                          
       Aborting schedule load.\n
      (failed)\n
      Behavior %s channel %d (failed)\n
      Behavior %s channel %d Break condition -> %s\n
      Behavior %s channel %d: TaskFail -> %s\n
      Break condition -> %s\n
      Bumping %d to %d\n
      Cannot fit at node %d\n
      Connect by climbing\n
      Failed to stand at %d\n
      Failed to walk between nodes\n
      Leaving %d\n
      New enemy: %s\n
      Nodes connect for crawl movement\n
      Nodes connect for ground movement\n
      Nodes connect for jumping\n
      Not lined up for proper climbing\n
      Revoking neighbor status to closer redundant link %d\n
      TaskFail -> %s\n
    %s accepted (1)\n
    %s accepted\n
    %s rejected: current is closer and neither is seen\n
    %s rejected: current is closer and seen\n
    %s rejected: current is father but seen\n
    %s rejected: dead\n
    %s rejected: eluded\n
    %s rejected: feared, but never seen\n
    %s rejected: lower priority\n
    %s rejected: no hate/fear\n
    %s rejected: no target\n
    %s rejected: not seen and set to ignore unseen enemies\n
    %s rejected: not valid\n
    %s rejected: not yet valid\n
    %s rejected: old\n
    %s rejected: unreachable\n
    (%s displaced due to distance/visibility)\n
    (%s displaced due to priority, %d > %d )\n
    (%s displaced)\n
    Compare Value: %f
    Initial Value: %f
    Loading a wave entry\n
    Schd [%d]: %s, 
    Task [%d]: %s (#%d), 
    Task [%d]: None
    duration: %f
    frequency: %f
    limit to: %s
    magnitude: %f
    magnitude: %i
    max value: %f
    min value: %f
    radius: %f
   #2: Vel=%f,%f,%f\n
   %32s -- select %5.2f, start %5.2f, run %5.2f\n
   '%s' : '%s' (entindex %d) \n
   (%.2f) Target: '%s', Input: '%s', Parameter '%s'. Activator: '%s', Caller '%s'.  \n
   AI node %d is associated with Hammer node %d, but %d is already bound to node %d\n
   Activity:     %s\n
   Added link\n
   Arrival act:  %s\n
   Arrival seq:  %d\n
   Dest node:    %d\n
   Dest node: %d\n
   Dest:         %s\n
   Dest:      %s\n
   Distributing %d\n
   EarnedXP[ ASW_XP_DAMAGE_TAKEN ] = %d\n
   EarnedXP[ ASW_XP_FRIENDLY_FIRE ] = %d\n
   EarnedXP[ ASW_XP_HACKING ] = %d\n
   EarnedXP[ ASW_XP_HEALING ] = %d\n
   EarnedXP[ ASW_XP_KILLS ] = %d\n
   EarnedXP[ ASW_XP_MEDALS ] = %d\n
   EarnedXP[ ASW_XP_MISSION ] = %d\n
   EarnedXP[ ASW_XP_TIME ] = %d\n
   EarnedXP[ ASW_XP_TOTAL ] = %d (Difficulty scale = %f)\n
   Goal dir:     %s\n
   Ignoring %d\n
   NO LINK (not neighbors)\n
   NO LINK\n
   No connection: one or both are fallen nodes\n
   Nodes already connected\n
   OnFired_GetDamageScale returning scale of %f\n
   Sharing previously establish connection\n
   Target:       %#x\n
   Target:    %#x\n
   Testing for hull %s\n
   Tolerance:    %.1f\n
   Type:         %s\n
   Type:      %s\n
   Waypoint tol: %.1f\n
   Yaw to dest\n
   forwardmove is %f frametime is %f\n
   mismatched!!!\n
   since we came from the above, putting in a left turn rot 2\n
   since we came from the below, putting in a right turn rot 0\n
   since we came from the left, putting in a horiz rot 0\n
   time: %6.3f   sound name: %s   scene: %s\n
   we came from the left, 
   we were already on this column, 
  #3 Vel=%f,%f,%f\n
  #T1  Stuck in a solid\n
  #T1.5  Moving marine absorigin. vel = %f,%f,%f\n
  #T2  Moved the entire distance\n
  #T3  On a floor or slope, clipping velocity to the 1 plane\n
  #T4  Not on a floor or slope, clipping velocity to the some sv_bounce reflected amount around 1 plane\n
  #T5  Clipping velocity to the %d planes\n
  #T6  Going along the crease\n
  #T7  Going opposite, so stopping\n
  #T8  Going nowhere, so stopping\n
  %02i:  %i %s\n
  %02i:  NULL link\n
  %20s = '%s' (weight %f)\n
  %20s = '%s'\n
  %d (0x%p) : %s\n
  %p : %30s (last %5i/next %5i)\n
  Accepting horde node %d.\n
  Added Danger Sound! Duration:%f (Time:%f)\n
  Added Sound! Type:%d  Duration:%f (Time:%f)\n
  Behavior %s channel %d Schedule cleared: %s\n
  Behavior %s channel %d Task: %s\n
  Damage reduced by electrified armor to %f\n
  Damage reduced by nearby leadership to %f (leadership resistance applied %d times so far)\n
  Discarding horde node %d as there's a door in the way.\n
  Discarding horde node %d as there's no route.\n
  Failed to find horde pos as there are no candidate nodes\n
  Failed to find horde pos as there is no nearest marine\n
  Failed to find horde pos as we tried 3 times to build routes to possible locations, but failed\n
  L%d: Cycle=%f Weight=%f\n
  Leadership accuracy applied %d times so far\n
  Loading a wave\n
  Marine %f,%f,%f\n
  Marine took final damage: %f of type %d\n
  Medals: %s\n
  Missions complete: %s\n
  Panel is locked, setting prop %d skin to %d\n
  Panel is no power, setting prop %d skin to %d\n
  Panel is unlocked, setting prop %d skin to %d\n
  Player died %dth time in level [%s]!!!\n
  Player died, but not in a level!!!\n
  Removed Danger Sound: %d (time:%f)\n
  Removed Sound: %d (Time:%f)\n
  Returning stored melee flinch %d\n
  Scaled AI taking damage from explosive barrel down to %f\n
  Schedule cleared: %s\n
  Set its numaliens to %d max live to %d interval %f\n
  Spawner is: %d %s at %f %f %f\n
  Task: %s\n
  Two-pass.
  Type is %d\n
  and there's a free gap, woot!\n
  but all ignored, since it's FF meleee dmg\n
  but all ignored, since it's from an AI\n
  cl_spectating returning false as it's out of range\n
  cl_spectating returning false as we don't have game resource or gamerules\n
  cl_spectating returning true\n
  criterion '%25s':'%15s' 
  fac = %f %f %f (%f)
  flDot = %f eye = %f\n
  freecam %s\n
  input: %s\n
  los = %f %f %f (%f)
  output: %s\n
  penetration with entity %s (%s)\n
  previous numaliens is %d max live is %d interval %f\n
  removed infinite and set num aliens to %d\n
  wants to go forward\n
  wants to stay on the column\n
  we're done!\n
 !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~
 !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
 !"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
 (LEADER)
 (Unreachable)
 - Name: %s\n
 - Name: No Targetname\n
 2008, Valve Corporation, All rights reserved. ========\r\n//\r\n// Purpose:\r\n//\r\n//=============================================================================\r\n\r\nfunction UniqueString( string = "" )\r\n{\r\n\treturn DoUniqueString( string.tostring() );\r\n}\r\n\r\nfunction EntFire( target, action, value = null, delay = 0.0, activator = null )\r\n{\r\n\tif ( !value )\r\n\t{\r\n\t\tvalue = "";\r\n\t}\r\n\t\r\n\tlocal caller = null;\r\n\tif ( "self" in this )\r\n\t{\r\n\t\tcaller = self;\r\n\t\tif ( !activator )\r\n\t\t{\r\n\t\t\tactivator = self;\r\n\t\t}\r\n\t}\r\n\t\r\n\tDoEntFire( target.tostring(), action.tostring(), value.tostring(), delay, activator, caller ); \r\n}\r\n\r\nfunction __ReplaceClosures( script, scope )\r\n{\r\n\tif ( !scope )\r\n\t{\r\n\t\tscope = getroottable();\r\n\t}\r\n\t\r\n\tlocal tempParent = { getroottable = function() { return null; } };\r\n\tlocal temp = { runscript = script };\r\n\tdelegate tempParent : temp;\r\n\t\r\n\ttemp.runscript()\r\n\tforeach( key,val in temp )\r\n\t{\r\n\t\tif ( typeof(val) == "function" && key != "runscript" )\r\n\t\t{\r\n\t\t\tprintl( "   Replacing " + key );\r\n\t\t\tscope[key] <- val;\r\n\t\t}\r\n\t}\r\n}\r\n\r\n__OutputsPattern <- regexp("^On.*Output$");\r\n\r\nfunction ConnectOutputs( table )\r\n{\r\n\tconst nCharsToStrip = 6;\r\n\tforeach( key, val in table )\r\n\t{\r\n\t\tif ( typeof( val ) == "function" && __OutputsPattern.match( key ) )\r\n\t\t{\r\n\t\t\t//printl(key.slice( 0, nCharsToStrip ) );\r\n\t\t\ttable.self.ConnectOutput( key.slice( 0, key.len() - nCharsToStrip ), key );\r\n\t\t}\r\n\t}\r\n}\r\n\r\nfunction IncludeScript( name, scope = null )\r\n{\r\n\tif ( scope == null )\r\n\t{\r\n\t\tscope = this;\r\n\t}\r\n\treturn ::DoIncludeScript( name, scope );\r\n}\r\n\r\n//---------------------------------------------------------\r\n// Text dump this scope's contents to the console.\r\n//---------------------------------------------------------\r\nfunction __DumpScope( depth, table )\r\n{\r\n\tlocal indent=function( count )\r\n\t{\r\n\t\tlocal i;\r\n\t\tfor( i = 0 ; i < count ; i++ )\r\n\t\t{\r\n\t\t\tprint("   ");\r\n\t\t}\r\n\t}\r\n\t\r\n    foreach(key, value in table)\r\n    {\r\n\t\tindent(depth);\r\n\t\tprint( key );\r\n        switch (type(value))\r\n        {\r\n            case "table":\r\n\t\t\t\tprint("(TABLE)\n");\r\n\t\t\t\tindent(depth);\r\n                print("{\n");\r\n                __DumpScope( depth + 1, value);\r\n\t\t\t\tindent(depth);\r\n                print("}");\r\n                break;\r\n            case "array":\r\n\t\t\t\tprint("(ARRAY)\n");\r\n\t\t\t\tindent(depth);\r\n                print("[\n")\r\n                __DumpScope( depth + 1, value);\r\n\t\t\t\tindent(depth);\r\n                print("]");\r\n                break;\r\n            case "string":\r\n                print(" = \"");\r\n                print(value);\r\n                print("\"");\r\n                break;\r\n            default:\r\n                print(" = ");\r\n                print(value);\r\n                break;\r\n        }\r\n        print("\n");  \r\n\t}\r\n}\r\n\r\n
 ?Dvh
 @TLK_REMARK
 Alien kills: %d\n
 Aliens kicked: %d\n
 Aliens killed by barrels: %d\n
 Anav_progress
 Base Class Array'
 Base Class Descriptor at (
 Been hurt: %d\n
 Been wounded: %d\n
 Campaign Name: %s\n
 Cannot execute script because there is no available VM\n
 Class Hierarchy Descriptor'
 Complete Object Locator'
 Couldn't find room\n
 Cured Infestation: %d\n
 Current Position: %d\n
 Damage Amp medal: %s\n
 Damage taken: %f\n
 Did several fast reloads: %s\n
 Dm_bFading
 Dodged ranger: %s\n
 Eexponent
 Eggs killed: %d\n
 Entity %s encountered an error in RunScript()\n
 FF damage (%f) reduced to %f from FF absorption (%f)\n
 FF damage dealt: %f\n
 FF damage taken: %f\n
 Fast Computer Hacks: %d\n
 Fast Door Hacks: %d\n
 Fires put out: %d\n
 Freeze grenade medal: %s\n
 Fully joined player switching to marine 0\n
 Grubs killed: %d\n
 Health Healed: %d\n
 Initial Num Missions Complete: %d\n
 Inventory[%d] = %s (%d)\n
 Kicked Grenade kills: %d\n
 Kicking with force %f\n
 Killed boomer early: %s\n
 Lifesaver kills: %d\n
 Lowest Skill Level Played: %d\n
 Mad Firing Autogun: %d\n
 Mad Firing: %d\n
 Marine %d:%s SetInitialCommander id to %s\n
 Marine %d:\n
 Melee parasite kill: %s\n
 Mine burns: %d\n
 Moving 
 Num Missions Complete: %d\n
 Only weapon used extra: %d\n
 Only weapon used index: %d\n
 Parasites killed: %d\n
 Pathstart = %f %f %f\n
 Player shots fired: %d\n
 Player shots missed: %d (player acc = %f)\n
 Protected tech: %s\n
 ReadToken overflow
 Room name: %s\n
 Room tags: 
 Route blocked by sealed/locked door\n
 Sentry kills: %d\n
 Setting player %d ready\n
 Shieldbugs killed: %d\n
 Shots fired: %d\n
 Shots missed: %d (accuracy = %f)\n
 Single explosion kills: %d\n
 Stun grenade medal: %s\n
 Tasks timings:\n
 Type Descriptor'
 Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n 
 Version: %d\n
 and removing the speech (%d) since it played ok (or failed the chance to play)\n
 at the bottom already, so let's go straight rot 0\n
 at the middle so turnign right, then left\n
 at the top so turnign right, straight, then left\n
 but out of time!\n
 but we can't cos someone else did an idle chat recently\n
 cur = %d,%d last = %d, %d\n
 delete
 delete[]
 didn't play ok, trying to requeue\n
 gamerules = %d\n
 gamestate = %d (briefing=%d debrief=%d map=%d\n
 ideal time is %f you took %f\n
 new
 now enabling refire\n
 old leader telling campaign save that we're spectating\n
 playerindex = %d\n
 removing queued speech; inappropriate to play it now (marine probably inhabited and this is an AI line)\n
 restore failed entirely\n
 restore got most of the way\n
 sg pellet allowed to hit %s\n
 telling campaign save that we're spectating\n
 this is leader = %d\n
 tile offset is %d, %d\n
 tile1 type %d rot %d connections %d, %d, %d, %d\n
 wrapped to %d and sent as \n
!! (%s) key not handled: "%s" "%s"\n
!! ERROR: bad input/output link:\n!! %s(%s,%s) doesn't match type from %s(%s)\n
!!! Missing printname on weapon
!!ERROR!! Force end of route with no goal!\n
!HEV_AMO0
!HEV_DET0
!HEV_DET1
!HEV_DET2
!HEV_DMG0
!HEV_DMG1
!HEV_DMG2
!HEV_DMG3
!HEV_DMG4
!HEV_DMG5
!HEV_DMG6
!HEV_DMG7
!HEV_HEAL7
!HEV_HLTH1
!HEV_HLTH2
!HEV_HLTH3
!HEV_MED1
!The global list of entities
!activator
!caller
!enemy
!friend
!nearestfriend
!player
!self
!speechtarget
!target1
!target2
!target3
!target4
!target5
!target6
!target7
!target8
"%s<%i><%s><%s>" changed name to "%s"\n
"%s<%i><%s><%s>" committed suicide with "%s"\n
"%s<%i><%s><%s>" committed suicide with "world"\n
"%s<%i><%s><%s>" disconnected (reason "%s")\n
"%s<%i><%s><%s>" joined team "%s"\n
"%s<%i><%s><%s>" killed "%s<%i><%s><%s>"\n
"%s<%i><%s><%s>" say "%s"\n
"%s<%i><%s><%s>" say_team "%s"\n
"%s<%i><%s><%s><Area %d>"
"%s<%i><%s><>" connected, address "%s"\n
"%s<%i><%s><>" entered the game\n
"aoetarget_array"
"player_array"
#%s_chapter
#7Physics: %3d objects, %4.1fms / AVG: %4.1fms\n
#9fm
#;vehicle_guage
#<      firing in: %.2f sec
#<Backtrack failed completely, bad starting position\n
#@DT_TESpriteSpray
#Accept_All_Messages
#Cannot_Be_Spectator
#D5p
#EntFire:Generate and entity i/o event
#Frame_Untitled
#HL2_Chapter10_Title
#HL2_Chapter11_Title
#HL2_Chapter12_Title
#HL2_Chapter13_Title
#HL2_Chapter14_Title
#HL2_Chapter1_Title
#HL2_Chapter2_Title
#HL2_Chapter3_Title
#HL2_Chapter4_Title
#HL2_Chapter5_Title
#HL2_Chapter6_Title
#HL2_Chapter7_Title
#HL2_Chapter8_Title
#HL2_Chapter9_Title
#HL2_Chapter9a_Title
#Ignore_Broadcast_Messages
#Ignore_Broadcast_Team_Messages
#MessageBox_Cancel
#MessageBox_OK
#Spectator_Mode_Unkown
#SysMenu_Close
#SysMenu_Maximize
#SysMenu_Minimize
#TextEntry_AppendText
#TextEntry_ConversionMode
#TextEntry_Copy
#TextEntry_Cut
#TextEntry_Language
#TextEntry_Paste
#TextEntry_PrependText
#TextEntry_ReplaceText
#TextEntry_SentenceMode
#UniqueString:Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
#Valve_Hint_JeepKeys
#asw_accuracy_skill
#asw_accuracy_skill_desc
#asw_agility
#asw_agility_desc
#asw_already_voted
#asw_ammo_bag_exploded
#asw_autogunsk
#asw_autogunsk_desc
#asw_bouncing_kills
#asw_campaign_doesnt_exist
#asw_cannot_carry_two
#asw_combatdrugs
#asw_combatdrugs_desc
#asw_disabled_hardcoreff
#asw_disabled_onslaught
#asw_enabled_hardcoreff
#asw_enabled_onslaught
#asw_engineering
#asw_engineering_desc
#asw_force_ready_1
#asw_force_ready_2
#asw_force_ready_3
#asw_force_ready_4
#asw_force_ready_5
#asw_grenades
#asw_grenades_desc
#asw_hacking
#asw_hacking_desc
#asw_healing
#asw_healing_desc
#asw_health
#asw_health_desc
#asw_kicked_by_vote
#asw_leadership
#asw_leadership_desc
#asw_marines_revived
#asw_melee
#asw_melee_desc
#asw_mission_doesnt_exist
#asw_name_bastille
#asw_name_crash
#asw_name_faith
#asw_name_flynn
#asw_name_jaeger
#asw_name_sarge
#asw_name_vegas
#asw_name_wildcat
#asw_name_wolfe
#asw_need_equip
#asw_need_tech
#asw_need_two_players
#asw_out_of_ammo
#asw_piercingbullets
#asw_piercingbullets_desc
#asw_player_kicked
#asw_player_made_leader
#asw_player_promoted_1
#asw_player_promoted_2
#asw_player_promoted_3
#asw_points
#asw_points_desc
#asw_reloading
#asw_reloading_desc
#asw_requires_medic
#asw_requires_nco
#asw_requires_sw
#asw_requires_tech
#asw_save_doesnt_exist
#asw_scanner
#asw_scanner_desc
#asw_set_difficulty_easy
#asw_set_difficulty_hard
#asw_set_difficulty_imba
#asw_set_difficulty_insane
#asw_set_difficulty_normal
#asw_started_kick_vote
#asw_started_leader_vote
#asw_stopping
#asw_stopping_desc
#asw_suicide_female
#asw_suicide_male
#asw_team_killed
#asw_vindicator
#asw_vindicator_desc
#asw_vote_already_in_progress
#asw_vote_failed
#asw_vote_mission_start
#asw_vote_passed
#asw_vote_saved_start
#asw_wants_continue
#asw_wants_restart
#asw_wants_returnmap
#asw_wants_start
#asw_xenowound
#asw_xenowound_desc
#base
#base is NULL 
#ep2_Chapter1_Title
#ep2_Chapter2_Title
#ep2_Chapter3_Title
#ep2_Chapter4_Title
#ep2_Chapter5_Title
#ep2_Chapter6_Title
#ep2_Chapter7_Title
#episodic_Chapter1_Title
#episodic_Chapter2_Title
#episodic_Chapter3_Title
#episodic_Chapter4_Title
#episodic_Chapter5_Title
#include
#include is NULL 
#tICNavArea::IsPotentiallyVisible
#valve_hint_alt_%s
#var_
#var_%s
$@move_y
$alphatest
$basetexture
$crackmaterial
$gender
$model
$no_fullbright
$tIBaseCombatCharacter.AmmoPickup
$tJnav_coplanar_slope_limit
% change in health per level
%-30s
%-64.64s
%-64.64s %03d:%02d
%.10f %.10f %.10f
%.3d,%.3d,%.3d
%.3f %d %d %.3f %.3f %.3f [vel %.2f]\n
%.3f %d %d\n
%.3f < %.3f\n
%02d/%02d/%d %02d:%02d
%255s %255s
%3.1f  (%s) --> (%s),%.1f) \n
%3.1f  (%s) --> (%s)\n
%3.1f  (%s) <-- (%s)\n
%3.1f  (%s,%d) <-- (%s)\n
%3.1f  (%s,%s) <-- (%s)\n
%31s
%5.2f : %s : %s : %5.3f\n
%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n
%8.3f[%d] %s:  %s
%d %d %d %d
%d %s hurt by %f dmg (scaled up by asw_fire_alien_damage_scale)\n
%d %s hurt by %f dmg\n
%d AlienKilled NumLive = %d\n
%d Connections 
%d OnAllSpawnedDead (%s)\n
%d areas added to selection\n
%d collisions in %.2f ms (%u dots)\n
%d of %d animations resident\n
%d overlapping areas selected\n
%d queries, %d misses (%d free) suc spec = %d wasted spec=%d\n
%d,%.2f %.2f %.2f
%d: Rewind to %f!\n
%d:!throw
%d:los
%d_hidden
%d_width
%f %f %f %f
%f EmitSound:  Raw wave emitted '%s' (ent %i) (vol %f)\n
%f alien killed\n
%f: ChangeHoldoutState %s\n
%f: Infest DamagePerTick %f (infest time left = %f)\n
%f: Player %s at [%0.2f %0.2f %0.2f] took %f damage from %s, type %s\n
%f: Starting conv %d successfully, between marines %s and %s\n
%f: queuing speech %d at time %f\n
%f: trying to play queued speech %d\n
%f:%s %d x %s over %f group=%s
%f:%s to %d
%f:SetIncomingChatterTime %f\n
%f:SetPersonalChatterTime %f\n
%i %i %i %i
%i (wc:%i; z:%i)
%i : %s (ground %i %s)\n
%i/%s - %s:  UTIL_SetModel:  not precached: %s\n
%keywords
%lld
%s   time: %6.3f   sound name: %s   scene: %s\n
%s %d     pos = %f %f %f\n
%s %d   delta = %f %f %f\n
%s %d   start = %f %f %f\n
%s %d  set velocity to %f %f %f\n
%s %d  target = %f %f %f\n
%s %d blocked area %d\n
%s %d iMiscSequence = %d %f %f yaw %f\n
%s %s @ %s: 
%s %s campaign %s reserved\n
%s %s campaign %s\n
%s %s ent_fire %s __MovieFinished\n
%s %s failed Urgent Movement, abandoning schedule\n
%s %s failed Urgent Movement, retrying\n
%s %s reserved\n
%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n
%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n
%s (%d) : %s\n
%s (%s) at (%.3f %.3f %.3f) using obsolete or unknown material type.\n
%s (%s) has an invalid spotlight length <= 0, setting to 500\n
%s (%s) has an invalid spotlight width %.1f (max %.1f).\n
%s (%s) has an invalid spotlight width <= 0, setting to 10\n
%s (%s) received BlendTonemapScale input without a blend time. Syntax: <target tonemap scale> <blend time>\n
%s (%s) received BlendTonemapScale input without a target tonemap scale. Syntax: <target tonemap scale> <blend time>\n
%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: <max bloom> <min bloom>\n
%s (%s) received StartAnimSequence input without correct parameters. Syntax: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0.\n
%s (%s) received StartFloatLerp input without correct parameters. Syntax: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0.\n
%s (%s) removing class relationships due to level transition\n
%s (%s) set expression to: %s\n
%s (%s) was unable to point at an entity named: %s\n
%s (%s): %.3fms (%.3f%%) @ %s\n
%s (%s): %s [%0.2f]
%s (%s): StopSchedule called on NPC %s.\n
%s (%s: %d/%s) [%d]
%s (%s: %d/%s) [%d]\n
%s (%x) spoke %s (%f)
%s : %8.2f:  canceled\n
%s : %8.2f:  clearing events\n
%s : %8.2f:  finish %s\n
%s : %8.2f:  finished\n
%s : %8.2f:  ignored %s\n
%s : %8.2f: waiting for actor %s to complete MOVETO but actor not in SCHED_SCENE_GENERIC\n
%s : %s : %s -- %s "%s"
%s : Automatically canceling playback\n
%s : Automatically resuming playback\n
%s : PauseThink canceling playback\n
%s : Unknown action %i, automatically resuming playback\n
%s : cancelled via input at interrupt point\n
%s : cancelled via input\n
%s : cancelled via interrupt\n
%s : cancelled via player death\n
%s : event suppressed\n
%s : removed for '%s'\n
%s : stop scripted scene\n
%s AE_ALLOW_MOVEMENT\n
%s AE_COMBO_TRANSITION\n
%s AE_MELEE_START_COLLISION_DAMAGE\n
%s AE_MELEE_STOP_COLLISION_DAMAGE\n
%s AE_SKILL_EVENT %s\n
%s AE_START_DETECTING_COMBO\n
%s AE_STOP_DETECTING_COMBO\n
%s Blocked by %s\n
%s Deactivate(): I have no player when called by %s!\n
%s Didn't find a best rally point!\n
%s DoMeleeDamageTrace\n
%s FAILED to call script think function %s!\n
%s InputActivate (%s): invalid or missing !activator!\n
%s InputActivate: entity %s not found or is not a player!\n
%s TestPlayerPosition hit %i/%s
%s at %.0f %.0f %0.f missing modelname\n
%s at %.0f %.0f %0.f uses model %s, which has an invalid prop_data type. DELETED.\n
%s at %.0f %.0f %0.f uses model %s, which has no propdata which means it must be used on a prop_static. DELETED.\n
%s at %.0f %.0f %0.f uses model %s, which has propdata which means that it be used on a prop_physics. DELETED.\n
%s at (%.3f, %.3f, %.3f) has no model name!\n
%s campaign %s
%s can't assess %s\n
%s changed name to %s\n
%s checking block %d\n
%s could not find attachment %s on target %s.\n
%s couldn't create ScriptScope!\n
%s current org: %f %f
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s doesn't like %s\n\n
%s doing ComboTransition\n
%s entered NOCLIP mode\n
%s equipped with %s, proficiency is %s\n
%s executing script: %s\n
%s failed on: %s\n
%s firing output OnConditionsSatisfied\n
%s firing output OnConditionsTimeout (%f seconds)\n
%s has Door model (%s) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file\n
%s has a health specified in model '%s'. Use prop_physics or prop_dynamic instead.\n
%s has a stopping path and no valid. Movement activity: %s (prev %s)\n
%s has changed its model while processing AnimEvents on sequence %d. Aborting dispatch.\n
%s has no sequence to match request\n
%s high velocity %d.  Targetpos is %f units away\n
%s invalid sequence requested\n
%s is a priority script and cannot be kicked out of the queue\n
%s is specified as the 'Next Script' and cannot be kicked out of the queue\n
%s left NOCLIP mode\n
%s missing activity "%s" needed by weapon"%s"\n
%s missing from scenes.image\n
%s moving with speed <= 0 (%s)\n
%s not allowed to speak because they are in a scripted scene\n
%s playing CChoreoEvent::SEQUENCE but AI has forced them to do something different\n
%s playing chatter %s %d\n
%s received AE_NPC_HURT_INTERACTION_PARTNER anim event, but it's not interacting with anything.\n
%s removed itself!\n
%s repositioned tag: %s : %.3f -> %.3f (%s:%s:%s)\n
%s string image, int src_corner_height, int src_corner_width, int draw_corner_height, int draw_corner_width
%s thinking for %.02fms!!! (%s); r%.2f (c%.2f, pst%.2f, ms%.2f), p-r%.2f, m%.2f\n
%s tried to target an attachment (%s) on target %s, which has no model.\n
%s trying to idle chatter (cur=%f snextidle=%f idlechatdelay=%f(%f)\n
%s trying to open a door that has been deleted!\n
%s waiting... %f\n
%s%20s : %40s %5.3f\n
%s%d.vmt
%s's stats for medals:\n
%s(%d) : %s\n
%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)
%s(%d):       Behavior %s channel %d: TaskFail -> %s\n
%s(%d):       TaskFail -> %s\n
%s(%d):      (failed)\n
%s(%d):      Behavior %s channel %d (failed)\n
%s(%d):      Behavior %s channel %d Break condition -> %s\n
%s(%d):      Break condition -> %s\n
%s(%d):      New enemy: %s\n
%s(%d):  Behavior %s channel %d Schedule cleared: %s\n
%s(%d):  Behavior %s channel %d Task: %s\n
%s(%d):  Schedule cleared: %s\n
%s(%d):  Task: %s\n
%s(%d): Behavior %s channel %d Schedule: %s (time: %.2f)\n
%s(%d): Schedule: %s (time: %.2f)\n
%s(%s) could not find scene %d, named %s\n
%s(%s) found an entity that wasn't a logic_choreographed_scene or logic_scene_list_manager in slot %d, named %s\n
%s(%s) received ForceInteractionWithNPC input with bad parameters: %s\nFormat should be: ForceInteractionWithNPC <target NPC> <interaction name>\n
%s(%s) received ForceInteractionWithNPC input, but couldn't find an interaction named %s that entity named %s could run.\n
%s(%s) received ForceInteractionWithNPC input, but couldn't find entity named: %s\n
%s(%s) received ForceInteractionWithNPC input, but entity named %s cannot run dynamic interactions.\n
%s(%s) thinking for %.02f ms!!!\n
%s(): This trace filter already hit the maximum (=%d) number of entities, not considering %d:%s\n
%s(token %i) : %s
%s, bool showScrollBar, bool allowMouseWheel, bool overrideChildPanelWidth
%s, bool textHidden, bool editable, bool unicode, bool NumericInputOnly, int maxchars
%s, int SubTabPosition
%s, string URLText
%s, string command, int default
%s, string image
%s, string image, string border, string fillcolor, bool scaleImage
%s, string image, string imagecolor, alignment imageAlignment, int preserveAspectRatio, int filtered
%s, string labelText, string associate, alignment textAlignment, int wrap, int dulltext, int brighttext, string font
%s, string progress, string variable
%s, string text, bool scrollbar
%s, string title
%s,damageammo:%s
%s.ActivateStims
%s.AlienTooClose
%s.Ammo
%s.Autogun
%s.AutogunReply
%s.BeenInfested
%s.BigAlienDead
%s.BigAlienDeadReply
%s.Biomass
%s.BreachedDoor
%s.CallBastille
%s.CallCrash
%s.CallFaith
%s.CallFlynn
%s.CallJaeger
%s.CallSarge
%s.CallVegas
%s.CallWildcat
%s.CallWolfe
%s.Compliments
%s.ComplimentsCrash
%s.ComplimentsJaeger
%s.ComplimentsSarge
%s.ComplimentsWildcat
%s.ComplimentsWolfe
%s.CrashComplain
%s.CrashComplainReply
%s.CrashIdle
%s.CrashIdleReply
%s.CuttingDoor
%s.Dead
%s.FF
%s.FinishedHack
%s.FinishedHackButton
%s.FiringAtAlien
%s.FirstBloodStart
%s.FirstBloodWin
%s.FollowMe
%s.FootstepLeft
%s.FootstepRight
%s.GotPoint
%s.GotRear
%s.Grenade
%s.HalfwayHack
%s.Healing
%s.HealingCrash
%s.HealingCrashReply
%s.HoldPosition
%s.HoldingEast
%s.HoldingNorth
%s.HoldingPosition
%s.HoldingSouth
%s.HoldingWest
%s.Idle
%s.Impatience
%s.InjuredSelection
%s.LargePain
%s.LockedTerminal
%s.LockedTerminalCrash
%s.LockedTerminalFlynn
%s.LockedTerminalVegas
%s.LowOnMeds
%s.MadFiring
%s.MarineDown
%s.Medic
%s.MedicComplain
%s.MedicComplainReply
%s.Medkit
%s.MineDeployed
%s.Misc
%s.NeedAmmo
%s.NoAmmo
%s.NoMeds
%s.OnFire
%s.Parasite
%s.Question
%s.Reloading
%s.RequestCutDoor
%s.RequestSealDoor
%s.RequestShootDoor
%s.RunFootstepLeft
%s.RunFootstepRight
%s.SargeIdle
%s.SargeIdleReply
%s.SargeJaegerConv1
%s.SargeJaegerConv1Reply
%s.SargeJaegerConv2
%s.SargeJaegerConv2Reply
%s.Scanner
%s.ScannerMultiple
%s.SealingDoor
%s.Selection
%s.SentryInPlace
%s.SeriousInjury
%s.SeriousInjuryFollowUp
%s.SeriousInjuryReply
%s.Shieldbug
%s.ShieldbugHint
%s.SmallPain
%s.StartedHack
%s.StartedLongHack
%s.StillBreathing
%s.StillBreathingReply
%s.Supplies
%s.SuppliesAmmo
%s.SwarmEggs
%s.SynUpReply
%s.SynUpSpotted
%s.TequilaBastille
%s.TequilaReply
%s.TequilaReplyFaith
%s.TequilaReplyJaeger
%s.TequilaReplySarge
%s.TequilaReplyWildcat
%s.TequilaReplyWolfe
%s.TequilaStart
%s.Thanks
%s.TimeToLeave
%s.Use
%s.WatchOut
%s.WildcatKillReplyAhead
%s.WildcatKillReplyBehind
%s.WildcatKillStart
%s.WolfeBest
%s.WolfeBestReply
%s.WolfeKillReplyAhead
%s.WolfeKillReplyBehind
%s.WolfeKillStart
%s.ctx
%s.txt
%s.vmt
%s/bin/%s
%s: %s (%s) = %d\n
%s: %s could not find viewposition %s.\n
%s: %s could not find viewtarget %s.\n
%s: %s has no commentary file.\n
%s: Alternative paths in path_track not allowed when using the leading behavior!\n
%s: AwardExperience: Pre XP is %d\n
%s: Awarded %d XP for player %s (total is now %d)\n
%s: Could not find bomb drop target '%s'!\n
%s: Could not find info_lighting_relative '%s'!\n
%s: Could not find lighting origin entity named '%s'!\n
%s: Could not find path_track '%s'!\n
%s: Mass: %.2f kg / %.2f lb (%s)
%s: Specified entity '%s' must be a path_track!\n
%s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag.\n
%s: VPhysics Collision detection getting expensive, check for too many convex pieces!\n
%s: VPhysics exceeded collision check limit (%d)!!!\nInterpenetration may result!\n
%s: backwards mins/maxs
%s: can't find %s\n
%s: unexpected token %s\n
%s: unknown scripted sequence "%s"\n
%s:%f Checking for m_bMeleeComboKeyPressed combo\n
%s:%f OnMeleeFinished() for attack %s\n
%s:%f Playing melee attack %s (seq: %s)\n
%s:%f m_bMeleeComboKeyPressed set to true\n
%s:%s:%s has no sequence for act:%s\n
%s:%s[%i:%i] async load\n
%s:%s[%i:%i] was resident\n
%sCallChain <- CSimpleCallChainer("%s", self.GetScriptScope(), true)
%sCallChain.PostScriptExecute()
%sChatterCount
%sChatterDuration
%sCurrent time: %6.3f\n
%sRecent NPC speech:\n
%s\Settings
%s\maps\%s.nav
%s\n   origin %f %f %f\n   angles %f %f %f\n
%s_COMP
%s_STAT
%s__%2d_%3d_%2d_%2d_%2d.txt
%s_ragdoll
%sfemale%s
%sjunk
%smale%s
&0000
&2@UUUUUU
&Apply
&Cut
&Dreserving marine %d for %s\n
&Exit
&Reload Localization
&Save
'%20s' vs. '%20s' = 
'%s' CASW_Alien::Event_Killed: m_nDeathStyle = %d\n
'7vehicle_sounds
'BASWRemoteTurretTracer
'normal' armor will scale damage taken by this much
'speaker' entity with no Level/Sentence! at: %f, %f, %f\n
'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
( 8PX
(%.1f, %.1f, %.1f) -- Node ID: %d; WC id %d; type %d\n
(%0.2f) input %s: %s.%s(%s)\n
(%0.2f) input <NULL>: %s.%s(%s)\n
(%0.2f) output: (%s,%s) -> (%s,%s)(%s)\n
(%0.2f) output: (%s,%s) -> (%s,%s,%.1f)(%s)\n
(%d) Name: %s (%s)
(%f, %f, %f)
(%s) Schedule (%s) Failed at %d!\n
(%s) key: %-16s value: %s\n
('8PW
(?MortarBugProjectile_Closed
(BShot regulator in rest interval
(Target Pos: %3.3f
(UNKNOWN CONDITION)
([%d] %s: %s)
(no conditions)
(null)
* Spawned CASW_Dummy_Vehicle\n
