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action_ accomplish_ task action_accomplish_task : 7
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action_ aim_ enemy action_aim_enemy : 16
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action_ alife_ planner action_alife_planner : 88
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action_ anomaly_ planner action_anomaly_planner : 90
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action_ combat_ planner action_combat_planner : 89
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action_ communicate_ with_ customer action_communicate_with_customer : 9
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action_ critically_ wounded action_critically_wounded : 36
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action_ danger_ by_ sound_ planner action_danger_by_sound_planner : 73
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action_ danger_ grenade_ look_ around action_danger_grenade_look_around : 85
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action_ danger_ grenade_ planner action_danger_grenade_planner : 72
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action_ danger_ grenade_ search action_danger_grenade_search : 86
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action_ danger_ grenade_ take_ cover action_danger_grenade_take_cover : 82
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action_ danger_ grenade_ take_ cover_ after_ explosion action_danger_grenade_take_cover_after_explosion : 84
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action_ danger_ grenade_ wait_ for_ explosion action_danger_grenade_wait_for_explosion : 83
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action_ danger_ in_ direction_ detour action_danger_in_direction_detour : 80
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action_ danger_ in_ direction_ hold_ position action_danger_in_direction_hold_position : 79
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action_ danger_ in_ direction_ look_ out action_danger_in_direction_look_out : 78
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action_ danger_ in_ direction_ planner action_danger_in_direction_planner : 71
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action_ danger_ in_ direction_ search action_danger_in_direction_search : 81
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action_ danger_ in_ direction_ take_ cover action_danger_in_direction_take_cover : 77
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action_ danger_ planner action_danger_planner : 91
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action_ danger_ unknown_ look_ around action_danger_unknown_look_around : 75
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action_ danger_ unknown_ planner action_danger_unknown_planner : 70
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action_ danger_ unknown_ search action_danger_unknown_search : 76
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action_ danger_ unknown_ take_ cover action_danger_unknown_take_cover : 74
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action_ dead action_dead : 0
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action_ death_ planner action_death_planner : 87
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action_ detour_ enemy action_detour_enemy : 25
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action_ dying action_dying : 1
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action_ find_ ammo action_find_ammo : 15
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action_ find_ item_ to_ kill action_find_item_to_kill : 13
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action_ gather_ items action_gather_items : 2
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action_ get_ distance action_get_distance : 24
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action_ get_ item_ to_ kill action_get_item_to_kill : 12
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action_ get_ ready_ to_ kill action_get_ready_to_kill : 17
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action_ hold_ position action_hold_position : 23
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action_ kill_ enemy action_kill_enemy : 19
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action_ kill_ enemy_ if_ not_ visible action_kill_enemy_if_not_visible : 29
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action_ kill_ if_ enemy_ critically_ wounded action_kill_if_enemy_critically_wounded : 37
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action_ kill_ if_ player_ on_ the_ path action_kill_if_player_on_the_path : 35
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action_ kill_ wounded_ enemy action_kill_wounded_enemy : 33
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action_ look_ out action_look_out : 22
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action_ make_ item_ killing action_make_item_killing : 14
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action_ no_ alife action_no_alife : 3
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action_ post_ combat_ wait action_post_combat_wait : 34
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action_ prepare_ wounded_ enemy action_prepare_wounded_enemy : 32
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action_ reach_ customer_ location action_reach_customer_location : 8
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action_ reach_ task_ location action_reach_task_location : 6
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action_ reach_ wounded_ enemy action_reach_wounded_enemy : 30
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action_ retreat_ from_ enemy action_retreat_from_enemy : 20
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action_ script action_script : 92
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action_ search_ enemy action_search_enemy : 26
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action_ smart_ terrain_ task action_smart_terrain_task : 4
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action_ solve_ zone_ puzzle action_solve_zone_puzzle : 5
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action_ sudden_ attack action_sudden_attack : 28
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action_ take_ cover action_take_cover : 21
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detect_ anomaly detect_anomaly : 11
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get_ out_ of_ anomaly get_out_of_anomaly : 10
