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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