** Duplicate Hammer Node IDs: 
** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent()\n
*** Warning! LeadPlayer() has a NULL Goal Ent\n
*** trigger_playermovement using obsolete spawnflag. Remove and reset with new value for "Disable auto player movement"\n
******* MAP CONTAINS DUPLICATE HAMMER NODE IDS! CHECK FOR PROBLEMS IN HAMMER TO CORRECT *******\n
*************  DO NOT IGNORE ME  *******************************\n
****************************************************************\n
**********************\n%s connects %s(%s:%d) to %s(%s:%d)\n
***ERROR***\nBad relationship type (%s) to unknown entity (%s)!\n
***\nShared activity collision! %s<->%s\n***\n
***\nShared<->Private Activity collision!\n***\n
***\nShared<->Private Event collision!\n***\n
**Alien Shover %s cannot find shove target %s\n
**Attempting to update point_spotlight but target ent is NULL\n
**COULD NOT CREATE SOUNDENT**\n
**Can't create ragdoll gib!\n
**ERROR - Unspecified gib dir method in func_breakable!\n
**ERROR: Can't find a rally point named '%s'\n
**ERROR: Can't find any assault points named: %s\n
**ERROR: Combat State with no enemy! slamming to ALERT\n
**ERROR: Entity %s being used as an assault_assaultpoint, but is actually a %s!\n
**ERROR: NPC %s hearing sound of unknown type %d!\n
**Failed to place NPC in line!\n
**Failed to place NPC in radius!\n
**Squad Leader**
**Unknown Trap State: %d\n
**empty**
*>rudder
*?fff>fff>fff>fff>
*CASWAcidBurn
*DEAD*
*DEAD*(TEAM)
*DISABLED*
+*tsJ
+<ASW_Rifle.ReloadC
+Cmarine %d is %f away\n
, relative to sequence start: %f %f\n
, score %4.2f\n
- %d: %s x:%.4f y:%.4f z:%.4f\n
-- Error --:  empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n
-- Globals --\n
--- %i links\n
--- CAN'T ATTACK ---
-------- SOUNDSCAPE ENTITIES -----\n
------------------ SERVER BENCHMARK RESULTS ------------------\n
-----------------------------------------------------------------------------\n
--------------------------------------------------------------\n
----------------------------------------------\n
----------------------------------\n\n
---------------------------\nTotal missing files %i\n
--------------------------GAMESTATS MEMORY USAGE-----------------------------\n
-----------------\nThink report frame %i\n
----End Script Dump\n
----Script Dump for entity %s\n
--\n%s current org: %f %f\n
-0.14
-0.5f
-1.0f
-10 -10 -10
-64OS
-90 0 0
-allowdebug
-defaultgamedir
-game
-gamestatsfileoutputonly
-gamestatslogging
-gamestatsloggingtofile
-headtracking
-hushasserts
-makedevshots
-makereslists
-noscripting
-scriptlang
-server_script does not recognize a language named '%s'. virtual machine did NOT start.\n
-sv_benchmark
-tickrate
-vguimessages
-xlsp
...done building AI node graph, %f seconds\n
...done determining links. %f seconds\n
...done determining zones. %f seconds\n
...done forcing dynamic link neighbors. %f seconds\n
...done initializing node neighbors. %f seconds\n
...done initializing node positions. %f seconds\n
..\..\public\studio.cpp
..\public\tier1/UtlSortVector.h
..\shared\swarm\asw_shotgun_pellet_predicted_shared.cpp
.?AUEntityParticleTrailInfo_t@@
.?AUaudioparams_t@@
.?AUfogparams_t@@
.?AUfogplayerparams_t@@
.?AUlocksound_t@@
.?AUsky3dparams_t@@
.?AUvehicle_crashsound_t@@
.?AUvehicle_gear_t@@
.?AUvehiclesounds_t@@
.?AUwashentity_t@@
.?AV?$CAI_Behavior@VCAI_BaseNPC@@$0BIGKA@@@
.?AV?$CAI_BehaviorHost@VCAI_BaseNPC@@@@
.?AV?$CAI_BehaviorHostBase@VCAI_BaseNPC@@@@
.?AV?$CAI_BlendingHost@V?$CAI_BehaviorHost@VCAI_BaseNPC@@@@@@
.?AV?$CAI_ComponentWithOuter@VCAI_BaseNPC@@VCAI_BehaviorBase@@@@
.?AV?$CAI_ExpresserHost@VCAI_BaseHumanoid@@@@
.?AV?$CAI_ExpresserHost@VCASW_Alien@@@@
.?AV?$CAI_ExpresserHost@VCBasePlayer@@@@
.?AV?$CAI_ExpresserHost@VCFlexExpresserShim@@@@
.?AV?$CAI_ExpresserHostWithData@VCASW_Alien@@VCAI_Expresser@@@@
.?AV?$CBaseAppSystem@VIParticleSystemQuery@@@@
.?AV?$CCallResult@VCASW_Player@@UGSStatsReceived_t@@@@
.?AV?$CCallback@VCSteamWorksGameStatsUploader@@UGameStatsSessionClosed_t@@$00@@
.?AV?$CCallback@VCSteamWorksGameStatsUploader@@UGameStatsSessionIssued_t@@$00@@
.?AV?$CCopyableUtlVector@PAVCASW_Melee_Attack@@@@
.?AV?$CDataManager@VCBoneCache@@Ubonecacheparams_t@@PAV1@VCThreadFastMutex@@@@
.?AV?$CEntityClassList@VCPhysicsNPCSolver@@@@
.?AV?$CEntityClassList@VCPointCamera@@@@
.?AV?$CEntityClassList@VCSkyCamera@@@@
.?AV?$CEntityDataInstantiator@UModelScale@@@@
.?AV?$CEntityDataInstantiator@UStepSimulationData@@@@
.?AV?$CEntityDataInstantiator@Ugroundlink_t@@@@
.?AV?$CEntityDataInstantiator@Uphysicspushlist_t@@@@
.?AV?$CEntityDataInstantiator@Utouchlink_t@@@@
.?AV?$CEntityDataInstantiator@Uvphysicsupdateai_t@@@@
.?AV?$CEntityDataInstantiator@VCWatcherList@@@@
.?AV?$CEntityFactory@VAR2Explosion@@@@
.?AV?$CEntityFactory@VCAISound@@@@
.?AV?$CEntityFactory@VCAI_ActBusyGoal@@@@
.?AV?$CEntityFactory@VCAI_ActBusyQueueGoal@@@@
.?AV?$CEntityFactory@VCAI_AllySpeechManager@@@@
.?AV?$CEntityFactory@VCAI_AssaultGoal@@@@
.?AV?$CEntityFactory@VCAI_BattleLine@@@@
.?AV?$CEntityFactory@VCAI_ChangeHintGroup@@@@
.?AV?$CEntityFactory@VCAI_ChangeTarget@@@@
.?AV?$CEntityFactory@VCAI_DynamicLink@@@@
.?AV?$CEntityFactory@VCAI_DynamicLinkController@@@@
.?AV?$CEntityFactory@VCAI_FightFromCoverGoal@@@@
.?AV?$CEntityFactory@VCAI_FollowGoal@@@@
.?AV?$CEntityFactory@VCAI_Hint@@@@
.?AV?$CEntityFactory@VCAI_LeadGoal@@@@
.?AV?$CEntityFactory@VCAI_LeadGoal_Weapon@@@@
.?AV?$CEntityFactory@VCAI_NetworkManager@@@@
.?AV?$CEntityFactory@VCAI_RadialLinkController@@@@
.?AV?$CEntityFactory@VCAI_Relationship@@@@
.?AV?$CEntityFactory@VCAI_ScriptConditions@@@@
.?AV?$CEntityFactory@VCAI_ScriptedSchedule@@@@
.?AV?$CEntityFactory@VCAI_ScriptedSentence@@@@
.?AV?$CEntityFactory@VCAI_ScriptedSequence@@@@
.?AV?$CEntityFactory@VCAI_SpeechFilter@@@@
.?AV?$CEntityFactory@VCAI_StandoffGoal@@@@
.?AV?$CEntityFactory@VCAI_TestHull@@@@
.?AV?$CEntityFactory@VCASWEnvExplosion@@@@
.?AV?$CEntityFactory@VCASWEnvShake@@@@
.?AV?$CEntityFactory@VCASWEnvSpark@@@@
.?AV?$CEntityFactory@VCASWHealthBar@@@@
.?AV?$CEntityFactory@VCASWRopeAnchor@@@@
.?AV?$CEntityFactory@VCASWStatueProp@@@@
.?AV?$CEntityFactory@VCASW_AOEGrenade_TouchTrigger@@@@
.?AV?$CEntityFactory@VCASW_Alien@@@@
.?AV?$CEntityFactory@VCASW_Alien_Goo@@@@
.?AV?$CEntityFactory@VCASW_Alien_Jumper@@@@
.?AV?$CEntityFactory@VCASW_Alien_Shover@@@@
.?AV?$CEntityFactory@VCASW_AmbientGeneric@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Assault_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Autogun@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Chainsaw@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Drop@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Mining_Laser@@@@
.?AV?$CEntityFactory@VCASW_Ammo_PDW@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Pistol@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Rifle@@@@
.?AV?$CEntityFactory@VCASW_Ammo_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Bait@@@@
.?AV?$CEntityFactory@VCASW_Barrel_Explosive@@@@
.?AV?$CEntityFactory@VCASW_Barrel_Radioactive@@@@
.?AV?$CEntityFactory@VCASW_Bloodhound@@@@
.?AV?$CEntityFactory@VCASW_Boomer@@@@
.?AV?$CEntityFactory@VCASW_Boomer_Blob@@@@
.?AV?$CEntityFactory@VCASW_Bouncing_Pellet@@@@
.?AV?$CEntityFactory@VCASW_Broadcast_Camera@@@@
.?AV?$CEntityFactory@VCASW_BuffGrenade_Projectile@@@@
.?AV?$CEntityFactory@VCASW_Burning@@@@
.?AV?$CEntityFactory@VCASW_Button_Area@@@@
.?AV?$CEntityFactory@VCASW_Buzzer@@@@
.?AV?$CEntityFactory@VCASW_Campaign_Save@@@@
.?AV?$CEntityFactory@VCASW_Chance_Trigger_Multiple@@@@
.?AV?$CEntityFactory@VCASW_Client_Corpse@@@@
.?AV?$CEntityFactory@VCASW_Colonist@@@@
.?AV?$CEntityFactory@VCASW_Computer_Area@@@@
.?AV?$CEntityFactory@VCASW_Debrief_Info@@@@
.?AV?$CEntityFactory@VCASW_Debrief_Stats@@@@
.?AV?$CEntityFactory@VCASW_Director_Control@@@@
.?AV?$CEntityFactory@VCASW_Door@@@@
.?AV?$CEntityFactory@VCASW_Door_Area@@@@
.?AV?$CEntityFactory@VCASW_Door_Padding@@@@
.?AV?$CEntityFactory@VCASW_Drone_Advanced@@@@
.?AV?$CEntityFactory@VCASW_Drone_Uber@@@@
.?AV?$CEntityFactory@VCASW_Dummy_Vehicle@@@@
.?AV?$CEntityFactory@VCASW_Dynamic_Light@@@@
.?AV?$CEntityFactory@VCASW_Egg@@@@
.?AV?$CEntityFactory@VCASW_Emitter@@@@
.?AV?$CEntityFactory@VCASW_EntityFlame@@@@
.?AV?$CEntityFactory@VCASW_Entity_Dissolve@@@@
.?AV?$CEntityFactory@VCASW_Equip_Req@@@@
.?AV?$CEntityFactory@VCASW_Extinguisher_Projectile@@@@
.?AV?$CEntityFactory@VCASW_Fallen_Door_Padding@@@@
.?AV?$CEntityFactory@VCASW_Firewall_Piece@@@@
.?AV?$CEntityFactory@VCASW_Flamer_Projectile@@@@
.?AV?$CEntityFactory@VCASW_Flare_Projectile@@@@
.?AV?$CEntityFactory@VCASW_Game_Resource@@@@
.?AV?$CEntityFactory@VCASW_Grenade_Cluster@@@@
.?AV?$CEntityFactory@VCASW_Grenade_Freeze@@@@
.?AV?$CEntityFactory@VCASW_Grenade_PRifle@@@@
.?AV?$CEntityFactory@VCASW_Grenade_Vindicator@@@@
.?AV?$CEntityFactory@VCASW_Grub@@@@
.?AV?$CEntityFactory@VCASW_Grub_Sac@@@@
.?AV?$CEntityFactory@VCASW_Hack_Computer@@@@
.?AV?$CEntityFactory@VCASW_Hack_Wire_Tile@@@@
.?AV?$CEntityFactory@VCASW_Harvester@@@@
.?AV?$CEntityFactory@VCASW_HealGrenade_Projectile@@@@
.?AV?$CEntityFactory@VCASW_Holdout_Mode@@@@
.?AV?$CEntityFactory@VCASW_Holdout_Spawner@@@@
.?AV?$CEntityFactory@VCASW_HoloScan@@@@
.?AV?$CEntityFactory@VCASW_Holo_Sentry@@@@
.?AV?$CEntityFactory@VCASW_Hurt_Nearest_Marine@@@@
.?AV?$CEntityFactory@VCASW_Info_Heal@@@@
.?AV?$CEntityFactory@VCASW_Info_Message@@@@
.?AV?$CEntityFactory@VCASW_Intro_Control@@@@
.?AV?$CEntityFactory@VCASW_Jukebox@@@@
.?AV?$CEntityFactory@VCASW_Jump_Trigger@@@@
.?AV?$CEntityFactory@VCASW_Laser_Mine@@@@
.?AV?$CEntityFactory@VCASW_Marine@@@@
.?AV?$CEntityFactory@VCASW_Marine_Hint_Ent@@@@
.?AV?$CEntityFactory@VCASW_Marine_Hint_Node_Ent@@@@
.?AV?$CEntityFactory@VCASW_Marine_Knockback_Trigger@@@@
.?AV?$CEntityFactory@VCASW_Marine_Position_Trigger@@@@
.?AV?$CEntityFactory@VCASW_Marine_Resource@@@@
.?AV?$CEntityFactory@VCASW_Marines_Past_Area@@@@
.?AV?$CEntityFactory@VCASW_Marker@@@@
.?AV?$CEntityFactory@VCASW_Mine@@@@
.?AV?$CEntityFactory@VCASW_Missile_Round@@@@
.?AV?$CEntityFactory@VCASW_Mission_Manager@@@@
.?AV?$CEntityFactory@VCASW_Mortar_Round@@@@
.?AV?$CEntityFactory@VCASW_Mortarbug@@@@
.?AV?$CEntityFactory@VCASW_Mortarbug_Shell@@@@
.?AV?$CEntityFactory@VCASW_Objective@@@@
.?AV?$CEntityFactory@VCASW_Objective_Countdown@@@@
.?AV?$CEntityFactory@VCASW_Objective_Dummy@@@@
.?AV?$CEntityFactory@VCASW_Objective_Escape@@@@
.?AV?$CEntityFactory@VCASW_Objective_Kill_Aliens@@@@
.?AV?$CEntityFactory@VCASW_Objective_Kill_Eggs@@@@
.?AV?$CEntityFactory@VCASW_Objective_Kill_Goo@@@@
.?AV?$CEntityFactory@VCASW_Objective_Kill_Queen@@@@
.?AV?$CEntityFactory@VCASW_Objective_Survive@@@@
.?AV?$CEntityFactory@VCASW_Objective_Triggered@@@@
.?AV?$CEntityFactory@VCASW_Order_Nearby_Aliens@@@@
.?AV?$CEntityFactory@VCASW_Parasite@@@@
.?AV?$CEntityFactory@VCASW_Path_Utils_NPC@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Hornet_Barrage@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Money@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Ammo_Bag@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Ammo_Satchel@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Assault_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Autogun@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Chainsaw@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_FireExtinguisher@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Flares@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Flashlight@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Grenades@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Heal_Grenade@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Medical_Satchel@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Medkit@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Mines@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Mining_Laser@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_PDW@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_PRifle@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Pistol@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Railgun@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Rifle@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Sentry@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Sentry_Cannon@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Sentry_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Sentry_Freeze@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Stim@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_T75@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Tesla_Trap@@@@
.?AV?$CEntityFactory@VCASW_Pickup_Weapon_Welder@@@@
.?AV?$CEntityFactory@VCASW_Player@@@@
.?AV?$CEntityFactory@VCASW_PointCamera@@@@
.?AV?$CEntityFactory@VCASW_Powerup@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Chemical_Bullets@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Electric_Bullets@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Explosive_Bullets@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Fire_Bullets@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Freeze_Bullets@@@@
.?AV?$CEntityFactory@VCASW_Powerup_Increased_Speed@@@@
.?AV?$CEntityFactory@VCASW_PropJeep@@@@
.?AV?$CEntityFactory@VCASW_Prop_Dynamic@@@@
.?AV?$CEntityFactory@VCASW_Prop_Laserable@@@@
.?AV?$CEntityFactory@VCASW_Prop_Physics@@@@
.?AV?$CEntityFactory@VCASW_Queen@@@@
.?AV?$CEntityFactory@VCASW_Queen_Divers@@@@
.?AV?$CEntityFactory@VCASW_Queen_Grabber@@@@
.?AV?$CEntityFactory@VCASW_Queen_Retreat_Spot@@@@
.?AV?$CEntityFactory@VCASW_Queen_Spit@@@@
.?AV?$CEntityFactory@VCASW_Radiation_Volume@@@@
.?AV?$CEntityFactory@VCASW_Random_Target_Trigger_Multiple@@@@
.?AV?$CEntityFactory@VCASW_Ranger@@@@
.?AV?$CEntityFactory@VCASW_Remote_Turret@@@@
.?AV?$CEntityFactory@VCASW_Rifle_Grenade@@@@
.?AV?$CEntityFactory@VCASW_Rocket@@@@
.?AV?$CEntityFactory@VCASW_Scanner_Info@@@@
.?AV?$CEntityFactory@VCASW_Scanner_Noise_Dummy@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Base@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Top@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Top_Cannon@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Top_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Top_Icer@@@@
.?AV?$CEntityFactory@VCASW_Sentry_Top_Machinegun@@@@
.?AV?$CEntityFactory@VCASW_Shaman@@@@
.?AV?$CEntityFactory@VCASW_Shieldbug@@@@
.?AV?$CEntityFactory@VCASW_Shotgun_Pellet@@@@
.?AV?$CEntityFactory@VCASW_Shotgun_Pellet_Predicted@@@@
.?AV?$CEntityFactory@VCASW_Simple_Drone@@@@
.?AV?$CEntityFactory@VCASW_Simple_Grub@@@@
.?AV?$CEntityFactory@VCASW_Snow_Volume_Dummy@@@@
.?AV?$CEntityFactory@VCASW_Spawn_Group@@@@
.?AV?$CEntityFactory@VCASW_Spawner@@@@
.?AV?$CEntityFactory@VCASW_Supplies_Chatter_Trigger@@@@
.?AV?$CEntityFactory@VCASW_SynUp_Chatter_Trigger@@@@
.?AV?$CEntityFactory@VCASW_T75@@@@
.?AV?$CEntityFactory@VCASW_Target_Dummy@@@@
.?AV?$CEntityFactory@VCASW_Tech_Marine_Req@@@@
.?AV?$CEntityFactory@VCASW_TeslaTrap@@@@
.?AV?$CEntityFactory@VCASW_Trigger_Fall@@@@
.?AV?$CEntityFactory@VCASW_TutorialStartPoint@@@@
.?AV?$CEntityFactory@VCASW_Use_Area@@@@
.?AV?$CEntityFactory@VCASW_VPhysics_NPC@@@@
.?AV?$CEntityFactory@VCASW_Voting_Missions@@@@
.?AV?$CEntityFactory@VCASW_Weapon@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Ammo_Bag@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Ammo_Satchel@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Assault_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Autogun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Bait@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Blink@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Buff_Grenade@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Chainsaw@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Electrified_Armor@@@@
.?AV?$CEntityFactory@VCASW_Weapon_FireExtinguisher@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Fist@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Flares@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Flashlight@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Flechette@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Freeze_Grenades@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Grenade_Launcher@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Grenades@@@@
.?AV?$CEntityFactory@VCASW_Weapon_HealGrenade@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Heal_Gun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Hornet_Barrage@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Jump_Jet@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Laser_Mines@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Medical_Satchel@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Medkit@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Mines@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Minigun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Mining_Laser@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Night_Vision@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Normal_Armor@@@@
.?AV?$CEntityFactory@VCASW_Weapon_PDW@@@@
.?AV?$CEntityFactory@VCASW_Weapon_PRifle@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Pistol@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Railgun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Ricochet@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Rifle@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Sentry@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Sentry_Cannon@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Sentry_Flamer@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Sentry_Freeze@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Shotgun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Smart_Bomb@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Sniper_Rifle@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Stim@@@@
.?AV?$CEntityFactory@VCASW_Weapon_T75@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Tesla_Gun@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Tesla_Trap@@@@
.?AV?$CEntityFactory@VCASW_Weapon_Welder@@@@
.?AV?$CEntityFactory@VCAlienSwarmProxy@@@@
.?AV?$CEntityFactory@VCAreaPortal@@@@
.?AV?$CEntityFactory@VCAssaultPoint@@@@
.?AV?$CEntityFactory@VCAvoidBox@@@@
.?AV?$CEntityFactory@VCAvoidSphere@@@@
.?AV?$CEntityFactory@VCBaseButton@@@@
.?AV?$CEntityFactory@VCBaseDMStart@@@@
.?AV?$CEntityFactory@VCBaseDoor@@@@
.?AV?$CEntityFactory@VCBaseEntity@@@@
.?AV?$CEntityFactory@VCBaseFilter@@@@
.?AV?$CEntityFactory@VCBaseFlex@@@@
.?AV?$CEntityFactory@VCBaseGrenade@@@@
.?AV?$CEntityFactory@VCBaseMoveBehavior@@@@
.?AV?$CEntityFactory@VCBaseProjectile@@@@
.?AV?$CEntityFactory@VCBaseSpriteProjectile@@@@
.?AV?$CEntityFactory@VCBaseTrigger@@@@
.?AV?$CEntityFactory@VCBaseViewModel@@@@
.?AV?$CEntityFactory@VCBeam@@@@
.?AV?$CEntityFactory@VCBeamSpotlight@@@@
.?AV?$CEntityFactory@VCBlood@@@@
.?AV?$CEntityFactory@VCBombDropSensor@@@@
.?AV?$CEntityFactory@VCBombSuppressor@@@@
.?AV?$CEntityFactory@VCBoneFollower@@@@
.?AV?$CEntityFactory@VCBreakable@@@@
.?AV?$CEntityFactory@VCBreakableSurface@@@@
.?AV?$CEntityFactory@VCBubbling@@@@
.?AV?$CEntityFactory@VCChangeLevel@@@@
.?AV?$CEntityFactory@VCColorCorrection@@@@
.?AV?$CEntityFactory@VCColorCorrectionVolume@@@@
.?AV?$CEntityFactory@VCCommentaryAuto@@@@
.?AV?$CEntityFactory@VCCommentaryViewPosition@@@@
.?AV?$CEntityFactory@VCConstraintAnchor@@@@
.?AV?$CEntityFactory@VCCredits@@@@
.?AV?$CEntityFactory@VCDebugHistory@@@@
.?AV?$CEntityFactory@VCDecal@@@@
.?AV?$CEntityFactory@VCDetailBlocker@@@@
.?AV?$CEntityFactory@VCDynamicLight@@@@
.?AV?$CEntityFactory@VCEmbers@@@@
.?AV?$CEntityFactory@VCEnableMotionFixup@@@@
.?AV?$CEntityFactory@VCEntityBlocker@@@@
.?AV?$CEntityFactory@VCEntityDissolve@@@@
.?AV?$CEntityFactory@VCEntityFreezing@@@@
.?AV?$CEntityFactory@VCEntityParticleTrail@@@@
.?AV?$CEntityFactory@VCEnvAR2Explosion@@@@
.?AV?$CEntityFactory@VCEnvAmbientLight@@@@
.?AV?$CEntityFactory@VCEnvBeam@@@@
.?AV?$CEntityFactory@VCEnvBeverage@@@@
.?AV?$CEntityFactory@VCEnvDOFController@@@@
.?AV?$CEntityFactory@VCEnvDetailController@@@@
.?AV?$CEntityFactory@VCEnvDustPuff@@@@
.?AV?$CEntityFactory@VCEnvEffectsScript@@@@
.?AV?$CEntityFactory@VCEnvEntityIgniter@@@@
.?AV?$CEntityFactory@VCEnvEntityMaker@@@@
.?AV?$CEntityFactory@VCEnvExplosion@@@@
.?AV?$CEntityFactory@VCEnvFade@@@@
.?AV?$CEntityFactory@VCEnvFireSensor@@@@
.?AV?$CEntityFactory@VCEnvFireSource@@@@
.?AV?$CEntityFactory@VCEnvFunnel@@@@
.?AV?$CEntityFactory@VCEnvGlobal@@@@
.?AV?$CEntityFactory@VCEnvGunfire@@@@
.?AV?$CEntityFactory@VCEnvHudHint@@@@
.?AV?$CEntityFactory@VCEnvInstructorHint@@@@
.?AV?$CEntityFactory@VCEnvLaser@@@@
.?AV?$CEntityFactory@VCEnvLight@@@@
.?AV?$CEntityFactory@VCEnvMicrophone@@@@
.?AV?$CEntityFactory@VCEnvMuzzleFlash@@@@
.?AV?$CEntityFactory@VCEnvParticleScript@@@@
.?AV?$CEntityFactory@VCEnvPlayerSurfaceTrigger@@@@
.?AV?$CEntityFactory@VCEnvProjectedTexture@@@@
.?AV?$CEntityFactory@VCEnvQuadraticBeam@@@@
.?AV?$CEntityFactory@VCEnvScreenEffect@@@@
.?AV?$CEntityFactory@VCEnvScreenOverlay@@@@
.?AV?$CEntityFactory@VCEnvShake@@@@
.?AV?$CEntityFactory@VCEnvShooter@@@@
.?AV?$CEntityFactory@VCEnvSlomo@@@@
.?AV?$CEntityFactory@VCEnvSoundscape@@@@
.?AV?$CEntityFactory@VCEnvSoundscapeProxy@@@@
.?AV?$CEntityFactory@VCEnvSoundscapeTriggerable@@@@
.?AV?$CEntityFactory@VCEnvSpark@@@@
.?AV?$CEntityFactory@VCEnvSplash@@@@
.?AV?$CEntityFactory@VCEnvTilt@@@@
.?AV?$CEntityFactory@VCEnvTonemapController@@@@
.?AV?$CEntityFactory@VCEnvTracer@@@@
.?AV?$CEntityFactory@VCEnvViewPunch@@@@
.?AV?$CEntityFactory@VCEnvWind@@@@
.?AV?$CEntityFactory@VCEnvZoom@@@@
.?AV?$CEntityFactory@VCEventQueueSaveLoadProxy@@@@
.?AV?$CEntityFactory@VCFilterClass@@@@
.?AV?$CEntityFactory@VCFilterContext@@@@
.?AV?$CEntityFactory@VCFilterEnemy@@@@
.?AV?$CEntityFactory@VCFilterMassGreater@@@@
.?AV?$CEntityFactory@VCFilterModel@@@@
.?AV?$CEntityFactory@VCFilterMultiple@@@@
.?AV?$CEntityFactory@VCFilterName@@@@
.?AV?$CEntityFactory@VCFire@@@@
.?AV?$CEntityFactory@VCFireSmoke@@@@
.?AV?$CEntityFactory@VCFireTrail@@@@
.?AV?$CEntityFactory@VCFish@@@@
.?AV?$CEntityFactory@VCFishPool@@@@
.?AV?$CEntityFactory@VCFlexExpresser@@@@
.?AV?$CEntityFactory@VCFlextalkActor@@@@
.?AV?$CEntityFactory@VCFogController@@@@
.?AV?$CEntityFactory@VCFogTrigger@@@@
.?AV?$CEntityFactory@VCFogVolume@@@@
.?AV?$CEntityFactory@VCFuncAreaPortalWindow@@@@
.?AV?$CEntityFactory@VCFuncBrush@@@@
.?AV?$CEntityFactory@VCFuncConveyor@@@@
.?AV?$CEntityFactory@VCFuncIllusionary@@@@
.?AV?$CEntityFactory@VCFuncInstanceIoProxy@@@@
.?AV?$CEntityFactory@VCFuncLadder@@@@
.?AV?$CEntityFactory@VCFuncLadderEndPoint@@@@
.?AV?$CEntityFactory@VCFuncMonitor@@@@
.?AV?$CEntityFactory@VCFuncMoveLinear@@@@
.?AV?$CEntityFactory@VCFuncNavBlocker@@@@
.?AV?$CEntityFactory@VCFuncNavObstruction@@@@
.?AV?$CEntityFactory@VCFuncOccluder@@@@
.?AV?$CEntityFactory@VCFuncPlat@@@@
.?AV?$CEntityFactory@VCFuncPlatRot@@@@
.?AV?$CEntityFactory@VCFuncReflectiveGlass@@@@
.?AV?$CEntityFactory@VCFuncRotating@@@@
.?AV?$CEntityFactory@VCFuncSmokeVolume@@@@
.?AV?$CEntityFactory@VCFuncTankTrain@@@@
.?AV?$CEntityFactory@VCFuncTrackAuto@@@@
.?AV?$CEntityFactory@VCFuncTrackChange@@@@
.?AV?$CEntityFactory@VCFuncTrackTrain@@@@
.?AV?$CEntityFactory@VCFuncTrain@@@@
.?AV?$CEntityFactory@VCFuncTrainControls@@@@
.?AV?$CEntityFactory@VCFuncVPhysicsClip@@@@
.?AV?$CEntityFactory@VCFuncVehicleClip@@@@
.?AV?$CEntityFactory@VCFuncWall@@@@
.?AV?$CEntityFactory@VCFuncWallToggle@@@@
.?AV?$CEntityFactory@VCFunc_DustCloud@@@@
.?AV?$CEntityFactory@VCFunc_DustMotes@@@@
.?AV?$CEntityFactory@VCFunc_LOD@@@@
.?AV?$CEntityFactory@VCGameEnd@@@@
.?AV?$CEntityFactory@VCGameGibManager@@@@
.?AV?$CEntityFactory@VCGamePlayerEquip@@@@
.?AV?$CEntityFactory@VCGamePlayerTeam@@@@
.?AV?$CEntityFactory@VCGamePlayerZone@@@@
.?AV?$CEntityFactory@VCGameScore@@@@
.?AV?$CEntityFactory@VCGameText@@@@
.?AV?$CEntityFactory@VCGameUI@@@@
.?AV?$CEntityFactory@VCGameWeaponManager@@@@
.?AV?$CEntityFactory@VCGenericActor@@@@
.?AV?$CEntityFactory@VCGenericFlexCycler@@@@
.?AV?$CEntityFactory@VCGenericNPC@@@@
.?AV?$CEntityFactory@VCGib@@@@
.?AV?$CEntityFactory@VCGibShooter@@@@
.?AV?$CEntityFactory@VCGlobalLight@@@@
.?AV?$CEntityFactory@VCGrenadeHelicopter@@@@
.?AV?$CEntityFactory@VCGunTarget@@@@
.?AV?$CEntityFactory@VCHandleDummy@@@@
.?AV?$CEntityFactory@VCHandleTest@@@@
.?AV?$CEntityFactory@VCHelicopterChunk@@@@
.?AV?$CEntityFactory@VCInfoCameraLink@@@@
.?AV?$CEntityFactory@VCInfoGameEventProxy@@@@
.?AV?$CEntityFactory@VCInfoInstructorHintTarget@@@@
.?AV?$CEntityFactory@VCInfoIntermission@@@@
.?AV?$CEntityFactory@VCInfoLadderDismount@@@@
.?AV?$CEntityFactory@VCInfoMassCenter@@@@
.?AV?$CEntityFactory@VCInfoOverlayAccessor@@@@
.?AV?$CEntityFactory@VCInfoRemarkable@@@@
.?AV?$CEntityFactory@VCInfoTarget@@@@
.?AV?$CEntityFactory@VCInstancedSceneEntity@@@@
.?AV?$CEntityFactory@VCItemSoda@@@@
.?AV?$CEntityFactory@VCKeepUpright@@@@
.?AV?$CEntityFactory@VCLight@@@@
.?AV?$CEntityFactory@VCLightGlow@@@@
.?AV?$CEntityFactory@VCLogicActiveAutosave@@@@
.?AV?$CEntityFactory@VCLogicAuto@@@@
.?AV?$CEntityFactory@VCLogicAutosave@@@@
.?AV?$CEntityFactory@VCLogicBranch@@@@
.?AV?$CEntityFactory@VCLogicBranchList@@@@
.?AV?$CEntityFactory@VCLogicCase@@@@
.?AV?$CEntityFactory@VCLogicCollisionPair@@@@
.?AV?$CEntityFactory@VCLogicCompare@@@@
.?AV?$CEntityFactory@VCLogicCompareInteger@@@@
.?AV?$CEntityFactory@VCLogicLineToEntity@@@@
.?AV?$CEntityFactory@VCLogicMeasureMovement@@@@
.?AV?$CEntityFactory@VCLogicNavigation@@@@
.?AV?$CEntityFactory@VCLogicPlayMovie@@@@
.?AV?$CEntityFactory@VCLogicPlayerProxy@@@@
.?AV?$CEntityFactory@VCLogicRandomOutputs@@@@
.?AV?$CEntityFactory@VCLogicRelay@@@@
.?AV?$CEntityFactory@VCLogicScript@@@@
.?AV?$CEntityFactory@VCLookDoor@@@@
.?AV?$CEntityFactory@VCLookDoorThinker@@@@
.?AV?$CEntityFactory@VCMaterialModifyControl@@@@
.?AV?$CEntityFactory@VCMathColorBlend@@@@
.?AV?$CEntityFactory@VCMathCounter@@@@
.?AV?$CEntityFactory@VCMathRemap@@@@
.?AV?$CEntityFactory@VCMessage@@@@
.?AV?$CEntityFactory@VCMessageEntity@@@@
.?AV?$CEntityFactory@VCMomentaryRotButton@@@@
.?AV?$CEntityFactory@VCMovementSpeedMod@@@@
.?AV?$CEntityFactory@VCMovieDisplay@@@@
.?AV?$CEntityFactory@VCMultiSource@@@@
.?AV?$CEntityFactory@VCNPCMaker@@@@
.?AV?$CEntityFactory@VCNPCSpawnDestination@@@@
.?AV?$CEntityFactory@VCNPC_AttackHelicopter@@@@
.?AV?$CEntityFactory@VCNPC_Bullseye@@@@
.?AV?$CEntityFactory@VCNPC_CombineGunship@@@@
.?AV?$CEntityFactory@VCNPC_EnemyFinder@@@@
.?AV?$CEntityFactory@VCNPC_EnemyFinderCombineCannon@@@@
.?AV?$CEntityFactory@VCNPC_Furniture@@@@
.?AV?$CEntityFactory@VCNPC_VehicleDriver@@@@
.?AV?$CEntityFactory@VCNewNPC@@@@
.?AV?$CEntityFactory@VCNodeEnt@@@@
.?AV?$CEntityFactory@VCNullEntity@@@@
.?AV?$CEntityFactory@VCOrnamentProp@@@@
.?AV?$CEntityFactory@VCOuttroStats@@@@
.?AV?$CEntityFactory@VCParticleFire@@@@
.?AV?$CEntityFactory@VCParticleLight@@@@
.?AV?$CEntityFactory@VCParticlePerformanceMonitor@@@@
.?AV?$CEntityFactory@VCParticleSystem@@@@
.?AV?$CEntityFactory@VCPathCorner@@@@
.?AV?$CEntityFactory@VCPathCornerCrash@@@@
.?AV?$CEntityFactory@VCPathKeyFrame@@@@
.?AV?$CEntityFactory@VCPathTrack@@@@
.?AV?$CEntityFactory@VCPhysBallSocket@@@@
.?AV?$CEntityFactory@VCPhysBox@@@@
.?AV?$CEntityFactory@VCPhysBoxMultiplayer@@@@
.?AV?$CEntityFactory@VCPhysConstraintSystem@@@@
.?AV?$CEntityFactory@VCPhysConvert@@@@
.?AV?$CEntityFactory@VCPhysExplosion@@@@
.?AV?$CEntityFactory@VCPhysFixed@@@@
.?AV?$CEntityFactory@VCPhysHinge@@@@
.?AV?$CEntityFactory@VCPhysImpact@@@@
.?AV?$CEntityFactory@VCPhysLength@@@@
.?AV?$CEntityFactory@VCPhysMagnet@@@@
.?AV?$CEntityFactory@VCPhysMotor@@@@
.?AV?$CEntityFactory@VCPhysPulley@@@@
.?AV?$CEntityFactory@VCPhysSlideConstraint@@@@
.?AV?$CEntityFactory@VCPhysSphere@@@@
.?AV?$CEntityFactory@VCPhysThruster@@@@
.?AV?$CEntityFactory@VCPhysTorque@@@@
.?AV?$CEntityFactory@VCPhysicsCannister@@@@
.?AV?$CEntityFactory@VCPhysicsEntitySolver@@@@
.?AV?$CEntityFactory@VCPhysicsNPCSolver@@@@
.?AV?$CEntityFactory@VCPhysicsPropMultiplayer@@@@
.?AV?$CEntityFactory@VCPhysicsPropRespawnable@@@@
.?AV?$CEntityFactory@VCPhysicsSpring@@@@
.?AV?$CEntityFactory@VCPhysicsWire@@@@
.?AV?$CEntityFactory@VCPlasma@@@@
.?AV?$CEntityFactory@VCPlayerResource@@@@
.?AV?$CEntityFactory@VCPointAngleSensor@@@@
.?AV?$CEntityFactory@VCPointAngularVelocitySensor@@@@
.?AV?$CEntityFactory@VCPointBonusMapsAccessor@@@@
.?AV?$CEntityFactory@VCPointBroadcastClientCommand@@@@
.?AV?$CEntityFactory@VCPointClientCommand@@@@
.?AV?$CEntityFactory@VCPointCommentaryNode@@@@
.?AV?$CEntityFactory@VCPointDevShotCamera@@@@
.?AV?$CEntityFactory@VCPointEntity@@@@
.?AV?$CEntityFactory@VCPointEntityFinder@@@@
.?AV?$CEntityFactory@VCPointEventProxy@@@@
.?AV?$CEntityFactory@VCPointGamestatsCounter@@@@
.?AV?$CEntityFactory@VCPointHurt@@@@
.?AV?$CEntityFactory@VCPointPlayerMoveConstraint@@@@
.?AV?$CEntityFactory@VCPointProximitySensor@@@@
.?AV?$CEntityFactory@VCPointPush@@@@
.?AV?$CEntityFactory@VCPointServerCommand@@@@
.?AV?$CEntityFactory@VCPointSpotlight@@@@
.?AV?$CEntityFactory@VCPointTeleport@@@@
.?AV?$CEntityFactory@VCPointTemplate@@@@
.?AV?$CEntityFactory@VCPointVelocitySensor@@@@
.?AV?$CEntityFactory@VCPoseController@@@@
.?AV?$CEntityFactory@VCPostProcessController@@@@
.?AV?$CEntityFactory@VCPrecipitation@@@@
.?AV?$CEntityFactory@VCPrecipitationBlocker@@@@
.?AV?$CEntityFactory@VCProjectedDecal@@@@
.?AV?$CEntityFactory@VCPropDoorRotating@@@@
.?AV?$CEntityFactory@VCPropVehicle@@@@
.?AV?$CEntityFactory@VCPropVehicleDriveable@@@@
.?AV?$CEntityFactory@VCProp_Hallucination@@@@
.?AV?$CEntityFactory@VCPushable@@@@
.?AV?$CEntityFactory@VCRagGib@@@@
.?AV?$CEntityFactory@VCRagdollBoogie@@@@
.?AV?$CEntityFactory@VCRagdollConstraint@@@@
.?AV?$CEntityFactory@VCRagdollMagnet@@@@
.?AV?$CEntityFactory@VCRagdollManager@@@@
.?AV?$CEntityFactory@VCRagdollProp@@@@
.?AV?$CEntityFactory@VCRagdollPropAttached@@@@
.?AV?$CEntityFactory@VCRallyPoint@@@@
.?AV?$CEntityFactory@VCRevertSaved@@@@
.?AV?$CEntityFactory@VCRopeAnchor@@@@
.?AV?$CEntityFactory@VCRopeKeyframe@@@@
.?AV?$CEntityFactory@VCRotButton@@@@
.?AV?$CEntityFactory@VCRotDoor@@@@
.?AV?$CEntityFactory@VCRotorWashEmitter@@@@
.?AV?$CEntityFactory@VCRotorWashShooter@@@@
.?AV?$CEntityFactory@VCSceneEntity@@@@
.?AV?$CEntityFactory@VCSceneListManager@@@@
.?AV?$CEntityFactory@VCSceneManager@@@@
.?AV?$CEntityFactory@VCScriptedTarget@@@@
.?AV?$CEntityFactory@VCServerRagdollTrigger@@@@
.?AV?$CEntityFactory@VCShadowControl@@@@
.?AV?$CEntityFactory@VCShower@@@@
.?AV?$CEntityFactory@VCSimplePhysicsBrush@@@@
.?AV?$CEntityFactory@VCSimplePhysicsProp@@@@
.?AV?$CEntityFactory@VCSkyCamera@@@@
.?AV?$CEntityFactory@VCSkyboxSwapper@@@@
.?AV?$CEntityFactory@VCSlideshowDisplay@@@@
.?AV?$CEntityFactory@VCSmokeStack@@@@
.?AV?$CEntityFactory@VCSoundEnt@@@@
.?AV?$CEntityFactory@VCSpeaker@@@@
.?AV?$CEntityFactory@VCSpotlightEnd@@@@
.?AV?$CEntityFactory@VCSprayCan@@@@
.?AV?$CEntityFactory@VCSprite@@@@
.?AV?$CEntityFactory@VCSpriteOriented@@@@
.?AV?$CEntityFactory@VCSpriteTrail@@@@
.?AV?$CEntityFactory@VCStatueProp@@@@
.?AV?$CEntityFactory@VCSteamJet@@@@
.?AV?$CEntityFactory@VCStripWeapons@@@@
.?AV?$CEntityFactory@VCStylinCamProxy@@@@
.?AV?$CEntityFactory@VCSun@@@@
.?AV?$CEntityFactory@VCSunlightShadowControl@@@@
