enemy_lost_no_allies: number;
sound_enemy_lost_with_allies: number;
sound_friendly_grenade_alarm: number;
sound_grenade_alarm: number;
sound_humming: number;
sound_injuring: number;
sound_injuring_by_friend: number;
sound_kill_wounded: number;
sound_need_backup: number;
sound_panic_human: number;
sound_panic_monster: number;
sound_running_in_danger: number;
sound_script: number;
sound_search1_no_allies: number;
sound_search1_with_allies: number;
sound_tolls: number;
sound_wounded: number;
};Mock engine class ids for testing environment. In game engine all these constants do not match since they are dynamic and allocated on runtime.