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property_ alife property_alife : 3
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property_ alive property_alive : 0
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property_ already_ dead property_already_dead : 2
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property_ anomaly property_anomaly : 46
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property_ cover_ actual property_cover_actual : 42
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property_ cover_ reached property_cover_reached : 43
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property_ critically_ wounded property_critically_wounded : 29
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property_ danger property_danger : 8
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property_ danger_ by_ sound property_danger_by_sound : 41
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property_ danger_ grenade property_danger_grenade : 40
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property_ danger_ in_ direction property_danger_in_direction : 39
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property_ danger_ unknown property_danger_unknown : 38
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property_ dead property_dead : 1
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property_ enemy property_enemy : 7
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property_ enemy_ critically_ wounded property_enemy_critically_wounded : 30
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property_ enemy_ detoured property_enemy_detoured : 21
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property_ found_ ammo property_found_ammo : 12
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property_ found_ item_ to_ kill property_found_item_to_kill : 10
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property_ grenade_ exploded property_grenade_exploded : 45
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property_ in_ cover property_in_cover : 18
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property_ inside_ anomaly property_inside_anomaly : 47
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property_ item_ can_ kill property_item_can_kill : 11
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property_ item_ to_ kill property_item_to_kill : 9
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property_ items property_items : 6
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property_ looked_ around property_looked_around : 44
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property_ looked_ out property_looked_out : 19
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property_ panic property_panic : 17
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property_ position_ holded property_position_holded : 20
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property_ pure_ enemy property_pure_enemy : 23
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property_ puzzle_ solved property_puzzle_solved : 4
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property_ ready_ to_ detour property_ready_to_detour : 14
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property_ ready_ to_ kill property_ready_to_kill : 13
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property_ script property_script : 74
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property_ see_ enemy property_see_enemy : 15
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property_ smart_ terrain_ task property_smart_terrain_task : 5
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property_ use_ crouch_ to_ look_ out property_use_crouch_to_look_out : 24
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property_ use_ suddenness property_use_suddenness : 22
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sound_ alarm sound_alarm : 4
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sound_ attack_ allies_ several_ enemies sound_attack_allies_several_enemies : 7
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sound_ attack_ allies_ single_ enemy sound_attack_allies_single_enemy : 6
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sound_ attack_ no_ allies sound_attack_no_allies : 5
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sound_ backup sound_backup : 8
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sound_ detour sound_detour : 9
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sound_ die sound_die : 0
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sound_ die_ in_ anomaly sound_die_in_anomaly : 1
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sound_ enemy_ critically_ wounded sound_enemy_critically_wounded : 24
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sound_ enemy_ killed_ or_ wounded sound_enemy_killed_or_wounded : -805289984
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sound_ enemy_ lost_ no_ allies sound_enemy_lost_no_allies : 12
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sound_ enemy_ lost_ with_ allies sound_enemy_lost_with_allies : 13
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sound_ friendly_ grenade_ alarm sound_friendly_grenade_alarm : 20
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sound_ grenade_ alarm sound_grenade_alarm : 19
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sound_ humming sound_humming : 3
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sound_ injuring sound_injuring : 2
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sound_ injuring_ by_ friend sound_injuring_by_friend : 14
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sound_ kill_ wounded sound_kill_wounded : 23
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sound_ need_ backup sound_need_backup : 21
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sound_ panic_ human sound_panic_human : 15
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sound_ panic_ monster sound_panic_monster : 16
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sound_ running_ in_ danger sound_running_in_danger : 22
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sound_ script sound_script : 27
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sound_ search1_ no_ allies sound_search1_no_allies : 11
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sound_ search1_ with_ allies sound_search1_with_allies : 10
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sound_ tolls sound_tolls : 17
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sound_ wounded sound_wounded : 18
Source
C++ class stalker_ids
Custom Constructor
stalker_ids