.?AV?$CEntityFactory@VCTankTargetChange@@@@
.?AV?$CEntityFactory@VCTankTrainAI@@@@
.?AV?$CEntityFactory@VCTargetCDAudioRep@@@@
.?AV?$CEntityFactory@VCTargetChangeGravity@@@@
.?AV?$CEntityFactory@VCTargetGunshipCrash@@@@
.?AV?$CEntityFactory@VCTeam@@@@
.?AV?$CEntityFactory@VCTempEntTester@@@@
.?AV?$CEntityFactory@VCTemplateNPCMaker@@@@
.?AV?$CEntityFactory@VCTesla@@@@
.?AV?$CEntityFactory@VCTestEffect@@@@
.?AV?$CEntityFactory@VCTestTraceline@@@@
.?AV?$CEntityFactory@VCTest_ProxyToggle_Networkable@@@@
.?AV?$CEntityFactory@VCTextureToggle@@@@
.?AV?$CEntityFactory@VCTimerEntity@@@@
.?AV?$CEntityFactory@VCTonemapTrigger@@@@
.?AV?$CEntityFactory@VCTriggerAutoCrouch@@@@
.?AV?$CEntityFactory@VCTriggerBrush@@@@
.?AV?$CEntityFactory@VCTriggerCDAudio@@@@
.?AV?$CEntityFactory@VCTriggerCamera@@@@
.?AV?$CEntityFactory@VCTriggerGravity@@@@
.?AV?$CEntityFactory@VCTriggerHierarchy@@@@
.?AV?$CEntityFactory@VCTriggerHurt@@@@
.?AV?$CEntityFactory@VCTriggerImpact@@@@
.?AV?$CEntityFactory@VCTriggerLook@@@@
.?AV?$CEntityFactory@VCTriggerMultiple@@@@
.?AV?$CEntityFactory@VCTriggerOnce@@@@
.?AV?$CEntityFactory@VCTriggerPlayerMovement@@@@
.?AV?$CEntityFactory@VCTriggerProximity@@@@
.?AV?$CEntityFactory@VCTriggerPush@@@@
.?AV?$CEntityFactory@VCTriggerRemove@@@@
.?AV?$CEntityFactory@VCTriggerSave@@@@
.?AV?$CEntityFactory@VCTriggerSoundscape@@@@
.?AV?$CEntityFactory@VCTriggerTeleport@@@@
.?AV?$CEntityFactory@VCTriggerToggleSave@@@@
.?AV?$CEntityFactory@VCTriggerVPhysicsMotion@@@@
.?AV?$CEntityFactory@VCTriggerVolume@@@@
.?AV?$CEntityFactory@VCTriggerWind@@@@
.?AV?$CEntityFactory@VCVGuiScreen@@@@
.?AV?$CEntityFactory@VCWC_UpdateIgnoreList@@@@
.?AV?$CEntityFactory@VCWaterBullet@@@@
.?AV?$CEntityFactory@VCWaterLODControl@@@@
.?AV?$CEntityFactory@VCWeightButton@@@@
.?AV?$CEntityFactory@VCWindowPane@@@@
.?AV?$CEntityFactory@VCWorld@@@@
.?AV?$CEntityFactory@VCWorldItem@@@@
.?AV?$CEntityFactory@VDustTrail@@@@
.?AV?$CEntityFactory@VFilterDamageType@@@@
.?AV?$CEntityFactory@VFilterTeam@@@@
.?AV?$CEntityFactory@VMovieExplosion@@@@
.?AV?$CEntityFactory@VParticleSmokeGrenade@@@@
.?AV?$CEntityFactory@VRocketTrail@@@@
.?AV?$CEntityFactory@VSmokeTrail@@@@
.?AV?$CEntityFactory@VSporeExplosion@@@@
.?AV?$CEntityFactory@VSporeTrail@@@@
.?AV?$CFunctor1@P6AX_N@Z_NV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@@@
.?AV?$CFunctor2@P6AXPAPAVCFunctor@@I@ZPAPAV1@HV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@@@
.?AV?$CFunctor3@P6AXPAVIPhysicsObject@@ABVVector@@1@ZPAV1@V2@V2@V?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@@@
.?AV?$CFunctor4@P6APAVCBaseEntity@@PAV1@0_NM@ZPAV1@PAV1@_NMV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@@@
.?AV?$CGameStatList@UDamagingWeaponStats_t@CASWMissionStatTracker@@@IGameStatTracker@@
.?AV?$CGameStatList@UFailAdviceStats_t@?1??Event_MissionComplete@CASWMissionStatTracker@@QAEX_NHPBUFailAdviceMessageStatus_t@@@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UMarineDeathsStats_t@?1??Event_MarineKilled@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UMarineHealedStats_t@?1??Event_MarineHealed@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@HPAVCBaseEntity@@@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UMarineStats_t@CASWMissionStatTracker@@@IGameStatTracker@@
.?AV?$CGameStatList@UMarineTookDamageStats_t@?1??Event_MarineTookDamage@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UPickupStats_t@?1??Event_MarineTookPickup@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@1@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UReloadStats_t@?1??Event_MarineReloading@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@@Z@@IGameStatTracker@@
.?AV?$CGameStatList@UTeamMissionStats_t@CASWMissionStatTracker@@@IGameStatTracker@@
.?AV?$CMemberFunctor0@PAV?$CParallelProcessor@PAVCNavArea@@V?$CFuncJobItemProcessor@PAVCNavArea@@@@$00@@P81@AEXXZV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@VCFuncMemPolicyNone@@@@
.?AV?$CMemberFunctor0@PAV?$CParallelProcessor@UQueryCacheUpdateRecord_t@@V?$CFuncJobItemProcessor@UQueryCacheUpdateRecord_t@@@@$00@@P81@AEXXZV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@VCFuncMemPolicyNone@@@@
.?AV?$CMemberFunctor1@PAVCAI_Navigator@@P81@AE_NABVVector@@@ZV2@V?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@VCFuncMemPolicyNone@@@@
.?AV?$CMemberFunctor2@PAVCAI_Navigator@@P81@AE_NABUAI_NavGoal_t@@I@ZU2@IV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@VCFuncMemPolicyNone@@@@
.?AV?$CMemberFunctor3@PAVCBreakableProp@@P81@AEXABVVector@@0ABVQAngle@@@ZV2@V2@V3@V?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@VCFuncMemPolicyNone@@@@
.?AV?$CRefCountServiceBase@$00VCRefMT@@@@
.?AV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRefCounted1@VIRefCounted@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRopePhysics@$09@@
.?AV?$CUtlCachedFileData@VCModelSoundsCache@@@@
.?AV?$CUtlMapDataOps@V?$CUtlMap@Ustring_t@@VCSimpleSimTimer@@D@@$01$09@@
.?AV?$CUtlVector@PAUDamagingWeaponStats_t@CASWMissionStatTracker@@V?$CUtlMemory@PAUDamagingWeaponStats_t@CASWMissionStatTracker@@H@@@@
.?AV?$CUtlVector@PAUFailAdviceStats_t@?1??Event_MissionComplete@CASWMissionStatTracker@@QAEX_NHPBUFailAdviceMessageStatus_t@@@Z@V?$CUtlMemory@PAUFailAdviceStats_t@?1??Event_MissionComplete@CASWMissionStatTracker@@QAEX_NHPBUFailAdviceMessageStatus_t@@@Z@H@@@@
.?AV?$CUtlVector@PAUMarineDeathsStats_t@?1??Event_MarineKilled@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@V?$CUtlMemory@PAUMarineDeathsStats_t@?1??Event_MarineKilled@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@H@@@@
.?AV?$CUtlVector@PAUMarineHealedStats_t@?1??Event_MarineHealed@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@HPAVCBaseEntity@@@Z@V?$CUtlMemory@PAUMarineHealedStats_t@?1??Event_MarineHealed@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@HPAVCBaseEntity@@@Z@H@@@@
.?AV?$CUtlVector@PAUMarineStats_t@CASWMissionStatTracker@@V?$CUtlMemory@PAUMarineStats_t@CASWMissionStatTracker@@H@@@@
.?AV?$CUtlVector@PAUMarineTookDamageStats_t@?1??Event_MarineTookDamage@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@V?$CUtlMemory@PAUMarineTookDamageStats_t@?1??Event_MarineTookDamage@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@ABVCTakeDamageInfo@@@Z@H@@@@
.?AV?$CUtlVector@PAUPickupStats_t@?1??Event_MarineTookPickup@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@1@Z@V?$CUtlMemory@PAUPickupStats_t@?1??Event_MarineTookPickup@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@1@Z@H@@@@
.?AV?$CUtlVector@PAUReloadStats_t@?1??Event_MarineReloading@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@@Z@V?$CUtlMemory@PAUReloadStats_t@?1??Event_MarineReloading@CASWMissionStatTracker@@QAEXPAVCASW_Marine@@PAVCBaseEntity@@@Z@H@@@@
.?AV?$CUtlVector@PAUTeamMissionStats_t@CASWMissionStatTracker@@V?$CUtlMemory@PAUTeamMissionStats_t@CASWMissionStatTracker@@H@@@@
.?AV?$CUtlVector@PAVCASW_Melee_Attack@@V?$CUtlMemory@PAVCASW_Melee_Attack@@H@@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@HV?$CUtlMemory@HH@@@@$04@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@PAVCBaseEntity@@V?$CUtlMemory@PAVCBaseEntity@@H@@@@$0M@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UAIChannelScheduleState_t@@V?$CUtlMemory@UAIChannelScheduleState_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UAISquadEnemyInfo_t@@V?$CUtlMemory@UAISquadEnemyInfo_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UAI_Waypoint_t@@V?$CUtlMemory@UAI_Waypoint_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@URelationship_t@@V?$CUtlMemory@URelationship_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UResponseContext_t@@V?$CUtlMemory@UResponseContext_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@USaveRestoreBlockHeader_t@@V?$CUtlMemory@USaveRestoreBlockHeader_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UScriptedNPCInteraction_t@@V?$CUtlMemory@UScriptedNPCInteraction_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@UUnreachableEnt_t@@V?$CUtlMemory@UUnreachableEnt_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uglobalentity_t@@V?$CUtlMemory@Uglobalentity_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Umagnetted_objects_t@@V?$CUtlMemory@Umagnetted_objects_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Umodifiedconvars_t@@V?$CUtlMemory@Umodifiedconvars_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uphysfollower_t@@V?$CUtlMemory@Uphysfollower_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Utemplate_t@@V?$CUtlMemory@Utemplate_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uthinkfunc_t@@V?$CUtlMemory@Uthinkfunc_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uvehicle_crashsound_t@@V?$CUtlMemory@Uvehicle_crashsound_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uvehicle_gear_t@@V?$CUtlMemory@Uvehicle_gear_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@Uwashentity_t@@V?$CUtlMemory@Uwashentity_t@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCAI_BaseNPC@@@@V?$CUtlMemory@V?$CHandle@VCAI_BaseNPC@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCBaseEntity@@@@V?$CUtlMemory@V?$CHandle@VCBaseEntity@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCBaseFlex@@@@V?$CUtlMemory@V?$CHandle@VCBaseFlex@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCBasePlayer@@@@V?$CUtlMemory@V?$CHandle@VCBasePlayer@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCFish@@@@V?$CUtlMemory@V?$CHandle@VCFish@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCSceneEntity@@@@V?$CUtlMemory@V?$CHandle@VCSceneEntity@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCSceneListManager@@@@V?$CUtlMemory@V?$CHandle@VCSceneListManager@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@V?$CHandle@VCVGuiScreen@@@@V?$CUtlMemory@V?$CHandle@VCVGuiScreen@@@@H@@@@$0N@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@VCAI_ScriptConditionsElement@@V?$CUtlMemory@VCAI_ScriptConditionsElement@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@VCAnimationLayer@@V?$CUtlMemory@VCAnimationLayer@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@VCPassengerInfo@@V?$CUtlMemory@VCPassengerInfo@@H@@@@$09@@
.?AV?$CUtlVectorDataOps@VCAI_InterestTarget@@$09@@
.?AV?$CVarBitVecSaveRestoreOps@V?$CBitVec@$0CA@@@@@
.?AV?$CvarToggleCheckButton@VConVarRef@@@vgui@@
.?AVAR2Explosion@@
.?AVAnimatingImagePanel@vgui@@
.?AVAnimationController@vgui@@
.?AVBuildGroup@vgui@@
.?AVBuildModeDialog@vgui@@
.?AVButton@vgui@@
.?AVCAISound@@
.?AVCAI_ASW_AdvanceBehavior@@
.?AVCAI_ASW_BackoffBehavior@@
.?AVCAI_ASW_Behavior@@
.?AVCAI_ASW_ChargeBehavior@@
.?AVCAI_ASW_ChaseEnemyBehavior@@
.?AVCAI_ASW_CombatStunBehavior@@
.?AVCAI_ASW_ExplodeBehavior@@
.?AVCAI_ASW_FearBehavior@@
.?AVCAI_ASW_FlickBehavior@@
.?AVCAI_ASW_FlinchBehavior@@
.?AVCAI_ASW_HealOtherBehavior@@
.?AVCAI_ASW_IdleBehavior@@
.?AVCAI_ASW_JumpBehavior@@
.?AVCAI_ASW_MeleeBehavior@@
.?AVCAI_ASW_MortarBehavior@@
.?AVCAI_ASW_PounceBehavior@@
.?AVCAI_ASW_PrepareToEngageBehavior@@
.?AVCAI_ASW_RangedAttackBehavior@@
.?AVCAI_ASW_RetreatBehavior@@
.?AVCAI_ASW_ScuttleBehavior@@
.?AVCAI_ASW_ShieldBehavior@@
.?AVCAI_ASW_SleepBehavior@@
.?AVCAI_ASW_WanderBehavior@@
.?AVCAI_ActBusyBehavior@@
.?AVCAI_ActBusyGoal@@
.?AVCAI_ActBusyQueueGoal@@
.?AVCAI_AllySpeechManager@@
.?AVCAI_AssaultBehavior@@
.?AVCAI_AssaultGoal@@
.?AVCAI_BaseActor@@
.?AVCAI_BaseHumanoid@@
.?AVCAI_BaseNPC@@
.?AVCAI_BasePhysicsFlyingBot@@
.?AVCAI_BattleLine@@
.?AVCAI_BehaviorBase@@
.?AVCAI_BlendedMotor@@
.?AVCAI_ChangeHintGroup@@
.?AVCAI_ChangeTarget@@
.?AVCAI_Component@@
.?AVCAI_DefMovementSink@@
.?AVCAI_DynamicLink@@
.?AVCAI_DynamicLinkController@@
.?AVCAI_EnemiesListSaveRestoreOps@@
.?AVCAI_Expresser@@
.?AVCAI_ExpresserSink@@
.?AVCAI_ExpresserWithFollowup@@
.?AVCAI_FightFromCoverBehavior@@
.?AVCAI_FightFromCoverGoal@@
.?AVCAI_FollowBehavior@@
.?AVCAI_FollowGoal@@
.?AVCAI_FreePass@@
.?AVCAI_GoalEntity@@
.?AVCAI_Hint@@
.?AVCAI_LeadBehavior@@
.?AVCAI_LeadBehaviorHandler@@
.?AVCAI_LeadGoal@@
.?AVCAI_LeadGoal_Weapon@@
.?AVCAI_LocalNavigator@@
.?AVCAI_Motor@@
.?AVCAI_MoveAndShootOverlay@@
.?AVCAI_MoveProbe@@
.?AVCAI_NavInHintGroupFilter@@
.?AVCAI_Navigator@@
.?AVCAI_Network@@
.?AVCAI_NetworkManager@@
.?AVCAI_Pathfinder@@
.?AVCAI_PlayerAlly@@
.?AVCAI_ProxyMovementSink@@
.?AVCAI_RadialLinkController@@
.?AVCAI_Relationship@@
.?AVCAI_SaveRestoreBlockHandler@@
.?AVCAI_ScriptConditions@@
.?AVCAI_ScriptedSchedule@@
.?AVCAI_ScriptedSentence@@
.?AVCAI_ScriptedSequence@@
.?AVCAI_SensedObjectsManager@@
.?AVCAI_Senses@@
.?AVCAI_SpeechFilter@@
.?AVCAI_Spotlight@@
.?AVCAI_StandoffBehavior@@
.?AVCAI_StandoffGoal@@
.?AVCAI_SystemHook@@
.?AVCAI_TacticalServices@@
.?AVCAI_TestHull@@
.?AVCAI_TrackPather@@
.?AVCASWEnvExplosion@@
.?AVCASWEnvShake@@
.?AVCASWEnvSpark@@
.?AVCASWGameStats@@
.?AVCASWHealthBar@@
.?AVCASWJeepFourWheelServerVehicle@@
.?AVCASWMissionStatTracker@@
.?AVCASWPhysicsShake@@
.?AVCASWPlayerAnimState@@
.?AVCASWPlayerLocalData@@
.?AVCASWRopeAnchor@@
.?AVCASWStatueProp@@
.?AVCASWTraceFilterDoor@@
.?AVCASWTraceFilterShot@@
.?AVCASWTraceFilterWorldAndPropsOnly@@
.?AVCASWWeaponLOSFilter@@
.?AVCASW_AI_Senses@@
.?AVCASW_AOEGrenade_Projectile@@
.?AVCASW_AOEGrenade_TouchTrigger@@
.?AVCASW_Alien@@
.?AVCASW_Alien_Goo@@
.?AVCASW_Alien_Jumper@@
.?AVCASW_Alien_Shover@@
.?AVCASW_AmbientGeneric@@
.?AVCASW_Ammo@@
.?AVCASW_Ammo_Assault_Shotgun@@
.?AVCASW_Ammo_Autogun@@
.?AVCASW_Ammo_Chainsaw@@
.?AVCASW_Ammo_Drop@@
.?AVCASW_Ammo_Flamer@@
.?AVCASW_Ammo_Mining_Laser@@
.?AVCASW_Ammo_PDW@@
.?AVCASW_Ammo_Pistol@@
.?AVCASW_Ammo_Rifle@@
.?AVCASW_Ammo_Shotgun@@
.?AVCASW_Arena@@
.?AVCASW_Bait@@
.?AVCASW_Barrel_Explosive@@
.?AVCASW_Barrel_Radioactive@@
.?AVCASW_BaseAI_Senses@@
.?AVCASW_Base_Spawner@@
.?AVCASW_Bloodhound@@
.?AVCASW_Boomer@@
.?AVCASW_Boomer_Blob@@
.?AVCASW_Bouncing_Pellet@@
.?AVCASW_Broadcast_Camera@@
.?AVCASW_BuffGrenade_Projectile@@
.?AVCASW_Burning@@
.?AVCASW_Button_Area@@
.?AVCASW_Buzzer@@
.?AVCASW_Campaign_Info@@
.?AVCASW_Campaign_Save@@
.?AVCASW_Chance_Trigger_Multiple@@
.?AVCASW_Client_Corpse@@
.?AVCASW_Colonist@@
.?AVCASW_Computer_Area@@
.?AVCASW_Debrief_Info@@
.?AVCASW_Debrief_Stats@@
.?AVCASW_Director@@
.?AVCASW_Director_Control@@
.?AVCASW_Door@@
.?AVCASW_Door_Area@@
.?AVCASW_Door_Padding@@
.?AVCASW_Drone_Advanced@@
.?AVCASW_Drone_Movement@@
.?AVCASW_Drone_Navigator@@
.?AVCASW_Drone_Uber@@
.?AVCASW_Dummy_Vehicle@@
.?AVCASW_Dynamic_Light@@
.?AVCASW_Egg@@
.?AVCASW_Emitter@@
.?AVCASW_EntityFlame@@
.?AVCASW_Entity_Dissolve@@
.?AVCASW_EquipItem@@
.?AVCASW_Equip_Req@@
.?AVCASW_EquipmentList@@
.?AVCASW_Exploding_Prop@@
.?AVCASW_Extinguisher_Projectile@@
.?AVCASW_Fail_Advice@@
.?AVCASW_Fallen_Door_Padding@@
.?AVCASW_Firewall_Piece@@
.?AVCASW_Flamer_Projectile@@
.?AVCASW_Flare_Projectile@@
.?AVCASW_Game_Resource@@
.?AVCASW_Grenade_Cluster@@
.?AVCASW_Grenade_Freeze@@
.?AVCASW_Grenade_PRifle@@
.?AVCASW_Grenade_Vindicator@@
.?AVCASW_Grub@@
.?AVCASW_Grub_Sac@@
.?AVCASW_Hack@@
.?AVCASW_Hack_Computer@@
.?AVCASW_Hack_Wire_Tile@@
.?AVCASW_Harvester@@
.?AVCASW_HealGrenade_Projectile@@
.?AVCASW_Holdout_Mode@@
.?AVCASW_Holdout_Spawner@@
.?AVCASW_Holdout_Wave@@
.?AVCASW_Holdout_Wave_Entry@@
.?AVCASW_HoloScan@@
.?AVCASW_Holo_Sentry@@
.?AVCASW_Hurt_Nearest_Marine@@
.?AVCASW_Info_Heal@@
.?AVCASW_Info_Message@@
.?AVCASW_Intro_Control@@
.?AVCASW_Jukebox@@
.?AVCASW_Jump_Trigger@@
.?AVCASW_Lag_Compensation@@
.?AVCASW_Laser_Mine@@
.?AVCASW_Map_Reset_Filter@@
.?AVCASW_Marine@@
.?AVCASW_MarineGameMovement@@
.?AVCASW_MarineSpeech@@
.?AVCASW_Marine_AI_Senses@@
.?AVCASW_Marine_Hint_Ent@@
.?AVCASW_Marine_Hint_Manager@@
.?AVCASW_Marine_Hint_Node_Ent@@
.?AVCASW_Marine_Knockback_Trigger@@
.?AVCASW_Marine_Position_Trigger@@
.?AVCASW_Marine_Profile@@
.?AVCASW_Marine_ProfileList@@
.?AVCASW_Marine_Resource@@
.?AVCASW_Marines_Past_Area@@
.?AVCASW_Marker@@
.?AVCASW_Melee_Attack@@
.?AVCASW_Melee_System@@
.?AVCASW_Mine@@
.?AVCASW_Missile_Round@@
.?AVCASW_Mission_Manager@@
.?AVCASW_Mortar_Round@@
.?AVCASW_Mortarbug@@
.?AVCASW_Mortarbug_Shell@@
.?AVCASW_Objective@@
.?AVCASW_Objective_Countdown@@
.?AVCASW_Objective_Dummy@@
.?AVCASW_Objective_Escape@@
.?AVCASW_Objective_Kill_Aliens@@
.?AVCASW_Objective_Kill_Eggs@@
.?AVCASW_Objective_Kill_Goo@@
.?AVCASW_Objective_Kill_Queen@@
.?AVCASW_Objective_Survive@@
.?AVCASW_Objective_Triggered@@
.?AVCASW_Order_Nearby_Aliens@@
.?AVCASW_Parasite@@
.?AVCASW_Path_Utils_NPC@@
.?AVCASW_Pickup@@
.?AVCASW_Pickup_Hornet_Barrage@@
.?AVCASW_Pickup_Money@@
.?AVCASW_Pickup_Weapon@@
.?AVCASW_Pickup_Weapon_Ammo_Bag@@
.?AVCASW_Pickup_Weapon_Ammo_Satchel@@
.?AVCASW_Pickup_Weapon_Assault_Shotgun@@
.?AVCASW_Pickup_Weapon_Autogun@@
.?AVCASW_Pickup_Weapon_Chainsaw@@
.?AVCASW_Pickup_Weapon_FireExtinguisher@@
.?AVCASW_Pickup_Weapon_Flamer@@
.?AVCASW_Pickup_Weapon_Flares@@
.?AVCASW_Pickup_Weapon_Flashlight@@
.?AVCASW_Pickup_Weapon_Grenades@@
.?AVCASW_Pickup_Weapon_Heal_Grenade@@
.?AVCASW_Pickup_Weapon_Medical_Satchel@@
.?AVCASW_Pickup_Weapon_Medkit@@
.?AVCASW_Pickup_Weapon_Mines@@
.?AVCASW_Pickup_Weapon_Mining_Laser@@
.?AVCASW_Pickup_Weapon_PDW@@
.?AVCASW_Pickup_Weapon_PRifle@@
.?AVCASW_Pickup_Weapon_Pistol@@
.?AVCASW_Pickup_Weapon_Railgun@@
.?AVCASW_Pickup_Weapon_Rifle@@
.?AVCASW_Pickup_Weapon_Sentry@@
.?AVCASW_Pickup_Weapon_Sentry_Cannon@@
.?AVCASW_Pickup_Weapon_Sentry_Flamer@@
.?AVCASW_Pickup_Weapon_Sentry_Freeze@@
.?AVCASW_Pickup_Weapon_Shotgun@@
.?AVCASW_Pickup_Weapon_Stim@@
.?AVCASW_Pickup_Weapon_T75@@
.?AVCASW_Pickup_Weapon_Tesla_Trap@@
.?AVCASW_Pickup_Weapon_Welder@@
.?AVCASW_Player@@
.?AVCASW_PlayerMove@@
.?AVCASW_PointCamera@@
.?AVCASW_Powerup@@
.?AVCASW_Powerup_Bullets@@
.?AVCASW_Powerup_Chemical_Bullets@@
.?AVCASW_Powerup_Electric_Bullets@@
.?AVCASW_Powerup_Explosive_Bullets@@
.?AVCASW_Powerup_Fire_Bullets@@
.?AVCASW_Powerup_Freeze_Bullets@@
.?AVCASW_Powerup_Increased_Speed@@
.?AVCASW_PropJeep@@
.?AVCASW_Prop_Dynamic@@
.?AVCASW_Prop_Laserable@@
.?AVCASW_Prop_Physics@@
.?AVCASW_Queen@@
.?AVCASW_Queen_Divers@@
.?AVCASW_Queen_Grabber@@
.?AVCASW_Queen_Retreat_Spot@@
.?AVCASW_Queen_Spit@@
.?AVCASW_Radiation_Volume@@
.?AVCASW_Random_Target_Trigger_Multiple@@
.?AVCASW_Ranger@@
.?AVCASW_Remote_Turret@@
.?AVCASW_Rifle_Grenade@@
.?AVCASW_Rocket@@
.?AVCASW_Scanner_Info@@
.?AVCASW_Scanner_Noise_Dummy@@
.?AVCASW_Scanner_Objects_Enumerator@@
.?AVCASW_Sentry_Base@@
.?AVCASW_Sentry_Top@@
.?AVCASW_Sentry_Top_Cannon@@
.?AVCASW_Sentry_Top_Flamer@@
.?AVCASW_Sentry_Top_Icer@@
.?AVCASW_Sentry_Top_Machinegun@@
.?AVCASW_Shaman@@
.?AVCASW_Shieldbug@@
.?AVCASW_Shotgun_Pellet@@
.?AVCASW_Shotgun_Pellet_Predicted@@
.?AVCASW_Simple_Alien@@
.?AVCASW_Simple_Drone@@
.?AVCASW_Simple_Grub@@
.?AVCASW_Snow_Volume_Dummy@@
.?AVCASW_Spawn_Group@@
.?AVCASW_Spawner@@
.?AVCASW_SquadFormation@@
.?AVCASW_Supplies_Chatter_Trigger@@
.?AVCASW_SynUp_Chatter_Trigger@@
.?AVCASW_T75@@
.?AVCASW_Target_Dummy@@
.?AVCASW_Tech_Marine_Req@@
.?AVCASW_TeslaTrap@@
.?AVCASW_TraceFilterOnlyQueenTargets@@
.?AVCASW_Trace_Filter_Disable_Collision_With_Traps@@
.?AVCASW_Trace_Filter_Door_Crush@@
.?AVCASW_Trace_Filter_Doors@@
.?AVCASW_Trace_Filter_Melee@@
.?AVCASW_Trace_Filter_Skip_Aliens@@
.?AVCASW_Trace_Filter_Skip_Marines@@
.?AVCASW_Trigger_Fall@@
.?AVCASW_TutorialStartPoint@@
.?AVCASW_UsableObjectsEnumerator@@
.?AVCASW_Use_Area@@
.?AVCASW_VPhysics_NPC@@
.?AVCASW_Voting_Missions@@
.?AVCASW_Weapon@@
.?AVCASW_WeaponInfo@@
.?AVCASW_Weapon_Ammo_Bag@@
.?AVCASW_Weapon_Ammo_Satchel@@
.?AVCASW_Weapon_Assault_Shotgun@@
.?AVCASW_Weapon_Autogun@@
.?AVCASW_Weapon_Bait@@
.?AVCASW_Weapon_Blink@@
.?AVCASW_Weapon_Buff_Grenade@@
.?AVCASW_Weapon_Chainsaw@@
.?AVCASW_Weapon_Electrified_Armor@@
.?AVCASW_Weapon_FireExtinguisher@@
.?AVCASW_Weapon_Fist@@
.?AVCASW_Weapon_Flamer@@
.?AVCASW_Weapon_Flares@@
.?AVCASW_Weapon_Flashlight@@
.?AVCASW_Weapon_Flechette@@
.?AVCASW_Weapon_Freeze_Grenades@@
.?AVCASW_Weapon_Grenade_Launcher@@
.?AVCASW_Weapon_Grenades@@
.?AVCASW_Weapon_HealGrenade@@
.?AVCASW_Weapon_Heal_Gun@@
.?AVCASW_Weapon_Hornet_Barrage@@
.?AVCASW_Weapon_Jump_Jet@@
.?AVCASW_Weapon_Laser_Mines@@
.?AVCASW_Weapon_Medical_Satchel@@
.?AVCASW_Weapon_Medkit@@
.?AVCASW_Weapon_Mines@@
.?AVCASW_Weapon_Minigun@@
.?AVCASW_Weapon_Mining_Laser@@
.?AVCASW_Weapon_Night_Vision@@
.?AVCASW_Weapon_Normal_Armor@@
.?AVCASW_Weapon_PDW@@
.?AVCASW_Weapon_PRifle@@
.?AVCASW_Weapon_Pistol@@
.?AVCASW_Weapon_Railgun@@
.?AVCASW_Weapon_Ricochet@@
.?AVCASW_Weapon_Rifle@@
.?AVCASW_Weapon_Sentry@@
.?AVCASW_Weapon_Sentry_Cannon@@
.?AVCASW_Weapon_Sentry_Flamer@@
.?AVCASW_Weapon_Sentry_Freeze@@
.?AVCASW_Weapon_Shotgun@@
.?AVCASW_Weapon_Smart_Bomb@@
.?AVCASW_Weapon_Sniper_Rifle@@
.?AVCASW_Weapon_Stim@@
.?AVCASW_Weapon_T75@@
.?AVCASW_Weapon_Tesla_Gun@@
.?AVCASW_Weapon_Tesla_Trap@@
.?AVCASW_Weapon_Welder@@
.?AVCAchievementMgr@@
.?AVCAchievementSaveRestoreBlockHandler@@
.?AVCActBusyAnimData@@
.?AVCActivityDataOps@@
.?AVCAimTargetManager@@
.?AVCAlienSwarm@@
.?AVCAlienSwarmProxy@@
.?AVCAmbientGeneric@@
.?AVCAmmoDef@@
.?AVCAnchorList@@
.?AVCApplyContextOperator@RR@@
.?AVCAreaPortal@@
.?AVCAssaultPoint@@
.?AVCAutoGameSystem@@
.?AVCAutoGameSystemPerFrame@@
.?AVCAvoidBox@@
.?AVCAvoidSphere@@
.?AVCBaseAchievement@@
.?AVCBaseAnimating@@
.?AVCBaseAnimatingOverlay@@
.?AVCBaseButton@@
.?AVCBaseCombatCharacter@@
.?AVCBaseCombatWeapon@@
.?AVCBaseDMStart@@
.?AVCBaseDoor@@
.?AVCBaseEntity@@
.?AVCBaseEntityClassList@@
.?AVCBaseEntityList@@
.?AVCBaseEntityScriptInstanceHelper@@
.?AVCBaseFilter@@
.?AVCBaseFire@@
.?AVCBaseFlex@@
.?AVCBaseGameStats@@
.?AVCBaseGameStats_Driver@@
.?AVCBaseGameSystem@@
.?AVCBaseGameSystemPerFrame@@
.?AVCBaseGrenade@@
.?AVCBaseHelicopter@@
.?AVCBaseMoveBehavior@@
.?AVCBaseMultiplayerPlayer@@
.?AVCBaseNPCMaker@@
.?AVCBaseParticleEntity@@
.?AVCBasePlatTrain@@
.?AVCBasePlayer@@
.?AVCBasePlayerAnimState@@
.?AVCBaseProjectile@@
.?AVCBaseProp@@
.?AVCBasePropDoor@@
.?AVCBaseResourcePrecacher@@
.?AVCBaseRopePhysics@@
.?AVCBaseServerVehicle@@
.?AVCBaseSpriteProjectile@@
.?AVCBaseTempEntity@@
.?AVCBaseToggle@@
.?AVCBaseTrigger@@
.?AVCBaseVPhysicsTrigger@@
.?AVCBaseViewModel@@
.?AVCBeam@@
.?AVCBeamSpotlight@@
.?AVCBitmapImagePanel@vgui@@
.?AVCBlood@@
.?AVCBloodSplat@@
.?AVCBombDropSensor@@
.?AVCBombSuppressor@@
.?AVCBoneFollower@@
.?AVCBoolProperty@@
.?AVCBotCmd@@
.?AVCBreakModelsPrecached@@
.?AVCBreakParser@@
.?AVCBreakable@@
.?AVCBreakableProp@@
.?AVCBreakableSurface@@
.?AVCBroadcastRecipientFilter@@
.?AVCBubbling@@
.?AVCBuildModeNavCombo@@
.?AVCBulletsTraceFilter@@
.?AVCBullseyeList@@
.?AVCCallbackBase@@
.?AVCChangeLevel@@
.?AVCCheckClient@@
.?AVCChildOperatorDefinition@@
.?AVCChoreoEvent@@
.?AVCChoreoScene@@
.?AVCChoreoStringPool@@
.?AVCClassPtrSaveRestoreOps@@
.?AVCCleanupDefaultRelationShips@@
.?AVCCollisionEvent@@
.?AVCCollisionProperty@@
.?AVCColorCorrection@@
.?AVCColorCorrectionSystem@@
.?AVCColorCorrectionVolume@@
.?AVCColorProperty@@
.?AVCCombatCharVisCache@@
.?AVCCommentaryAuto@@
.?AVCCommentarySystem@@
.?AVCCommentaryViewPosition@@
.?AVCCommentary_SaveRestoreBlockHandler@@
.?AVCConceptHistoriesDataOps@@
.?AVCConstantForceController@@
.?AVCConstraintAnchor@@
.?AVCCopyRecipientFilter@@
.?AVCCredits@@
.?AVCDataManagerBase@@
.?AVCDataObjectAccessSystem@@
.?AVCDebugHistory@@
.?AVCDecal@@
.?AVCDecalEmitterSystem@@
.?AVCDecrementOperator@RR@@
.?AVCDefSaveRestoreBlockHandler@@
.?AVCDefSaveRestoreOps@@
.?AVCDefaultAccessor@@
.?AVCDefaultParticleSystemQuery@@
.?AVCDefaultPlayerPickupVPhysics@@
.?AVCDefaultResponseSystem@@
.?AVCDefaultResponseSystemSaveRestoreBlockHandler@@
.?AVCDeferredExplosionQueue@@
.?AVCDetailBlocker@@
.?AVCDevShotSystem@@
.?AVCDirtySpatialPartitionEntityList@@
.?AVCDllDemandLoader@@
.?AVCDragDropHelperPanel@@
.?AVCDroneTraceFilterLOS@@
.?AVCDynamicLight@@
.?AVCDynamicProp@@
.?AVCEffectsServer@@
.?AVCEmbers@@
.?AVCEmptyConVar@@
.?AVCEnableMotionFixup@@
.?AVCEntFireAutoCompletionFunctor@@
.?AVCEntityBlocker@@
.?AVCEntityDissolve@@
.?AVCEntityFactoryDictionary@@
.?AVCEntityFlame@@
.?AVCEntityFreezing@@
.?AVCEntityListSystem@@
.?AVCEntityParticleTrail@@
.?AVCEntitySaveRestoreBlockHandler@@
.?AVCEntitySaveUtils@@
.?AVCEntityTouchManager@@
.?AVCEnvAR2Explosion@@
.?AVCEnvAmbientLight@@
.?AVCEnvBeam@@
.?AVCEnvBeverage@@
.?AVCEnvDOFController@@
.?AVCEnvDetailController@@
.?AVCEnvDustPuff@@
.?AVCEnvEffectsScript@@
.?AVCEnvEntityIgniter@@
.?AVCEnvEntityMaker@@
.?AVCEnvExplosion@@
.?AVCEnvFade@@
.?AVCEnvFireSensor@@
.?AVCEnvFireSource@@
.?AVCEnvFunnel@@
.?AVCEnvGlobal@@
.?AVCEnvGunfire@@
.?AVCEnvHudHint@@
.?AVCEnvInstructorHint@@
.?AVCEnvLaser@@
.?AVCEnvLight@@
.?AVCEnvMicrophone@@
.?AVCEnvMuzzleFlash@@
.?AVCEnvParticleScript@@
.?AVCEnvPlayerSurfaceTrigger@@
.?AVCEnvProjectedTexture@@
.?AVCEnvQuadraticBeam@@
.?AVCEnvScreenEffect@@
.?AVCEnvScreenOverlay@@
.?AVCEnvShake@@
.?AVCEnvShooter@@
.?AVCEnvSlomo@@
.?AVCEnvSoundscape@@
.?AVCEnvSoundscapeProxy@@
.?AVCEnvSoundscapeTriggerable@@
.?AVCEnvSpark@@
.?AVCEnvSplash@@
.?AVCEnvTilt@@
.?AVCEnvTonemapController@@
.?AVCEnvTracer@@
.?AVCEnvViewPunch@@
.?AVCEnvWind@@
.?AVCEnvWindShared@@
.?AVCEnvZoom@@
.?AVCEventLog@@
.?AVCEventQueueSaveLoadProxy@@
.?AVCEventQueue_SaveRestoreBlockHandler@@
.?AVCEventsSaveDataOps@@
.?AVCFilterClass@@
.?AVCFilterContext@@
.?AVCFilterEnemy@@
.?AVCFilterMassGreater@@
.?AVCFilterModel@@
.?AVCFilterMultiple@@
.?AVCFilterName@@
.?AVCFire@@
.?AVCFireSmoke@@
.?AVCFireSphere@@
.?AVCFireTrail@@
.?AVCFish@@
.?AVCFishPool@@
.?AVCFlaggedEntitiesEnum@@
.?AVCFlexAnimationTrack@@
.?AVCFlexCycler@@
.?AVCFlexExpresser@@
.?AVCFlexExpresserShim@@
.?AVCFlexSceneFileManager@@
.?AVCFlextalkActor@@
.?AVCFloatProperty@@
.?AVCFogController@@
.?AVCFogSystem@@
.?AVCFogTrigger@@
.?AVCFogVolume@@
.?AVCFourWheelServerVehicle@@
.?AVCFourWheelVehiclePhysics@@
.?AVCFuncAreaPortalBase@@
.?AVCFuncAreaPortalWindow@@
.?AVCFuncBrush@@
.?AVCFuncConveyor@@
.?AVCFuncIllusionary@@
.?AVCFuncInstanceIoProxy@@
.?AVCFuncLadder@@
.?AVCFuncLadderEndPoint@@
.?AVCFuncMonitor@@
.?AVCFuncMoveLinear@@
.?AVCFuncNavBlocker@@
.?AVCFuncNavObstruction@@
.?AVCFuncOccluder@@
.?AVCFuncPlat@@
.?AVCFuncPlatRot@@
.?AVCFuncReflectiveGlass@@
.?AVCFuncRotating@@
.?AVCFuncSmokeVolume@@
.?AVCFuncTankTrain@@
.?AVCFuncTrackAuto@@
.?AVCFuncTrackChange@@
.?AVCFuncTrackTrain@@
.?AVCFuncTrain@@
.?AVCFuncTrainControls@@
.?AVCFuncVPhysicsClip@@
.?AVCFuncVehicleClip@@
.?AVCFuncWall@@
.?AVCFuncWallToggle@@
.?AVCFunc_Dust@@
.?AVCFunc_DustCloud@@
.?AVCFunc_DustMotes@@
.?AVCFunc_LOD@@
.?AVCFunctor@@
.?AVCFunctorJob@@
.?AVCGameDLL_ConVarAccessor@@
.?AVCGameEnd@@
.?AVCGameEventListener@@
.?AVCGameGibManager@@
.?AVCGameMovement@@
.?AVCGamePlayerEquip@@
.?AVCGamePlayerTeam@@
.?AVCGamePlayerZone@@
.?AVCGameResponseSystem@@
.?AVCGameRules@@
.?AVCGameRulesProxy@@
.?AVCGameScore@@
.?AVCGameStringPool@@
.?AVCGameText@@
.?AVCGameTimescale@@
.?AVCGameUI@@
.?AVCGameWeaponManager@@
.?AVCGenericActor@@
.?AVCGenericFlexCycler@@
.?AVCGenericNPC@@
.?AVCGib@@
.?AVCGibShooter@@
.?AVCGlobalEntityList@@
.?AVCGlobalEventLog@@
.?AVCGlobalLight@@
.?AVCGlobalState@@
.?AVCGrenadeHelicopter@@
.?AVCGunTarget@@
.?AVCGunshipRagdollMotion@@
.?AVCHFontProperty@@
.?AVCHL2EventLog@@
.?AVCHLTVDirector@@
.?AVCHandleDummy@@
.?AVCHandleTest@@
.?AVCHelicopterChunk@@
.?AVCHurtableEntitiesEnum@@
.?AVCIKSaveRestoreOps@@
.?AVCIncrementOperator@RR@@
.?AVCInfoCameraLink@@
.?AVCInfoGameEventProxy@@
.?AVCInfoInstructorHintTarget@@
.?AVCInfoIntermission@@
.?AVCInfoLadderDismount@@
.?AVCInfoMassCenter@@
.?AVCInfoOverlayAccessor@@
.?AVCInfoRemarkable@@
.?AVCInfoTarget@@
.?AVCInstancedResponseSystem@@
.?AVCInstancedSceneEntity@@
.?AVCIntProperty@@
.?AVCItem@@
.?AVCItemSoda@@
.?AVCJob@@
.?AVCKeepUpright@@
.?AVCLagCompensationManager@@
.?AVCLight@@
.?AVCLightGlow@@
.?AVCLogicActiveAutosave@@
.?AVCLogicAuto@@
.?AVCLogicAutosave@@
.?AVCLogicBranch@@
.?AVCLogicBranchList@@
.?AVCLogicCase@@
.?AVCLogicCollisionPair@@
.?AVCLogicCompare@@
.?AVCLogicCompareInteger@@
.?AVCLogicLineToEntity@@
.?AVCLogicMeasureMovement@@
.?AVCLogicNavigation@@
.?AVCLogicPlayMovie@@
.?AVCLogicPlayerProxy@@
.?AVCLogicRandomOutputs@@
.?AVCLogicRelay@@
.?AVCLogicScript@@
.?AVCLogicalEntity@@
.?AVCLookDoor@@
.?AVCLookDoorThinker@@
.?AVCMapLoadEntityFilter@@
.?AVCMarineMove@@
.?AVCMaterialModifyControl@@
.?AVCMathColorBlend@@
.?AVCMathCounter@@
.?AVCMathRemap@@
.?AVCMemZeroOnNew@@
.?AVCMessage@@
.?AVCMessageEntity@@
.?AVCModelPrecacheSystem@@
.?AVCModelSoundsCache@@
.?AVCModelSoundsCacheSaver@@
.?AVCMomentaryRotButton@@
.?AVCMotorController@@
.?AVCMoveHelperServer@@
.?AVCMovementSpeedMod@@
.?AVCMovieDisplay@@
.?AVCMultiSource@@
.?AVCMultiplayRules@@
.?AVCMultiplayer_Expresser@@
.?AVCNPCMaker@@
.?AVCNPCSpawnDestination@@
.?AVCNPC_AttackHelicopter@@
.?AVCNPC_Bullseye@@
.?AVCNPC_CombineGunship@@
.?AVCNPC_EnemyFinder@@
.?AVCNPC_EnemyFinderCombineCannon@@
.?AVCNPC_Furniture@@
.?AVCNPC_VehicleDriver@@
.?AVCNavArea@@
.?AVCNavAreaCriticalData@@
.?AVCNavMesh@@
.?AVCNewNPC@@
.?AVCNodeEnt@@
.?AVCNodeFilter@@
.?AVCNotifyList@@
.?AVCNullEntity@@
.?AVCOrnamentProp@@
.?AVCOuttroStats@@
.?AVCPASAttenuationFilter@@
.?AVCPASFilter@@
.?AVCPVSFilter@@
.?AVCParticleFire@@
.?AVCParticleLight@@
.?AVCParticlePerformanceMonitor@@
.?AVCParticleSystem@@
.?AVCParticleSystemQuery@@
.?AVCPathCorner@@
.?AVCPathCornerCrash@@
.?AVCPathKeyFrame@@
.?AVCPathTrack@@
.?AVCPathfindNearestNodeFilter@@
.?AVCPhysBallSocket@@
.?AVCPhysBox@@
.?AVCPhysBoxMultiplayer@@
.?AVCPhysConstraint@@
.?AVCPhysConstraintEvents@@
.?AVCPhysConstraintSystem@@
.?AVCPhysConvert@@
.?AVCPhysExplosion@@
.?AVCPhysFixed@@
.?AVCPhysForce@@
.?AVCPhysHinge@@
.?AVCPhysImpact@@
.?AVCPhysLength@@
.?AVCPhysMagnet@@
.?AVCPhysMotor@@
.?AVCPhysObjSaveRestoreOps@@
.?AVCPhysPulley@@
.?AVCPhysSaveRestoreBlockHandler@@
.?AVCPhysSlideConstraint@@
.?AVCPhysSphere@@
.?AVCPhysThruster@@
.?AVCPhysTorque@@
.?AVCPhysicsCannister@@
.?AVCPhysicsEntitySolver@@
.?AVCPhysicsGameTrace@@
.?AVCPhysicsHook@@
.?AVCPhysicsNPCSolver@@
.?AVCPhysicsProp@@
.?AVCPhysicsPropMultiplayer@@
.?AVCPhysicsPropRespawnable@@
.?AVCPhysicsPushedEntities@@
.?AVCPhysicsShake@@
.?AVCPhysicsSpring@@
.?AVCPhysicsWind@@
.?AVCPhysicsWire@@
.?AVCPlasma@@
.?AVCPlatTrigger@@
.?AVCPlayerInfo@@
.?AVCPlayerInfoManager@@
.?AVCPlayerInfoManager_V1@?A0x53ba96a1@@
.?AVCPlayerLocalData@@
.?AVCPlayerMove@@
.?AVCPlayerResource@@
.?AVCPlayerState@@
.?AVCPlayerVoiceListener@@
.?AVCPluginBotManager@@
.?AVCPluginHelpersCheck@@
.?AVCPointAngleSensor@@
.?AVCPointAngularVelocitySensor@@
.?AVCPointBonusMapsAccessor@@
.?AVCPointBroadcastClientCommand@@
.?AVCPointCamera@@
.?AVCPointClientCommand@@
.?AVCPointCommentaryNode@@
.?AVCPointDevShotCamera@@
.?AVCPointEntity@@
.?AVCPointEntityFinder@@
.?AVCPointEventProxy@@
.?AVCPointGamestatsCounter@@
.?AVCPointHurt@@
