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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.

Type Declaration

NameTypeDefault value
action_accomplish_tasknumber7
action_aim_enemynumber16
action_alife_plannernumber88
action_anomaly_plannernumber90
action_combat_plannernumber89
action_communicate_with_customernumber9
action_critically_woundednumber36
action_danger_by_sound_plannernumber73
action_danger_grenade_look_aroundnumber85
action_danger_grenade_plannernumber72
action_danger_grenade_searchnumber86
action_danger_grenade_take_covernumber82
action_danger_grenade_take_cover_after_explosionnumber84
action_danger_grenade_wait_for_explosionnumber83
action_danger_in_direction_detournumber80
action_danger_in_direction_hold_positionnumber79
action_danger_in_direction_look_outnumber78
action_danger_in_direction_plannernumber71
action_danger_in_direction_searchnumber81
action_danger_in_direction_take_covernumber77
action_danger_plannernumber91
action_danger_unknown_look_aroundnumber75
action_danger_unknown_plannernumber70
action_danger_unknown_searchnumber76
action_danger_unknown_take_covernumber74
action_deadnumber0
action_death_plannernumber87
action_detour_enemynumber25
action_dyingnumber1
action_find_ammonumber15
action_find_item_to_killnumber13
action_gather_itemsnumber2
action_get_distancenumber24
action_get_item_to_killnumber12
action_get_ready_to_killnumber17
action_hold_positionnumber23
action_kill_enemynumber19
action_kill_enemy_if_not_visiblenumber29
action_kill_if_enemy_critically_woundednumber37
action_kill_if_player_on_the_pathnumber35
action_kill_wounded_enemynumber33
action_look_outnumber22
action_make_item_killingnumber14
action_no_alifenumber3
action_post_combat_waitnumber34
action_prepare_wounded_enemynumber32
action_reach_customer_locationnumber8
action_reach_task_locationnumber6
action_reach_wounded_enemynumber30
action_retreat_from_enemynumber20
action_scriptnumber92
action_search_enemynumber26
action_smart_terrain_tasknumber4
action_solve_zone_puzzlenumber5
action_sudden_attacknumber28
action_take_covernumber21
detect_anomalynumber11
get_out_of_anomalynumber10
property_alifenumber3
property_alivenumber0
property_already_deadnumber2
property_anomalynumber46
property_cover_actualnumber42
property_cover_reachednumber43
property_critically_woundednumber29
property_dangernumber8
property_danger_by_soundnumber41
property_danger_grenadenumber40
property_danger_in_directionnumber39
property_danger_unknownnumber38
property_deadnumber1
property_enemynumber7
property_enemy_critically_woundednumber30
property_enemy_detourednumber21
property_found_ammonumber12
property_found_item_to_killnumber10
property_grenade_explodednumber45
property_in_covernumber18
property_inside_anomalynumber47
property_item_can_killnumber11
property_item_to_killnumber9
property_itemsnumber6
property_looked_aroundnumber44
property_looked_outnumber19
property_panicnumber17
property_position_holdednumber20
property_pure_enemynumber23
property_puzzle_solvednumber4
property_ready_to_detournumber14
property_ready_to_killnumber13
property_scriptnumber74
property_see_enemynumber15
property_smart_terrain_tasknumber5
property_use_crouch_to_look_outnumber24
property_use_suddennessnumber22
sound_alarmnumber4
sound_attack_allies_several_enemiesnumber7
sound_attack_allies_single_enemynumber6
sound_attack_no_alliesnumber5
sound_backupnumber8
sound_detournumber9
sound_dienumber0
sound_die_in_anomalynumber1
sound_enemy_critically_woundednumber24
sound_enemy_killed_or_woundednumber-805289984
sound_enemy_lost_no_alliesnumber12
sound_enemy_lost_with_alliesnumber13
sound_friendly_grenade_alarmnumber20
sound_grenade_alarmnumber19
sound_hummingnumber3
sound_injuringnumber2
sound_injuring_by_friendnumber14
sound_kill_woundednumber23
sound_need_backupnumber21
sound_panic_humannumber15
sound_panic_monsternumber16
sound_running_in_dangernumber22
sound_scriptnumber27
sound_search1_no_alliesnumber11
sound_search1_with_alliesnumber10
sound_tollsnumber17
sound_woundednumber18