.?AVCPointPlayerMoveConstraint@@
.?AVCPointProximitySensor@@
.?AVCPointPush@@
.?AVCPointServerCommand@@
.?AVCPointSpotlight@@
.?AVCPointTeleport@@
.?AVCPointTemplate@@
.?AVCPointTemplatePrecacher@@
.?AVCPointVelocitySensor@@
.?AVCPoseController@@
.?AVCPositionInterpolator_CatmullRom@@
.?AVCPositionInterpolator_Linear@@
.?AVCPositionInterpolator_Rope@@
.?AVCPostFrameNavigationHook@@
.?AVCPostProcessController@@
.?AVCPostProcessSystem@@
.?AVCPrecacheHandler@@
.?AVCPrecacheOtherList@@
.?AVCPrecacheRegister@@
.?AVCPrecipitation@@
.?AVCPrecipitationBlocker@@
.?AVCProjectedDecal@@
.?AVCPropData@@
.?AVCPropDoorRotating@@
.?AVCPropVehicle@@
.?AVCPropVehicleDriveable@@
.?AVCProp_Hallucination@@
.?AVCProportionalFloatProperty@@
.?AVCProportionalIntProperty@@
.?AVCProportionalXPosProperty@@
.?AVCProportionalYPosProperty@@
.?AVCPushAwayEnumerator@@
.?AVCPushBlockerEnum@@
.?AVCPushable@@
.?AVCRagGib@@
.?AVCRagdollBoogie@@
.?AVCRagdollConstraint@@
.?AVCRagdollLRURetirement@@
.?AVCRagdollMagnet@@
.?AVCRagdollManager@@
.?AVCRagdollProp@@
.?AVCRagdollPropAttached@@
.?AVCRallyPoint@@
.?AVCRecipientFilter@@
.?AVCRegistry@@
.?AVCReliableBroadcastRecipientFilter@@
.?AVCRemarkableEntityList@@
.?AVCResourcePrecacher@ClientGamePrecachePrecache@@
.?AVCResourcePrecacher@ClientPrecachePrecache@@
.?AVCResourcePrecacher@EffectsPrecachePrecache@@
.?AVCResourcePrecacher@PhysFrictionEffectPrecache@@
.?AVCResourcePrecacher@PrecachePointCommentaryNodePrecache@@
.?AVCResourcePrecacher@WeaponResourcesPrecache@@
.?AVCResourcePrecacher@asw_alien_gooPrecache@@
.?AVCResourcePrecacher@asw_ammo_dropPrecache@@
.?AVCResourcePrecacher@asw_bloodhoundPrecache@@
.?AVCResourcePrecacher@asw_boomer_blobPrecache@@
.?AVCResourcePrecacher@asw_bouncing_pelletPrecache@@
.?AVCResourcePrecacher@asw_debrief_statsPrecache@@
.?AVCResourcePrecacher@asw_door_paddingPrecache@@
.?AVCResourcePrecacher@asw_dummy_vehiclePrecache@@
.?AVCResourcePrecacher@asw_fallen_door_paddingPrecache@@
.?AVCResourcePrecacher@asw_firewall_piecePrecache@@
.?AVCResourcePrecacher@asw_grenade_clusterPrecache@@
.?AVCResourcePrecacher@asw_grenade_freezePrecache@@
.?AVCResourcePrecacher@asw_grenade_priflePrecache@@
.?AVCResourcePrecacher@asw_grenade_vindicatorPrecache@@
.?AVCResourcePrecacher@asw_grubPrecache@@
.?AVCResourcePrecacher@asw_holoscanPrecache@@
.?AVCResourcePrecacher@asw_missile_roundPrecache@@
.?AVCResourcePrecacher@asw_mortar_roundPrecache@@
.?AVCResourcePrecacher@asw_mortarbug_shellPrecache@@
.?AVCResourcePrecacher@asw_pickup_ammo_bagPrecache@@
.?AVCResourcePrecacher@asw_pickup_ammo_satchelPrecache@@
.?AVCResourcePrecacher@asw_pickup_buff_grenadePrecache@@
.?AVCResourcePrecacher@asw_pickup_flaresPrecache@@
.?AVCResourcePrecacher@asw_pickup_flashlightPrecache@@
.?AVCResourcePrecacher@asw_pickup_grenadesPrecache@@
.?AVCResourcePrecacher@asw_pickup_heal_grenadePrecache@@
.?AVCResourcePrecacher@asw_pickup_hornet_barragePrecache@@
.?AVCResourcePrecacher@asw_pickup_medical_satchelPrecache@@
.?AVCResourcePrecacher@asw_pickup_medkitPrecache@@
.?AVCResourcePrecacher@asw_pickup_minesPrecache@@
.?AVCResourcePrecacher@asw_pickup_moneyPrecache@@
.?AVCResourcePrecacher@asw_pickup_pdwPrecache@@
.?AVCResourcePrecacher@asw_pickup_sentryPrecache@@
.?AVCResourcePrecacher@asw_pickup_sentry_cannonPrecache@@
.?AVCResourcePrecacher@asw_pickup_sentry_flamerPrecache@@
.?AVCResourcePrecacher@asw_pickup_sentry_freezePrecache@@
.?AVCResourcePrecacher@asw_pickup_stimPrecache@@
.?AVCResourcePrecacher@asw_pickup_t75Precache@@
.?AVCResourcePrecacher@asw_pickup_tesla_trapPrecache@@
.?AVCResourcePrecacher@asw_pickup_welderPrecache@@
.?AVCResourcePrecacher@asw_powerupPrecache@@
.?AVCResourcePrecacher@asw_powerup_chemical_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_electric_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_explosive_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_fire_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_freeze_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_increased_speedPrecache@@
.?AVCResourcePrecacher@asw_queen_diversPrecache@@
.?AVCResourcePrecacher@asw_queen_grabberPrecache@@
.?AVCResourcePrecacher@asw_remote_turretPrecache@@
.?AVCResourcePrecacher@asw_rifle_grenadePrecache@@
.?AVCResourcePrecacher@asw_rocketPrecache@@
.?AVCResourcePrecacher@asw_sentry_basePrecache@@
.?AVCResourcePrecacher@asw_sentry_topPrecache@@
.?AVCResourcePrecacher@asw_sentry_top_cannonPrecache@@
.?AVCResourcePrecacher@asw_sentry_top_flamerPrecache@@
.?AVCResourcePrecacher@asw_sentry_top_icerPrecache@@
.?AVCResourcePrecacher@asw_sentry_top_machinegunPrecache@@
.?AVCResourcePrecacher@asw_shotgun_pellet_predictedPrecache@@
.?AVCResourcePrecacher@asw_target_dummyPrecache@@
.?AVCResourcePrecacher@asw_weapon_ammo_bagPrecache@@
.?AVCResourcePrecacher@asw_weapon_ammo_satchelPrecache@@
.?AVCResourcePrecacher@asw_weapon_autogunPrecache@@
.?AVCResourcePrecacher@asw_weapon_baitPrecache@@
.?AVCResourcePrecacher@asw_weapon_blinkPrecache@@
.?AVCResourcePrecacher@asw_weapon_buff_grenadePrecache@@
.?AVCResourcePrecacher@asw_weapon_chainsawPrecache@@
.?AVCResourcePrecacher@asw_weapon_electrified_armorPrecache@@
.?AVCResourcePrecacher@asw_weapon_fire_extinguisherPrecache@@
.?AVCResourcePrecacher@asw_weapon_fistPrecache@@
.?AVCResourcePrecacher@asw_weapon_flamerPrecache@@
.?AVCResourcePrecacher@asw_weapon_flaresPrecache@@
.?AVCResourcePrecacher@asw_weapon_flashlightPrecache@@
.?AVCResourcePrecacher@asw_weapon_flechettePrecache@@
.?AVCResourcePrecacher@asw_weapon_freeze_grenadesPrecache@@
.?AVCResourcePrecacher@asw_weapon_grenade_launcherPrecache@@
.?AVCResourcePrecacher@asw_weapon_grenadesPrecache@@
.?AVCResourcePrecacher@asw_weapon_heal_grenadePrecache@@
.?AVCResourcePrecacher@asw_weapon_heal_gunPrecache@@
.?AVCResourcePrecacher@asw_weapon_hornet_barragePrecache@@
.?AVCResourcePrecacher@asw_weapon_jump_jetPrecache@@
.?AVCResourcePrecacher@asw_weapon_laser_minesPrecache@@
.?AVCResourcePrecacher@asw_weapon_medical_satchelPrecache@@
.?AVCResourcePrecacher@asw_weapon_medkitPrecache@@
.?AVCResourcePrecacher@asw_weapon_minesPrecache@@
.?AVCResourcePrecacher@asw_weapon_minigunPrecache@@
.?AVCResourcePrecacher@asw_weapon_mining_laserPrecache@@
.?AVCResourcePrecacher@asw_weapon_night_visionPrecache@@
.?AVCResourcePrecacher@asw_weapon_normal_armorPrecache@@
.?AVCResourcePrecacher@asw_weapon_pdwPrecache@@
.?AVCResourcePrecacher@asw_weapon_pistolPrecache@@
.?AVCResourcePrecacher@asw_weapon_priflePrecache@@
.?AVCResourcePrecacher@asw_weapon_railgunPrecache@@
.?AVCResourcePrecacher@asw_weapon_ricochetPrecache@@
.?AVCResourcePrecacher@asw_weapon_riflePrecache@@
.?AVCResourcePrecacher@asw_weapon_sentryPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_cannonPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_flamerPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_freezePrecache@@
.?AVCResourcePrecacher@asw_weapon_shotgunPrecache@@
.?AVCResourcePrecacher@asw_weapon_smart_bombPrecache@@
.?AVCResourcePrecacher@asw_weapon_sniper_riflePrecache@@
.?AVCResourcePrecacher@asw_weapon_stimPrecache@@
.?AVCResourcePrecacher@asw_weapon_t75Precache@@
.?AVCResourcePrecacher@asw_weapon_tesla_gunPrecache@@
.?AVCResourcePrecacher@asw_weapon_tesla_trapPrecache@@
.?AVCResourcePrecacher@asw_weapon_vindicatorPrecache@@
.?AVCResourcePrecacher@asw_weapon_welderPrecache@@
.?AVCResourcePrecacher@entityflamePrecache@@
.?AVCResourcePrecacher@env_entity_freezingPrecache@@
.?AVCResourcePrecacher@playerPrecache@@
.?AVCResourcePrecacher@spraycanPrecache@@
.?AVCResourcePrecacher@vgui_screenPrecache@@
.?AVCRespawnEntitiesFilter@@
.?AVCResponseQueueManager@@
.?AVCResponseRulesToEngineInterface@@
.?AVCResponseSystem@ResponseRules@@
.?AVCResponseSystemSaveRestoreOps@@
.?AVCRestore@@
.?AVCRevertSaved@@
.?AVCRopeAnchor@@
.?AVCRopeDelegate@@
.?AVCRopeKeyframe@@
.?AVCRotButton@@
.?AVCRotDoor@@
.?AVCRotorWashEmitter@@
.?AVCRotorWashShooter@@
.?AVCRuleBrushEntity@@
.?AVCRuleEntity@@
.?AVCRulePointEntity@@
.?AVCSave@@
.?AVCSaveRestoreBlockSet@@
.?AVCSceneEntity@@
.?AVCSceneFindMarkFilter@@
.?AVCSceneFindNearestMarkFilter@@
.?AVCSceneListManager@@
.?AVCSceneManager@@
.?AVCScenePrecacheSystem@@
.?AVCSceneTokenProcessor@@
.?AVCScriptedTarget@@
.?AVCServerBenchmark@@
.?AVCServerDLLSharedAppSystems@@
.?AVCServerGameClients@@
.?AVCServerGameDLL@@
.?AVCServerGameEnts@@
.?AVCServerGameTags@@
.?AVCServerNetworkProperty@@
.?AVCServerOnlyEntity@@
.?AVCServerOnlyPointEntity@@
.?AVCServerRagdollTrigger@@
.?AVCServerTools@@
.?AVCShadowControl@@
.?AVCSharedVarSaveDataOps@@
.?AVCShoverSwatEntitiesEnum@?7??FindNearestPhysicsObject@CASW_Alien_Shover@@IAE_NH@Z@
.?AVCShower@@
.?AVCSimThinkManager@@
.?AVCSimplePhysicsBrush@@
.?AVCSimplePhysicsProp@@
.?AVCSingleUserRecipientFilter@@
.?AVCSingleplayRules@@
.?AVCSkipKeys@@
.?AVCSkyCamera@@
.?AVCSkyboxSwapper@@
.?AVCSlideshowDisplay@@
.?AVCSmallTextEntry@@
.?AVCSmokeStack@@
.?AVCSolidSetDefaults@@
.?AVCSoundControllerImp@@
.?AVCSoundEmitterSystem@@
.?AVCSoundEnt@@
.?AVCSoundEnvelopeController@@
.?AVCSoundPatchSaveRestoreOps@@
.?AVCSoundscapeSystem@@
.?AVCSpatialEntity@@
.?AVCSpeaker@@
.?AVCSpotlightEnd@@
.?AVCSprayCan@@
.?AVCSprite@@
.?AVCSpriteOriented@@
.?AVCSpriteTrail@@
.?AVCStatueProp@@
.?AVCStdStringSaveRestoreOps@@
.?AVCSteamJet@@
.?AVCSteamWorksGameStatsUploader@@
.?AVCStringPool@@
.?AVCStringProperty@@
.?AVCStringTableSaveRestoreOps@@
.?AVCStripWeapons@@
.?AVCStylinCamProxy@@
.?AVCSun@@
.?AVCSunlightShadowControl@@
.?AVCTEAntlionDust@@
.?AVCTEArmorRicochet@@
.?AVCTEBSPDecal@@
.?AVCTEBaseBeam@@
.?AVCTEBeamEntPoint@@
.?AVCTEBeamEnts@@
.?AVCTEBeamFollow@@
.?AVCTEBeamLaser@@
.?AVCTEBeamPoints@@
.?AVCTEBeamRing@@
.?AVCTEBeamRingPoint@@
.?AVCTEBeamSpline@@
.?AVCTEBloodSprite@@
.?AVCTEBloodStream@@
.?AVCTEBreakModel@@
.?AVCTEBubbleTrail@@
.?AVCTEBubbles@@
.?AVCTEClientProjectile@@
.?AVCTEDecal@@
.?AVCTEDust@@
.?AVCTEDynamicLight@@
.?AVCTEEffectDispatch@@
.?AVCTEEnergySplash@@
.?AVCTEExplosion@@
.?AVCTEFizz@@
.?AVCTEFootprintDecal@@
.?AVCTEFoundryHelpers@@
.?AVCTEGaussExplosion@@
.?AVCTEGlowSprite@@
.?AVCTEImpact@@
.?AVCTEKillPlayerAttachments@@
.?AVCTELargeFunnel@@
.?AVCTEMarineAnimEvent@@
.?AVCTEMetalSparks@@
.?AVCTEMuzzleFlash@@
.?AVCTEParticleSystem@@
.?AVCTEPhysicsProp@@
.?AVCTEPlayerAnimEvent@@
.?AVCTEPlayerDecal@@
.?AVCTEProjectedDecal@@
.?AVCTEShatterSurface@@
.?AVCTEShowLine@@
.?AVCTESmoke@@
.?AVCTESparks@@
.?AVCTESprite@@
.?AVCTESpriteSpray@@
.?AVCTEWorldDecal@@
.?AVCTankTargetChange@@
.?AVCTankTrainAI@@
.?AVCTargetCDAudioRep@@
.?AVCTargetChangeGravity@@
.?AVCTargetGunshipCrash@@
.?AVCTeam@@
.?AVCTeamplayRules@@
.?AVCTempEntTester@@
.?AVCTempEntsSystem@@
.?AVCTemplateNPCMaker@@
.?AVCTemplate_SaveRestoreBlockHandler@@
.?AVCTemplatesHook@@
.?AVCTesla@@
.?AVCTestEffect@@
.?AVCTestTraceline@@
.?AVCTest_ProxyToggle_Networkable@@
.?AVCTextureIdProperty@@
.?AVCTextureToggle@@
.?AVCThinkContextsSaveDataOps@@
.?AVCThrustController@@
.?AVCTimeline@@
.?AVCTimerEntity@@
.?AVCToggleOperator@RR@@
.?AVCTonemapSystem@@
.?AVCTonemapTrigger@@
.?AVCToolFrameworkServer@@
.?AVCTraceFilter@@
.?AVCTraceFilterAgainstEntityList@@
.?AVCTraceFilterAliensEggsGoo@@
.?AVCTraceFilterCharge@@
.?AVCTraceFilterChopper@@
.?AVCTraceFilterDoor@@
.?AVCTraceFilterEntitiesOnly@@
.?AVCTraceFilterEntity@@
.?AVCTraceFilterEntityIgnoreOther@@
.?AVCTraceFilterGroundEntities@@
.?AVCTraceFilterLOS@@
.?AVCTraceFilterMelee@@
.?AVCTraceFilterNav@@
.?AVCTraceFilterNoCombatCharacters@@
.?AVCTraceFilterNoNPCsOrPlayer@@
.?AVCTraceFilterOnlyHitThis@@
.?AVCTraceFilterOnlyNPCsAndPlayer@@
.?AVCTraceFilterPlayersNPCs@@
.?AVCTraceFilterPlayersNPCsPhysicsProps@@
.?AVCTraceFilterPushFinal@@
.?AVCTraceFilterPushMove@@
.?AVCTraceFilterSimple@@
.?AVCTraceFilterSimpleList@@
.?AVCTraceFilterSkipClassname@@
.?AVCTraceFilterSkipNPCs@@
.?AVCTraceFilterSkipTwoEntities@@
.?AVCTraceFilterSkipTwoEntitiesAndTeammates@@
.?AVCTraceFilterValidForDecal@@
.?AVCTraceFilterWalkableEntities@@
.?AVCTracePassFilter@@
.?AVCTreeViewListControl@vgui@@
.?AVCTriggerAutoCrouch@@
.?AVCTriggerBrush@@
.?AVCTriggerCDAudio@@
.?AVCTriggerCamera@@
.?AVCTriggerGravity@@
.?AVCTriggerHierarchy@@
.?AVCTriggerHurt@@
.?AVCTriggerImpact@@
.?AVCTriggerLook@@
.?AVCTriggerMultiple@@
.?AVCTriggerOnce@@
.?AVCTriggerPlayerMovement@@
.?AVCTriggerProximity@@
.?AVCTriggerPush@@
.?AVCTriggerRemove@@
.?AVCTriggerSave@@
.?AVCTriggerSoundscape@@
.?AVCTriggerTeleport@@
.?AVCTriggerToggleSave@@
.?AVCTriggerTraceEnum@@
.?AVCTriggerVPhysicsMotion@@
.?AVCTriggerVolume@@
.?AVCTriggerWind@@
.?AVCUsePushFilter@@
.?AVCUserCmd@@
.?AVCUtlCStringConversion@@
.?AVCUtlCharConversion@@
.?AVCUtlNoEscConversion@@
.?AVCUtlSymbolDataOps@@
.?AVCVGuiScreen@@
.?AVCVScriptGameSystem@@
.?AVCVScriptSaveRestoreBlockHandler@@
.?AVCVariantSaveDataOps@@
.?AVCVehicleSoundsParser@@
.?AVCVisibilityMonitor@@
.?AVCVoiceGameMgr@@
.?AVCVoiceGameMgrHelper@@
.?AVCWC_UpdateIgnoreList@@
.?AVCWaterBullet@@
.?AVCWaterLODControl@@
.?AVCWeaponLOSFilter@@
.?AVCWeaponList@@
.?AVCWeightButton@@
.?AVCWindowPane@@
.?AVCWorld@@
.?AVCWorldItem@@
.?AVCaptionGripPanel@?A0x1467595f@@
.?AVCheckButton@vgui@@
.?AVCheckImage@@
.?AVCircularProgressBar@vgui@@
.?AVClickPanel@vgui@@
.?AVColumnButton@@
.?AVComboBox@vgui@@
.?AVComboBoxButton@vgui@@
.?AVConCommand@@
.?AVConCommandBase@@
.?AVConVar@@
.?AVContinuousProgressBar@vgui@@
.?AVCountdownTimer@@
.?AVDivider@vgui@@
.?AVDragger@@
.?AVDustTrail@@
.?AVEditablePanel@vgui@@
.?AVExpandButton@vgui@@
.?AVFileWeaponInfo_t@@
.?AVFilterDamageType@@
.?AVFilterTeam@@
.?AVFocusNavGroup@vgui@@
.?AVFrame@vgui@@
.?AVFrameButton@vgui@@
.?AVFrameSystemButton@vgui@@
.?AVGraphPanel@vgui@@
.?AVGripPanel@?A0x1467595f@@
.?AVHidingSpot@@
.?AVIAI_BehaviorBridge@@
.?AVIAI_MovementSink@@
.?AVIASWPlayerAnimState@@
.?AVIASWPlayerAnimStateHelpers@@
.?AVIASW_Marines_Past_Area_List@@
.?AVIASW_Server_Usable_Entity@@
.?AVIASW_Spawnable_NPC@@
.?AVIASW_Use_Area_List@@
.?AVIASW_Vehicle@@
.?AVIAchievement@@
.?AVIAchievementMgr@@
.?AVIAlienAutoList@@
.?AVIAmmoDropAutoList@@
.?AVIAmmoPickupAutoList@@
.?AVIAppSystem@@
.?AVIBaseCacheInfo@@
.?AVIBaseInterface@@
.?AVIBotController@@
.?AVIBotManager@@
.?AVIBreakableWithPropData@@
.?AVIChoreoEventCallback@@
.?AVIChoreoStringPool@@
.?AVIClientPanel@vgui@@
.?AVICollideable@@
.?AVICommandCallback@@
.?AVICommandCompletionCallback@@
.?AVIConCommandBaseAccessor@@
.?AVIConVar@@
.?AVICurveDataAccessor@@
.?AVIDecalEmitterSystem@@
.?AVIDrivableVehicle@@
.?AVIEffects@@
.?AVIEngineEmulator@ResponseRules@@
.?AVIEntityDataInstantiator@@
.?AVIEntityEnumerator@@
.?AVIEntityFactory@@
.?AVIEntityFactoryDictionary@@
.?AVIEntityFindFilter@@
.?AVIEntityListener@@
.?AVIEntitySaveUtils@@
.?AVIEventRegisterCallback@@
.?AVIGameEventListener2@@
.?AVIGameMovement@@
.?AVIGameStatTracker@@
.?AVIGameSystem@@
.?AVIGameSystemPerFrame@@
.?AVIHLTVDirector@@
.?AVIHandleEntity@@
.?AVIHealGrenadeAutoList@@
.?AVIHelper@CSimplePhysics@@
.?AVIImage@vgui@@
.?AVILagCompensationManager@@
.?AVIMapEntityFilter@@
.?AVIMarineGameMovement@@
.?AVIMotionEvent@@
.?AVIMoveHelper@@
.?AVIMultiplayerPhysics@@
.?AVINPCPassengerCarrier@@
.?AVINavAvoidanceObstacle@@
.?AVINearestNodeFilter@@
.?AVINodeListFilter@@
.?AVINotify@@
.?AVIPanelAnimationPropertyConverter@vgui@@
.?AVIParentPropInteraction@@
.?AVIParticleOperatorDefinition@@
.?AVIParticleSystemQuery@@
.?AVIPartitionEnumerator@@
.?AVIPartitionQueryCallback@@
.?AVIPhysSaveRestoreManager@@
.?AVIPhysicsCollisionEvent@@
.?AVIPhysicsCollisionSolver@@
.?AVIPhysicsConstraintEvent@@
.?AVIPhysicsGameTrace@@
.?AVIPhysicsObjectEvent@@
.?AVIPlayerAnimState@@
.?AVIPlayerInfo@@
.?AVIPlayerInfoManager@@
.?AVIPlayerInfoManager_V1@?A0x53ba96a1@@
.?AVIPlayerPickupVPhysics@@
.?AVIPluginHelpersCheck@@
.?AVIPositionInterpolator@@
.?AVIPositionWatcher@@
.?AVIPrecacheHandler@@
.?AVIPredictionSystem@@
.?AVIRecipientFilter@@
.?AVIRefCounted@@
.?AVIRegistry@@
.?AVIResourcePrecacher@@
.?AVIResponseFilter@ResponseRules@@
.?AVIResponseSystem@ResponseRules@@
.?AVIRestore@@
.?AVIRotorWashShooter@@
.?AVISave@@
.?AVISaveRestoreBlockHandler@@
.?AVISaveRestoreBlockSet@@
.?AVISaveRestoreOps@@
.?AVISceneTokenProcessor@@
.?AVIScorer@@
.?AVIScriptInstanceHelper@@
.?AVIServerBenchmark@@
.?AVIServerDLLSharedAppSystems@@
.?AVIServerEntity@@
.?AVIServerGameClients@@
.?AVIServerGameDLL@@
.?AVIServerGameEnts@@
.?AVIServerGameTags@@
.?AVIServerNetworkable@@
.?AVIServerTools@@
.?AVIServerUnknown@@
.?AVIServerVehicle@@
.?AVIShieldbugAutoList@@
.?AVIStatContainer@IGameStatTracker@@
.?AVITempEntsSystem@@
.?AVIToolFrameworkServer@@
.?AVITraceFilter@@
.?AVIVPhysicsKeyHandler@@
.?AVIVPhysicsWatcher@@
.?AVIVehicle@@
.?AVIVoiceGameMgrHelper@@
.?AVIWatcherCallback@@
.?AVImage@vgui@@
.?AVImagePanel@vgui@@
.?AVIntervalTimer@@
.?AVLabel@vgui@@
.?AVListPanel@vgui@@
.?AVListViewItem@vgui@@
.?AVListViewPanel@vgui@@
.?AVMenu@vgui@@
.?AVMenuBar@vgui@@
.?AVMenuButton@vgui@@
.?AVMenuItem@vgui@@
.?AVMenuItemCheckImage@@
.?AVMenuSeparator@vgui@@
.?AVMessageBox@vgui@@
.?AVMovieExplosion@@
.?AVNetworkVar_fog@sky3dparams_t@@
.?AVNetworkVar_m_ASWLocal@CASW_Player@@
.?AVNetworkVar_m_Collision@CBaseEntity@@
.?AVNetworkVar_m_EnvWindShared@CEnvWind@@
.?AVNetworkVar_m_Info@CEntityParticleTrail@@
.?AVNetworkVar_m_Local@CBasePlayer@@
.?AVNetworkVar_m_PlayerFog@CBasePlayer@@
.?AVNetworkVar_m_PlayerFog@CPlayerLocalData@@
.?AVNetworkVar_m_TimelineAmmo@CASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineFriendlyFire@CASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineHealth@CASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineKillsTotal@CASW_Marine_Resource@@
.?AVNetworkVar_m_TimelinePosX@CASW_Marine_Resource@@
.?AVNetworkVar_m_TimelinePosY@CASW_Marine_Resource@@
.?AVNetworkVar_m_audio@CPlayerLocalData@@
.?AVNetworkVar_m_fog@CFogController@@
.?AVNetworkVar_m_skybox3d@CPlayerLocalData@@
.?AVNetworkVar_pl@CBasePlayer@@
.?AVPanel@vgui@@
.?AVPanelListPanel@vgui@@
.?AVParticleSmokeGrenade@@
.?AVProgressBar@vgui@@
.?AVRadioButton@vgui@@
.?AVRadioImage@@
.?AVRichText@vgui@@
.?AVRichTextInterior@vgui@@
.?AVRocketTrail@@
.?AVScalableImagePanel@vgui@@
.?AVScrollBar@vgui@@
.?AVScrollBarButton@?A0x081966cf@@
.?AVScrollBarSlider@vgui@@
.?AVSendProp@@
.?AVSmokeTrail@@
.?AVSporeExplosion@@
.?AVSporeTrail@@
.?AVTextEntry@vgui@@
.?AVTextImage@vgui@@
.?AVToggleButton@vgui@@
.?AVTooltip@vgui@@
.?AVTreeNode@vgui@@
.?AVTreeNodeDropPanel@vgui@@
.?AVTreeNodeImage@vgui@@
.?AVTreeNodeText@vgui@@
.?AVTreeView@vgui@@
.?AVTreeViewSubPanel@vgui@@
.?AVURLLabel@vgui@@
.?AV__non_rtti_object@std@@
.?AVbad_alloc@std@@
.?AVbad_cast@std@@
.?AVbad_exception@std@@
.?AVbad_typeid@std@@
.?AVexception@std@@
.?AVlength_error@std@@
.?AVlogic_error@std@@
.?AVout_of_range@std@@
.?AVtype_info@@
.AIN File will *NOT* be updated. User Override.\n\n
.AIN File will be updated\n\n
.Am_ConceptCategoryTimers
.PAVCBaseEntity@@
.\mempool.cpp
.ain
.bsp
.campaignsave
.dll
.lua
.manifest
.mdl
.mixcrt
.mp3
.nut
.vcd
.vmt
.wav
//========== Copyright 
//=========================================================\r\n// An spawner on the server is getting ready to\r\n// prespawn an entity. It calls this function, sending us\r\n// the entity that it's preparing to spawn. \r\n//=========================================================\r\n\r\nfunction __ExecutePreSpawn( entity ) \r\n{\r\n\t__EntityMakerResult <- {}\r\n\tif ( "PreSpawnInstance" in this )\r\n\t{\r\n\t\tlocal overrides = PreSpawnInstance( entity.GetClassname(), entity.GetName() );\r\n\t\tlocal type = typeof( overrides );\r\n\t\tif ( type == "table" )\r\n\t\t{\r\n\t\t\tforeach( key, value in overrides )\r\n\t\t\t{\r\n\t\t\t\tswitch ( typeof( value ) )\r\n\t\t\t\t{\r\n\t\t\t\tcase "string":\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tentity.__KeyValueFromString( key, value );\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\t}\r\n\t\t\t\tcase "integer":\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tentity.__KeyValueFromInt( key, value );\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\t}\r\n\t\t\t\tcase "float":\r\n\t\t\t\tcase "bool":\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tentity.__KeyValueFromFloat( key, value.tofloat() );\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\t}\r\n\t\t\t\t\t\r\n\t\t\t\tcase "Vector":\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tentity.__KeyValueFromVector( key, value );\r\n\t\t\t\t\t\tbreak\r\n\t\t\t\t\t}\r\n\t\t\t\t\t\r\n\t\t\t\tdefault:\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tprintl( "Cannot use " + typeof( value ) + " as a key" );\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\t\r\n\t\tif ( type == "bool" )\r\n\t\t{\r\n\t\t\treturn overrides;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nfunction __FinishSpawn()\r\n{\r\n\t__EntityMakerResult <- null;\r\n}\r\n
/CUpdate
/graphs
0 - no auto-resize
0 - top-left
0 0 0
0 0 0 30
0 0 1
0 = follow formation, 1 = use hints when in combat, 2 = always use hints
0 = no force, 1 = force open, 2 = force defend
0.03
0.035
0.04
0.05
0.05f
0.06
0.075
0.09
0.15
0.15f
0.1f
0.20
0.25
0.25f
0.2f
0.3003
0.32
0.33
0.33f
0.35
0.375
0.3f
0.49f as int = %d\n
0.4f
0.5 as float = %f\n
0.51f as int = %d\n
0.52f as int = %d\n
0.56f as int = %d\n
0.5f
0.5f as int = %d\n
0.66666666666666
0.6f
0.6f as int = %d\n
0.75
0.75f
0.7f
0.8f
0.90
0.95
0.96
0.98
0.99
0.9f
0123456789ABCDEF
0=fixed points scaled by sequence speed, 1=fixed points, 2=just sequence speed
0@io
0@m_controls.throttle
0Asv_clearhinthistory
0FA<
0vB-
0x%016llX
1 - resize right
1 - show hitches , 2 - show stalls
1 - top-right
1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
1 use SIMD bones 0 use scalar bones.
1#IND
1#INF
1#QNAN
1#SNAN
1) Blue : %i
1) Green: %i
1) Red  : %i
1.0f
1.25
1.32
1.5f
1.67
1.75
1.8f
1.99f as int = %d\n
10 10 10
10.0
10/10 = %d\n
100 100 0 255
100.0
100.0f
1000
10000
100000.0
1000000000
1001
1002
1003
1004
1005
1006
1007
1008
1009
101.5
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
11/10 = %d\n
12.0
12.0f
12.5
1200
1200.0f
130.0
14/10 = %d\n
15.0
15/10 = %d\n
1500
16/10 = %d\n
1800
19/10 = %d\n
1= old shield bug, 0 = new model
1ZGU
1npc
2 - bottom-left
2 - resize down
2) Blue : %i
2) Green: %i
2) Red  : %i
2.01f as int = %d\n
2.0f
2.4f
2.75f
20.0
20.0f
20/10 = %d\n
2000
200000
2160
25.0
2500
2500.0
255 255 200 96
255 255 255 255
275.0
2ieO=
3 - bottom-right
3 - down & right
3.0f
30.0
30.0f
30000
32.0
33.0
3300
333333
333333C@
333?
333?333?
333?gesture_width
33s? \ne
33s?%s(%s): Added dynamic interaction: %s\n
3500
3bQ1
4 - no pin
4.0f
450.0
4Anav_show_nodes
4Dai_no_node_cache
4drone_shot_exit
4g%6
4lkQg
4rotor
5.0f
50.0
50.0f
5000
55000.0
5600
59.8
5DKB
5M[g
5SmT4
5s3R6=
6.0f
60.0
60.0f
6000
64.0
640000
650.0
700PP
700WP
7Z8>\t
7ice
850.0
8AFinding earliest occupy times...
8CTriggerSoundscape
9,ti
90 0 0
95.0
999999
999999.0
9@Piercing
9DSM: Batch interval: %f pos = %f %f %f\n
9a&g
: In stopped anim. 
: Stopped for %.2f. 
::ExecGameTypeCfg
:Bomb target %s is above the chopper!\n
:CRandStopwatch
:Esp
;AI_BaseNPC.SentenceStop
;Em_pMotionController
;InputSetColor
;NPC_AntlionGrub.Squash
;\n\tSchedule\n\t\tSCHED_ASW_BUZZER_ORDER_MOVE\tTasks\t\tTASK_ASW_BUZZER_BUILD_PATH_TO_ORDER\t0\t\tTASK_WALK_PATH\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
;a\v6C
;break_prop
;grenade_helicopter
;keyframe_rope
< %.3f,%.3f,%.3f > %.3f %.3f %.3f\n
<!-- DMXVersion
<%s stuck on object %i/%s
<0Fx
<8bunz8
<<Invalid>>
<<illegal>>
<<invalid>>
<<null entity>>
<@En[vP
<AnimStateServer.log
<Bogus object in Ragdoll Prop's ragdoll list!\n
<CNavMesh::GetNearestNavArea
<ChopperMuzzleFlash
<DISABLED
<Found %s\n
<NPC_AttackHelicopter.ChargeGun
<NULL>
<SetFrequency
<UNKNOWN STATE>
<asw_debug_marine_can_see
<exec game.cfg\n
<logical entity>
<no file>
<null>
<program name unknown>
<unnamed>
<xL\tDMA
================================
==STARTMISSION==\n
=CBaseAnimating::SetupBones
=CNavArea::IncrementPlayerCount: Overflow\n
=Shatter
=[S] CASW_Weapon_Heal_Gun::HealDetach(): Detaching from %d:%s\n
=fff>
=m_flLastStaleLinkCheckTime
=muzzle_sentrygun
=sv_pushaway_force
=unknown_script_type
=usetitlesafe
>4Di
>ASW_Drone.Land
>ASW_Vindicator.ReloadC
>ASW_Weapon_Autogun.SpinDown
>BeerSplash
>Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n
>DisableRotorSound
>NPC %s stuck in wall--level design error at (%.2f %.2f %.2f)\n
>OnObstructingASWDoor setting m_hBlockingDoor, sched = %s\n
>Warning: NULL Return from GetBestSound\n
>Xzv
>clipsmax
>door_recommend_weld
>o3fW
>random
>sentry_start_building
>signal_advance
? AddOn: %s couldn't find Host %s\n
?$rxxx
?**studio**
?1mm
?333333
?3xj
?433333S@
?4Td
?5Wg4p
?5a1
?765@Z
?7Tf(
??0CThreadEvent@@QAE@_N@Z
??0CThreadMutex@@QAE@XZ
??0CThreadSpinRWLock@@QAE@XZ
??0CUniformRandomStream@@QAE@XZ
??1CThreadEvent@@QAE@XZ
??1CThreadMutex@@QAE@XZ
?A.I. Disabled...\n
?AIg
?ASWFireBurst
?AutoIKRelease (%s) got an out of range chain %d (%d)\n
?BudgetGroupNameToBudgetGroupID@CVProfile@@QAEHPBD@Z
?CAI_BaseNPC::UpdateSleepState called with NULL pLocalPlayer\n
?CAI_BasePhysicsFlyingBot
?CAI_LocalNavigator
?CAI_Motor
?CAI_Navigator::OnMoveBlocked calling SetActivity(GetStoppedActivity)
?CEnvEntityIgniter
?CItem
?ConColorMsg@@YAXABVColor@@PBDZZ
?DevMsg@@YAXPBDZZ
?DevWarning@@YAXPBDZZ
?Dj0Q:W$=
?EnterScope@CVProfile@@QAEXPBDH0_NH@Z
?ExitScope@CVProfile@@QAEXXZ
?FindOrCreateCounter@CVProfile@@QAEPAHPBDW4CounterGroup_t@@@Z
?Finding new path\n
?FnH
?Found %d positions in history. total vec = %f %f %f\n
?Front ent: %s
?GameUISystemMgr001
?Get@CThreadLocalBase@GenericThreadLocals@@QBEPAXXZ
?GetEyePosition() Can't get pstudiohdr ptr!\n
?HEV_DEAD
?IT$7
?Jump landed\n
?Jump stuck\n
?KYC
?Ladder #%d\n
?Lock@CThreadFastMutex@@ACEXII@Z
?Lock@CThreadMutex@@QAEXXZ
?LockForRead@CThreadSpinRWLock@@QAEXXZ
?LockForWrite@CThreadSpinRWLock@@QAEXXZ
?Ltm
?MarkFrame@CVProfile@@QAEXXZ
?No known TV shot for event %s\n
?Node isn't visible to NPC.
?OutputReport@CVProfile@@QAEXHPBDH@Z
?PM  Got a velocity too low on %s\n
?PV3
?Pause@CVProfile@@QAEXXZ
?PiB
?Player.UseTrain
?RbSQ
?Reload
?Reset@CVProfile@@QAEXXZ
?Resume@CVProfile@@QAEXXZ
?RunAnimation calling ResetSequence %s\n
?Save
?Set@CThreadEvent@@QAE_NXZ
?Solving ragdoll self penetration! %s (%s) (%d v %d)\n
?Start@CVProfile@@QAEXXZ
?Stripped\n
?TryLock@CThreadMutex@@QAE_NXZ
?TumbleThink
?UUUUUU
?Unlock@CThreadMutex@@QAEXXZ
?UnlockRead@CThreadSpinRWLock@@QAEXXZ
?UnlockWrite@CThreadSpinRWLock@@QAEXXZ
?W7e
?X&eB
?X1U
?Zxg
?\t\t defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n
?]fJm
?asw_mininglaser_damage_snd_interval
?asw_pickup_bait
?bg_image
?c3y
?c3y?
?chest
?cl_simdbones
?commentary_available
?dDR
?ff&?ff&?ff&?
?ffffff
?flex_minplayertime
?forward
?g_nThreadID@@3V?$CThreadLocalInt@H@GenericThreadLocals@@A
?ju!4
?l(Uh
?m_bIgnoreTransientEntities
?m_fBoneCacheFlags
?m_iGibs
?mail option is %d\n
?pow
?rpg_missile
?spotlight_end
?swarmselectionscreen
?uZEeu
?water
?{fHn
?~F9Q
@ %d (%d): %s : %5.3f (%.3f)\n
@?WARNING: %s(%s) has no eye offset in .qc!\n
@A***Combat state with no enemy!\n
@AI_BLINK
@ASWTechFailure
@Bm_flTimePingEffect
@CAI_ScriptedSentence
@ISteamUserStats::GetStat failed to set component value in Steam for achievement %s\n
@Melee target too far!
@Slash trace: cycle = %f\n
@VNQ
@m_ragdoll.list[31].parentIndex
A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n
A%d areas chopped into %d\n
A%s: asw_spawner can't find order object: %s\n
AAttempted to create unknown entity type %s!\n
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ACASW_AOEGrenade_Projectile
ACID
ACTBUSY: %s(%s) was told to actbusy while inside an actbusy that needs to exit first. IGNORING.\n
ACTBUSY: Actbusy goal %s (%s) ForceNPCToActBusy input with data: %s.\n
ACTBUSY: Actbusy goal %s (%s) activated.\n
ACTBUSY: Actbusy goal %s (%s) disabled.\n
ACTBUSY: ForceActBusy on NPC %s (%s): 
ACTBUSY: ForceActBusyLeave on NPC %s (%s)\n
ACTBUSY: NPC %s (%s) ending actbusy.\n
ACTBUSY: NPC %s (%s) found Actbusy node %s \n
ACTBUSY: StopBusying on NPC %s (%s)\n
ACTBUSY: behavior disabled on NPC %s (%s)\n
ACTBUSY: behavior enabled on NPC %s (%s)\n
ACTOR
ACT_180_LEFT
ACT_180_RIGHT
ACT_90_LEFT
ACT_90_RIGHT
ACT_ALIEN_BURROW_IDLE
ACT_ALIEN_BURROW_OUT
ACT_ALIEN_CHARGE_ANTICIPATION
ACT_ALIEN_CHARGE_CRASH
ACT_ALIEN_CHARGE_HIT
ACT_ALIEN_CHARGE_RUN
ACT_ALIEN_CHARGE_START
ACT_ALIEN_CHARGE_STOP
ACT_ALIEN_FLINCH_BIG
ACT_ALIEN_FLINCH_GESTURE
ACT_ALIEN_FLINCH_MEDIUM
ACT_ALIEN_FLINCH_SMALL
ACT_ALIEN_JUMP
ACT_ALIEN_LAND
ACT_ALIEN_POUNCE
ACT_ALIEN_POUNCE_HIT
ACT_ALIEN_POUNCE_MISS
ACT_ALIEN_SHOVER_ROAR
ACT_ALIEN_SHOVER_ROAR_DEFEND
ACT_ALIEN_SHOVER_SHOVE_PHYSOBJECT
ACT_ARM
ACT_ASW_ALIEN_JUMP_START
ACT_ASW_ALIEN_LAND
ACT_ASW_EGG_IDLE
ACT_ASW_GRUB_IDLE
ACT_BARNACLE_CHEW
ACT_BARNACLE_CHOMP
ACT_BARNACLE_HIT
ACT_BARNACLE_PULL
ACT_BIG_FLINCH
ACT_BURROW_IDLE
ACT_BURROW_OUT
ACT_BUSY_LEAN_BACK
ACT_BUSY_LEAN_BACK_ENTRY
ACT_BUSY_LEAN_BACK_EXIT
ACT_BUSY_LEAN_LEFT
ACT_BUSY_LEAN_LEFT_ENTRY
ACT_BUSY_LEAN_LEFT_EXIT
ACT_BUSY_QUEUE
ACT_BUSY_SIT_CHAIR
ACT_BUSY_SIT_CHAIR_ENTRY
ACT_BUSY_SIT_CHAIR_EXIT
ACT_BUSY_SIT_GROUND
ACT_BUSY_SIT_GROUND_ENTRY
ACT_BUSY_SIT_GROUND_EXIT
ACT_BUSY_STAND
ACT_CLIMB_DISMOUNT
ACT_CLIMB_DOWN
ACT_CLIMB_UP
ACT_COMBAT_IDLE
ACT_COVER
ACT_COVER_LOW
ACT_COVER_LOW_RPG
ACT_COVER_MED
ACT_COVER_PISTOL_LOW
ACT_COVER_SMG1_LOW
ACT_COWER
ACT_CROSSBOW_DRAW_UNLOADED
ACT_CROUCH
ACT_CROUCHIDLE
ACT_CROUCHIDLE_AGITATED
ACT_CROUCHIDLE_AIM_STIMULATED
ACT_CROUCHIDLE_STIMULATED
ACT_CROUCHING_GRENADEIDLE
ACT_CROUCHING_GRENADEREADY
ACT_CROUCHING_PRIMARYATTACK
ACT_CROUCHING_SHIELD_ATTACK
ACT_CROUCHING_SHIELD_DOWN
ACT_CROUCHING_SHIELD_KNOCKBACK
ACT_CROUCHING_SHIELD_UP
ACT_CROUCHING_SHIELD_UP_IDLE
ACT_CROUCH_IDLE_AUTOGUN
ACT_CROUCH_IDLE_DUAL
ACT_CROUCH_IDLE_RIFLE
ACT_CROUCH_IDLE_SHOTGUN
ACT_DEATH_ELEC
ACT_DEATH_FIRE
ACT_DEATH_FIRE_INFLATED
ACT_DEPLOY
ACT_DEPLOY_IDLE
ACT_DIEBACKWARD
ACT_DIEFORWARD
ACT_DIERAGDOLL
ACT_DIESIMPLE
ACT_DIEVIOLENT
ACT_DIE_BACKSHOT
ACT_DIE_BACKSIDE
ACT_DIE_BARNACLE_SWALLOW
ACT_DIE_CHESTSHOT
ACT_DIE_FANCY
ACT_DIE_FRONTSIDE
ACT_DIE_GUTSHOT
ACT_DIE_HEADSHOT
ACT_DIE_LEFTSIDE
ACT_DIE_RIGHTSIDE
ACT_DISARM
ACT_DI_ALYX_ANTLION
ACT_DI_ALYX_HEADCRAB_MELEE
ACT_DI_ALYX_ZOMBIE_MELEE
ACT_DI_ALYX_ZOMBIE_SHOTGUN26
ACT_DI_ALYX_ZOMBIE_SHOTGUN64
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE
ACT_DOOR_LOCKED
ACT_DOOR_OPEN
ACT_DO_NOT_DISTURB
ACT_DRONE_RUN_ATTACKING
ACT_DRONE_WALLPOUND
ACT_DROP_WEAPON
ACT_DROP_WEAPON_SHOTGUN
ACT_DUCK_DODGE
ACT_DYINGLOOP
ACT_DYINGTODEAD
ACT_EXPLODE
ACT_FIRE
ACT_FIRE_END
ACT_FIRE_LOOP
ACT_FIRE_RECOVER
ACT_FIRE_START
ACT_FLICK_LEFT
ACT_FLICK_LEFT_MIDDLE
ACT_FLICK_RIGHT
ACT_FLICK_RIGHT_MIDDLE
ACT_FLINCH_CHEST
ACT_FLINCH_CHEST_BACK
ACT_FLINCH_CROUCH_BACK
ACT_FLINCH_CROUCH_FRONT
ACT_FLINCH_CROUCH_LEFT
ACT_FLINCH_CROUCH_RIGHT
ACT_FLINCH_HEAD
ACT_FLINCH_HEAD_BACK
ACT_FLINCH_LEFTARM
ACT_FLINCH_LEFTARM_DEFEND
ACT_FLINCH_LEFTLEG
ACT_FLINCH_PHYSICS
ACT_FLINCH_RIGHTARM
ACT_FLINCH_RIGHTARM_DEFEND
ACT_FLINCH_RIGHTLEG
ACT_FLINCH_STOMACH
ACT_FLINCH_STOMACH_BACK
ACT_FLY
ACT_GAUSS_SPINCYCLE
ACT_GAUSS_SPINUP
ACT_GESTURE_BARNACLE_STRANGLE
ACT_GESTURE_BIG_FLINCH
ACT_GESTURE_FLINCH
ACT_GESTURE_FLINCH_BACK
ACT_GESTURE_FLINCH_BLAST
ACT_GESTURE_FLINCH_BLAST_DAMAGED
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN
ACT_GESTURE_FLINCH_BLAST_SHOTGUN
ACT_GESTURE_FLINCH_CHEST
ACT_GESTURE_FLINCH_FORWARD
ACT_GESTURE_FLINCH_HEAD
ACT_GESTURE_FLINCH_LEFT
ACT_GESTURE_FLINCH_LEFTARM
ACT_GESTURE_FLINCH_LEFTLEG
ACT_GESTURE_FLINCH_RIGHT
ACT_GESTURE_FLINCH_RIGHTARM
ACT_GESTURE_FLINCH_RIGHTLEG
ACT_GESTURE_FLINCH_STOMACH
ACT_GESTURE_MELEE_ATTACK1
ACT_GESTURE_MELEE_ATTACK2
ACT_GESTURE_MELEE_ATTACK_SWING
ACT_GESTURE_RANGE_ATTACK1
ACT_GESTURE_RANGE_ATTACK1_LOW
ACT_GESTURE_RANGE_ATTACK2
ACT_GESTURE_RANGE_ATTACK2_LOW
ACT_GESTURE_RANGE_ATTACK_AR1
ACT_GESTURE_RANGE_ATTACK_AR2
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE
ACT_GESTURE_RANGE_ATTACK_HMG1
ACT_GESTURE_RANGE_ATTACK_ML
ACT_GESTURE_RANGE_ATTACK_PISTOL
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW
ACT_GESTURE_RANGE_ATTACK_SHOTGUN
ACT_GESTURE_RANGE_ATTACK_SLAM
ACT_GESTURE_RANGE_ATTACK_SMG1
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW
ACT_GESTURE_RANGE_ATTACK_SMG2
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE
ACT_GESTURE_RANGE_ATTACK_THROW
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE
ACT_GESTURE_RELOAD
ACT_GESTURE_RELOAD_PISTOL
ACT_GESTURE_RELOAD_SHOTGUN
ACT_GESTURE_RELOAD_SMG1
ACT_GESTURE_SMALL_FLINCH
ACT_GESTURE_TURN_LEFT
ACT_GESTURE_TURN_LEFT45
ACT_GESTURE_TURN_LEFT45_FLAT
ACT_GESTURE_TURN_LEFT90
ACT_GESTURE_TURN_LEFT90_FLAT
ACT_GESTURE_TURN_RIGHT
ACT_GESTURE_TURN_RIGHT45
ACT_GESTURE_TURN_RIGHT45_FLAT
ACT_GESTURE_TURN_RIGHT90
ACT_GESTURE_TURN_RIGHT90_FLAT
ACT_GLIDE
ACT_GUNSHIP_CRASH
ACT_GUNSHIP_HOVER
ACT_GUNSHIP_PATROL
ACT_HARVESTER_LAY_CRITTER
ACT_HELICOPTER_CRASHING
ACT_HELICOPTER_DROP_BOMB
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
ACT_HL2MP_GESTURE_RELOAD_MELEE
ACT_HL2MP_IDLE_CROUCH_MELEE
ACT_HL2MP_IDLE_MELEE
ACT_HL2MP_JUMP_MELEE
ACT_HL2MP_RUN_MELEE
ACT_HL2MP_WALK_CROUCH_MELEE
ACT_HOP
ACT_HOVER
ACT_IDLE
ACT_IDLETORUN
ACT_IDLE_AGITATED
ACT_IDLE_AIM_AGITATED
ACT_IDLE_AIM_AUTOGUN
ACT_IDLE_AIM_DUAL
ACT_IDLE_AIM_PISTOL
ACT_IDLE_AIM_RELAXED
ACT_IDLE_AIM_RIFLE
ACT_IDLE_AIM_RIFLE_STIMULATED
ACT_IDLE_AIM_SHOTGUN
ACT_IDLE_AIM_STEALTH
ACT_IDLE_AIM_STIMULATED
ACT_IDLE_ANGRY
ACT_IDLE_ANGRY_MELEE
ACT_IDLE_ANGRY_PISTOL
ACT_IDLE_ANGRY_RPG
ACT_IDLE_ANGRY_SHOTGUN
ACT_IDLE_ANGRY_SMG1
ACT_IDLE_AUTOGUN
ACT_IDLE_CARRY
ACT_IDLE_DEFEND
ACT_IDLE_DUAL
ACT_IDLE_HURT
ACT_IDLE_INFLATED
ACT_IDLE_MANNEDGUN
ACT_IDLE_MELEE
ACT_IDLE_ON_FIRE
ACT_IDLE_PACKAGE
ACT_IDLE_PISTOL
ACT_IDLE_RELAXED
ACT_IDLE_RIFLE
ACT_IDLE_RPG
ACT_IDLE_RPG_RELAXED
ACT_IDLE_SHOTGUN
ACT_IDLE_SHOTGUN_AGITATED
ACT_IDLE_SHOTGUN_RELAXED
ACT_IDLE_SHOTGUN_STIMULATED
ACT_IDLE_SMG1
ACT_IDLE_SMG1_RELAXED
ACT_IDLE_SMG1_STIMULATED
ACT_IDLE_STEALTH
ACT_IDLE_STEALTH_PISTOL
ACT_IDLE_STIMULATED
ACT_IDLE_SUITCASE
ACT_INVALID
ACT_ITEM1_VM_DRAW
ACT_ITEM1_VM_DRYFIRE
ACT_ITEM1_VM_HOLSTER
ACT_ITEM1_VM_IDLE
ACT_ITEM1_VM_IDLE_LOWERED
ACT_ITEM1_VM_IDLE_TO_LOWERED
ACT_ITEM1_VM_LOWERED_TO_IDLE
ACT_ITEM1_VM_PRIMARYATTACK
ACT_ITEM1_VM_PULLBACK
ACT_ITEM1_VM_RELOAD
ACT_ITEM1_VM_SECONDARYATTACK
ACT_ITEM2_VM_DRAW
ACT_ITEM2_VM_DRYFIRE
ACT_ITEM2_VM_HOLSTER
ACT_ITEM2_VM_IDLE
ACT_ITEM2_VM_IDLE_LOWERED
ACT_ITEM2_VM_IDLE_TO_LOWERED
ACT_ITEM2_VM_LOWERED_TO_IDLE
ACT_ITEM2_VM_PRIMARYATTACK
ACT_ITEM2_VM_PULLBACK
ACT_ITEM2_VM_RELOAD
ACT_ITEM2_VM_SECONDARYATTACK
ACT_JUMP
ACT_JUMP_AUTOGUN
ACT_JUMP_DUAL
ACT_JUMP_RIFLE
ACT_JUMP_SHOTGUN
ACT_LAND
ACT_LEAP
ACT_LEAVE_DEFENDING
ACT_LOOKBACK_LEFT
ACT_LOOKBACK_RIGHT
ACT_MARINE_GETTING_UP
ACT_MARINE_LAYING_ON_FLOOR
ACT_MELEE_ATTACK1
ACT_MELEE_ATTACK1_DEFEND
ACT_MELEE_ATTACK1_HIT
ACT_MELEE_ATTACK1_INFLATED
ACT_MELEE_ATTACK2
ACT_MELEE_ATTACK2_HIT
ACT_MELEE_ATTACK_SWING
ACT_MELEE_ATTACK_SWING_GESTURE
ACT_MELEE_VM_DRAW
ACT_MELEE_VM_DRYFIRE
ACT_MELEE_VM_HOLSTER
ACT_MELEE_VM_IDLE
ACT_MELEE_VM_IDLE_LOWERED
ACT_MELEE_VM_IDLE_TO_LOWERED
ACT_MELEE_VM_LOWERED_TO_IDLE
ACT_MELEE_VM_PRIMARYATTACK
ACT_MELEE_VM_PULLBACK
ACT_MELEE_VM_RELOAD
ACT_MELEE_VM_SECONDARYATTACK
ACT_MORTARBUG_SPIT
ACT_MP_AIRWALK
ACT_MP_AIRWALK_BUILDING
ACT_MP_AIRWALK_ITEM1
ACT_MP_AIRWALK_ITEM2
ACT_MP_AIRWALK_MELEE
ACT_MP_AIRWALK_PDA
ACT_MP_AIRWALK_PRIMARY
ACT_MP_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY
ACT_MP_ATTACK_AIRWALK_ITEM1
ACT_MP_ATTACK_AIRWALK_ITEM2
ACT_MP_ATTACK_AIRWALK_MELEE
ACT_MP_ATTACK_AIRWALK_PRIMARY
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
ACT_MP_ATTACK_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
ACT_MP_ATTACK_CROUCH_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM1
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM2
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY
ACT_MP_ATTACK_CROUCH_MELEE
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY
ACT_MP_ATTACK_CROUCH_POSTFIRE
ACT_MP_ATTACK_CROUCH_PREFIRE
ACT_MP_ATTACK_CROUCH_PRIMARY
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
ACT_MP_ATTACK_CROUCH_SECONDARY
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
ACT_MP_ATTACK_STAND_BUILDING
ACT_MP_ATTACK_STAND_GRENADE
ACT_MP_ATTACK_STAND_GRENADE_BUILDING
ACT_MP_ATTACK_STAND_GRENADE_MELEE
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY
ACT_MP_ATTACK_STAND_ITEM1
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY
ACT_MP_ATTACK_STAND_ITEM2
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY
ACT_MP_ATTACK_STAND_MELEE
ACT_MP_ATTACK_STAND_MELEE_SECONDARY
ACT_MP_ATTACK_STAND_PDA
ACT_MP_ATTACK_STAND_POSTFIRE
ACT_MP_ATTACK_STAND_PREFIRE
ACT_MP_ATTACK_STAND_PRIMARY
ACT_MP_ATTACK_STAND_PRIMARYFIRE
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
ACT_MP_ATTACK_STAND_SECONDARY
ACT_MP_ATTACK_STAND_SECONDARYFIRE
ACT_MP_ATTACK_STAND_STARTFIRE
ACT_MP_ATTACK_SWIM_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE_MELEE
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY
ACT_MP_ATTACK_SWIM_ITEM1
ACT_MP_ATTACK_SWIM_ITEM2
ACT_MP_ATTACK_SWIM_MELEE
ACT_MP_ATTACK_SWIM_PDA
ACT_MP_ATTACK_SWIM_POSTFIRE
ACT_MP_ATTACK_SWIM_PREFIRE
ACT_MP_ATTACK_SWIM_PRIMARY
ACT_MP_ATTACK_SWIM_PRIMARYFIRE
ACT_MP_ATTACK_SWIM_SECONDARY
ACT_MP_ATTACK_SWIM_SECONDARYFIRE
ACT_MP_CROUCHWALK
ACT_MP_CROUCHWALK_BUILDING
ACT_MP_CROUCHWALK_ITEM1
ACT_MP_CROUCHWALK_ITEM2
ACT_MP_CROUCHWALK_MELEE
ACT_MP_CROUCHWALK_PDA
ACT_MP_CROUCHWALK_PRIMARY
ACT_MP_CROUCHWALK_SECONDARY
ACT_MP_CROUCH_BUILDING
ACT_MP_CROUCH_DEPLOYED
ACT_MP_CROUCH_DEPLOYED_IDLE
ACT_MP_CROUCH_IDLE
ACT_MP_CROUCH_ITEM1
ACT_MP_CROUCH_ITEM2
ACT_MP_CROUCH_MELEE
ACT_MP_CROUCH_PDA
ACT_MP_CROUCH_PRIMARY
ACT_MP_CROUCH_SECONDARY
ACT_MP_DEPLOYED
ACT_MP_DEPLOYED_IDLE
ACT_MP_DEPLOYED_PRIMARY
ACT_MP_DOUBLEJUMP
ACT_MP_GESTURE_FLINCH
ACT_MP_GESTURE_FLINCH_CHEST
ACT_MP_GESTURE_FLINCH_HEAD
ACT_MP_GESTURE_FLINCH_ITEM1
ACT_MP_GESTURE_FLINCH_ITEM2
ACT_MP_GESTURE_FLINCH_LEFTARM
ACT_MP_GESTURE_FLINCH_LEFTLEG
ACT_MP_GESTURE_FLINCH_MELEE
ACT_MP_GESTURE_FLINCH_PRIMARY
ACT_MP_GESTURE_FLINCH_RIGHTARM
ACT_MP_GESTURE_FLINCH_RIGHTLEG
ACT_MP_GESTURE_FLINCH_SECONDARY
ACT_MP_GESTURE_FLINCH_STOMACH
ACT_MP_GESTURE_VC_FINGERPOINT
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE
ACT_MP_GESTURE_VC_FINGERPOINT_PDA
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY
ACT_MP_GESTURE_VC_FISTPUMP
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2
ACT_MP_GESTURE_VC_FISTPUMP_MELEE
ACT_MP_GESTURE_VC_FISTPUMP_PDA
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY
ACT_MP_GESTURE_VC_HANDMOUTH
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE
ACT_MP_GESTURE_VC_HANDMOUTH_PDA
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY
ACT_MP_GESTURE_VC_NODNO
ACT_MP_GESTURE_VC_NODNO_BUILDING
ACT_MP_GESTURE_VC_NODNO_ITEM1
ACT_MP_GESTURE_VC_NODNO_ITEM2
ACT_MP_GESTURE_VC_NODNO_MELEE
ACT_MP_GESTURE_VC_NODNO_PDA
ACT_MP_GESTURE_VC_NODNO_PRIMARY
ACT_MP_GESTURE_VC_NODNO_SECONDARY
ACT_MP_GESTURE_VC_NODYES
ACT_MP_GESTURE_VC_NODYES_BUILDING
ACT_MP_GESTURE_VC_NODYES_ITEM1
ACT_MP_GESTURE_VC_NODYES_ITEM2
ACT_MP_GESTURE_VC_NODYES_MELEE
ACT_MP_GESTURE_VC_NODYES_PDA
ACT_MP_GESTURE_VC_NODYES_PRIMARY
ACT_MP_GESTURE_VC_NODYES_SECONDARY
ACT_MP_GESTURE_VC_THUMBSUP
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2
ACT_MP_GESTURE_VC_THUMBSUP_MELEE
ACT_MP_GESTURE_VC_THUMBSUP_PDA
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY
ACT_MP_GRENADE1_ATTACK
ACT_MP_GRENADE1_DRAW
ACT_MP_GRENADE1_IDLE
ACT_MP_GRENADE2_ATTACK
ACT_MP_GRENADE2_DRAW
ACT_MP_GRENADE2_IDLE
ACT_MP_ITEM1_GRENADE1_ATTACK
ACT_MP_ITEM1_GRENADE1_DRAW
ACT_MP_ITEM1_GRENADE1_IDLE
ACT_MP_ITEM1_GRENADE2_ATTACK
ACT_MP_ITEM1_GRENADE2_DRAW
ACT_MP_ITEM1_GRENADE2_IDLE
ACT_MP_ITEM2_GRENADE1_ATTACK
ACT_MP_ITEM2_GRENADE1_DRAW
ACT_MP_ITEM2_GRENADE1_IDLE
ACT_MP_ITEM2_GRENADE2_ATTACK
ACT_MP_ITEM2_GRENADE2_DRAW
ACT_MP_ITEM2_GRENADE2_IDLE
ACT_MP_JUMP
ACT_MP_JUMP_BUILDING
ACT_MP_JUMP_FLOAT
ACT_MP_JUMP_FLOAT_BUILDING
ACT_MP_JUMP_FLOAT_ITEM1
ACT_MP_JUMP_FLOAT_ITEM2
ACT_MP_JUMP_FLOAT_MELEE
ACT_MP_JUMP_FLOAT_PDA
ACT_MP_JUMP_FLOAT_PRIMARY
ACT_MP_JUMP_FLOAT_SECONDARY
ACT_MP_JUMP_ITEM1
ACT_MP_JUMP_ITEM2
ACT_MP_JUMP_LAND
ACT_MP_JUMP_LAND_BUILDING
ACT_MP_JUMP_LAND_ITEM1
ACT_MP_JUMP_LAND_ITEM2
ACT_MP_JUMP_LAND_MELEE
ACT_MP_JUMP_LAND_PDA
ACT_MP_JUMP_LAND_PRIMARY
ACT_MP_JUMP_LAND_SECONDARY
ACT_MP_JUMP_MELEE
ACT_MP_JUMP_PDA
ACT_MP_JUMP_PRIMARY
ACT_MP_JUMP_SECONDARY
ACT_MP_JUMP_START
ACT_MP_JUMP_START_BUILDING
ACT_MP_JUMP_START_ITEM1
ACT_MP_JUMP_START_ITEM2
ACT_MP_JUMP_START_MELEE
ACT_MP_JUMP_START_PDA
ACT_MP_JUMP_START_PRIMARY
ACT_MP_JUMP_START_SECONDARY
ACT_MP_MELEE_GRENADE1_ATTACK
ACT_MP_MELEE_GRENADE1_DRAW
ACT_MP_MELEE_GRENADE1_IDLE
ACT_MP_MELEE_GRENADE2_ATTACK
ACT_MP_MELEE_GRENADE2_DRAW
ACT_MP_MELEE_GRENADE2_IDLE
ACT_MP_PRIMARY_GRENADE1_ATTACK
ACT_MP_PRIMARY_GRENADE1_DRAW
ACT_MP_PRIMARY_GRENADE1_IDLE
ACT_MP_PRIMARY_GRENADE2_ATTACK
ACT_MP_PRIMARY_GRENADE2_DRAW
ACT_MP_PRIMARY_GRENADE2_IDLE
ACT_MP_RELOAD_AIRWALK
ACT_MP_RELOAD_AIRWALK_END
ACT_MP_RELOAD_AIRWALK_LOOP
ACT_MP_RELOAD_AIRWALK_PRIMARY
ACT_MP_RELOAD_AIRWALK_PRIMARY_END
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
ACT_MP_RELOAD_AIRWALK_SECONDARY
ACT_MP_RELOAD_AIRWALK_SECONDARY_END
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP
ACT_MP_RELOAD_CROUCH
ACT_MP_RELOAD_CROUCH_END
ACT_MP_RELOAD_CROUCH_LOOP
ACT_MP_RELOAD_CROUCH_PRIMARY
ACT_MP_RELOAD_CROUCH_PRIMARY_END
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
ACT_MP_RELOAD_CROUCH_SECONDARY
ACT_MP_RELOAD_CROUCH_SECONDARY_END
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP
ACT_MP_RELOAD_STAND
ACT_MP_RELOAD_STAND_END
ACT_MP_RELOAD_STAND_LOOP
ACT_MP_RELOAD_STAND_PRIMARY
ACT_MP_RELOAD_STAND_PRIMARY_END
ACT_MP_RELOAD_STAND_PRIMARY_LOOP
ACT_MP_RELOAD_STAND_SECONDARY
ACT_MP_RELOAD_STAND_SECONDARY_END
ACT_MP_RELOAD_STAND_SECONDARY_LOOP
ACT_MP_RELOAD_SWIM
ACT_MP_RELOAD_SWIM_END
ACT_MP_RELOAD_SWIM_LOOP
ACT_MP_RELOAD_SWIM_PRIMARY
ACT_MP_RELOAD_SWIM_PRIMARY_END
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
ACT_MP_RELOAD_SWIM_SECONDARY
ACT_MP_RELOAD_SWIM_SECONDARY_END
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP
ACT_MP_RUN
ACT_MP_RUN_BUILDING
ACT_MP_RUN_ITEM1
ACT_MP_RUN_ITEM2
ACT_MP_RUN_MELEE
ACT_MP_RUN_PDA
ACT_MP_RUN_PRIMARY
ACT_MP_RUN_SECONDARY
ACT_MP_SECONDARY_GRENADE1_ATTACK
ACT_MP_SECONDARY_GRENADE1_DRAW
ACT_MP_SECONDARY_GRENADE1_IDLE
ACT_MP_SECONDARY_GRENADE2_ATTACK
ACT_MP_SECONDARY_GRENADE2_DRAW
ACT_MP_SECONDARY_GRENADE2_IDLE
ACT_MP_SPRINT
ACT_MP_STAND_BUILDING
ACT_MP_STAND_IDLE
ACT_MP_STAND_ITEM1
ACT_MP_STAND_ITEM2
ACT_MP_STAND_MELEE
ACT_MP_STAND_PDA
ACT_MP_STAND_PRIMARY
ACT_MP_STAND_SECONDARY
ACT_MP_SWIM
ACT_MP_SWIM_BUILDING
ACT_MP_SWIM_DEPLOYED
ACT_MP_SWIM_DEPLOYED_PRIMARY
ACT_MP_SWIM_ITEM1
ACT_MP_SWIM_ITEM2
ACT_MP_SWIM_MELEE
ACT_MP_SWIM_PDA
ACT_MP_SWIM_PRIMARY
ACT_MP_SWIM_SECONDARY
ACT_MP_VCD
ACT_MP_WALK
ACT_MP_WALK_BUILDING
ACT_MP_WALK_ITEM1
ACT_MP_WALK_ITEM2
ACT_MP_WALK_MELEE
ACT_MP_WALK_PDA
ACT_MP_WALK_PRIMARY
ACT_MP_WALK_SECONDARY
ACT_MYCUSTOMACTIVITY
ACT_OBJ_ASSEMBLING
ACT_OBJ_DETERIORATING
ACT_OBJ_DISMANTLING
ACT_OBJ_IDLE
ACT_OBJ_PLACING
ACT_OBJ_RUNNING
ACT_OBJ_STARTUP
ACT_OBJ_UPGRADING
ACT_OPEN_DOOR
ACT_OVERLAY_GRENADEIDLE
ACT_OVERLAY_GRENADEREADY
ACT_OVERLAY_PRIMARYATTACK
ACT_OVERLAY_SHIELD_ATTACK
ACT_OVERLAY_SHIELD_DOWN
ACT_OVERLAY_SHIELD_KNOCKBACK
ACT_OVERLAY_SHIELD_UP
ACT_OVERLAY_SHIELD_UP_IDLE
ACT_PDA_VM_DRAW
ACT_PDA_VM_DRYFIRE
ACT_PDA_VM_HOLSTER
ACT_PDA_VM_IDLE
ACT_PDA_VM_IDLE_LOWERED
ACT_PDA_VM_IDLE_TO_LOWERED
ACT_PDA_VM_LOWERED_TO_IDLE
ACT_PDA_VM_PRIMARYATTACK
ACT_PDA_VM_PULLBACK
ACT_PDA_VM_RELOAD
ACT_PDA_VM_SECONDARYATTACK
ACT_PHYSCANNON_ANIMATE
ACT_PHYSCANNON_ANIMATE_POST
ACT_PHYSCANNON_ANIMATE_PRE
ACT_PHYSCANNON_DETACH
ACT_PHYSCANNON_UPGRADE
ACT_PICKUP_GROUND
ACT_PICKUP_RACK
ACT_PLAYER_CROUCH_FIRE
ACT_PLAYER_CROUCH_WALK_FIRE
ACT_PLAYER_IDLE_FIRE
ACT_PLAYER_RUN_FIRE
ACT_PLAYER_WALK_FIRE
ACT_POLICE_HARASS1
ACT_POLICE_HARASS2
ACT_PREP_EXPLODE
ACT_PREP_TO_FIRE
ACT_PRIMARY_VM_DRAW
ACT_PRIMARY_VM_DRYFIRE
ACT_PRIMARY_VM_HOLSTER
ACT_PRIMARY_VM_IDLE
ACT_PRIMARY_VM_IDLE_LOWERED
ACT_PRIMARY_VM_IDLE_TO_LOWERED
ACT_PRIMARY_VM_LOWERED_TO_IDLE
ACT_PRIMARY_VM_PRIMARYATTACK
ACT_PRIMARY_VM_PULLBACK
ACT_PRIMARY_VM_RELOAD
ACT_PRIMARY_VM_SECONDARYATTACK
ACT_QUEEN_HIGH_TO_LOW
ACT_QUEEN_LOW_IDLE
ACT_QUEEN_LOW_TO_HIGH
ACT_QUEEN_SCREAM
ACT_QUEEN_SCREAM_LOW
ACT_QUEEN_SINGLE_SPIT
ACT_QUEEN_TENTACLE_ATTACK
ACT_QUEEN_TRIPLE_SPIT
ACT_RANGE_AIM_AR2_LOW
ACT_RANGE_AIM_LOW
ACT_RANGE_AIM_PISTOL_LOW
ACT_RANGE_AIM_SMG1_LOW
ACT_RANGE_ATTACK1
ACT_RANGE_ATTACK1_LOW
ACT_RANGE_ATTACK2
ACT_RANGE_ATTACK2_LOW
ACT_RANGE_ATTACK_AR1
ACT_RANGE_ATTACK_AR2
ACT_RANGE_ATTACK_AR2_GRENADE
ACT_RANGE_ATTACK_AR2_LOW
ACT_RANGE_ATTACK_AUTOGUN
ACT_RANGE_ATTACK_DUAL
ACT_RANGE_ATTACK_HMG1
ACT_RANGE_ATTACK_ML
ACT_RANGE_ATTACK_PISTOL
ACT_RANGE_ATTACK_PISTOL_LOW
ACT_RANGE_ATTACK_RIFLE
ACT_RANGE_ATTACK_RPG
ACT_RANGE_ATTACK_SHOTGUN
ACT_RANGE_ATTACK_SHOTGUN_LOW
ACT_RANGE_ATTACK_SLAM
ACT_RANGE_ATTACK_SMG1
ACT_RANGE_ATTACK_SMG1_LOW
ACT_RANGE_ATTACK_SMG2
ACT_RANGE_ATTACK_SNIPER_RIFLE
ACT_RANGE_ATTACK_THROW
ACT_RANGE_ATTACK_TRIPWIRE
ACT_RAPPEL_LOOP
ACT_READINESS_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
ACT_READINESS_RELAXED_TO_STIMULATED
ACT_READINESS_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_STIMULATED_TO_RELAXED
ACT_RELOAD
ACT_RELOAD_AUTOGUN
ACT_RELOAD_DUAL
ACT_RELOAD_FAIL
ACT_RELOAD_FINISH
ACT_RELOAD_LOW
ACT_RELOAD_PISTOL
ACT_RELOAD_PISTOL_LOW
ACT_RELOAD_RIFLE
ACT_RELOAD_SHOTGUN
ACT_RELOAD_SHOTGUN_LOW
ACT_RELOAD_SMG1
ACT_RELOAD_SMG1_LOW
ACT_RELOAD_START
ACT_RELOAD_SUCCEED
ACT_RESET
ACT_RIDE_MANNED_GUN
ACT_ROLL_LEFT
ACT_ROLL_RIGHT
ACT_RUN
ACT_RUNTOIDLE
ACT_RUN_AGITATED
ACT_RUN_AIM
ACT_RUN_AIM_AGITATED
ACT_RUN_AIM_AUTOGUN
ACT_RUN_AIM_DUAL
ACT_RUN_AIM_PISTOL
ACT_RUN_AIM_RELAXED
ACT_RUN_AIM_RIFLE
ACT_RUN_AIM_RIFLE_STIMULATED
ACT_RUN_AIM_SHOTGUN
ACT_RUN_AIM_STEALTH
ACT_RUN_AIM_STEALTH_PISTOL
ACT_RUN_AIM_STIMULATED
ACT_RUN_CROUCH
ACT_RUN_CROUCH_AIM
ACT_RUN_CROUCH_AIM_RIFLE
ACT_RUN_CROUCH_RIFLE
ACT_RUN_CROUCH_RPG
ACT_RUN_DEFEND
ACT_RUN_HURT
ACT_RUN_INFLATED
ACT_RUN_ON_FIRE
ACT_RUN_PISTOL
ACT_RUN_PROTECTED
ACT_RUN_RELAXED
ACT_RUN_RIFLE
ACT_RUN_RIFLE_RELAXED
ACT_RUN_RIFLE_STIMULATED
ACT_RUN_RPG
ACT_RUN_RPG_RELAXED
ACT_RUN_SCARED
ACT_RUN_STEALTH
ACT_RUN_STEALTH_PISTOL
ACT_RUN_STIMULATED
ACT_SCRIPT_CUSTOM_MOVE
ACT_SECONDARY_VM_DRAW
ACT_SECONDARY_VM_DRYFIRE
ACT_SECONDARY_VM_HOLSTER
ACT_SECONDARY_VM_IDLE
ACT_SECONDARY_VM_IDLE_LOWERED
ACT_SECONDARY_VM_IDLE_TO_LOWERED
ACT_SECONDARY_VM_LOWERED_TO_IDLE
ACT_SECONDARY_VM_PRIMARYATTACK
ACT_SECONDARY_VM_PULLBACK
ACT_SECONDARY_VM_RELOAD
ACT_SECONDARY_VM_SECONDARYATTACK
ACT_SHIELDBUG_PRE_LEAP
ACT_SHIELD_ATTACK
ACT_SHIELD_DOWN
ACT_SHIELD_KNOCKBACK
ACT_SHIELD_UP
ACT_SHIELD_UP_IDLE
ACT_SHIPLADDER_DOWN
ACT_SHIPLADDER_UP
ACT_SHOTGUN_PUMP
ACT_SHOTGUN_RELOAD_FINISH
ACT_SHOTGUN_RELOAD_START
ACT_SIGNAL1
ACT_SIGNAL2
ACT_SIGNAL3
ACT_SIGNAL_ADVANCE
ACT_SIGNAL_FORWARD
ACT_SIGNAL_GROUP
ACT_SIGNAL_HALT
ACT_SIGNAL_LEFT
ACT_SIGNAL_RIGHT
ACT_SIGNAL_TAKECOVER
ACT_SLAM_DETONATOR_DETONATE
ACT_SLAM_DETONATOR_DRAW
ACT_SLAM_DETONATOR_HOLSTER
ACT_SLAM_DETONATOR_IDLE
ACT_SLAM_DETONATOR_STICKWALL_DRAW
ACT_SLAM_DETONATOR_THROW_DRAW
ACT_SLAM_STICKWALL_ATTACH
ACT_SLAM_STICKWALL_ATTACH2
ACT_SLAM_STICKWALL_DETONATE
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER
ACT_SLAM_STICKWALL_DRAW
ACT_SLAM_STICKWALL_IDLE
ACT_SLAM_STICKWALL_ND_ATTACH
ACT_SLAM_STICKWALL_ND_ATTACH2
ACT_SLAM_STICKWALL_ND_DRAW
ACT_SLAM_STICKWALL_ND_IDLE
ACT_SLAM_STICKWALL_TO_THROW
ACT_SLAM_STICKWALL_TO_THROW_ND
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND
ACT_SLAM_THROW_DETONATE
ACT_SLAM_THROW_DETONATOR_HOLSTER
ACT_SLAM_THROW_DRAW
ACT_SLAM_THROW_IDLE
ACT_SLAM_THROW_ND_DRAW
ACT_SLAM_THROW_ND_IDLE
ACT_SLAM_THROW_THROW
ACT_SLAM_THROW_THROW2
ACT_SLAM_THROW_THROW_ND
ACT_SLAM_THROW_THROW_ND2
ACT_SLAM_THROW_TO_STICKWALL
ACT_SLAM_THROW_TO_STICKWALL_ND
ACT_SLAM_THROW_TO_TRIPMINE_ND
ACT_SLAM_TRIPMINE_ATTACH
ACT_SLAM_TRIPMINE_ATTACH2
ACT_SLAM_TRIPMINE_DRAW
ACT_SLAM_TRIPMINE_IDLE
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND
ACT_SLAM_TRIPMINE_TO_THROW_ND
ACT_SLEEP
ACT_SMALL_FLINCH
ACT_SMG2_DRAW2
ACT_SMG2_DRYFIRE2
ACT_SMG2_FIRE2
ACT_SMG2_IDLE2
ACT_SMG2_RELOAD2
ACT_SMG2_TOAUTO
ACT_SMG2_TOBURST
ACT_SPECIAL_ATTACK1
ACT_SPECIAL_ATTACK2
ACT_SPECIFIC_SEQUENCE
ACT_SPINAROUND
ACT_SPRAY
ACT_STAND
ACT_STARTDYING
ACT_START_DEFENDING
ACT_STEP_BACK
ACT_STEP_FORE
ACT_STEP_LEFT
ACT_STEP_RIGHT
ACT_STRAFE_LEFT
ACT_STRAFE_RIGHT
ACT_STUMBLE
ACT_STUMBLE_BACK
ACT_STUMBLE_FORWARD
ACT_STUMBLE_LEFT
ACT_STUMBLE_RIGHT
ACT_SWIM
ACT_TRANSITION
ACT_TURN
ACT_TURNLEFT45
ACT_TURNRIGHT45
ACT_TURN_LEFT
ACT_TURN_LEFT_DEFEND
ACT_TURN_RIGHT
ACT_TURN_RIGHT_DEFEND
ACT_UNDEPLOY
ACT_USE
ACT_VICTORY_DANCE
ACT_VM_ATTACH_SILENCER
ACT_VM_DETACH_SILENCER
ACT_VM_DRAW
ACT_VM_DRAW_DEPLOYED
ACT_VM_DRAW_SILENCED
ACT_VM_DRYFIRE
ACT_VM_DRYFIRE_LEFT
ACT_VM_DRYFIRE_SILENCED
ACT_VM_FIDGET
ACT_VM_FIZZLE
ACT_VM_HAULBACK
ACT_VM_HITCENTER
ACT_VM_HITCENTER2
ACT_VM_HITLEFT
ACT_VM_HITLEFT2
ACT_VM_HITRIGHT
ACT_VM_HITRIGHT2
ACT_VM_HOLSTER
ACT_VM_IDLE
ACT_VM_IDLE_EMPTY_LEFT
ACT_VM_IDLE_LOWERED
ACT_VM_IDLE_SILENCED
ACT_VM_IDLE_TO_LOWERED
ACT_VM_IS_DRAW
ACT_VM_IS_HOLSTER
ACT_VM_IS_IDLE
ACT_VM_IS_PRIMARYATTACK
ACT_VM_LOWERED_TO_IDLE
ACT_VM_MISSCENTER
ACT_VM_MISSCENTER2
ACT_VM_MISSLEFT
ACT_VM_MISSLEFT2
ACT_VM_MISSRIGHT
ACT_VM_MISSRIGHT2
ACT_VM_PICKUP
ACT_VM_PRIMARYATTACK
ACT_VM_PRIMARYATTACK_SILENCED
ACT_VM_PULLBACK
ACT_VM_PULLBACK_HIGH
ACT_VM_PULLBACK_LOW
ACT_VM_PULLPIN
ACT_VM_RECOIL1
ACT_VM_RECOIL2
ACT_VM_RECOIL3
ACT_VM_RELEASE
ACT_VM_RELOAD
ACT_VM_RELOAD_SILENCED
ACT_VM_SECONDARYATTACK
ACT_VM_SPRINT_ENTER
ACT_VM_SPRINT_IDLE
ACT_VM_SPRINT_LEAVE
ACT_VM_SWINGHARD
ACT_VM_SWINGHIT
ACT_VM_SWINGMISS
ACT_VM_THROW
ACT_VM_UNUSABLE
ACT_VM_UNUSABLE_TO_USABLE
ACT_VM_USABLE_TO_UNUSABLE
ACT_WAKE
ACT_WALK
ACT_WALK_AGITATED
ACT_WALK_AIM
ACT_WALK_AIM_AGITATED
ACT_WALK_AIM_AUTOGUN
ACT_WALK_AIM_DUAL
ACT_WALK_AIM_PISTOL
ACT_WALK_AIM_RELAXED
ACT_WALK_AIM_RIFLE
ACT_WALK_AIM_RIFLE_STIMULATED
ACT_WALK_AIM_SHOTGUN
ACT_WALK_AIM_STEALTH
ACT_WALK_AIM_STEALTH_PISTOL
ACT_WALK_AIM_STIMULATED
ACT_WALK_ANGRY
ACT_WALK_CARRY
ACT_WALK_CROUCH
ACT_WALK_CROUCH_AIM
ACT_WALK_CROUCH_AIM_RIFLE
ACT_WALK_CROUCH_RIFLE
ACT_WALK_CROUCH_RPG
ACT_WALK_HURT
ACT_WALK_ON_FIRE
ACT_WALK_PACKAGE
ACT_WALK_PISTOL
ACT_WALK_RELAXED
ACT_WALK_RIFLE
ACT_WALK_RIFLE_RELAXED
ACT_WALK_RIFLE_STIMULATED
ACT_WALK_RPG
ACT_WALK_RPG_RELAXED
ACT_WALK_SCARED
ACT_WALK_STEALTH
ACT_WALK_STEALTH_PISTOL
ACT_WALK_STIMULATED
ACT_WALK_SUITCASE
ADDED %s (%s) to transition.\n
ADDED.\n
ADVAPI32.dll
AEDIT_BEGIN_AREA.Creating
AE_ACTBUSY_WEAPON_FIRE_OFF
AE_ACTBUSY_WEAPON_FIRE_ON
AE_ALIEN_MELEE_HIT
AE_ALIEN_SHOVER_ROAR
AE_ALIEN_SHOVER_SHOVE
AE_ALIEN_SHOVER_SHOVE_PHYSOBJECT
AE_ALLOW_MOVEMENT
AE_AMMOCRATE_PICKUP_AMMO
AE_ASW_ALIEN_GLIDE
AE_ASW_ALIEN_START_JUMP
AE_ASW_FOOTSTEP
AE_BOOMER_INFLATED
AE_CLIENT_EFFECT_ATTACH
AE_CL_ADD_PARTICLE_EFFECT_CP
AE_CL_BODYGROUP_SET_VALUE
AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN
AE_CL_CREATE_PARTICLE_BRASS
AE_CL_CREATE_PARTICLE_EFFECT
AE_CL_DISABLE_BODYGROUP
AE_CL_ENABLE_BODYGROUP
AE_CL_PLAYSOUND
AE_CL_STOPSOUND
AE_CL_STOP_PARTICLE_EFFECT
AE_COMBO_TRANSITION
AE_DRONE_ALERT_SOUND
AE_DRONE_FOOTSTEP_HEAVY
AE_DRONE_FOOTSTEP_SOFT
AE_DRONE_MELEE1_SOUND
AE_DRONE_MELEE2_SOUND
AE_DRONE_MELEE_HIT1
AE_DRONE_MELEE_HIT2
AE_DRONE_MOUTH_BLEED
AE_DRONE_SHADOW_ON
AE_DRONE_WALK_FOOTSTEP
AE_EMPTY
AE_HARVESTER_SPAWN_CRITTER
AE_HARVESTER_SPAWN_SOUND
AE_HEADCRAB_JUMPATTACK
AE_MARINE_FOOTSTEP
AE_MARINE_KICK
AE_MARINE_RELOAD_SOUND_A
AE_MARINE_RELOAD_SOUND_B
AE_MARINE_RELOAD_SOUND_C
AE_MARINE_UNFREEZE
AE_MARINE_UNFREEZE\n
AE_MELEE_DAMAGE
AE_MELEE_START_COLLISION_DAMAGE
AE_MELEE_STOP_COLLISION_DAMAGE
AE_MORTARBUG_CHARGE
AE_MORTARBUG_LAUNCH
AE_MUZZLEFLASH
AE_NPC_180TURN
AE_NPC_ADDGESTURE
AE_NPC_ATTACK_BROADCAST
AE_NPC_BODYDROP_HEAVY
AE_NPC_BODYDROP_LIGHT
AE_NPC_DRAW
AE_NPC_HOLSTER
AE_NPC_HURT_INTERACTION_PARTNER
AE_NPC_ITEM_PICKUP
AE_NPC_LEFTFOOT
AE_NPC_MUZZLEFLASH
AE_NPC_RAGDOLL
AE_NPC_RESTARTGESTURE
AE_NPC_RIGHTFOOT
AE_NPC_SET_INTERACTION_CANTDIE
AE_NPC_SWISHSOUND
AE_NPC_WEAPON_DROP
AE_NPC_WEAPON_FIRE
AE_NPC_WEAPON_SET_ACTIVITY
AE_NPC_WEAPON_SET_SEQUENCE_NAME
AE_NPC_WEAPON_SET_SEQUENCE_NUMBER
AE_PARASITE_INFEST
AE_PARASITE_INFEST_SPURT
AE_QUEEN_R_SLASH_HIT
AE_QUEEN_SLASH_HIT
AE_QUEEN_SPIT
AE_QUEEN_START_SLASH
AE_QUEEN_START_SPIT
AE_RAGDOLL
AE_REMOVE_CLIENT_AIM
AE_SCREEN_SHAKE
AE_SHAMAN_SPRAY_END
AE_SHAMAN_SPRAY_START
AE_SHIELDBUG_ALERT_SOUND
AE_SHIELDBUG_FOOTSTEP_HEAVY
AE_SHIELDBUG_FOOTSTEP_SOFT
AE_SHIELDBUG_LEAVE_DEFEND
AE_SHIELDBUG_MELEE1_SOUND
AE_SHIELDBUG_MELEE2_SOUND
AE_SHIELDBUG_MELEE_HIT1
AE_SHIELDBUG_MELEE_HIT2
AE_SHIELDBUG_MOUTH_BLEED
AE_SHIELDBUG_SCREENSHAKE
AE_SHIELDBUG_START_DEFEND
AE_SHIELDBUG_WALK_FOOTSTEP
AE_SKILL_EVENT
AE_START_DETECTING_COMBO
AE_START_SCRIPTED_EFFECT
AE_STOP_DETECTING_COMBO
AE_STOP_SCRIPTED_EFFECT
AE_SV_DUSTTRAIL
AE_SV_PLAYSOUND
AE_THUMPER_THUMP
AE_TUG_INCAP
AE_WPN_HIDE
AE_WPN_INCREMENTAMMO
AE_WPN_PLAYWPNSOUND
AE_WPN_PRIMARYATTACK
AE_WPN_UNHIDE
AI (awake/asleep) (normal/efficient/very efficient/super efficient/dormant)
AI Disabled.\n
AI Resume...\n
AI Stepping...\n
AI node graph %s is corrupt\n
AI node graph %s is out of date (map version changed)\n
AI node graph %s is out of date\n
AI node graph corrupt\n
AIAgentScheduleState_t
AIBehaviorChannelSaveHeader_t
AIChannelScheduleState_t
AIE_DORMANT
AIE_EFFICIENT
AIE_NORMAL
AIE_SUPER_EFFICIENT
AIE_VERY_EFFICIENT
AIME_EFFICIENT
AIME_NORMAL
AIN_NO_DEST
AINet
AIRBOAT
AIScheduleState_t
AISquadEnemyInfo_t
AIWalkable
AI_AIM
AI_BaseNPC.BodyDrop_Heavy
AI_BaseNPC.BodyDrop_Light
AI_BaseNPC.SwishSound
AI_Behaviors
AI_DISABLEAI
AI_EnemyInfo_t
AI_FollowNavInfo_t
AI_FollowParams_t
AI_FreePassParams_t
AI_HOLSTER
AI_IGNORECOLLISION
AI_LeadArgs_t
AI_RANDOMFACEFLEX
AI_RANDOMHEADFLEX
AI_RANDOMLOOK
AI_Response
AI_ResponseParams
AI_ResponseSystem:  Unxpected TokenWaiting() with NULL buffer in %s
AI_StandoffParams_t
AI_UNHOLSTER
AI_Waypoint_t
AI_Waypoint_t pool
AIs will not even consider remarkarbles that are more than this many units away.
ALERT
ALPHA
ALPHA2
ALWAYSGIB
AMEDIUM_TALL_HULL
AOEGrenadeThink
AOEGrenadeTouch
APPSYSTEM: In ConnectInterfaces(), s_nRegistrationCount is %d!\n
AR2AltFire
AR2Explosion
AR2Impact
AR2Tracer
ARedGlowFade
ASI-Jac1-LandingBay_01
ASI-Jac1-LandingBay_02
ASI-Jac2-Deima
ASI-Jac3-Rydberg
ASI-Jac4-Residential
ASI-Jac6-SewerJunction
ASI-Jac7-TimorStation
ASW.MarineBurnPain_NoIgnite
ASW.MarineImpact
ASW.MarineImpactFP
ASW.MarineImpactHeavy
ASW.MarineImpactHeavyFP
ASW.MarineMeleeAttack
ASW.MarineMeleeAttackFP
ASW.MarinePowerFistAttack
ASW.MarinePowerFistAttackFP
ASW.WarheadExplosion
ASW.WarheadExplosionLF
ASW: ASWGameResource already exists, removing it\n
ASW: Error! Failed to create ASWGameResource\n
ASW: Error! Failed to create Debrief Stats\n
ASWActiveLocalWeaponData
ASWBarrel.Explode
ASWBarrelExplosion
ASWBlur
ASWBuzzerDeath
ASWCampaignCompleted
ASWComputer.AccessDenied
ASWComputer.ColumnTick
ASWComputer.Downloading
ASWComputer.HackComplete
ASWComputer.Loop
ASWComputer.MenuButton
ASWComputer.NumberAligned
ASWDamage
ASWDamageNumber
ASWEggEffects
ASWEnemyTeslaGunArcShock
ASWEnemyZappedByTesla
ASWEnemyZappedByThorns
ASWEnvExplosionFX
ASWExplodeMap
ASWFailAdvice
ASWFire.AcidBurn
ASWFire.BurningFlesh
ASWFire.BurningObject
ASWFireTouch
ASWFlameThink
ASWGoo.GooDissolve
ASWGoo.GooLoop
ASWGoo.GooScream
ASWGrenade.Alarm
ASWGrenade.Explode
ASWGrenade.FireLoop
ASWGrenade.Incendiary
ASWGrenadeAmmo.Explode
ASWGrenadeExplosion
ASWInterface.Button3
ASWInvalidDesination
ASWJeepWaterData_t
ASWLocalWeaponData
ASWMapLine
ASWMarineHealed
ASWMarineHitByFF
ASWMarineHitByMelee
ASWMarineMissionStats
ASWMarinePickup
ASWMarineReload
ASWMarineTookDamage
ASWMelee
ASWMiningLaserZap
ASWNewHoldoutWave
ASWOrderStopItemFX
ASWOrderUseItemFX
ASWOrders: ASW_ORDER_FOLLOW\n
ASWOrders: ASW_ORDER_HOLD_POSITION\n
ASWOrders: ASW_ORDER_MOVE_TO\n
ASWOrders: ASW_ORDER_USE_OFFHAND_ITEM\n
ASWOrders: Unknown\n
ASWReconnectAfterOutro
ASWReload already reloading\n
ASWRocket.Explosion
ASWScanner.Drawing
ASWScanner.Idle1
ASWScanner.Idle10
ASWScanner.Idle11
ASWScanner.Idle12
ASWScanner.Idle13
ASWScanner.Idle2
ASWScanner.Idle3
ASWScanner.Idle4
ASWScanner.Idle5
ASWScanner.Idle6
ASWScanner.Idle7
ASWScanner.Idle8
ASWScanner.Idle9
ASWScanner.Warning1
ASWScanner.Warning2
ASWScanner.Warning3
ASWScanner.Warning4
ASWScanner.Warning5
ASWScanner.Warning6
ASWScanner.Warning7
ASWScanner.Warning8
ASWScanner.Warning9
ASWScannerNoiseEnt
ASWSentryTracer
ASWShowHoldoutResupply
ASWShowHoldoutWaveEnd
ASWSpeech
ASWStopInfoMessageSound
ASWTeamMissionStats
ASWTracer
ASWUTraceless
ASWUTracer
ASWUTracerDual
ASWUTracerDualLeft
ASWUTracerDualRight
ASWUTracerRG
ASWUTracerUnattached
ASWUTracerless
ASWVerboseWeapons
ASWWeaponStats
ASWWeapons
ASWWelderSparks
ASWWheelDust
ASW_AG
ASW_ASG
ASW_ASG_G
ASW_AllowBriefing
ASW_Ammobag.DropImpact
ASW_Ammobag.Fail
ASW_Ammobag.Pickup_lrg
ASW_Ammobag.Pickup_med
ASW_Ammobag.Pickup_sml
ASW_Autogun.ReloadA
ASW_Autogun.ReloadB
ASW_Autogun.ReloadC
ASW_Blink.Blink
ASW_Blink.Teleport
ASW_Boomer.Death_Explode
ASW_Boomer_Grenade.Explode
ASW_Boomer_Projectile.Spawned
ASW_BuffGrenade.ActiveLoop
ASW_BuffGrenade.BuffLoop
ASW_BuffGrenade.GrenadeActivate
ASW_BuffGrenade.StartBuff
ASW_Buzzer.Attack
ASW_Buzzer.Death
ASW_Buzzer.Idle
ASW_Buzzer.OnFire
ASW_Buzzer.Pain
ASW_CS
ASW_Chainsaw.Start
ASW_Chainsaw.Stop
ASW_Chainsaw.attackOff
ASW_Chainsaw.attackOn
ASW_Door.Dented
ASW_Door.MeleeHit
ASW_Drone.Alert
ASW_Drone.Attack
ASW_Drone.Death
ASW_Drone.DeathFireSizzle
ASW_Drone.GibSplat
ASW_Drone.GibSplatHeavy
ASW_Drone.GibSplatQuiet
ASW_Drone.Pain
ASW_Drone.Shove
ASW_Drone.Swipe
ASW_Drop
ASW_EXT
ASW_Egg.Gib
ASW_Egg.Open
ASW_ElectrifiedSuit.Loop
ASW_ElectrifiedSuit.LoopFP
ASW_ElectrifiedSuit.OffFP
ASW_ElectrifiedSuit.TurnOn
ASW_Extinguisher.OnLoop
ASW_Extinguisher.Stop
ASW_F
ASW_FLARES
ASW_Fear
ASW_Flamer.ReloadA
ASW_Flamer.ReloadB
ASW_Flamer.ReloadC
ASW_Flare.FlareLoop
ASW_Flare.IgniteFlare
ASW_Flare.Touch
ASW_Freeze_Grenade.Explode
ASW_GL
ASW_Grub.Pain
ASW_HG
ASW_Harvester.Alert
ASW_Harvester.Death
ASW_Harvester.Pain
ASW_Harvester.Scared
ASW_Harvester.Sniffing
ASW_Harvester.SpawnCritter
ASW_HealGun.HealLoop
ASW_HealGun.Off
ASW_HealGun.SearchLoop
ASW_HealGun.StartHeal
ASW_HealGun.StartSearch
ASW_JumpJet.Activate
ASW_JumpJet.Impact
ASW_JumpJet.Loop
ASW_Laser_Mine.Explode
ASW_Laser_Mine.Lay
ASW_MARINE_SKILL_ACCURACY
ASW_MARINE_SKILL_AGILITY
ASW_MARINE_SKILL_AUTOGUN
ASW_MARINE_SKILL_DRUGS
ASW_MARINE_SKILL_ENGINEERING
ASW_MARINE_SKILL_GRENADES
ASW_MARINE_SKILL_HACKING
ASW_MARINE_SKILL_HEALING
ASW_MARINE_SKILL_HEALTH
ASW_MARINE_SKILL_INVALID
ASW_MARINE_SKILL_LEADERSHIP
ASW_MARINE_SKILL_MELEE
ASW_MARINE_SKILL_PIERCING
ASW_MARINE_SKILL_RELOADING
ASW_MARINE_SKILL_SCANNER
ASW_MARINE_SKILL_SPARE
ASW_MARINE_SKILL_STOPPING_POWER
ASW_MARINE_SKILL_VINDICATOR
ASW_MARINE_SKILL_XENOWOUNDS
ASW_MEDKIT
ASW_MEDSAT
ASW_MEDSELF
ASW_MINES
ASW_ML
ASW_MedGrenade.ActiveLoop
ASW_MedGrenade.GrenadeActivate
ASW_MedGrenade.StartBuff
ASW_Mine.Explode
ASW_Mine.Flash
ASW_Mine.Lay
ASW_Minigun.Spin
ASW_MiningLaser.ReloadA
ASW_MiningLaser.ReloadB
ASW_MiningLaser.ReloadC
ASW_Mining_Laser.Cut
ASW_Mining_Laser.Damage
ASW_Mining_Laser.Off
ASW_Mining_Laser.Run
ASW_Mining_Laser.Start
ASW_MortarBug.Death
ASW_MortarBug.Idle
ASW_MortarBug.OnFire
ASW_MortarBug.Pain
ASW_MortarBug.Spit
ASW_NextMarine
ASW_NightVision.TurnOff
ASW_NightVision.TurnOffFP
ASW_NightVision.TurnOn
ASW_NightVision.TurnOnFP
ASW_OFFHAND_DEPLOY
ASW_OFFHAND_THROW
ASW_OFFHAND_USE_IMMEDIATELY
ASW_PDW
ASW_PRifle.ReloadA
ASW_PRifle.ReloadB
ASW_PRifle.ReloadC
ASW_Parasite.Attack
ASW_Parasite.Death
ASW_Parasite.Idle
ASW_PermaStim
ASW_PermaStimStop
ASW_PhysicsShove
ASW_Pistol.ReloadA
ASW_Pistol.ReloadB
ASW_Powerup.Pickup_Generic
ASW_PrevMarine
ASW_PrintGamestatsMemoryUsage
ASW_Queen.AttackWave
ASW_Queen.Death
ASW_Queen.Pain
ASW_Queen.PainBig
ASW_Queen.Slash
ASW_Queen.SlashShort
ASW_Queen.Spit
ASW_Queen.TentacleAttackStart
ASW_R
ASW_RG
ASW_R_G
ASW_Ranger_Projectile.Spawned
ASW_Rifle.ReloadA
ASW_Rifle.ReloadB
ASW_SG
ASW_SNIPER
ASW_STIM
ASW_Sentry.AmmoWarning
ASW_Sentry.CannonFire
ASW_Sentry.Deploy
ASW_Sentry.Dismantled
ASW_Sentry.Fire
ASW_Sentry.FlameLoop
ASW_Sentry.FlameStop
ASW_Sentry.IceLoop
ASW_Sentry.IceStop
ASW_Sentry.OutOfAmmo
ASW_Sentry.SetupComplete
ASW_Sentry.SetupInterrupt
ASW_Sentry.SetupLoop
ASW_Sentry.Turn
ASW_Server_LoadCampaign
ASW_Server_StartCampaign
ASW_ShieldBug.Alert
ASW_ShieldBug.Attack
ASW_ShieldBug.Circle
ASW_ShieldBug.Death
ASW_ShieldBug.Idle
ASW_ShieldBug.Pain
ASW_ShieldBug.StepLight
ASW_Shotgun.ReloadA
ASW_Shotgun.ReloadB
ASW_Shotgun.ReloadC
ASW_T75.CountdownBeep
ASW_T75.Explode
ASW_TG
ASW_Tesla_Laser.Stop
ASW_TestLoad
ASW_TestRoute
ASW_VOICE_BASTILLE
ASW_VOICE_CRASH
ASW_VOICE_FAITH
ASW_VOICE_FLYNN
ASW_VOICE_JAEGER
ASW_VOICE_SARGE
ASW_VOICE_WILDCAT
ASW_VOICE_WOLFE
ASW_Vindicator.ReloadA
ASW_Vindicator.ReloadB
ASW_WELDER
ASW_Weapon.BatteryCharged
ASW_Weapon.InsufficientBattery
ASW_Weapon.InvalidDestination
ASW_Weapon.LowAmmoClick
ASW_Weapon.Reload3
ASW_Weapon_Flamer.FlameLoop
ASW_Weapon_Flamer.FlameStop
ASW_Weapon_PRifle.StunGrenadeExplosion
ASW_Welder.WeldDeny
ASW_Welder.WeldLoop
ASW_XP.LevelUp
ATLK_HELLO
ATTEMPTED TO DECOMMIT OWNED MEMORY STACK SPACE\n
ATesting kd-tree entity queries.
AVOID
AVOID 
AVelocity: %.2f %.2f %.2f
A]?VJ
AbandonIfEnemyHides
Aborting melee attack as couldn't find sequence for it\n
Abs org = %f %f %f
Accel (time*time)
Accel/Deaccel (cosine)
AccelerateThink
Acceleration boost for marine AI
Access violation - no RTTI data!
Accuracy
Achievement
Achievement count increased for %s: %d/%d\n
AchievementEvent
Achievements
Achievements can't be earned if SV_CHEATS was used in this mission!\n
Achievements disabled, ignoring achievement progress for %s\n
Achievements disabled: Steam not running.\n
Act Accuracy: %.1f
Act Busy
Act Busy: Exit Point
ActBusy
ActBusy goal entity activated for an NPC (%s) that doesn't have the ActBusy behavior\n
ActBusy goal entity deactivated for an NPC that doesn't have the ActBusy behavior\n
ActBusyAnimDatafile
ActBusyQueueMoveUpThinkContext
ActBusyQueueThinkContext
Actbusy collected %d safe zones\n
Action
Activate
Activate remote control of named entity
ActivateItem
ActivateSkybox
ActivateSpeedModifier
Activates a stim pack
ActivatorAsUserID
Active
Active: %s
ActiveWeapon
Activity
Activity %s
Activity %s has %d sequences with a total weight of %d!
Activity: %s  -  Ideal Activity: %s\n
ActivityModifier[%d] = %s\n
Actor
ActorInPVS
ActorInVehicle
ActorSeePlayer
ActorSeeTarget
ActorTargetProximity
Actv: %s (%s) [%s]\n
Actv: INVALID
Actv: RESET
Add a line to the debug history. Format: <category id> <line>
Add current area to the selected set.
Add specified area id to the selected set.
AddBroadcastTeamTarget
AddContext
AddHealth
AddMaxChildren
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin\n
AddMultiDamage:  g_MultiDamage.GetDamagePosition() == vec3_origin\n
AddOutput
AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>\n
AddSlides
AddToCounter
AddToTimer
Added area %d.  ( to go there: setpos %f %f %f )\n
Adding a single spawn from HOLDOUT_EVENT_START_WAVE_ENTRY as %d want to spawn over time\n
Adding a spawn entry from SpawnAliens. As some aliens failed to spawn %d/%d\n
Adding a spawn entry from StartWave. Entry %d\n
Adding triangulation\n
Adds a team (by index) to the broadcast list
Adds all areas in a radius to the selection set
Adds all blocked areas to the selected set
Adds all damaging areas to the selected set
Adds all invalid areas to the Selected Set.
Adds all obstructed areas to the selected set
Adds all stairway areas to the selected set
Adds an I/O connection that will call the named function when the specified output fires
Adoor_front_fall
AdrenalineUsed
Advance
AdvanceToIdealActivity calling SetActivityAndSequence because of change %s\n
Advancing path\n
Aenv_particlesmokegrenade
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
Aggressiveness
Ai0T
AiFC.
AirMove: Vel=%f,%f,%f\n
Alert
Alien %s killed by attacker %s inflictor %s\n
Alien Class: %s\n
Alien Shover: Added prop with model '%s' to sense list.\n
Alien Swarm
Alien burn time
Alien class used when spawning hordes
Alien damage scale when door is fully sealed
Alien kills: %d\n
Alien supply: %d
AlienClass
AlienNameTag
AlienOrderTargetName
AlienOrders
AlienSwarmVerbose
AlienThink
Aliens kicked: %d\n
Aliens killed by barrels: %d\n
AllocGroundLink: failed to allocate groundlink_t.!!!\n
AllocTouchLink: failed to allocate touchlink_t.\n
Allow the camera to detach from the marine.
AllowFlipping
AllowHitsBehindMarine
AllowMovement
AllowRotation
AllowUse
Allows team members to injure other members of their team
Ally MoveAway Point
Alpha
Alpha Alternate
Alpha Fade In Random
Alpha Fade Out Random
Alpha Fade and Decay
Alpha Random
Alpha of damage screen flash
Already have converter for type %s, ignoring...\n
AlternativeSorting
AlwaysTransition
AlwaysUpdateOff
AlwaysUpdateOn
AlwaysVisible
Am_nFrameRate
Ambient
Ambient generic setting stim music time +%f\n
Ambiguous\n
Ammo bag %d on %s\n
AmmoDenied
AmmoDeployed
Amount friendly fire damage is modified per mission difficuly level away from 5
Amount of burn damage needed to make ammo bag explode
Amount of friendly fire damage on mission difficulty 5
Amount of time before a marine ignites from taking repeated burn damage
Amount of time firing is disabled for when activating friendly fire guard
Amount of time marine burns for when ignited on easy difficulty
Amount of time marine burns for when ignited on hard difficulty
Amount of time marine burns for when ignited on insane difficulty
Amount of time marine burns for when ignited on normal difficulty
Amount of time that AI marines will face their last enemy after losing it while in follow mode
Amplitude
An AI behavior is in control but has no recommended schedule\n
An RR_Concept couldn't find its string in the symbol table!\n
Anav_use_place %s
Anchor nav_begin_area Z to editing player's feet
Angle adjustment for parasite infestation attachment
Angle in degrees in which the Queen's spit attack will adjust to fire at a marine
Angle sensor '%s' could not find look at entity '%s'.\n
AngularVelocity
AnimThink
AnimTimeMustBeFirst
Animate
AnimateThink
AnimateUntilDead
Animated characters who have vertex flex capability.
Animating models
AnimatingImagePanel
Animation Sequence
AnimationController
AnswerQuestion
AnswerQuestionHello
Antlion
Antlion: Burrow Point
Antlion: Thumper Flee Point
AntlionDust
AppID
Applies the comma delimited key=value pairs to the entity with the given Hammer ID.\n\tFormat: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>\n
Apply
ApplyButton
ApplyChanges
ApplyDataToControls
ApplyEntity
ApplyGameSettings: Unknown game mode!\n
ApplyRelationship
ApplyRelationshipThink
ApplyScore
April
Area #%d %s %s\n
Area #%d %s is blocked\n
Area %d didn't get any nodes!\n
Area %d has area %d on both 2-way and incoming list, should only be on one\n
Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list\n
Area %d has multiple incoming connections to area %d in direction %d\n
Area %d has multiple outgoing connections to area %d in direction %d\n
Area %d has one-way connect to area %d but does not appear on the latter's incoming list\n
Area is null or no turret handle\n
Area unmarked.\n
AreaPortal
Arena1
Arena2
Arena3
ArmItem
Armor Ricochet
ArrivalConceptModifier
Ask whether the main sequence is done playing
Ask_asw_buzzer_health
Asking FirstTimeSeen for enemy that's not in my memory!!\n
Asking LastKnownPosition for enemy that's not in my memory!!\n
Asking LastSeenPosition for enemy that's not in my memory!!\n
Asking LastTimeSeen for enemy that's not in my memory!!\n
Assault goal disabled
AssaultCue
AssertValidStringPtr
Assertion Failed: !m_bNeedsSort
Assertion Failed: g_StudioHdrToActivityMaps[i].nRefs == 0
AsyncCaption_t::LoadFromFile: Fullpath encountered! %s\n
At %d, %d Checking %d, %d (1 down)\n
At %d, %d Checking %d, %d (1 left)\n
At %d, %d Checking %d, %d (1 right)\n
At %d, %d Checking %d, %d (1 up)\n
At the last column.\n
AtTarget
Attachment index for attachment mode
Attack2Axis
AttackAxis
AttackType
AttackerClass
Attacking
AttemptToMaterialize
Attempted to add a debughistory line to category %d. Valid categories are %d to %d.\n
Attempted to create link to node that doesn't exist\n
Attempted to destroy unknown entity type %s!\n
Attempted to dump a history for category %d. Valid categories are %d to %d.\n
Attempted to free unknown sound %d!\n
Attempted to link a node to itself\n
Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory\n
Attempting to precache model, but model name is NULL\n
Attempts to build a nav ladder on the climbable surface under the cursor.
AttractPlayerConceptModifier
Attribute "%s" was defined more than once.\n
Attributes
August
Auto director allows spectators to become camera man
Auto director uses fixed level cameras for shots
AutoGameSystem already added to game system list!!!\n
AutoGenerated(%s)
AutoIKRelease (%s) got a NULL pBone %d\n
AutoIKRelease (%s) got a NULL pchain %d\n
AutoIKRelease (%s) got an out of range bone %d (%d)\n
AutoResize
AutoShatterThink
Autogenerate nav areas on fence and obstacle tops
Automatically set by the game when a commentary file is available for the current map.
Automatically swaps the current weapon for the bug bait and back again.
Automovement's output origin: %f %f\n
Autoreadying old leader, who wanted to be a spectator\n
Avelocity: %.2f %.2f %.2f
Average
Awake aliens: %d\n
Awake drones: %d\n
Awarding medals to %s\n
B-Spline
BADFUNCTIONPOINTER
BA_INT_AMBUSH
BA_INT_COMBAT
BA_INT_DANGER
BA_INT_PLAYER
BA_INT_SIEGE_DEFENSE
BA_INT_ZOMBIESLUMP
BBad node type!\n
BCASW_Weapon_Tesla_Gun
BDUPE: non-entity blocked area %d\n
BGetPathToEnemy failed!!\n
BLARGE_HULL
BLAST
BLAST_SURFACE
BLOCKED 
BMEDIUMBIG_HULL
BNPC_CombineGunship.Explode
BNot obstructing nav
BOTH
BSP Decal
BSetting CSprite to non-sprite model %s\n
BUCKSHOT
BUG REPORTER ACTIVATED BY: %s\n
BULLET
BURN
BackgroundBModel
Backoff
Backspace
Backtrack got most of the way\n
BacktrackEntity
Backward
Bad %s format. Should be: { AE_NPC_HURT_INTERACTION_PARTNER <frame number> "<ME/THEM> <Amount of damage done>" }\n
Bad activity
Bad default weapon for %s in slot %d\n
Bad dynamic_cast!
Bad expression operator: '%c%c', expected C style operator
Bad expression token: %c
Bad field in entity!!\n
Bad field type\n
Bad position to Target
Bad pstudiohdr in GetSequenceLinearMotion()!\n
Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n
Bad sequence (%i out of %i max) in GetSequenceLinearMotion() for model '%s'!\n
Bad sequence in GetSequenceActivityName() for model '%s'!\n
Bad sequence in GetSequenceName() for model '%s'!\n
Bad sequence of path_tracks from %s\n
Bad type %d in saved variant_t\n
Bad vphysics swap for %s\n
BaitThink
BaitTouch
Barbed
Base PropData: %s
Base buzzer poison blur duration. This scales up to double the value based on mission difficulty.
BaseCombatCharacter.CorpseGib
BaseCombatCharacter.StopWeaponSounds
BaseCombatWeapon.WeaponDrop
BaseCombatWeapon.WeaponMaterialize
BaseCombatWeapon_HideThink
BaseConceptModifiers
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseFlinch chance %f 
BaseGrenade.Explode
BaseSpread
Baseclass unpack
Bastille
Battery
BeamEntPoint
BeamEnts
BeamFollow
BeamLaser
BeamPoints
BeamRing
BeamRingPoint
BeamSpline
BecomeIndestructible
BecomeRagdoll
Been hurt: %d\n
Been wounded: %d\n
Begin an iteration over the list of entities
Begin shifting the Selected Set.
BeginAssault
BeginFadeOutThink
BeginRappel
BeginRestoreEntities without previous EndRestoreEntities.\n
BeginSentence
BeginShutdownThink
Behavior %s channel %d Schedule: %s (time: %.2f)\n
BellyGun
Benchmark CRC       : %d\n
Benchmark: %d%% complete.\n
BestEnemy() {\n
BestKillsEasy
BestKillsHard
BestKillsImba
BestKillsInsane
BestKillsNormal
BestTimeEasy
BestTimeHard
BestTimeImba
BestTimeInsane
BestTimeNormal
Bfe9
Bfunc_simpleladder
BgColor
Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
BigNet
BigShot
Bimpale_forward
BitmapImagePanel
BlackBoxVersion001
BlendBonesMode
BlendIn
BlendOut
BlendTonemapScale
BlindfireOff
BlindfireOn
Blink
BlinkLights
BlinkLightsThink
BlockDamage
BlockNav
Blocked by player on train!\n
Blocking load of scene from '%s'\n
Blood
Blood Sprite
Blood Stream
BloodColor
BloodhoundDestination
BloodhoundThink
Bm_bWaitingToRappel
Bm_nCount
Bmelee_punch
Bnpc_helicoptersensor
Bnpc_maker %s has no specified NPC-to-spawn classname.\n
Bodygroup!\n
Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n
Bogus pmove marine movetype %i on (%i) 0=cl 1=sv\n
Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n
Bogus route move type!
Bogus teleport notification!!\n
BoltWidth
Bonus ammo given to starting equipment
BoogieThink
Boost speed for the shieldbug when defending
Boosted by specialweaps to %f 
BorderDark
Bot.EditSwitchOff
Bot.EditSwitchOn
BotManager001
Bounce multiplier for when physically simulated objects collide with other objects.
Bounce.Concrete
Bounce.Flesh
Bounce.Glass
Bounce.Metal
Bounce.Shell
Bounce.ShotgunShell
Bounce.Shrapnel
Bounce.Wood
BounceGibTouch
BounceTouch
Bplayer_footstep
Branch (%s): %s
Branch value: %s
Branch01
Branch02
Branch03
Branch04
Branch05
Branch06
Branch07
Branch08
Branch09
Branch10
Branch11
Branch12
Branch13
Branch14
Branch15
Branch16
BranchMethod
Break
BreakParticleEffect
BreakSound
BreakThink
BreakTouch
BreakWaitForScript
Breakable
Breakable Chunks: %d (Max Size %d)
Breakable.Ceiling
Breakable.Computer
Breakable.Concrete
Breakable.Crate
Breakable.Flesh
Breakable.Glass
Breakable.MatConcrete
Breakable.MatFlesh
Breakable.MatGlass
Breakable.MatMetal
Breakable.MatWood
Breakable.Metal
BreakableModels
BreakablePropTouch
BriefTime
Briefing,
BroadcastAudio
BroadcastPatchAudio
BroadcastStopAudio
BroadcastStopPatchAudio
Bubble Trail
Bubbles
Buckshot
Buddha Mode off...\n
Buddha Mode on...\n
Build Mode Help
BuildArea - NULL node.\n
BuildArea: Out of memory.\n
BuildDialog
BuildGroupPtr
BuildMode - Error saving file
BuildModeControls
BuildModeDialog
Building AI node graph...\n
BuiltDebug
BuiltRightHanded
BulletForceImmune
BulletProof
BulletSounds
BulletThink
BulletsInGun
BullseyeThink
BurnThink
BurningLinkName
BurningLinkThink
Burst
Button
Button panel hacking speed scale for AI marines
Button.ArmedBgColor
Button.ArmedTextColor
Button.BgColor
Button.BlinkColor
Button.DepressedBgColor
Button.DepressedTextColor
Button.FocusBorderColor
Button.TextColor
ButtonBackHome
ButtonBorder
ButtonClicked
ButtonDepressedBorder
ButtonKeyFocusBorder
ButtonReturn
ButtonSpark
ButtonToggled
ButtonTouch
ButtonUse
Buttons.snd%d
C (Eluded)
C%d areas simplified - %d remain\n
C&opy
CAISound
CAI_ASW_AdvanceBehavior
CAI_ASW_BackoffBehavior
CAI_ASW_Behavior
CAI_ASW_ChargeBehavior
CAI_ASW_ChaseEnemyBehavior
CAI_ASW_CombatStunBehavior
CAI_ASW_ExplodeBehavior
CAI_ASW_FearBehavior
CAI_ASW_FlickBehavior
CAI_ASW_FlinchBehavior
CAI_ASW_HealOtherBehavior
CAI_ASW_IdleBehavior
CAI_ASW_JumpBehavior
CAI_ASW_MeleeBehavior
CAI_ASW_MortarBehavior
CAI_ASW_PounceBehavior
CAI_ASW_PrepareToEngageBehavior
CAI_ASW_RangedAttackBehavior
CAI_ASW_RetreatBehavior
CAI_ASW_ScuttleBehavior
CAI_ASW_ShieldBehavior
CAI_ASW_SleepBehavior
CAI_ASW_WanderBehavior
CAI_AccelDecay
CAI_ActBusyBehavior
CAI_ActBusyGoal
CAI_ActBusyQueueGoal
CAI_AddOn
CAI_Agent
CAI_AllySpeechManager
CAI_AssaultBehavior
CAI_AssaultBehavior::SetParameters
CAI_AssaultGoal
CAI_BaseActor
CAI_BaseFlyingBot
CAI_BaseNPC
CAI_BaseNPC::ClearAllSchedules
CAI_BaseNPC::RunTask
CAI_BaseNPC_RunAnimation
CAI_BattleLine
CAI_BehaviorBase
CAI_BlendedMotor
CAI_ChangeHintGroup
CAI_ChangeTarget
CAI_DynamicLink
CAI_DynamicLinkController
CAI_Enemies
CAI_Expresser
CAI_FearBehavior
CAI_FightFromCoverBehavior
CAI_FightFromCoverGoal
CAI_FollowBehavior
CAI_FollowGoal
CAI_FreePass
CAI_GoalEntity
CAI_Hint
CAI_InterestTarget_t
CAI_LeadBehavior
CAI_LeadGoal
CAI_LeadGoal_Weapon
CAI_LookTarget
CAI_MoveAndShootOverlay
CAI_MoveMonitor
CAI_MoveProbe
CAI_Navigator
CAI_Navigator::ClearGoal()\n
CAI_Navigator::MoveNormal calling SetSequence(%s) and SetActivity(%s)
CAI_Navigator::OnMoveStalled calling SetActivity(GetStoppedActivity)
CAI_Navigator::OnNavFailed calling SetActivity(GetStoppedActivity)
CAI_NetworkManager
CAI_Path
CAI_Pathfinder
CAI_ProxTester
CAI_RadialLinkController
CAI_RappelBehavior
CAI_Relationship
CAI_ScriptConditions
CAI_ScriptConditionsElement
CAI_ScriptedSchedule
CAI_ScriptedSequence
CAI_Senses
CAI_SentenceBase
CAI_ShotRegulator
CAI_Spotlight
CAI_Squad
CAI_StandoffBehavior
CAI_StandoffGoal
CAI_SystemHook
CAI_TacticalServices
CAI_TrackPather
CAMPAIGNSAVE
CASWEnvExplosion
CASWEnvShake
CASWEnvSpark
CASWHealthBar
CASWPhysicsShake
CASWPlayerLocalData
CASWRopeAnchor
CASWStatueProp
CASW_AI_Senses
CASW_Alien
CASW_Alien_Goo
CASW_Alien_Jumper
CASW_Alien_Shover
CASW_AmbientGeneric
CASW_Ammo_Assault_Shotgun
CASW_Ammo_Autogun
CASW_Ammo_Chainsaw
CASW_Ammo_Drop
CASW_Ammo_Flamer
CASW_Ammo_Mining_Laser
CASW_Ammo_PDW
CASW_Ammo_Pistol
CASW_Ammo_Railgun
CASW_Ammo_Rifle
CASW_Ammo_Shotgun
CASW_Arena
CASW_Bait
CASW_Barrel_Explosive
CASW_Barrel_Radioactive
CASW_Base_Spawner
CASW_Bloodhound
CASW_Boomer
CASW_Boomer::Event_Killed: m_nDeathStyle = %d\n
CASW_Boomer_Blob
CASW_Bouncing_Pellet
CASW_Broadcast_Camera
CASW_BuffGrenade_Projectile
CASW_Burning
CASW_Button_Area
CASW_Button_Area:%d: UpdatePanelSkin\n
CASW_Buzzer
CASW_Campaign_Info::LoadCampaign: couldn't load file %s.\n
CASW_Campaign_Save
CASW_Chance_Trigger_Multiple
CASW_Client_Corpse
CASW_Colonist
CASW_Colonist created\n
CASW_Colonist destroyed\n
CASW_Computer_Area
CASW_Debrief_Info
CASW_Debrief_Stats
CASW_Director
CASW_Director_Control
CASW_Door
CASW_Door_Area
CASW_Door_Padding
CASW_Drone_Advanced
CASW_Drone_Uber
CASW_Dummy_Vehicle
CASW_Dynamic_Light
CASW_Egg
CASW_Emitter
CASW_EntityFlame
CASW_Entity_Dissolve
CASW_Equip_Req
CASW_Extinguisher_Projectile
CASW_Fail_Advice
CASW_Fallen_Door_Padding
CASW_Firewall_Piece
CASW_Flamer_Projectile
CASW_Flare_Projectile
CASW_Game_Resource
CASW_Grenade_Cluster
CASW_Grenade_Freeze
CASW_Grenade_Vindicator
CASW_Grub
CASW_Grub_Sac
CASW_Hack
CASW_Hack_Computer
CASW_Hack_Computer::marine stopped using hack!\n
CASW_Hack_Wire_Tile
CASW_Harvester
CASW_HealGrenade_Projectile
CASW_Holdout_Mode
CASW_Holdout_Mode::LoadWaves\n
CASW_Holdout_Spawner
CASW_HoloScan
CASW_Holo_Sentry
CASW_Hurt_Nearest_Marine
CASW_Info_Heal
CASW_Info_Message
CASW_Intro_Control
CASW_Intro_Control::PlayerSpawned, showncredits = %d\n
CASW_Jukebox
CASW_Jump_Trigger
CASW_Laser_Mine
CASW_Marine
CASW_Marine::ApplyMeleeDamage
CASW_Marine_AI_Senses
CASW_Marine_Hint_Ent
CASW_Marine_Hint_Node_Ent
CASW_Marine_Knockback_Trigger
CASW_Marine_Position_Trigger
CASW_Marine_Resource
CASW_Marines_Past_Area
CASW_Marker
CASW_Mine
CASW_Missile_Round
CASW_Mission_Manager
CASW_Mortar_Round
CASW_Mortarbug
CASW_Mortarbug_Shell
CASW_Objective
CASW_Objective_Countdown
CASW_Objective_Dummy
CASW_Objective_Escape
CASW_Objective_Kill_Aliens
CASW_Objective_Kill_Eggs
CASW_Objective_Kill_Goo
CASW_Objective_Kill_Queen
CASW_Objective_Survive
CASW_Objective_Triggered
CASW_Order_Nearby_Aliens
CASW_Parasite
CASW_Pickup
CASW_Pickup_Hornet_Barrage
CASW_Pickup_Money
CASW_Pickup_Weapon
CASW_Pickup_Weapon_Ammo_Bag
CASW_Pickup_Weapon_Ammo_Satchel
CASW_Pickup_Weapon_Assault_Shotgun
CASW_Pickup_Weapon_Autogun
CASW_Pickup_Weapon_Buff_Grenade
CASW_Pickup_Weapon_Chainsaw
CASW_Pickup_Weapon_FireExtinguisher
CASW_Pickup_Weapon_Flamer
CASW_Pickup_Weapon_Flares
CASW_Pickup_Weapon_Flashlight
CASW_Pickup_Weapon_Flechette
CASW_Pickup_Weapon_Grenades
CASW_Pickup_Weapon_Heal_Grenade
CASW_Pickup_Weapon_Medical_Satchel
CASW_Pickup_Weapon_Medkit
CASW_Pickup_Weapon_Mines
CASW_Pickup_Weapon_Mining_Laser
CASW_Pickup_Weapon_PDW
CASW_Pickup_Weapon_PRifle
CASW_Pickup_Weapon_Pistol
CASW_Pickup_Weapon_Railgun
CASW_Pickup_Weapon_Ricochet
CASW_Pickup_Weapon_Rifle
CASW_Pickup_Weapon_Sentry
CASW_Pickup_Weapon_Sentry_Cannon
CASW_Pickup_Weapon_Sentry_Flamer
CASW_Pickup_Weapon_Sentry_Freeze
CASW_Pickup_Weapon_Shotgun
CASW_Pickup_Weapon_Stim
CASW_Pickup_Weapon_T75
CASW_Pickup_Weapon_Tesla_Trap
CASW_Pickup_Weapon_Welder
CASW_Player
CASW_Player::SelectNextMarine reverse=%d\n
CASW_PointCamera
CASW_Powerup
CASW_Powerup_Bullets
CASW_Powerup_Chemical_Bullets
CASW_Powerup_Electric_Bullets
CASW_Powerup_Explosive_Bullets
CASW_Powerup_Fire_Bullets
CASW_Powerup_Freeze_Bullets
CASW_Powerup_Increased_Speed
CASW_PropJeep
CASW_Prop_Laserable
CASW_Prop_Physics
CASW_Queen
CASW_Queen_Divers
CASW_Queen_Grabber
CASW_Queen_Retreat_Spot
CASW_Queen_Spit
CASW_Radiation_Volume
CASW_Random_Target_Trigger_Multiple
CASW_Ranger
CASW_Remote_Turret
CASW_Rifle_Grenade
CASW_Rocket
CASW_Scanner_Info
CASW_Sentry_Base
CASW_Sentry_Top
CASW_Sentry_Top_Cannon
CASW_Sentry_Top_Flamer
CASW_Sentry_Top_Icer
CASW_Sentry_Top_Machinegun
CASW_Shaman
CASW_Shieldbug
CASW_Shotgun_Pellet
CASW_Shotgun_Pellet::Shotgun_Pellet_Create\n
CASW_Shotgun_Pellet_Predicted
CASW_Simple_Alien
CASW_Simple_Alien stuck!\n
CASW_Simple_Drone
CASW_Simple_Grub
CASW_Simple_Grub stuck!\n
CASW_Spawn_Group
CASW_Spawner
CASW_Supplies_Chatter_Trigger
CASW_SynUp_Chatter_Trigger
CASW_T75
CASW_Target_Dummy
CASW_Tech_Marine_Req
CASW_TeslaTrap
CASW_Trace_Filter_Melee::ShouldHitEntity
CASW_Trigger_Fall
CASW_TutorialStartPoint
CASW_Use_Area
CASW_VPhysics_NPC
CASW_Voting_Missions
CASW_Voting_Missions::SetListType %d\n
CASW_Weapon
CASW_Weapon_Ammo_Bag
CASW_Weapon_Ammo_Satchel
CASW_Weapon_Assault_Shotgun
CASW_Weapon_Autogun
CASW_Weapon_Bait
CASW_Weapon_Blink
CASW_Weapon_Buff_Grenade
CASW_Weapon_Chainsaw
CASW_Weapon_Electrified_Armor
CASW_Weapon_FireExtinguisher
CASW_Weapon_Fist
CASW_Weapon_Flamer
CASW_Weapon_Flares
CASW_Weapon_Flashlight
CASW_Weapon_Flechette
CASW_Weapon_Freeze_Grenades
CASW_Weapon_Grenade_Launcher
CASW_Weapon_Grenades
CASW_Weapon_HealGrenade
CASW_Weapon_Hornet_Barrage
CASW_Weapon_Jump_Jet
CASW_Weapon_Laser_Mines
CASW_Weapon_Medical_Satchel
CASW_Weapon_Medkit
CASW_Weapon_Mines
CASW_Weapon_Minigun
CASW_Weapon_Mining_Laser
CASW_Weapon_Night_Vision
CASW_Weapon_Normal_Armor
CASW_Weapon_PDW
CASW_Weapon_PRifle
CASW_Weapon_Pistol
CASW_Weapon_Railgun
CASW_Weapon_Ricochet
CASW_Weapon_Rifle
CASW_Weapon_Sentry
CASW_Weapon_Sentry_Cannon
CASW_Weapon_Sentry_Flamer
CASW_Weapon_Sentry_Freeze
CASW_Weapon_Shotgun
CASW_Weapon_Smart_Bomb
CASW_Weapon_Sniper_Rifle
CASW_Weapon_Stim
CASW_Weapon_T75
CASW_Weapon_Tesla_Trap
CASW_Weapon_Welder
CActBusyAnimData
CAlienSwarm
CAlienSwarm created\n
CAlienSwarm destroyed\n
CAlienSwarm::CampaignSaveAndShowCampaignMap saving game and switching to campaign map mode\n
CAlienSwarm::RequestCampaignLaunchMission changing mission to %s\n
CAlienSwarmProxy
CAmbientGeneric
CAnchorList
CAnimationLayer
CAreaPortal
CAssaultPoint
CAvoidBox
CAvoidSphere
CBaseAchievement
CBaseAnimating
CBaseAnimating::LastVisibleCycle( %d ) NULL pstudiohdr on %s!\n
CBaseAnimating::SequenceDuration( %d ) NULL pstudiohdr on %s!\n
CBaseAnimating::SequenceDuration( %d ) out of range\n
CBaseAnimatingOverlay
CBaseAnimatingOverlay::AddGesture:  model %s missing activity %s\n
CBaseButton
CBaseCombatCharacter
CBaseCombatCharacter::UpdateLastKnownArea
CBaseCombatWeapon
CBaseDMStart
CBaseDoor
CBaseEntity
CBaseEntity::EmitSound
CBaseEntity::PhysicsDispatchThink
CBaseEntity::TakeDamage:  with inputInfo.GetDamageForce() == vec3_origin\n
CBaseEntity::TakeDamage:  with inputInfo.GetDamagePosition() == vec3_origin\n
CBaseEntityList::AddNonNetworkableEntity: no free slots!\n
CBaseEntityOutput
CBaseFilter
CBaseFire
CBaseFlex
CBaseFlex::AddSceneEvent:  event failed\n
CBaseFlex::AddSceneEvent:  event->GetActor() was NULL!!!\n
CBaseFlex::AddSceneEvent:  scene or event was NULL!!!\n
CBaseFlex::FlexControllerLocalToGlobal failed!\n
CBaseGameStats::Event_Commentary [%d]\n
CBaseGameStats::Event_CrateSmashed\n
CBaseGameStats::Event_Credits\n
CBaseGameStats::Event_DecrementPlayerEnteredNoClip [%s] decrementing NOCLIPe\n
CBaseGameStats::Event_FlippedVehicle [%s] flipped [%s]\n
CBaseGameStats::Event_Init [%dth session]\n
CBaseGameStats::Event_LevelInit [%s]\n
CBaseGameStats::Event_LevelShutdown [%s] %.2f elapsed %d total\n
CBaseGameStats::Event_LoadGame [%s] from %s\n
CBaseGameStats::Event_MapChange to [%s]\n
CBaseGameStats::Event_PlayerConnected [%s]\n
CBaseGameStats::Event_PlayerDisconnected\n
CBaseGameStats::Event_PlayerEnteredGodMode [%s] entered GOD mode\n
CBaseGameStats::Event_PlayerEnteredNoClip [%s] entered NOCLIPe\n
CBaseGameStats::Event_PlayerKilled [%s] [%dth death]\n
CBaseGameStats::Event_PlayerKilledOther [%s] killed [%s]\n
CBaseGameStats::Event_PreSaveGameLoaded [%s] %s\n
CBaseGameStats::Event_Punted [%s]\n
CBaseGameStats::Event_SaveGame [%s]\n
CBaseGameStats::Event_Shutdown [%dth session]\n
CBaseGameStats::Event_WeaponFired [%s] %s weapon [%s]\n
CBaseGameStats::Event_WeaponHit [%s] %s weapon [%s] damage [%f]\n
CBaseGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats\n
CBaseGrenade
CBaseHelicopter
CBaseMoveBehavior
CBaseNPCMaker
CBaseParticleEntity
CBasePlatTrain
CBasePlayer
CBasePlayer::ChangeTeam( %d ) - invalid team index.\n
CBasePlayer::PhysicsSimulate
CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n
CBaseProjectile
CBasePropDoor
CBaseServerVehicle
CBaseSpriteProjectile
CBaseTempEntity
CBaseToggle
CBaseTrigger
CBaseVPhysicsTrigger
CBaseViewModel
CBeam
CBeamSpotlight
CBitmapImagePanel
CBlood
CBombDropSensor
CBombSuppressor
CBoneFollower
CBoneFollowerManager
CBreakModelsPrecached
CBreakable
CBreakableProp
CBreakableSurface
CBubbling
CBuildFactoryHelper:  Factory for '%s' already exists!!!!\n
CBuildModeNavCombo
CBullseyeList
CCAI_Navigator::StopMoving( %d )\n
CC_ResetGameStats : Server cleared game stats\n
CChangeLevel
CCheckClient
CCleanupDefaultRelationShips
CCollisionProperty
CColorCorrection
CColorCorrectionVolume
CCommentaryAuto
CCommentarySystem
CConstantForceController
CConstraintAnchor
CCopyRecipientFilter
CCredits
CDamage %.0f, energy %.0f\n
CDebugHistory
CDecal
CDecalEmitterSystem
CDecalEmitterSystem::LoadDecalsFromScript:  Script '%s' missing section '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Translation for game material type '%s' references unknown decal '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Unable to load '%s'\n
CDefaultResponseSystem
CDeferredExplosionQueue
CDevShotSystem
CDirtySpatialPartitionEntityList
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDragDropHelperPanel
CDynamicLight
CDynamicProp
CEmbers
CEntities
CEntityDissolve
CEntityFlame
CEntityFreezing
CEntityListSystem
CEntityMapData::GetNextKey: EOF without closing brace\n
CEntityMapData::GetNextKey: closing brace without data\n
CEntityParticleTrail
CEnvAR2Explosion
CEnvAmbientLight
CEnvBeam
CEnvBeverage
CEnvDOFController
CEnvDetailController
CEnvDustPuff
CEnvEffectsScript
CEnvEffectsScript with no script!\n
CEnvEffectsScript:  failed to load %s\n
CEnvEffectsScript: Unknown entry type '%s'\n
CEnvEntityMaker
CEnvExplosion
CEnvFade
CEnvFireSensor
CEnvFireSource
CEnvFunnel
CEnvGlobal
CEnvGunfire
CEnvHudHint
CEnvInstructorHint
CEnvLaser
CEnvMicrophone
CEnvMuzzleFlash
CEnvParticleScript
CEnvPlayerSurfaceTrigger
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvScreenEffect
CEnvScreenOverlay
CEnvShake
CEnvShooter
CEnvSlomo
CEnvSoundscape
CEnvSoundscapeProxy
CEnvSoundscapeTriggerable
CEnvSpark
CEnvSplash
CEnvTilt
CEnvTonemapController
CEnvTracer
CEnvViewPunch
CEnvWind
CEnvZoom
CEventAction
CEventLog::PrintPlayerEvent: Failed to find player (userid: %i, event: %s)\n
CEventQueue
CFailableAchievement
CFilterClass
CFilterContext
CFilterEnemy
CFilterMassGreater
CFilterModel
CFilterMultiple
CFilterName
CFire
CFireSmoke
CFireTrail
CFish
CFishPool
CFlexCycler
CFlexExpresser
CFlexSceneFileManager
CFlextalkActor
CFogController
CFogTrigger
CFogVolume
CFourWheelServerVehicle
CFourWheelVehiclePhysics
CFuncAreaPortalBase
CFuncAreaPortalWindow
CFuncBrush
CFuncConveyor
CFuncInstanceIoProxy
CFuncLadder
CFuncMonitor
CFuncMoveLinear
CFuncNavBlocker
CFuncNavObstruction
CFuncOccluder
CFuncPlat
CFuncPlatRot
CFuncReflectiveGlass
CFuncRotating
CFuncSmokeVolume
CFuncTankTrain
CFuncTrackAuto
CFuncTrackChange
CFuncTrackTrain
CFuncTrain
CFuncTrainControls
CFuncVPhysicsClip
CFuncVehicleClip
CFuncWall
CFuncWallToggle
CFunc_Dust
CFunc_LOD
CGameEnd
CGameGibManager
CGamePlayerEquip
CGamePlayerZone
CGameRules
CGameRulesProxy
CGameScore
CGameStats
CGameStringPool
CGameText
CGameTimescale
CGameUI
CGameWeaponManager
CGenericActor
CGib
CGibShooter
CGlobalLight
CGlobalState
CGrenadeHelicopter
CGunTarget
CGunshipRagdollMotion
CHANGE LEVEL: %s %s\n
CHANGE LEVEL: %s\n
CHAN_AUTO
CHAN_BODY
CHAN_ITEM
CHAN_STATIC
CHAN_STREAM
CHAN_VOICE
CHAN_WEAPON
CHL2EventLog
CHLTVDirector
CHandleTest
CHelicopterChunk
CInfoCameraLink
CInfoGameEventProxy
CInfoInstructorHintTarget
CInfoLadderDismount
CInfoOverlayAccessor
CInfoRemarkable
CInstancedResponseSystem:  Failed to init response system from %s!
CInstancedSceneEntity
CItemSoda
CKeepUpright
CLIFF
CLIFF 
CLUB
CLagCompensationManager
CLagCompensationManager::StartLagCompensation with NULL CUserCmd!!!\n
CLight
CLightGlow
CLogicActiveAutosave
CLogicAuto
CLogicAutosave
CLogicBranch
CLogicBranchList
CLogicCase
CLogicCollisionPair
CLogicCompare
CLogicCompareInteger
CLogicLineToEntity
CLogicMeasureMovement
CLogicNavigation
CLogicPlayMovie
CLogicPlayerProxy
CLogicRandomOutputs
CLogicRelay
CLogicScript
CLookDoor
CLookDoorThinker
CMaterialModifyControl
CMathColorBlend
CMathCounter
CMathRemap
CMessage
CMessageEntity
CModelPrecacheSystem
CModelSoundsCacheSaver
CMomentaryRotButton
CMotorController
CMovementSpeedMod
CMovieDisplay
CMultiDamage
CMultiSource
CMultiplayRules
CNPCMaker
CNPCSpawnDestination
CNPC_AttackHelicopter
CNPC_Bullseye
CNPC_CombineGunship
CNPC_EnemyFinder
CNPC_EnemyFinderCombineCannon
CNPC_Furniture
CNPC_VehicleDriver
CNavArea::IncrementPlayerCount: Underflow\n
CNavArea::IsCompletelyVisible
CNavArea::IsCompletelyVisibleToTeam
CNavArea::IsContiguous
CNavArea::PostLoad: Corrupt navigation data. Cannot connect Navigation Areas.\n
CNavArea::PostLoad: Corrupt navigation data. Missing "from" Navigation Area for Encounter Spot.\n
CNavArea::PostLoad: Corrupt navigation data. Missing "to" Navigation Area for Encounter Spot.\n
CNavArea::PostLoad: Corrupt navigation data. Missing Hiding Spot\n
CNavArea::PostLoad: Corrupt navigation ladder data. Cannot connect Navigation Areas.\n
CNavMesh::FireGameEvent
CNavMesh::ForAllAreasOverlappingExtent
CNavMesh::GetNavArea
CNewNPC
CNodeEnt
COLORCORRECTION_VERSION_1
COMBAT
COMM
COM_TimestampedLog
COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE
COND_ACTBUSY_ENEMY_TOO_CLOSE
COND_ACTBUSY_LOST_SEE_ENTITY
COND_ADVANCE_COMPLETED
COND_ALIEN_SHOVER_PHYSICS_TARGET
COND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID
COND_ASW_ALIEN_CAN_JUMP
COND_ASW_BEGIN_COMBAT_STUN
COND_ASW_BEGIN_RAPPEL
COND_ASW_BUZZER_START_ATTACK
COND_ASW_FLINCH
COND_ASW_NEW_ORDERS
COND_BEGIN_COMBAT_STUN
COND_BEHAVIOR_PARAMETERS_CHANGED
COND_BEHIND_ENEMY
COND_BETTER_WEAPON_AVAILABLE
COND_CAN_MELEE_ATTACK1
COND_CAN_MELEE_ATTACK2
COND_CAN_RANGE_ATTACK1
COND_CAN_RANGE_ATTACK2
COND_CHARGE_CAN_CHARGE
COND_CHASE_ENEMY_LURCH_FORWARD_OR_STRAFE_PRIMARY
COND_CHASE_ENEMY_LURCH_FORWARD_PRIMARY
COND_CHASE_ENEMY_LURCH_STRAFE_PRIMARY
COND_COMPLETELY_OUT_OF_AMMO
COND_DRONE_BLOCKED_BY_DOOR
COND_DRONE_DOOR_OPENED
COND_DRONE_GAINED_LOS
COND_DRONE_LOS
COND_DRONE_LOST_LOS
COND_ENEMY_DEAD
COND_ENEMY_FACING_ME
COND_ENEMY_OCCLUDED
COND_ENEMY_TOO_FAR
COND_ENEMY_UNREACHABLE
COND_ENEMY_WENT_NULL
COND_FEAR_ENEMY_CLOSE
COND_FEAR_ENEMY_TOO_CLOSE
COND_FEAR_SEPARATED_FROM_PLAYER
COND_FLOATING_OFF_GROUND
COND_GIVE_WAY
COND_HAVE_ENEMY_LOS
COND_HAVE_TARGET_LOS
COND_HEALTH_ITEM_AVAILABLE
COND_HEAL_OTHER_HAS_FULL_HEALTH
COND_HEAL_OTHER_NOT_HAS_TARGET
COND_HEAL_OTHER_NOT_TARGET_IN_RANGE
COND_HEAL_OTHER_TARGET_CHANGED
COND_HEAL_OTHER_TARGET_IN_RANGE
COND_HEAR_BUGBAIT
COND_HEAR_BULLET_IMPACT
COND_HEAR_COMBAT
COND_HEAR_DANGER
COND_HEAR_MOVE_AWAY
COND_HEAR_PHYSICS_DANGER
COND_HEAR_PLAYER
COND_HEAR_THUMPER
COND_HEAR_WORLD
COND_HEAVY_DAMAGE
COND_IDLE_INTERRUPT
COND_IN_PVS
COND_LIGHT_DAMAGE
COND_LOST_ENEMY
COND_LOST_PLAYER
COND_LOW_PRIMARY_AMMO
COND_MOBBED_BY_ENEMIES
COND_MYCUSTOMCONDITION
COND_NEW_ENEMY
COND_NONE
COND_NOT_FACING_ATTACK
COND_NO_CUSTOM_INTERRUPTS
COND_NO_HEAR_DANGER
COND_NO_PRIMARY_AMMO
COND_NO_SECONDARY_AMMO
COND_NO_WEAPON
COND_NPC_FREEZE
COND_NPC_UNFREEZE
COND_PATH_BLOCKED_BY_PHYSICS_PROP
COND_PHYSICS_DAMAGE
COND_PLAYER_ADDED_TO_SQUAD
COND_PLAYER_PUSHING
COND_PLAYER_REMOVED_FROM_SQUAD
COND_PROP_DESTROYED
COND_PROVOKED
COND_QUEEN_BLOCKED_BY_DOOR
COND_RECEIVED_ORDERS
COND_REPEATED_DAMAGE
COND_SCHEDULE_DONE
COND_SCUTTLE_HAS_DESTINATION
COND_SCUTTLE_TARGET_CHANGED
COND_SEE_DISLIKE
COND_SEE_ENEMY
COND_SEE_FEAR
COND_SEE_HATE
COND_SEE_NEMESIS
COND_SEE_PLAYER
COND_SHIELDBUG_CHANGE_DEFEND
COND_SHIELDBUG_CHANGE_DEFEND = %d
COND_SHIELD_CAN_FLICK
COND_SMELL
COND_SQUADMATE_NEEDS_AMMO
COND_SQUADMATE_WANTS_AMMO
COND_TALKER_CLIENTUNSEEN
COND_TALKER_PLAYER_DEAD
COND_TALKER_PLAYER_STARING
COND_TALKER_RESPOND_TO_QUESTION
COND_TARGET_OCCLUDED
COND_TASK_FAILED
COND_TOO_CLOSE_TO_ATTACK
COND_TOO_FAR_TO_ATTACK
COND_WANDER_ENEMY_TOO_CLOSE
COND_WAY_CLEAR
COND_WEAPON_BLOCKED_BY_FRIEND
COND_WEAPON_HAS_LOS
COND_WEAPON_PLAYER_IN_SPREAD
COND_WEAPON_PLAYER_NEAR_TARGET
COND_WEAPON_SIGHT_OCCLUDED
CONOUT$
CONV_WILDCAT_KILL, stage %d\n
COVER
COnEggReset
COrnamentProp
COuttroStats
COuttroStats: Skip state changed. %d players, %d skips\n
CPanelKeyBindingMapDictionary::m_PanelKeyBindingMapPool
CPanelMessageMapDictionary::m_PanelMessageMapPool
CParticleFire
CParticleLight
CParticleMgr::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CParticlePerformanceMonitor
CParticleSystem
CParticleSystemMgr compiled using an old IMaterialSystem\n
CParticleSystemMgr::InitAttributeTable has an out-of-date attribute list! (element %d not set up)\n
CPassengerInfo
CPath away from best sound too short!\n
CPathCorner
CPathKeyFrame
CPathTrack
CPhysBox
CPhysBoxMultiplayer
CPhysConstraint
CPhysConstraintSystem
CPhysConvert
CPhysExplosion
CPhysForce
CPhysHinge
CPhysImpact
CPhysLength
CPhysMagnet
CPhysMagnet %s:%d blocking magnet\n
CPhysMotor
CPhysPulley
CPhysSlideConstraint
CPhysThruster
CPhysTorque
CPhysicsCannister
CPhysicsEntitySolver
CPhysicsHook
CPhysicsHook::FrameUpdatePostEntityThink
CPhysicsNPCSolver
CPhysicsProp
CPhysicsPropMultiplayer
CPhysicsPropRespawnable
CPhysicsShake
CPhysicsSpring
CPhysicsWind
CPhysicsWire
CPlasma
CPlayerLocalData
CPlayerResource
CPlayerState
CPointAngleSensor
CPointAngularVelocitySensor
CPointBonusMapsAccessor
CPointBroadcastClientCommand
CPointCamera
CPointClientCommand
CPointCommentaryNode
CPointDevShotCamera
CPointEntityFinder
CPointEventProxy
CPointGamestatsCounter
CPointGamestatsCounter::InputIncrement:  No stat name specified for point_gamestats_counter @%f, %f, %f [ent index %d]\n
CPointHurt
CPointPlayerMoveConstraint
CPointProximitySensor
CPointPush
CPointServerCommand
CPointSpotlight
CPointTeleport
CPointTemplate
CPointTemplatePrecacher
CPointVelocitySensor
CPoseController
CPostFrameNavigationHook
CPostProcessController
CPrecacheOtherList
CPrecipitation
CPrecipitationBlocker
CProjectedDecal
CPropData
CPropDoorRotating
CPropVehicle
CPropVehicleDriveable
CProp_Hallucination
CREATION_TIME
CROUCH
CROUCH 
CRUSH
CRagdollBoogie
CRagdollConstraint
CRagdollLRURetirement
CRagdollMagnet
CRagdollManager
CRagdollProp
CRagdollPropAttached
CRallyPoint
CRandSimTimer
CRemarkableEntityList
CResponseQueueManager
CResponseSystem:  %s (%i rules, %i criteria, and %i responses)\n
CResponseSystem:  failed to load %s\n
CResponseSystem::LoadFromBuffer [%s] - Finish
CResponseSystem::LoadFromBuffer [%s] - Start
CResponseSystem::LoadFromBuffer:  Unknown entry type '%s', expecting 'response', 'criterion', 'enumeration' or 'rules' in file %s(offset:%i)\n
CResponseSystem::LoadRuleSet took %f msec
CRevertSaved
CRopeAnchor
CRopeKeyframe
CRotDoor
CRotorWashEmitter
CRotorWashShooter
CRuleEntity
CRulePointEntity
CS Port: Hostage Escape
CSave::WriteHeader() size parameter exceeds 'short'!\n
CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!
CSceneEntity
CSceneEntity %s :"%s" failed to start sequence "%s"\n
CSceneEntity %s :"%s" unable to find gesture "%s"\n
CSceneEntity %s :"%s" unable to find sequence "%s"\n
CSceneEntity %s unable to find a camera (point_viewcontrol) in this map!\n
CSceneEntity %s unable to find actor "%s"\n
CSceneEntity %s unable to find actor named "%s"\n
CSceneEntity::GenerateSceneForSound:  Alloc of actor, channel, or event failed!!!\n
CSceneEntity::GenerateSceneForSound:  Couldn't determine duration of %s\n
CSceneEntity::GenerateSceneForSound:  Failed to allocated new scene!!!\n
CSceneEntity::LoadScene: Unable to load binary scene '%s'\n
CSceneEntity::LoadSceneFromString: Unable to parse scene data '%s'\n
CSceneEntity::SCRIPT event - '%s' entity has no script function '%s' defined!\n
CSceneEntity::SCRIPT event - unable to find entity named '%s' in this map!\n
CSceneListManager
CSceneManager
CScenePrecacheSystem
CScriptEntityIterator
CScriptKeyValues
CScriptedTarget
CServerNetworkProperty
CShadowControl
CSimTimer
CSimpleSimTimer
CSkyCamera
CSkyboxSwapper
CSlideshowDisplay
CSmallTextEntry
CSmokeStack
CSmokeStackLightInfo
CSound
CSoundControllerImp
CSoundEmitterSystem
CSoundEmitterSystem:  sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n
CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (server)\n
CSoundEnt
CSoundEnt pool is low on sounds due to high number of clients.\n
CSoundEnvelope
CSoundPatch
CSoundPatch pool
CSoundPatch::ResumeSound: Lost EHAndle on restore - destroy the sound patch in your entity's StopLoopingSounds! (%s)\n
CSoundPatch::Update:  Removing CSoundPatch (%s) with NULL EHandle\n
CSoundscapeSystem
CSoundscapeSystem::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CSpatialEntity
CSpeaker
CSpotlightEnd
CSprite
CSpriteOriented
CSpriteTrail
CStatueProp
CSteamJet
CSteamWorksGameStatsUploader
CStopwatch
CStopwatchBase
CStripWeapons
CStylinCamProxy
CSun
CSunlightShadowControl
CTEAntlionDust
CTEArmorRicochet
CTEBSPDecal
CTEBaseBeam
CTEBeamEntPoint
CTEBeamEnts
CTEBeamFollow
CTEBeamLaser
CTEBeamPoints
CTEBeamRing
CTEBeamRingPoint
CTEBeamSpline
CTEBloodSprite
CTEBloodStream
CTEBreakModel
CTEBubbleTrail
CTEBubbles
CTEClientProjectile
CTEDecal
CTEDust
CTEDynamicLight
CTEEffectDispatch
CTEEnergySplash
CTEExplosion
CTEFizz
CTEFootprintDecal
CTEFoundryHelpers
CTEGaussExplosion
CTEGlowSprite
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMarineAnimEvent
CTEMetalSparks
CTEMuzzleFlash
CTEParticleSystem
CTEPhysicsProp
CTEPlayerAnimEvent
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CTakeDamageInfo
CTankTargetChange
CTankTrainAI
CTargetCDAudioRep
CTargetChangeGravity
CTargetGunshipCrash
CTeam
CTeamplayRules
CTemplateNPCMaker
CTemplatesHook
CTesla
CTestTraceline
CTest_ProxyToggle_Networkable
CTextureToggle
CThrustController
CTimeline
CTimerEntity
CTonemapTrigger
CTreeViewListControl
CTriggerAutoCrouch
CTriggerBrush
CTriggerCamera
CTriggerCamera could not find a player!\n
CTriggerGravity
CTriggerHierarchy
CTriggerHurt
CTriggerImpact
CTriggerLook
CTriggerMultiple
CTriggerPlayerMovement
CTriggerProximity
CTriggerPush
CTriggerRemove
CTriggerSave
CTriggerTeleport
CTriggerToggleSave
CTriggerVPhysicsMotion
CTriggerWind
CUSTOM1
CUSTOM2
CUSTOM3
CUSTOM4
CUserMessages::GetUserMessageSize( %i ) out of range!!!\n
CUserMessages::Register '%s' already registered\n
CUtlCachedFileData:  Can't Init, no repository file specified.
CUtlLinkedList overflow! (exhausted index range)\n
CUtlLinkedList overflow! (exhausted memory allocator)\n
CUtlMultiList overflow! (exhausted index range)\n
CUtlMultiList overflow! (exhausted memory allocator)\n
CUtlRBTree overflow!\n
CVGuiScreen
CVisibilityMonitor
CVoiceGameMgr::ClientCommand: VModEnable (%d)\n
CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n
CVoiceGameMgr::ClientCommand: invalid index (%d)\n
CVoiceGameMgr::ClientCommand: vban (0x%x) from %d\n
CWC_UpdateIgnoreList
CWaterBullet
CWaterLODControl
CWeightButton
CWindowPane
CWorld
CWorld::Precache - Finish
CWorld::Precache - Start
CWorldItem
CalcSequenceIndex: can't find '%s'.\n
Call to NULL CStudioHdr::GroupStudioHdr()\n
CallDyingThink
CallGoDown
CallHitBottom
CallHitTop
CallNPCThink
CallScriptFunction
Called wrong RunTask()\n
Called wrong StartTask()\n
Camera in use by other player.
CameraSpace
CampVote ended\n
CampaignID
CampaignName
CampaignTextureLayer1
CampaignTextureLayer2
CampaignTextureLayer3
CampaignTextureName
Can Jump!
Can Melee Attack1
Can Melee Attack2
Can Range Attack
Can players collect money?
Can't Create Route!\n
Can't add Keybindings Context for unnamed panels\n
Can't create %s.  Bad Position!\n
Can't find a nearby track !!!\n
Can't find assault point
Can't find bottom track for track change! %s\n
Can't find decal %s\n
Can't find goal entity %s\nCan't execute script %s\n
Can't find landmark %s\n
Can't find rally point
Can't find soundscape: %s\n
Can't find target of train %s\n
Can't find the world\n
Can't find top track for track change! %s\n
Can't find train for track change! %s\n
Can't get to door
Can't init %s\n
Can't open %s for client precache info.
Can't parse relationship info (%s) - Expecting 'name [D_HT, D_FR, D_LI, D_NU] [1-99]'\n
Can't reach any nodes
Can't use this weapon type
CanBeDefaultButton
CanCloseToWeld
CanFitAtNode() called with no network!\n
CanThink
CanTouch
Cancel
Cancel Other Sequences: %s
CancelAtNextInterrupt
CancelCountdown
CancelPending
CancelSequence
Cancelling script: %s\n
Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
Candidate
Cannot Apply
Cannot ent_create players!\n
Cannot execute "%s", no player\n
Cannot execute script because scripting is disabled (-scripting)\n
Cannot get local marine\n
Cannot get local player\n
Cannot jump.
Cannot run script: NULL script name\n
Cap on the total push vector
Caps Lock
Caps Lock Toggle
CaptionLookup_t
Cardboard.Large
Cardboard.Medium
Cardboard.Small
Case01
Case02
Case03
Case04
Case05
Case06
Case07
Case08
Case09
Case10
Case11
Case12
Case13
Case14
Case15
Case16
Casw_allow_detach
Casw_drone_uber_health
Catmull-Rom
Catmull-Rom (Norm X)
Catmull-Rom (Norm)
Catmull-Rom (Tangent)
Catmull-Rom Spline
Centers the nav mesh in the world
Chance of AI changing between crouched and non-crouched while idling in follow mode
Chance of base aliens dropping money
Chance of drone gibbing instead of ragdoll
Chance of marine doing a special idle chatter
Chance of medic saying a special healing line.  Wounded special chance is this times 5.
Chance of queen flinching when she takes fire damage
Chance of the synup chatter happening
Chance that an alien killed by explosives will hurl towards the camera.
Chance the tech marines will shout about movement on their scanner after a period of no activity
ChanceMultiTouch
Change in velocity per second
ChangeCDTrack
ChangeDestinationGroup
ChangeFOV
ChangeFOVThink
ChangeGrav
ChangeLevel
ChangeTeam
Changed attribute in %d areas\n
Changed behavior status
Changed carnage mode to %d\n
Changed hardcore mode to %d\n
Changed uber mode to %d\n
Changes the density of air for drag computations.
Changes's player's model
Changing chainsaw pitch to %f transition rate %f\n
Changing collision rules within a callback is likely to cause crashes!\n
Chapter title: %s\n
Charge
ChargeRelease
Chase Enemy
ChatterTouch
Cheat allowing return to briefing\n
Cheat to complete the current mission
Cheat to test regenerative health systems
CheatCompleteMission\n
Check for fast reload\n
Check for thinktimes all on same timestamp.
CheckButton
CheckButton.BgColor
CheckButton.Border1
CheckButton.Border2
CheckButton.Check
CheckButton.DisabledBgColor
CheckButton.DisabledFgColor
CheckButton.SelectedTextColor
CheckButton.TextColor
CheckButtonChecked
CheckEnemyDirection
CheckNearbyDrones
CheckNearbyTargets
CheckReconnect
CheckSpawnThink
CheckTriggerJumped
Checking spawn is clear...\n
Checks for nodes embedded in displacements (useful for in-development maps)
Chest Closed
Chest Open
ChooseEnemy() {\n
ChooseFarthestPathPoint
ChooseNearestPathPoint
Chopper didn't find a player!\n
Chops all selected areas into their component 1x1 areas
Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
Chops the marked area into disconnected sub-areas suitable for sniper spots.
Choreographed scene which controls animation and/or dialog on one or more actors.
Cine died!\n
CircularProgressBar
CircularProgressBar.BgColor
CircularProgressBar.FgColor
Cl.P
Clamp head turns to a MAX of 20 degrees per think.
Class: %s (%d)\n
ClassSpecific
Classname: %s
Clear all nav attributes of selected area.
Clear memory of server side hints displayed to the player.
Clear the selected set.
ClearCheck
ClearContext
ClearFlagsThink
ClearOrders
ClearParent
Clears bits set on nav links indicating link is unusable 
Clears the marked Area or Ladder.
ClickPanel
Client Projectile
Client lost reserved sound!\n
ClientGamePrecache
ClientPrecache
ClientPrecache()
ClientSetupVisibility: No entity for edict!\n
ClientSetupVisibility: portal number (%d) too large
Clientonground = %d (%s) Flags: %d \n
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Climb
Climb fail (2)\n
Climb fail\n
Climb stop\n
Climber not in a climb activity!\n
ClipStyle
Clips
Close
Close obstruction %f\n
CloseAreaPortalsThink
CloseAreaportalThink
CloseCaption
CloseCaptionDirect
CloseFrameButtonPressed
CloseHandle
CloseModal
Cluster grenade child cluster's maximum fuse length
Cluster grenade child cluster's minimum fuse length
Cmodels/aliens/mortar3/mortar3.mdl
Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it.\n
Col Group: %d, 
Collide
CollideThink
CollisionGroup
CollisionPartnerThink
Colonist health after NPCInit %d\n
Color
Color Fade
Color Light From Control Point
Color Random
Color and Opacity
Color used to draw the selected set background while editing.
Color used to draw the selected set borders while editing.
Color1
Color2
ColorBlueValue
ColorCorrectionFadeInThink
ColorCorrectionFadeOutThink
ColorCorrectionName
ColorCorrectionSystem
ColorGreenValue
ColorRedValue
ColumnResized
Combat
Combat Stun
CombineCannon
ComboBox
ComboBoxBorder
ComboBoxButton.ArmedArrowColor
ComboBoxButton.ArrowColor
ComboBoxButton.BgColor
ComboBoxButton.DisabledBgColor
CombosFrom
ComeToRest
ComingBackConceptModifier
ComingBackWaitForSpeak
Comm%d
Command
CommandLine
Commander
Commentary
Commentary: Could not find commentary data file '%s'. \n
Commentary: Failed to spawn commentary entity, type: '%s'\n
Commentary: Loading commentary data from %s. \n
CommentaryUpdateViewThink
Compare
CompareValue
CompareValues
CompiledCaptionHeader_t
Complete
Computer hacking speed scale for AI marines
Computing mesh visibility...
Computing mesh visibility...DONE\n
Computing mesh visibility...\n
ConVar(%s) defined with infinite float value (%s)\n
ConVarRef %s doesn't point to an existing ConVar\n
ConceptHistory_t
ConcreteChunks
Cond: %s\n
Conditional Error: %s\n
Conditions
Cone %.1f, Bias %.2f
Connect the vscript VM to the script debugger
ConnectOutput
ConnectOutputToScript
ConnectOutputs
ConnectTier1/2/3Libraries - Finish
ConnectTier1/2/3Libraries - Start
Connecting navigation areas...\n
Console
Console command too long.\n
Constant: %3.2f
Constraint (%s) attached to two shadow objects (%s and %s)!!!\n
Constraint (%s) attached to two static objects (%s and %s)!!!\n
ConstraintBroken
ConstraintThink
Context: %s:%s
ContextMenu
Contexts to set '%s' on %s, 
Continue an iteration over the list of entities, providing reference to a previously found entity
ContinuousProgressBar
Control Points
ControlDirection
ControlFactory
ControlModified
ControlName
ControlText
Controls the duration of vphysics penetration error boxes.
Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments:\tNPC name or classname, <none>=NPC under crosshair
ConversionMode
ConversionModeMenu
Convert obsolete jump areas into 2-way connections
ConvertTarget
Copy
CorExitProcess
CorpseFallThink
Corridor1
Corridor2
Could not AllocSound() for Client Reserve! (DLL)\n
Could not AllocSound() for InsertSound() (Game DLL)\n
Could not contact Worldcraft to send the command: \n\n"%s"\n\n Worldcraft does not appear to be running.
Couldn't add new marine resource to list as no free slots\n
Couldn't alloc player sound slot!\n
Couldn't build route to dest\n
Couldn't create %s!\n
Couldn't create weapon %s to give NPC %s.\n
Couldn't find HLTV client player.
Couldn't find any entities named %s, which point_template %s is specifying.\n
Couldn't find any entity named '%s'\n
Couldn't find cover
Couldn't find entity!\n
Couldn't find flank
Couldn't find local player.
Couldn't find pitch pose parameter to set to %f\n
Couldn't find schedule (%s)\n
Couldn't find shoot position
Couldn't find temp entity '%s'\n
Couldn't precache marine speech as profile list isn't created yet\n
Couldn't read %s!\n
Couldn't resolve response target %s\n
Couldn't set relationship to unknown entity or class (%s)!\n
Couldn't walk to target
Count = %d\n
CountPlayersInZone
CountdownLength
Counter
Cprop_data
CqTR;
Crash
CrashTouch
Crashed!: speed %.2f, lastSpeed %.2f\n
Crawl
Crawl start\n
CrawlA
Create In Hierarchy
Create a physics prop
Create a prediction error
Create a scene entity to play the specified scene.
Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
Create an entity at the location of a named entity
Create an entity at the location of a specified entity instance
Create an entity at the location of the maker
CreateAddon
CreateByClassname
CreateEntityByName( %s, %d ) - CreateEdict failed.
CreateFileA
CreateFileMappingA
CreateInstance called on a point_template that has no templates: %s\n
CreateInterface
CreateNewControl
CreatePredictionError
CreateProp
CreateSceneEntity
CreateSimpleThread
Created EHANDLE test entity. Run this command again to transmit the second ent.\n
Created horde of size %d\n
Created sg pellet\n
Creates a batch of aliens at the cursor
Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates a horde of aliens somewhere nearby
Creates a physics prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates a wave of aliens on the arena test map
Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that this only works for npc classes that are already in the world.  You can not create an entity that doesn't have an instance in the level.\n\tArguments:\t{npc_class_name}
Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  \n\tArguments:\t[npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
Creates an entity by classname
Creates an entity of the given type in front of the current marine.
Creates an entity of the given type where the player is looking.
Creating firewall with owner %s\n
Creating navigation areas from sampled data...\n
Creating shotgun pellet\n
Creation Time
CreditsMsg
CriterionDistance
CriterionVisibility
Crope_anchor
Crossfade time between heal gun's search and heal sound
Crossfade time between mining laser's charge and run sound
CrouchWalk
Crow: Flyto Point
Ctrl
Cull Random
Cured Infestation: %d\n
Current Enemy
Current Pos:   %3.3f
Current Pos: %3.3f
Current Target
Current game mode, acceptable values are campaign and single_mission.
Current name of the skybox texture
Current place set to '%s'\n
Current sound patches: %d\n
Current time: %6.3f\n
CurrentDefaultButtonSet
CurrentPosition
CurrentSpeed: %.3f  
CurrentTimescale
CursorEntered
CursorEnteredMenuButton
CursorEnteredMenuItem
CursorExited
CursorExitedMenuItem
CursorMoved
Custom game-specific analysis...
Custom game-specific analysis...DONE\n
CustomCoverOnReload
CustomCreditsFile
CustomMaxShots
CustomMaxTimeShots
CustomMinShots
CustomMinTimeShots
CustomOddsCover
CvarToggleCheckButton
Cycle: %.5f (%.5f)
CycleFrequency
Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments:\t-none-
D%s put to sleep while in Scripted state!\n
D<xZu
D?NULL Ent in GiveNamedItem!\n
D@AIExtendedSaveHeader_t
DAMAGE FILTER:%s
DAMAGING 
DATA
DCreated new fencetop area %d(%x) between %d(%x) and %d(%x)\n
DDeath force post = %f flDesiredForceScale=%f flMassScale=%f\n
DEAD
DEBRIS
DEBUG HISTORY IS ENABLED. Disable before release (in env_debughistory.h).\n
DEFAULT
DEFAULT_WRITE_PATH
DEMO
DError: Failed to find horde position\n
DIRECT
DISSOLVE
DOMAIN error\r\n
DONT_HIDE
DONT_HIDE 
DOOR STATE: CLOSED
DOOR STATE: CLOSING
DOOR STATE: OPEN
DOOR STATE: OPENING
DROWN
DROWNRECOVER
DT_AI_BaseNPC
DT_AR2Explosion
DT_ASWActiveLocalWeaponData
DT_ASWEnvSpark
DT_ASWGameRules
DT_ASWHealthBar
DT_ASWLocal
DT_ASWLocalWeaponData
DT_ASWStatueProp
DT_ASW_AOEGrenade_Projectile
DT_ASW_Alien
DT_ASW_Alien_Goo
DT_ASW_Ammo_Assault_Shotgun
DT_ASW_Ammo_Autogun
DT_ASW_Ammo_Chainsaw
DT_ASW_Ammo_Drop
DT_ASW_Ammo_Flamer
DT_ASW_Ammo_Mining_Laser
DT_ASW_Ammo_PDW
DT_ASW_Ammo_Pistol
DT_ASW_Ammo_Railgun
DT_ASW_Ammo_Rifle
DT_ASW_Ammo_Shotgun
DT_ASW_Boomer
DT_ASW_Bouncing_Pellet
DT_ASW_BuffGrenade_Projectile
DT_ASW_Button_Area
DT_ASW_Buzzer
DT_ASW_Campaign_Save
DT_ASW_Client_Corpse
DT_ASW_Computer_Area
DT_ASW_Debrief_Stats
DT_ASW_Door
DT_ASW_Door_Area
DT_ASW_Drone_Advanced
DT_ASW_Dummy_Vehicle
DT_ASW_Dynamic_Light
DT_ASW_Egg
DT_ASW_Emitter
DT_ASW_Entity_Dissolve
DT_ASW_Equip_Req
DT_ASW_Extinguisher_Projectile
DT_ASW_Fire
DT_ASW_Firewall_Piece
DT_ASW_Flamer_Projectile
DT_ASW_Flare_Projectile
DT_ASW_Game_Resource
DT_ASW_Grub
DT_ASW_Grub_Sac
DT_ASW_Hack
DT_ASW_Hack_Computer
DT_ASW_Hack_Wire_Tile
DT_ASW_HealGrenade_Projectile
DT_ASW_Holdout_Mode
DT_ASW_Holo_Sentry
DT_ASW_Info_Message
DT_ASW_Laser_Mine
DT_ASW_Marine
DT_ASW_Marine_Resource
DT_ASW_Marker
DT_ASW_Mine
DT_ASW_Missile_Round
DT_ASW_Mortarbug_Shell
DT_ASW_Objective
DT_ASW_Objective_Countdown
DT_ASW_Objective_Kill_Aliens
DT_ASW_Objective_Kill_Eggs
DT_ASW_Objective_Kill_Goo
DT_ASW_Objective_Kill_Queen
DT_ASW_Parasite
DT_ASW_Pickup
DT_ASW_Pickup_Hornet_Barrage
DT_ASW_Pickup_Money
DT_ASW_Pickup_Weapon
DT_ASW_Pickup_Weapon_Ammo_Bag
DT_ASW_Pickup_Weapon_Ammo_Satchel
DT_ASW_Pickup_Weapon_Assault_Shotgun
DT_ASW_Pickup_Weapon_Autogun
DT_ASW_Pickup_Weapon_Buff_Grenade
DT_ASW_Pickup_Weapon_Chainsaw
DT_ASW_Pickup_Weapon_FireExtinguisher
DT_ASW_Pickup_Weapon_Flamer
DT_ASW_Pickup_Weapon_Flares
DT_ASW_Pickup_Weapon_Flashlight
DT_ASW_Pickup_Weapon_Flechette
DT_ASW_Pickup_Weapon_Grenades
DT_ASW_Pickup_Weapon_Heal_Grenade
DT_ASW_Pickup_Weapon_Medical_Satchel
DT_ASW_Pickup_Weapon_Medkit
DT_ASW_Pickup_Weapon_Mines
DT_ASW_Pickup_Weapon_Mining_Laser
DT_ASW_Pickup_Weapon_PDW
DT_ASW_Pickup_Weapon_PRifle
DT_ASW_Pickup_Weapon_Pistol
DT_ASW_Pickup_Weapon_Railgun
DT_ASW_Pickup_Weapon_Ricochet
DT_ASW_Pickup_Weapon_Rifle
DT_ASW_Pickup_Weapon_Sentry
DT_ASW_Pickup_Weapon_Sentry_Cannon
DT_ASW_Pickup_Weapon_Sentry_Flamer
DT_ASW_Pickup_Weapon_Sentry_Freeze
DT_ASW_Pickup_Weapon_Shotgun
DT_ASW_Pickup_Weapon_Stim
DT_ASW_Pickup_Weapon_T75
DT_ASW_Pickup_Weapon_Tesla_Trap
DT_ASW_Pickup_Weapon_Welder
DT_ASW_Player
DT_ASW_PointCamera
DT_ASW_Powerup
DT_ASW_Powerup_Bullets
DT_ASW_Powerup_Chemical_Bullets
DT_ASW_Powerup_Electric_Bullets
DT_ASW_Powerup_Explosive_Bullets
DT_ASW_Powerup_Fire_Bullets
DT_ASW_Powerup_Freeze_Bullets
DT_ASW_Powerup_Increased_Speed
DT_ASW_PropJeep
DT_ASW_Prop_Laserable
DT_ASW_Prop_Physics
DT_ASW_Queen
DT_ASW_Queen_Divers
DT_ASW_Queen_Grabber
DT_ASW_Queen_Spit
DT_ASW_Ranger
DT_ASW_Remote_Turret
DT_ASW_Rocket
DT_ASW_Scanner_Info
DT_ASW_Sentry_Base
DT_ASW_Sentry_Top
DT_ASW_Sentry_Top_Flamer
DT_ASW_Sentry_Top_Icer
DT_ASW_Shaman
DT_ASW_Shieldbug
DT_ASW_Shotgun_Pellet_Predicted
DT_ASW_Simple_Drone
DT_ASW_T75
DT_ASW_Target_Dummy
DT_ASW_TeslaTrap
DT_ASW_Use_Area
DT_ASW_VPhysics_NPC
DT_ASW_Voting_Missions
DT_ASW_Weapon
DT_ASW_Weapon_Ammo_Bag
DT_ASW_Weapon_Ammo_Satchel
DT_ASW_Weapon_Assault_Shotgun
DT_ASW_Weapon_Autogun
DT_ASW_Weapon_Bait
DT_ASW_Weapon_Blink
DT_ASW_Weapon_Buff_Grenade
DT_ASW_Weapon_Chainsaw
DT_ASW_Weapon_Electrified_Armor
DT_ASW_Weapon_FireExtinguisher
DT_ASW_Weapon_Fist
DT_ASW_Weapon_Flamer
DT_ASW_Weapon_Flares
DT_ASW_Weapon_Flashlight
DT_ASW_Weapon_Flechette
DT_ASW_Weapon_Freeze_Grenades
DT_ASW_Weapon_Grenade_Launcher
DT_ASW_Weapon_Grenades
DT_ASW_Weapon_HealGrenade
DT_ASW_Weapon_Heal_Gun
DT_ASW_Weapon_Hornet_Barrage
DT_ASW_Weapon_Jump_Jet
DT_ASW_Weapon_Laser_Mines
DT_ASW_Weapon_Medical_Satchel
DT_ASW_Weapon_Medkit
DT_ASW_Weapon_Mines
DT_ASW_Weapon_Minigun
DT_ASW_Weapon_Mining_Laser
DT_ASW_Weapon_Night_Vision
DT_ASW_Weapon_Normal_Armor
DT_ASW_Weapon_PDW
DT_ASW_Weapon_PRifle
DT_ASW_Weapon_Pistol
DT_ASW_Weapon_Railgun
DT_ASW_Weapon_Ricochet
DT_ASW_Weapon_Rifle
DT_ASW_Weapon_Sentry
DT_ASW_Weapon_Sentry_Cannon
DT_ASW_Weapon_Sentry_Flamer
DT_ASW_Weapon_Sentry_Freeze
DT_ASW_Weapon_Shotgun
DT_ASW_Weapon_Smart_Bomb
DT_ASW_Weapon_Sniper_Rifle
DT_ASW_Weapon_Stim
DT_ASW_Weapon_T75
DT_ASW_Weapon_Tesla_Gun
DT_ASW_Weapon_Tesla_Trap
DT_ASW_Weapon_Welder
DT_AlienSwarmProxy
DT_AnimTimeMustBeFirst
DT_Animationlayer
DT_BCCLocalPlayerExclusive
DT_BaseAnimating
DT_BaseAnimatingOverlay
DT_BaseBeam
DT_BaseButton
DT_BaseCombatCharacter
DT_BaseCombatWeapon
DT_BaseDoor
DT_BaseEntity
DT_BaseFlex
DT_BaseGrenade
DT_BaseHelicopter
DT_BaseParticleEntity
DT_BasePlayer
DT_BasePropDoor
DT_BaseTempEntity
DT_BaseToggle
DT_BaseTrigger
DT_BaseViewModel
DT_Beam
DT_BeamSpotlight
DT_BoneFollower
DT_BreakableProp
DT_BreakableSurface
DT_CFish
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_CombineGunship
DT_CountdownTimer
DT_DetailController
DT_DustTrail
DT_DynamicLight
DT_DynamicProp
DT_EffectData
DT_Embers
DT_EntityDissolve
DT_EntityFlame
DT_EntityFreezing
DT_EntityParticleTrail
DT_EntityParticleTrailInfo
DT_EnvAmbientLight
DT_EnvDOFController
DT_EnvParticleScript
DT_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvTonemapController
DT_EnvWind
DT_EnvWindShared
DT_FireSmoke
DT_FireTrail
DT_FogController
DT_FuncAreaPortalWindow
DT_FuncBrush
DT_FuncConveyor
DT_FuncLadder
DT_FuncMonitor
DT_FuncMoveLinear
DT_FuncOccluder
DT_FuncReflectiveGlass
DT_FuncRotating
DT_FuncSmokeVolume
DT_FuncTrackTrain
DT_Func_Dust
DT_Func_LOD
DT_GameRulesProxy
DT_GlobalLight
DT_HandleTest
DT_InfoLadderDismount
DT_InfoOverlayAccessor
DT_IntervalTimer
DT_LightGlow
DT_Local
DT_LocalActiveWeaponData
DT_LocalPlayerExclusive
DT_LocalWeaponData
DT_MR_Timelines
DT_MaterialModifyControl
DT_MovieDisplay
DT_MovieExplosion
DT_OverlayVars
DT_ParticleFire
DT_ParticlePerformanceMonitor
DT_ParticleSmokeGrenade
DT_ParticleSystem
DT_PhysBox
DT_PhysBoxMultiplayer
DT_PhysMagnet
DT_PhysicsProp
DT_PhysicsPropMultiplayer
DT_Plasma
DT_PlayerResource
DT_PlayerState
DT_PointCamera
DT_PointCommentaryNode
DT_PoseController
DT_PostProcessController
DT_Precipitation
DT_PrecipitationBlocker
DT_PropDoorRotating
DT_PropVehicleDriveable
DT_Prop_Hallucination
DT_ProxyToggle
DT_ProxyToggle_ProxiedData
DT_QuadraticBeam
DT_Ragdoll
DT_RagdollManager
DT_Ragdoll_Attached
DT_RocketTrail
DT_RopeKeyframe
DT_RotorWashEmitter
DT_SceneEntity
DT_ServerAnimationData
DT_ShadowControl
DT_SlideshowDisplay
DT_SmokeStack
DT_SmokeTrail
DT_SpatialEntity
DT_SporeExplosion
DT_SporeTrail
DT_SpotlightEnd
DT_Sprite
DT_SpriteOriented
DT_SpriteTrail
DT_StatueProp
DT_SteamJet
DT_Sun
DT_SunlightShadowControl
DT_TEAntlionDust
DT_TEArmorRicochet
DT_TEBSPDecal
DT_TEBeamEntPoint
DT_TEBeamEnts
DT_TEBeamFollow
DT_TEBeamLaser
DT_TEBeamPoints
DT_TEBeamRing
DT_TEBeamRingPoint
DT_TEBeamSpline
DT_TEBloodSprite
DT_TEBloodStream
DT_TEBreakModel
DT_TEBubbleTrail
DT_TEBubbles
DT_TEClientProjectile
DT_TEDecal
DT_TEDust
DT_TEDynamicLight
DT_TEEffectDispatch
DT_TEEnergySplash
DT_TEFizz
DT_TEFootprintDecal
DT_TEFoundryHelpers
DT_TEGaussExplosion
DT_TEGlowSprite
DT_TEImpact
DT_TEKillPlayerAttachments
DT_TELargeFunnel
DT_TEMarineAnimEvent
DT_TEMetalSparks
DT_TEMuzzleFlash
DT_TEParticleSystem
DT_TEPhysicsProp
DT_TEPlayerAnimEvent
DT_TEPlayerDecal
DT_TEProjectedDecal
DT_TEShatterSurface
DT_TEShowLine
DT_TESmoke
DT_TESparks
DT_TESprite
DT_TEWorldDecal
DT_Team
DT_Tesla
DT_TestTraceline
DT_Timeline
DT_TriggerPlayerMovement
DT_VGuiScreen
DT_WORLD
DT_WaterBullet
DT_WaterLODControl
DUPE: %s %d blocked area %d\n
D_FR
D_HT
D_LI
D_NU
Damage
Damage caused by buzzer
Damage caused by drones on touch
Damage caused by harvesters on touch
Damage caused by mortarbug on touch
Damage caused by the Swarm Queen's slash attack
Damage caused by the queen's goo spit
Damage from ammo bag explosion
Damage helicopter shots deal to everything but the player
Damage helicopter shots deal to the player
Damage per hit from defanged parasites
Damage per swipe from the Drone
Damage per swipe from the shieldbug
Damage scale applied from charged fist passive item
Damage scale for drones hitting doors
Damage scale for sentry gun friendly fire
Damage taken: %f\n
DamageAmpsUsed
DamageDelay
DamageForce
DamageRadius
DamageScale
DamageTaken
DamageTarget
DamageType
Damager per pump per grabber
Damagetype
Dampen Movement Relative to Control Point
Damping: %3.2f
DangerSoundThink
DangerousTime
DangerousTimer
Dangling
Dangling pointer to physics entity!!!\n
Dasw_laser_mine
Data blocks: %d\n
Data manager 'used' memory incorrect\n
DataBlock
Date/Time: %s\n
DateTime
Deactivate
Dead
Dead end link: %s\n
DeadEnd
Death force pre = %f\n
DebriefText1
DebriefText2
DebriefText3
DebrisContext
Debug History of Category %d is EMPTY\n
Debug lines for ordering marines to offhand weld a door
Debug overall marine movement direction
Debug the NPC dynamic interaction system.
Debug the attempted connection between two nodes
DebugDrawBox
DebugDrawLine
DebugTextureInfo001
Debugging %s (0x%x)\n
Debugs the melee system. Set to 2 for position updates
December
DecodePointer
Default
Default campaign used when dedicated server restarts
Default duration of the stimpack slomo (medics with skills will override this number)
DefaultAnim
DefaultButtonSet
DefaultMusic
DefaultSmall
DefaultTouch
DefaultUnderline
DefaultVerySmall
DefaultWeapon
Defending = %d
Defending, check damage for block\n
Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
Defines the second corner of a new Area or Ladder and creates it.
Degenerate Navigation Area #%d at setpos %g %g %g\n
Delay before bait is thrown
Delay before flares are thrown
Delay before grenade entity is spawned when throwing
Delay before timescale changes to give a chance for the client to comply and predict.
Delay: %d
DelayThink
DelayedInit
DelayedKillThink
DelayedRefresh
Delays map change until broadcast is complete
Delete
DeleteCriticalSection
DeletePanel
DeletePanelButton
Deleted %d areas\n
Deletes the currently highlighted Area.
Deletes the currently marked Area (if any).
Deleting completed campaign %s
Density
DensityRampSpeed
DepthWrite
Desired Origin for %s: %f %f\n
Desired commentary mode state.
DesiredFacing
DesiredTimescale
DestStructType_t::BaseClass
DestinationGroup
Destroy
DestroyAndReplace
DestroyImmediately
DestroyItem
Detach
Determining links...\n
Determining zones...\n
Detonate
DetonateUse
DevMsg
DevShotThink_PostShot
DevShotThink_Setup
DevShotThink_TakeShot
DevWarning
DeveloperVerbose
Devshots: Loading point_devshot_camera positions from %s. \n
Devshots: No point_devshot_camera in %s. Moving to next map.\n
DialogVariables
Didn't find particle function %s\n
Difficulty
DifficultyModifier
Dir ent: %s
Dir: %i (%i)
Direct precache of %s\n
Direction: %s
DirectionNoise
Directional
DirectionalMarker
Director: Alien spawn interval will never go lower than this
Director: Max scale applied to alien spawn interval each spawn
Director: Max time between alien spawns when first entering spawning state
Director: Min scale applied to alien spawn interval each spawn
Director: Min time between alien spawns when first entering spawning state
Disable
Disable npc background expressions when you can't see them.
Disable to get normal FPS controls (affects all players on the server)
DisableAlternatePath
DisableAlwaysTransition
DisableAreaPortalThink
DisableAutoOpen
DisableBoneFollowers
DisableCollision
DisableCollisions
DisableDamageForces
DisableDeadlyShooting
DisableFloating
DisableGroundAttack
DisableHint
DisableHordes
DisableJump
DisableMotion
DisablePath
DisablePathVisibilityTests
DisablePhyscannonPickup
DisablePlayerCollision
DisablePuntSound
DisableRotorWash
DisableShadow
DisableSpeakWhileScripting
DisableSpeedModifier
DisableSwarm
DisableTechMarineReq
DisableWanderers
Disabled
Disabling motion on phys prop
Disabling precache logging due to file i/o problem!!!\n
Disallow backtracking a player for lag compensation if it will cause them to become stuck
DisappearDist
DisappearMaxDist
DisappearMinDist
DisarmItem
Discarded rule %s\n
Discarding missing sequence %s on load.\n
Discarding repository '%s' due to cache system version change\n
Discarding repository '%s' due to meta checksum change\n
Discarding repository '%s' due to version change\n
DisconnectOutput
DisconnectOutputFromScript
DispatchAddOnThink
DispatchOnPostSpawn
DispatchPrecache
DispatchResponse
Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Dispatching harvester gibs, colour %d\n
Display
Display async .ani file loading info.
Display data for entity matching specified index.\nFormat: find_ent_index <index>\n
Display debug info about the queen
Display ground entity list <index>
Display lines for waking up aliens
Display mortarbug debug info
Display player message
Display player message to team
Display shieldbug debug messages
Display status of the query cache (client only)
Display the direction of the pushaway vector. Set to entity index or -1 to show all.
Displaying:\n%s\n\n
Displays a list of the last 5 lines of speech from NPCs.
Displays all hints as small boxes\n\tBlue\t\t- hint is available for use\n\tRed\t\t- hint is currently being used by an NPC\n\tOrange\t\t- hint not being used by timed out\n\tGrey\t\t- hint has been disabled
Displays all the current AI conditions that an NPC has in the overlay text.\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Displays debug messages for the asw_spawners
Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at 
Displays director status on screen
Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tRed\t\t- connection disabled
Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\t\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tRed\t\t- connection disabled
Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\t\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tArguments: \t-none-
Displays the attachment points on an entity.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectangles.  Line is color coded in the following manner:\n\tBlue\t- path to a node\n\tCyan\t- detour around an object (triangulation)\n\tRed\t- jump\n\tMaroon - path to final target position\n\tArguments:   \t{npc_name} / {npc_class_name} / no argument picks what player is looking at 
Displays the entity's autoaim radius.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Displays the eye position for the given entity(ies) in red.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, successful bypasses are shown in green.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at.
Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlays.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the pivot for the given entity(ies).\n\t(y=up=green, z=forward=blue, x=left=red). \n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the relationships between this NPC and all others.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Displays the steering obstructions of all NPCs (used to perform local avoidance)\n
Displays the steering obstructions of the NPC (used to perform local avoidance)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Dissolve
DissolveThink
DistMax
Distance
Distance Between Control Points Scale
Distance dropship needs to be to reach destination
Distance for marine view cone checks
Distance to Control Points Scale
Distance to surface: %d\n
Divide
Divider
Dm_nSpotlightTextureFrame
Dm_vNormal
DmeParticleSystemDefinition
Do aliens drop money?
Do aliens drop powerups?
Do client side flex animation.
Do not have LOS to player
DoAutoShootChatter
DoBreachedShout
DoCompositionString
DoConversionModeChanged
DoCopySelected
DoCutSelected
DoCutShout
DoEntFire
DoEntFireByInstanceHandle
DoGroundAttack
DoHideIMECandidates
DoIncludeScript
DoLanguageChanged
DoNewAssertDialog
DoPaste
DoSentenceModeChanged
DoShowIMECandidates
DoSpark
DoUniqueString
DoUpdateIMECandidates
Does DMG_BULLET to marine
Doesn't block LOS
Doesn't match NPC hint group.
Doing SCHED_SHIELDBUG_LEAVE_DEFENDING\n
Doing SCHED_SHIELDBUG_START_DEFENDING\n
Doing door breached chatter\n
Doing door shout hint\n
Doing leadership accuracy test.  Chance is %f random float is %f\n
Doing partial rebuild of Node Graph...\n
Doing shieldbug hint\n
Don't have a route
Don't have a route: blocked
Don't have a route: illegal move
Don't have a route: no goal
Don't have an enemy
Don't know how to reconsitite models for physobj array \n
Don't know how to save model for physics object (class "%s")\n
Don't test validity of a lag comp restore, just do it.
Done!\n
DontMessageParent
DontSpeakStart
DontUseSpeechSemaphore
Door %s using obsolete 'Start Open' spawnflag with 'Spawn Position' set to 'Open'. Reverting to old behavior.\n
Door %s with conflicting collision settings, removing ignoredebris\n
DoorAnimThink
DoorAutoCloseThink
DoorCloseMoveDone
DoorGoDown
DoorGoUp
DoorHitBottom
DoorHitTop
DoorOpenMoveDone
DoorSound.DefaultArrive
DoorSound.DefaultLocked
DoorSound.DefaultMove
DoorSound.Null
DoorTouch
Dormant entity %s (%s) is thinking!!\n
Dot for marine view cone checks
Down
DownloadObjectiveName
DownloadTime
Dp j
DragDrop
DragDrop.DragFrame
DragDrop.DropFrame
DragDropHelper
Draw a debug overlay box
Draw a grid on the floor where looking.
Draw alien blood
Draw debug lines for sentry gun aim
Draw debug overlays for squad movement
Draw human blood
Draw paths tried during search for bodysnatcher pathing
Draw scan beams for marines holding position
Draw's a while box around the NPC(s) nearest node\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at  
Draws a cross at the given location\n\tArguments: x y z
Draws line between two 3D Points.\n\tGreen if no collision\n\tRed is collides with something\n\tArguments: x1 y1 z1 x2 y2 z2
Drone checking damage from a marine, of type: %d\n
Drone failed to move (%f/%f) fraction: %f abs=%f,%f,%f\n
Drone flinching (total flinch count = %d)\n
Drone lost enemy in CASW_Drone_Advanced::GatherEnemyConditions\n
DroneBleed
DroneGib
Drones take double damage from behind
Drop an ai_hint at the player's current eye position.
DropBomb
DropBombAtTarget
DropBombAtTargetAlways
DropBombDelay
DropBombStraightDown
DropContext
DropMarine %d\n
DroppedClass
Drops ammo from an ammo bag
Dropship_pc_01
Dselecting bash from fail schedule\n
Dump all global entities/states
Dump all response_rules.txt and rules (requires restart)
Dump the contents of the Entity I/O event queue to the console.
Dump the contents of the game string table to the console.
Dump the debug history to the console. Format: <category id>\n    Categories:\n     0: Entity I/O\n     1: AI Decisions\n     2: Scene Print\n     3: Alyx Blind\n     4: Log of damage done to player
Dump the state of the VM to the console
Dumping event queue. Current time is: %.2f\n
Dumps debug info for an entity
Dumps the names and values of this entity's script scope to the console\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Duplicate attribute name %s encountered!\n
Duplicate\n
Duration for sound %s is %f\n
Duration in seconds to show nav area ID and attributes while editing
Duration of electrified armor when activated
Dust
DustTrail
Dynamic Light
Dynamic Link Error: (%s) unable to form between nodes %d and %d\n
Dynamic prop %s: no sequence named:%s\n
DynamicLightThink
E%s_weapon
E(knNInitializing NPC
E0d\f
E?Unknown interpolation type %d\n
EBeginSequence
ECHEM
ECON
EDIT.ToggleAttribute
EDIT_BEGIN_AREA.NotCreating
EDIT_CONNECT.Added
EDIT_CONNECT.AllDirections
EDIT_DELETE
EDIT_DISCONNECT.MarkedArea
EDIT_DISCONNECT.NoMarkedArea
EDIT_END_AREA.Creating
EDIT_END_AREA.NotCreating
EDIT_MARK.Disable
EDIT_MARK.Enable
EDIT_MARK_UNNAMED.Enable
EDIT_MARK_UNNAMED.MarkedArea
EDIT_MARK_UNNAMED.NoMarkedArea
EDIT_MERGE.Disable
EDIT_MERGE.Enable
EDIT_MOVE_CORNER.MarkedArea
EDIT_MOVE_CORNER.NoMarkedArea
EDIT_PLACE_PICK
EDIT_SELECT_CORNER.MarkedArea
EDIT_SELECT_CORNER.NoMarkedArea
EDIT_SPLICE.MarkedArea
EDIT_SPLICE.NoMarkedArea
EDIT_SPLIT.MarkedArea
EDIT_SPLIT.NoMarkedArea
EDIT_TOGGLE_PLACE_MODE
EDIT_WARP_TO_MARK
EFIRE
EGenerating Navigation Mesh...\n
EIm_iFormation
ENEMY
ENEMY_LKP
ENERGYBEAM
ENTITY IS NOT A PLAYER: %d\n
ENTRY
ERAD
ERROR
ERROR - Failed to spawn a pMarine!
ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n
ERROR! %s missing ACT_DIESIMPLE\n
ERROR! Vacating an empty slot!\n
ERROR!: Can't create physics object for %s\n
ERROR:  Mistake in default schedule definitions, AI Disabled.\n
ERROR: "player" is no longer used, use "!player" in vcd instead!\n
ERROR: "self" is no longer used, use "!self" in vcd instead!\n
ERROR: %s First added %s must be first LOCALID!\n
ERROR: %s missing schedule!\n
ERROR: %s navigation not terminating. Possibly bad cyclical solving?\n
ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n
ERROR: (%s) target '%s' not found. Deleting.\n
ERROR: Adding symbol to uninitialized table %s\n
ERROR: Ammo (%s) found no CVar named (%s)\n
ERROR: Attempting to give unknown ammo type (%s)\n
ERROR: Attempting to remove non-existing squad membmer!\n
ERROR: Bad %s LOCALID for %s\n
ERROR: Can't init spring %s from "%s" to "%s"\n
ERROR: Cannot save navigation map '%s'.\n
ERROR: Climb Node %i has no way off\n
ERROR: DoorLook (%s) given no target.  Rejecting spawn.\n
ERROR: Dynamic link at %f %f %f pointing to invalid node ID!!\n
ERROR: Dynamic link dest WC node %d not found\n
ERROR: Dynamic link source WC node %d not found\n
ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n
ERROR: Entity delete queue not empty on level start!\n
ERROR: Failed to create campaign save object\n
ERROR: Failed to load campaign save game: %s\n
ERROR: Failed to load in the campaign associated with the current save game: %s\n
ERROR: Hinge with bad data!!!\n
ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function.\n
ERROR: Invalid ground position.\n
ERROR: Invalid spotlight length <= 0, setting to 500\n
ERROR: LoadSchd %d (%s): (%s) Unknown shedule %s!\n
ERROR: LoadSchd (%s): (%s) Bad syntax at task #%d (wasn't expecting %s)\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'ACTIVITY.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'GOAL.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'HINTFLAG'\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'PATH.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'STATE.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting 'Tasks' keyword.\n
ERROR: LoadSchd (%s): (%s) Unknown activity %s!\n
ERROR: LoadSchd (%s): (%s) Unknown goal type  %s!\n
ERROR: LoadSchd (%s): (%s) Unknown hint flag type  %s!\n
ERROR: LoadSchd (%s): (%s) Unknown path type %s!\n
ERROR: LoadSchd (%s): (%s) Unknown task %s!\n
ERROR: LoadSchd (%s): Schedule (%s), Unknown condition %s!\n
ERROR: LoadSchd (%s): Schedule (%s),\n        Task (%s), has a malformed AI Task Argument = (%s)\n
ERROR: LoadSchd (%s): Unknown schedule type (%s)\n
ERROR: Loaded save game with no node graph. Load map and build node graph first!\n
ERROR: Missing or invalid schedule!\n
ERROR: Navigation Mesh load failed.\n
ERROR: No local player!\n
ERROR: Node %.0f %.0f %.0f, WC ID# %i, is either too low (fell through floor) or too high (>100 units above floor)\n
ERROR: Only 1 asw_equip_req entity allowed per map\n
ERROR: Rejecting spawn of %s as error in NPC's schedules.\n
ERROR: Squad '%s' has enemies in it!\n
ERROR: SquadNewEnemy() - pEnemy is NULL!\n
ERROR: Tried to %s for entity %s (%s), but it has no attachment named %s.\n
ERROR: Tried to %s for entity %s (%s), but it has no parent.\n
ERROR: Tried to %s for entity %s (%s), but its parent has no model.\n
ERROR: Tried to create bone follower on invalid bone %s\n
ERROR: Trying initialize links with no WC ID table!\n
ERROR: Trying to get WC ID with no network!\n
ERROR: Trying to get WC ID with no table!\n
ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g )\n
ERROR: Unconnected ladder #%d top at ( %g, %g, %g )\n
ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n
ERROR: Unconnected ladder top at ( %g, %g, %g )\n
ERROR: Undefined ammo type!\n
ERROR: Weapon (%s) using undefined primary ammo type (%s)\n
ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n
ERROR: file contains a schedule (%s) that has already been defined!\n
ERROR: path_track (%s) refers to itself as a target!\n
ERROR: too many nodes in map, deleting last node.\n
ETABLE
ETLK_ELECTROCUTESCREAM
EVENT_CREDITS with negative elapsed time (rt %f starttime %f)\n
EVENT_LEVELSHUTDOWN:  with negative elapsed time (rt %f starttime %f)\n
Ease In
Ease In/Out
Ease Out
East
Easy,
Eb2]A=
EditMenu
EditablePanel
Editing:\n%s\n%s
Editor_SendCommand Error
Eff: %s, Move: %s\n
EffectDispatch
EffectDuration
Effects :%d (EF_NODRAW=%d)
EffectsPrecache
Efficiency: Normal=%d Efficient=%d VeryEfficient=%d SuperEfficient=%d Dormant=%d\n
EggGibs
EggHatch
EggOpen
EggTouch
Egg_Idle
Eggs killed: %d\n
Eiffel tower
ElectricArmorUsed
Electricity.Zap
ElectroStun
ElectroThinkContext
ElectrocuteThink
EmberUse
EmitAISound
EmitAmbientSound:  '%s' emitted as '%s' (ent %i)\n
EmitAmbientSound:  Raw wave emitted '%s' (ent %i)\n
EmitBlood
EmitSound
EmitSound:  '%s' emitted as '%s' (ent %i)\n
EmitSound:  Voice wave file %s doesn't specify CHAN_VOICE or CHAN_STREAM for sound %s\n
EmitSoundByHandle(%s) took %f milliseconds (server)\n
Emitsound
Empty %s (%s) at %.2f, %.2f, %.2f\n
Enable
Enable debug printing about constraint sounds.
Enable drone debug messages
Enable test mode for ik height adjustment
Enable to make Swarm drones use custom override movement to attack their enemy
Enable to make Swarm drones use custom override movement to chase their enemy
EnableAlternatePath
EnableAlwaysTransition
EnableAutoOpen
EnableCollision
EnableCollisions
EnableDamageForces
EnableDeadlyShooting
EnableGroundAttack
EnableGun
EnableHint
EnableHordes
EnableJump
EnableMotion
EnablePath
EnablePathVisibilityTests
EnablePhyscannonPickup
EnablePlayerCollision
EnablePuntSound
EnableRefire
EnableRotorSound
EnableRotorWash
EnableSaveButton
EnableShadow
EnableShadows
EnableSpeakWhileScripting
EnableTechMarineReq
EnableThink
EnableWanderers
Enabled
Enabled.
EnabledChance
Enables debug overlays for various NPCs
Enables player lag compensation
Enables the global event log system
Enabling act busy
EncodePointer
Encountered duplicate attribute definition for attribute "%s"!
Encountered func_breakablesurf at (%2.2f, %2.2f, %2.2f) that has a material applied to more than one surface!\n
Encountered invalid element ID data!
End  : %3.0f
EndGame
EndHint
EndSize
EndSprite
EndTime
EndTouch
Ended Debug History Dump of Category %d\n
Enemies
Enemies killed past this distance will only slightly increase intensity
Enemy behind door
Enemy changed from %s to %s\n
Enemy too far to attack
Enemy: 
Enemy: %d %s
Enemy: NONE
Enemyfinder %s can't snap to %s because it doesn't exist\n
Energy Splash
EngineTraceServer004
Ensure that an entity's script scope has been created
EntFireByHandle
Enter
EnterCriticalSection
Entities
Entity %s (%s) %s Collision Group %d\n
Entity %s is not an NPC.\n
Entity %s not found, and couldn't create!\n
Entity %s(%s) has bad move clone %s\n
Entity %s(%s) has bad parent %s\n
Entity %s(%s) is ambiguously move cloned to %s, because there is more than one entity by that name.\n
Entity %s(%s) is ambiguously parented to %s, because there is more than one entity by that name.\n
Entity '%s' is still actively leading\n
Entity Decal
Entity ID %d not found.\n
Entity with data saved, but with no classname\n
EntityGroup <- [];\r\nfunction __AppendToScriptGroup( name ) \r\n{\r\n\tif ( name.len() == 0 ) \r\n\t{ \r\n\t\tEntityGroup.append( null ); \r\n\t} \r\n\telse\r\n\t{ \r\n\t\tlocal ent = Entities.FindByName( null, name );\r\n\t\tEntityGroup.append( ent );\r\n\t\tif ( ent != null )\r\n\t\t{\r\n\t\t\tent.ValidateScriptScope();\r\n\t\t\tent.GetScriptScope().EntityGroup <- EntityGroup;\r\n\t\t}\r\n\t}\r\n}\r\n
EntityOutput
EntityParticleTrailInfo_t
EntityTemplate
EntriesPerTumbler
EnumSystemLocalesA
EnvMicrophone %s specifies a non-existent speaker name: %s\n
EnvironmentModifiers
Epsilon now %f\n
Equipment
Erase any previously placed walkable positions.
Erases current game stats and writes out a blank stats file
Error
Error in precache file "%s":\n
Error linking campaign, couldn't find mission (from mission %d): %s\n
Error parsing soundscape file %s after %s\n
Error reading attribute "%s"
Error reading in array attribute "%s" element %d
Error reading sub-version number.\n
Error reading weapon data file for: %s\n
Error running script named %s\n
Error! No more room for autogenerated save names, delete some save games!\n
Error!! Squad %s is too big!!! Replacing last member\n
Error, Bloodhound doesn't have a destination marker.  Place an info_target with name BloodhoundDestination
Error, couldn't find a valid free info_node to teleport to!\n
Error, couldn't find deploy spot for marine %d\n
Error, failed to create door physics object\n
Error, failed to find Queen claw attachment point\n
Error, failed to find Queen spit attachment point\n
Error:  <+X|-X|+Y|-Y|+Z|-Z> <value>\n
Error:  Attempted to save map stats without creating keyvalues\n
Error: Attempted to load CASW_Map_Scores twice\n
Error: Attempted to save CASW_Map_Scores without loading first\n
Error: Bloodhound not in a valid destination state\n
Error: Can't resurrect marines as this map has no node network\n
Error: Can't spawn hordes as this map has no node network\n
Error: Could not save changes.  File is most likely read only.
Error: Couldn't save game to file as we have no name already and you didn't supply one.\n
Error: Escape objective input called by something that wasn't a trigger\n
Error: Escape objective input called by two different triggers.  Only 1 escape area is allowed per map.\n
Error: asw_objective_kill_queen with no asw_queen in the map
Error: trigger_asw_jump has no valid destinations.\n
Escape
EstimateLength
EvaluationThink
Event %s was missing tag %s for wav %s\n
EventName
EventQueue
EventQueuePrioritizedEvent_t
EventQueuePrioritizedEvent_t pool
EventSystem001
Exceeded max number of conditions (%d), ignoring condition %s\n
Exclude list emptied.\n
Exclusive: !?INVALID?!
Exclusive: NO
Exclusive: Not Evaluated
Exclusive: YES
Execute a script (internal)
Execute a vscript file, replacing existing functions with the functions in the run script
Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
Execute an activation script, replacing existing functions with the functions in the run script
Executing dedicated server config file\n
Executing listen server config file\n
Exit
Exit animation %s failed to cache target points properly!\n
ExitButton
ExitProcess
Expand
ExpandButton
ExpandButton.Color
ExpandThink
Expanded
Expected %s found %s ( raw '%s' )! (prev: %s)\n
Expecting ',', didn't find it!
Expecting '[', didn't find it!
Expecting ']', didn't find it!
Expecting 'file', got %s\n
Expecting '{' in enumeration '%s', got '%s'\n
Expecting '{' in rule '%s', got '%s'\n
Expecting '{', didn't find it!
Expecting '}', didn't find it!
Expecting array attribute value, didn't find it!
Expecting attribute name, didn't find it!
Expecting attribute type for attribute %s, didn't find it!
Expecting element reference, didn't find it!
Expecting element type name, didn't find it!
Expecting element type, didn't find it!
Expecting more tokens in enumeration '%s'\n
Expecting more tokens in rule '%s'\n
Expecting quoted attribute value for attribute "%s", didn't find one!
Expecting quoted value for element ID, didn't find one!
Experience
Explode
Explode behavior added to non-boomer alien class\n
ExplodeConcussion
ExplodeDamage
ExplodeLevel
ExplodeRadius
ExplodeThink
ExplodeTouch
ExploitableByPlayer
Explosion
Explosion did %f damage to %d:%s\n
ExplosionSound
Exponential Decay
ExpressionOverride
Extinguish
ExtinguishTemporary
ExtinguisherCloud
Extra
Extra pathing cost if a node is visible to a marine
ExtraItem
ExtraOther
ExtraParticleFilesTable
EyePosition
F%d (%d/%d)
F0$?3=1
F=J4
F?cf
FAILED to compile and execute script file named %s\n
FAILED to initiate threaded node graph build due to already locked mutex!
FALL
FALSE
FASWSkillSpent
FCVAR_NEVER_AS_STRING
FDteleport
FF damage dealt: %f\n
FF damage taken: %f\n
FF scale: %f\n
FHit Location: UNKNOWN\n
FIRE token in response needs exactly three parameters.
FIRST
FLINCHED
FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n
FModAmplitude
FModRate
FModTimeOffset
FModType
FNPC_AntlionGuard.Roar
FTLK_STARTCOMBAT
FX_AntlionImpact.ShellImpact
FX_RicochetSound.Ricochet
FacingPercentage
Factories - Finish
Factories - Start
Fade
Fade time for heal gun's heal sound
Fade time for mining laser run sound
FadeAndRemove
FadeDist
FadeIn
FadeInThink
FadeInTime
FadeOut
FadeOutThink
FadeOutTime
FadeScaleThink
FadeStartDist
FadeThink
FadeToPattern
Fail: %s (%s)\n
FailAdviceData
FailAdvicePoints
FailAdvicePointsLastRound
FailAdviceUsed
FailMission
Failed To Submit table %s
Failed filter test
Failed to FindFiringLocation
Failed to add horde\n
Failed to create Bot.\n
Failed to create PropBreakable: would exceed MAX_EDICTS\n
Failed to create dynamic link (%d <--> %d)\n
Failed to create map builder\n
Failed to find a pMarine spawn point.  Map must have 8 info_player_start points!\n
Failed to find a physobject.\n
Failed to find a turret\n
Failed to find custom physics damage table name: %s\n
Failed to find function %s\n
Failed to find or create an env_debughistory.\n
Failed to find route to order target\n
Failed to find route\n
Failed to find throw node\n
Failed to include script "%s"
Failed to initialize templated entity with mapdata: %s\n
Failed to load KeyValues from file %s\n
Failed to load holdout resource file: '%s'  Attempting to load default.\n
Failed to load response system data from %s
Failed to pathfind to nav goal:\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
Failed to resurrect marine %s\n
Failed to spawn %s\n
Failed to spawn a marine! No more spawn points could be found.\n
Failed to specify!
FailureConceptModifier
Faith
FallSpeed
FallThink
FallTouch
Fast computer hacks: %d\n
Fast door hacks: %d\n
Fast hack time is %f, starting at %f\n
FastBurnThink
FastReload.Miss
FastReload.Success
February
Female
Field type name may have changed or inheritance graph changed, save file is suspect\n
FieldOfView
Fieldname is not unique: %s\nRename it and try again.
FileLoggingListener001
FileSelectionCombo
Filter01
Filter02
Filter03
Filter04
Filter05
Filter06
Filter07
Filter08
Filter09
Filter10
FilterDamageType
FilterTeam
FilterType
Finale
Find
Find and list all entities with classnames or targetnames that contain the specified substring.\nFormat: find_ent <substring>\n
Find entities by class name nearest to a point.
Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by name nearest to a point.
Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find sound names which reference the specified wave files.
FindBackAwayNode() - %s has no nearest node!\n
FindByClassname
FindByClassnameNearest
FindByClassnameWithin
FindByModel
FindByName
FindByNameNearest
FindByNameWithin
FindByTarget
FindCover() - %s has no nearest node! (Check near %f %f %f)\n
FindDefaultButton
FindEntity
FindInSphere
FindKey
FindMortarNode() - %s has no nearest node! (Check near %f %f %f)\n
FindNamedEntity
FindThink
FindThrowNode() - %s has no nearest node! (Check near %f %f %f)\n
FindWindowA
Finding earliest occupy times...DONE\n
Finding encounter spots...
Finding encounter spots...DONE\n
Finding hiding spots...
Finding hiding spots...DONE\n
Finding light intensity...
Finding light intensity...DONE (%d unlit areas)\n
Finding light intensity...DONE\n
Finding sniper spots...
Finding sniper spots...DONE\n
Finish shifting the Selected Set.
FinishLagCompensation
FinishRemoveTauCannon
Finished all holdout waves!\n
Finished door hack, fast = %d.\n
Finished dump.\n
Finished scripted sequence
Fire
Fire.Plasma
FireThink
FireTimer
FireTouch
FireUser1
FireUser2
FireUser3
FireUser4
Fires put out: %d\n
Firing
Firing PickRandom input on logic_case %s with no cases set up\n
Firing rate of remote controlled turrets
Firing: (%s)\n
First
FirstMoveChild
FirstName
FixedJumpDir
FixedSkillPoints
Fixing player blocking train by moving to center!\n
Fixing player blocking train via gamemovement!\n
Fixing player blocking train!\n
Fizz
FizzThink
Flags :%d
Flame hit %d %s\n
FlameThink
FlareBurnTouch
FlareThink
FlareTouch
FlaresUsed
FlashWindow
Flee path shorter than task parameter
Flesh.BulletImpact
Flick
Flinch
FlinchChance
Flinching! %f forwarddot=%f\n
Flip all door meshes
Flips the selected ladder's direction.
FlsAlloc
FlsFree
FlsGetValue
FlsSetValue
Flush all .vcds from the cache and reload from disk.
Flush and reload all vehicle scripts
FlushFileBuffers
Flushes entity bone cache on lag compensation
Flushes the server & client side soundscapes
Flushes the sounds.txt system (server only)
FlyToPathTrack
FlyToSpecificTrackViaPath
FlyTouch
Flynn
Fm_fIsWalking
Fm_vecDamageForce
Fmarine
Fmove_yaw
Fog Volume %s found at position (%f %f %f)
Fog: %s, post process: %s, color correct: %s
FogName
FogSystem
Follow: NoteSuccessfulFollow()\n
Follow: Wait Point
FollowTarget
Following AI not shooting enemy as we don't have weapon LOS\n
Following AI not shooting enemy: InAimcone=%d FacingIdeal=%d\n
Footprint Decal
For debugging alien deaths
Force imparted by the flamer projectiles
Force of railgun shots
Force of the drone's melee attack
Force of weapon shots
Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
Force the npc to try and speak all their responses
Force the type of sentry guns built to this. -1, the default, reads from the marine attributes.
ForceAngle
ForceCombo
ForceDrop
ForceInteractionWithNPC
ForceJump
ForceNPCToActBusy
ForceOff
ForceScale
ForceSpawn
ForceSpawnAtEntityOrigin
ForceSpeed
ForceThisNPCToActBusy
ForceThisNPCToLeave
ForceUpdate
Forces all AI marines to fire constantly
Forces hordes to spawn
Forces wanderers to spawn
Forcing dynamic link neighbors...\n
Forcing split screen player onto team %s\n
ForgetEntity
Format: asw_spawn_buzzer <z height above marine>\n
Format: ent_keyvalue <entity id> "key1"="value1" "key2" "value2" ... "keyN" "valueN"\n
Format: ent_orient <entity name> <optional: allangles>\n
Format: ent_teleport <entity name>\n
Format: find_ent <substring>\n
Format: find_ent_index <index>\n
Formation
Forward
Found %d matches.\n
Found %i matching rules, selecting slot %i\n
Found %s that isn't in a squad\n
Found %s, but can't play!\n
Found an unblocked pos for this entity, trying to spawn it there %f, %f, %f\n
Found arena spawns: N:%d E:%d S:%d W:%d\n
Found no backaway node
Found no entity at %d.\n
Found route:\n
Found soundscape entity with no soundscape name.\n
FoundryHelpers
Fraction of players needed to activate a kick vote
Fraction of players needed to activate a leader vote
Fraction of players needed to activate a map vote
Fraction of speed to use when the alien is electrostunned
Fraction of speed to use when the alien is hurt after being shot
Fraction of the alien's pushaway radius that is a solid capped core
Fraction of the health of the chopper before it mega-bombs
Frame
Frame.AutoSnapRange
Frame.BgColor
Frame.ClientInsetX
Frame.ClientInsetY
Frame.FocusTransitionEffectTime
Frame.OutOfFocusBgColor
Frame.TitleTextInsetX
Frame.TransitionEffectTime
FrameBorder
FrameGrip.Color1
FrameGrip.Color2
FrameSystemButton
FrameSystemButton.BgColor
FrameSystemButton.DisabledIcon
FrameSystemButton.FgColor
FrameSystemButton.Icon
FrameTime
FrameTitleBar.BgColor
FrameTitleBar.DisabledBgColor
FrameTitleBar.DisabledTextColor
FrameTitleBar.Font
FrameTitleBar.SmallFont
FrameTitleBar.TextColor
FrameTitleButton.BgColor
FrameTitleButton.DisabledBgColor
FrameTitleButton.DisabledFgColor
FrameTitleButton.FgColor
FrameUpdatePostEntityThink
Free Sound List is full!\n
Free long stim
FreeEnvironmentStringsA
FreeEnvironmentStringsW
FreeLibrary
Freeze
Freeze all NPCs not selected
Freeze amt.: %f
Freeze grenade radius = %f \n
Freeze time: %f
FreezeGrenadesThrown
FreezePickup
Frequency
Friction
FrictionRevertThink
Friday
Friendly fire absorption style (0=none 1=ramp up 2=ramp down)
FriendlyFireDamage
FriendsInGame
From
FrontThink
Frozen
Fsb_perf_collect
Fully joined, marine %d previous ID = %s my ID = %s\n
Fully randomize wire hacks
FuncTrackChange.Blocking
FuncTrackTrain '%s' has no target.\n
FuncTrain '%s' has no target.\n
Fuse length of cluster grenade
Fuse time on incendiary grenades
G    hold time: %f
G    size: %f
G  waypoint = %f %f %f\n
G Di
G Sh
G Slot [%d:%s] has %d clips\n
G tile2 type %d rot %d connections %d, %d, %d, %d\n
G%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
G%f:SetTeamChatterTime %f\n
G%s : %8.2f: MOVETO canceled but actor %s not at goal\n
G%s: (%d / %d) (%d / %d / %d / %d / %d)\n
G(%0.2f) %s
G(2i
G,nh
G0ih
G333@
G4'i
G43S@
G8Si
G<Ei
G???CRR_Response bogus index
G@3i
GAI Enabled.\n
GAIsProcessorFeaturePresent
GAME
GAMEDLL
GAMEEVENTSMANAGER002
GAMEOVER_ALLY
GAMESTATS ERROR: No weapon info. Attacker: %s\tInflictor: %s. Victim: %s\n
GASWBloodImpact
GASWButtonPanel.TileLit
GASWComputer.TimeOut
GASWFire.StopBurning
GASWMarineDeath
GASW_ActivateExtra
GASW_Boomer.Death_Gib
GASW_Boomer_Projectile.ImpactHard
GASW_Explosion.Explosion_Default
GASW_Hornet_Barrage.Fire
GASW_MedGrenade.BuffLoop
GASW_Parasite.EggBurst
GASW_Parasite.Pain
GASW_Tesla_Laser.Loop
GASW_Tesla_Trap.Zap
GASW_VOICE_VEGAS
GAlien Swarm: Infested
GAlienSwarm
GAvailable
GCAI_SpeechFilter
GCASW_Weapon_Heal_Gun
GCSoundEmitterSystem:  Unknown sound level %s\n
GCUtlFixedMemory overflow!\n
GConcept
GENERIC
GGameMovement001
GGenericNPC.GunSound
GHOLDOUT_EVENT_START_WAVE_ENTRY
GHint isn't in NPC's viewcone
GIceBody.Shatter
GInstancedResponseSystem
GInstructor.ImportantLessonStart
GInvalid aggressiveness value %d\n
GInvalid sequence number!!!\n
GLOBAL
GLOBALNAME: %s
GLOW_ALPHA
GLOW_RGB
GLaunchCredits
GMaleMarine.Pain
GMarine %d Intensity = %f
GMedals: %d eggs in the mission\n
GNPC_CombineGunship.PatrolPing
GOALTYPE_COVER
GOALTYPE_ENEMY
GOALTYPE_FLANK
GOALTYPE_LOCATION
GOALTYPE_LOCATION_NEAREST_NODE
GOALTYPE_NONE
GOALTYPE_PATHCORNER
GOALTYPE_TARGETENT
GSetFailure unimplemented\n
GShaman.Die
GSpawn manager found %d escape triggers\n
GSpeed: %i (%i)
GSubject
GTTi
GV_AppendSlash: ran out of space on %s.
GValue %s exeeds size of datatype. \n
GWeapons
GX>i
GXFi
GYM=
G[%8.3f] stall on %s:%s:%d:%d\n
GagDisable
GagEnable
GagLeader
Gai_ally_speech_manager
Gaiarena
GalaxyX
GalaxyY
Game
Game paused time showing up negative (rt %f pausestart %f)\n
Game skill level (1-5).
Game.MissionLost
Game.MissionWon
Game.ObjectiveComplete
GameEndAlly
GameRulesCreation
GameStatsUpload_
GameTitle
GameUI011
Ganim_3wayblend
Gasw_alien_goo
Gasw_ammo_drop
Gasw_bloodhound
Gasw_boomer_blob
Gasw_bouncing_pellet
Gasw_debrief_stats
Gasw_director_control
Gasw_door
Gasw_drone_weak_from_behind
Gasw_dummy_vehicle
Gasw_firewall_piece
Gasw_grenade_cluster
Gasw_grenade_freeze
Gasw_grenade_prifle
Gasw_grenade_vindicator
Gasw_missile_round
Gasw_mortar_round
Gasw_parasite_defanged
Gasw_powerup
Gasw_queen_divers
Gasw_queen_grabber
Gasw_rifle_grenade
Gasw_rocket
Gasw_sentry_base
Gasw_sentry_top
Gasw_shotgun_pellet_predicted
Gasw_skill_leadership_accuracy_chance_base
Gasw_weapon_blink
Gasw_weapon_flechette
Gasw_weapon_ricochet
GaussEnergy
GaussExplosion
GaussTracer
Gbackpack
Gbehavior_act_busy
Gbehavior_advance
Gbehavior_backoff
Gbehavior_charge
Gbehavior_chase_enemy
Gbehavior_combat_stun
Gbehavior_explode
Gbehavior_fear
Gbehavior_flick
Gbehavior_flinch
Gbehavior_heal_other
Gbehavior_idle
Gbehavior_jump
Gbehavior_melee
Gbehavior_mortar
Gbehavior_pounce
Gbehavior_prepare_to_engage
Gbehavior_rangedattack
Gbehavior_retreat
Gbehavior_scuttle
Gbehavior_shield
Gbehavior_sleep
Gbehavior_wander
Gcable/cable.vmt
Gd)i
Gd\ti
Gdidn't find any options set to ASW_COMPUTER_OPTION_TYPE_MAIL so mail option returning -1\n
Gear: %d, RPM %4d
Geiger
Geiger.BeepHigh
Geiger.BeepLow
Gend cap effect
General.BurningFlesh
General.BurningObject
General.StopBurning
Generate a Navigation Mesh for the current map and save it to disk.
Generate a report to the console.
Generate and entity i/o event. First parameter is an entity instance.
Generate: Error - Data corrupt.\n
GenerateEvent
GenerateGameEvent
Generating map...
Generation complete!  %0.1f seconds elapsed.\n
GenericHintType
Get a KeyValue class instance on this entity's model
Get a vector containing max bounds, centered on object
Get a vector containing min bounds, centered on object
Get entity pitch, yaw, roll as a vector
Get the attachement id's angles as a p,y,r vector
Get the attachement id's origin vector
Get the current server time
Get the entity name stripped of template unique decoration
Get the forward vector of the entity
Get the left vector of the entity
Get the local angular velocity - returns a vector of pitch,yaw,roll
Get the name of the map.
Get the named attachement id
Get the time spent on the server in the last frame
Get the up vector of the entity
Get vector to center of object - absolute coords
Get vector to eye position - absolute coords
GetACP
GetAbsOrigin
GetAbsVelocity
GetActiveWindow
GetAngles
GetAngularVelocity
GetAttachmentAngles
GetAttachmentOrigin
GetBaseAmmoForGunType called with unsupported GunType_t %d .. defaulting to machine gun.\n
GetBoundingMaxs
GetBoundingMins
GetCPInfo
GetCPUInformation
GetCenter
GetClassname
GetCommand
GetCommandLineA
GetConsoleCP
GetConsoleMode
GetConsoleOutputCP
GetCounter
GetCurSchedule() == NULL
GetCurrentDirectoryA
GetCurrentProcess
GetCurrentProcessId
GetCurrentScene
GetCurrentThreadId
GetDriveTypeA
GetEntityNameAsCStr
GetEntityNameForGunType called with unsupported GunType_t %d .. defaulting to machine gun.\n
GetEnvironmentStrings
GetEnvironmentStringsW
GetFMod
GetFileType
GetFirstSubKey
GetForwardVector
GetFov
GetFullPathNameA
GetHealth
GetKeyBool
GetKeyFloat
GetKeyInt
GetKeyString
GetLastActivePopup
GetLastError
GetLeftVector
GetLocaleInfoA
GetLocaleInfoW
GetMapName
GetMaxHealth
GetModelKeyValues
GetModelName
GetModuleFileNameA
GetModuleHandleA
GetMoveParent
GetName
GetNextKey
GetOEMCP
GetOrigin
GetOwner
GetPathToEnemyLKP failed!!\n
GetPathToInteractionPartner failed!!\n
GetPreTemplateName
GetProcAddress
GetProcessHeap
GetProcessWindowStation
GetRootMoveParent
GetSceneByIndex
GetScheduleOfType(): No CASE for Schedule Type %d!\n
GetScriptId
GetScriptOwnerEntity
GetScriptScope
GetSoundDuration
GetStartupInfoA
GetState
GetStdHandle
GetStringTypeA
GetStringTypeW
GetSystemInfo
GetSystemTimeAsFileTime
GetTeam
GetTeamNumber
GetText
GetThreadedLoadLibraryFunc
GetTickCount
GetUpVector
GetUserDefaultLCID
GetUserObjectInformationA
GetValue
GetVelocity
GetVersionExA
GetWeaponNameForGunType called with unsupported GunType_t %d .. defaulting to machine gun.\n
Gets this entity's owner
Gheal_gun_attach
GibShooter Body is <= 1!\n
Give a supply of ammo for current weapon..\n
Give item to player.\n\tArguments: <item_name>
Give medal info on a particular marine
Give the control of the mouse back to Hammer.
Give the engine control of the mouse.
Given a KeyValues object and a key name, find a KeyValues object associated with the key name
Given a KeyValues object and a key name, return associated bool value
Given a KeyValues object and a key name, return associated float value
Given a KeyValues object and a key name, return associated integer value
Given a KeyValues object and a key name, return associated string value
Given a KeyValues object and a key name, return true if key name has no value
Given a KeyValues object, return the first sub key object
Given a KeyValues object, return the next key object in a sub key group
Given a root KeyValues object, release its contents
Gives a list of all current points.
Gives debug info on air moving
Gives debug info on moving up/down steps
Gives the game time in seconds (server's curtime)
Gives your marine 1-10 damage
Giving %s no points since s/he's dead.\n
Giving a resupply, but it has not been unlocked!  (m_nUnlockedResupply <= 0)\n
Glass.Small
Glass.Window
GlassBreak
GlassChunks
GlassImpact
Global Entity %s (%s) not in table!!!\n
Global entity found %s, wrong class %s [expects class %s]\n
Globalname: %s\n
Glow Alpha
Glow RGB
GlowProxySize
GlowSprite
Gm_bAutoAimTarget
Gm_iShowOption
Gm_iszContext
Gm_pfnThink
Gmining_laser_charging
Gmining_laser_exhaust
Gmodels/aliens/drone/gib_torso.mdl
Gmodels/items/personalMedkit/personalMedkit.mdl
Gmodels/items/shield_bubble/shield_bubble.mdl
Gmodels/props/doors/heavy_doors/doorleft.mdl
Gmodels/swarm/Barrel/barrel.mdl
Gmodels/swarm/ammo/ammoassaultrifle.mdl
Gmodels/weapons/assaultrifle/assaultrifle.mdl
GoDown
GoOutThink
GoUp
Goal
Godds
GooAcidTouch
GooTouch
Good
Got a NaN origin on %s\n
Got a NaN velocity on %s\n
GotoPathCorner
Gprop_*
GrabberThink
GracePeriod
Graph not ready for FindBackAwayNode!\n
Graph not ready for GetPrepareToAttackPath!\n
GraphPanel
GraphPanel.BgColor
GraphPanel.FgColor
Gravity of buffgrenades
Gravity of grenade launcher grenades
Gravity of healgrenades
Gravity of mortar bug's mortar
Gravity of mortarbug shell
Gravity of vindicator grenade
GravityTouch
GreenBlood
GreenBloodBig
Grenade damage = %f radius = %f clusters = %d\n
Grenade damage = %f radius = %f\n
Grenade launcher damage = %f radius = %f clusters = %d\n
Grenade.ImpactHard
GrenadeEMP.Bounce
GrenadeTouch
Gresource/ModEvents.res
Ground
Groundent: NULL\n\n
Groundent:%s\n\n
Group
Group00
Group01
Group02
Group03
Group04
Group05
Group06
Group07
Group08
Group09
Group10
Group11
Group12
Group13
Group14
Group16
GrubGib
GrubSacThink
GrubSpawnAngle
GrubTouch
Grubs killed: %d\n
Gschedule
Gscripts/sentences.txt
Gshieldbug_body_explode
Gshot1
Gsk_suitcharger
Gstatus_param
Gswarm/sprites/greylaser1.vmt
GunOff
GunOn
GunshipMuzzleFlash
GunshipTracer
HAS FL_FLY
HAntlion.Unburrow
HB@T\tJ
HCAIAgentSaveHeader_t
HDR Color Scale: %0.3f
HDRColorScale
HFont
HH:mm:ss
HINTFLAGS:%s, inconsistent, the nearest node is never a random hint node, treating as nearest request!\n
HITBOX_INDEX
HITBOX_RELATIVE_XYZ
HLTV
HLTVDirector001
HMXB
HOLDOUT_EVENT_SINGLE_SPAWN
HOLDOUT_EVENT_STATE_CHANGE
HOLDOUT_STATE_ANNOUNCE_NEW_WAVE
HOLDOUT_STATE_BRIEFING
HOLDOUT_STATE_RESUPPLY
HOLDOUT_STATE_SHOWING_WAVE_SCORE
HOLDOUT_STATE_WAVE_IN_PROGRESS
HOnFourthDamage
HStarting benchmark!\n
HTesting collision system\n
HUDIconOffsetX
HUDIconOffsetY
HUDNumberOffsetX
HUDNumberOffsetY
HUDPlayerActivate
HUMAN_HULL
HackDifficulty
Had to force COND_NEW_ENEMY\n
Half-Life 2
HandBrakeOff
HandBrakeOn
HandleFoundryEntitySpawnRecords - CreateEntityByName( %s, %d ) failed\n
Hard,
HardcoreFF,
HarvesiteGib
HarvesterGib
Has COND_DRONE_GAINED_LOS
Has COND_DRONE_LOS
Has LOS to enemy
Has live marines: %d\n
HasAmbientSound
HasNickname
Heal Other
HealAmount
HealBeaconHeals
HealBeaconHeals_Self
HealBeaconsDeployed
HealGunHeals
HealGunHeals_Self
Heals the target back to full health
Health Healed: %d\n
Health of barrel at level 1
Health of the buzzer
Health: %d, collision group %d
Health: %i
Health: %i  (DACC:%1.2f)
HeapAlloc
HeapFree
Heat: %.1f
Heavy
Height above harvester origin to spawn harvesites at
HelicopterBomb.HardImpact
HelicopterGun
HelicopterImpact
HelicopterMegaBomb
HelicopterThink
HelicopterTracer
HideCommanderFace
HideHudHint
HideNewControlMenu
HideSprite
HideStylinCam
HideThink
HideWeapon
Highlight non-contiguous connections
Highlight the specified node
Highlights constraint system graph for an entity
Hint Group: %s
Hint isn't in NPC's aimcone
Hint isn't visible to NPC.
Hint node (%s) being used by non-owner!\n
Hint takes NPC close to Enemy
HintFlags
HintGroupChangeReaction
HintNodeData
HintText
Hintnode %s
Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n
Hit Location: Chest\n
Hit Location: Gear\n
Hit Location: Generic\n
Hit Location: Head\n
Hit Location: Left/Right Arm\n
Hit Location: Left/Right Leg\n
Hit Location: Stomach\n
Hit surface "%s" (entity %s, model "%s" %s), texture "%s"\n
Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08lx\n
Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s\n
Hitbox
Hitbox Index
Hold
HoldAnimation
HoldAtEnd
HoldNoise
HoldTime
Holdout events:
Holdout wave entry can't find spawngroup %s\n
HoldoutThink
HoldoutWaves
HoldoutWaves_Default
HolsterAndDestroyWeapon
HolsterWeapon
Home
Horde failed to spawn any aliens, trying new horde position.\n
Horde finishes spawning\n
Horde in progress.  Left to spawn = %d
HorizScrollBar
HorizontalGlowSize
Hotkey
How close an alien has to be a fellow marine to count for the lifesaver medal
How far the marine can kick
How far through the tutorial the player has got
How fast does the zapper drone move?
How fast the swarm drone accelerates, as a multiplier on his ideal speed
How fast the swarm drone can turn
How fast the swarm drone can turn while doing a melee attack
How fast the swarm drone can turn while starting his melee attack
How fast the swarm drone smooths his current velocity into the ideal, when using overidden movement
How hard physics objects are pushed away from the players on the server.
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
How long after attacking something before the chainsaw pitch returns to normal
How long looping soundpatch captions should display for.
How long should a kick vote ban someone from the server? (in minutes)
How long stun grenades stun aliens for
How long to wait after the last marine has died before failing the mission
How many aliens have to be killed from kicked grenades to get the reckless explosive merit
How many aliens have to be killed from one explosion to get the explosives merit medal
How many aliens you have to kill that were close to a teammate to get the lifesaver medal
How many degrees per second that we can turn our feet or upper body.
How many mine kills needed to get the mine medal
How many seconds before marine faces front when standing still.
How many seconds between announcing a wave and actually starting a wave.
How many seconds marines have to pick new weapons in the resupply stage.
How many seconds to show the end wave scores for.
How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
How many shots to fire in a single burst
How many waves before difficulty ramps up
How much alien damage is changed per mission difficulty level
How much alien health is changed per mission difficulty level
How much damage the marine's kick does
How much health must be healed to win the blood halo medal
How much health must be healed to win the silver halo medal
How much health the Swarm drones have
How much health the uber Swarm drones have
How much time we have to wait (on average) after we fire before we can charge up again
How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
How much to slow down backwards motion
How near dropship needs to be to dest to start reducing thrust
How near to the door a drone needs to be to bash it
How often the cluster grenade checks for nearby drones to explode against
How often to play the damage sound when the laser beam is on
How quickly the chainsaw pitch changes when attack hits somethings
How quickly the dropship sways side to side
How quickly the pitch returns to normal when attacking chainsaw doesn't hit anything
Ht=c
Hud.Hint
HudChat.Message
HudMsg
HudText
HullCheckMode
HullType
Hunter
Hurt
HurtMarine
HurtMyMarine
HurtThink
HurtTouch
Hurts the player.\n\tArguments: <health to lose>
H|As
IASWFlashlight.FlashlightToggle
IDLE
IEffects001
IEngineSoundServer003
IGNORED due to being marked "Don't save".\n
IGNORED, no across_transition flag & no globalname\n
IGNORED, outside transition volume.\n
IGameSystem::LevelInitPreEntityAllSystems
IMATCHEXT_SWARM_INTERFACE_001
IMECandidatesMenu
INCOVER
INFEST: flRaise = %f flForward = %f flSide = %f yaw = %f\n
INTERACTIVE
IProbable duplicate node placed at %s\n
ISERVERPLUGINHELPERS001
ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n
ITEM_FLAG_DOHITLOCATIONDMG
ITEM_FLAG_EXHAUSTIBLE
ITEM_FLAG_LIMITINWORLD
ITEM_FLAG_NOAMMOPICKUPS
ITEM_FLAG_NOAUTORELOAD
ITEM_FLAG_NOAUTOSWITCHEMPTY
ITEM_FLAG_NOITEMPICKUP
ITEM_FLAG_SELECTONEMPTY
Ice_Explosion_Decal
Idle
IdleModifier
IdleRespond
Idling
If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
If > 0, then it only runs the benchmark for this # of ticks.
If NPC is stepping through tasks (see ai_step ) will resume normal processing.
If a drone doesn't instagib, this is the chance the alien plays a death anim before ragdolling
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
If enabled, difficulty will be reduced when there are only 3 or 2 marines.
If enabled, prints diagnostic information about the current fog volume
If enabled, server will rewind time based on a player's ping when doing ranger projectile collision vs marines.
If in hierarchy, retrieves the entity's parent
If in hierarchy, walks up the hierarchy to find the root parent
If non-zero, game will restart in the specified number of seconds
If non-zero, game will restart once someone from each team gives the ready signal
If nonzero editing the mesh will incrementally recompue visibility
If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
If set shieldbug will knock marines down with his melee attacks
If set to 0, asw_spawners won't spawn aliens
If set to 1, harvesters won't spawn harvesites
If set to 1, ignores the mission setting that states two players are needed to start the mission.
If set to 1, marine will automatically hack nearby computers and button panels
If set to 1, use the new model
If set to a valid map name, will change to this map during the next changelevel
If set to non-zero then no steam works game stats will be used.
If set to non-zero, will show when submitting tables.
If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
If set to zero the stats will only be uploaded at the end of the session. If set to non-zero, stats will immediately be uploaded.
If set, aliens will try to zig zag up to their enemy instead of approaching directly
If set, button panels will output skin setting details
If set, directional damage indicator is shown
If set, doors will turn into vphysics objects upon death.
If set, eggs will respawn the parasite inside
If set, fair marine selection rules are enforced during the briefing
If set, grubs will print debug messages for various things
If set, marine will do rolls when jump is pressed
If set, marines will have server ragdolls instead of clientside ones.
If set, marines will start with no skill points and will spend them as they progress through the campaign.
If set, notarget will cause entities to never think they are in the pvs
If set, parasites will burrow into their victims rather than staying attached
If set, rr_debugresponses will print only responses testing for the specified concept
If set, server only simulates entities on even numbered ticks.\n
If set, server will precache all speech files (increases load times a lot!)
If this scene is currently paused.
If this scene is currently playing.
If true, nav areas will be placed flush with the ground when created by hand.
If true, nav areas will be placed flush with the ground when split.
If true, only 1 nearby marine will shout about marine deaths
If true, use experimental threaded node graph building.
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
Ignite
IgniteHitboxFireScale
IgniteLifetime
IgniteNumHitboxFires
IgniteSound
IgniteThink
Ignore
IgnoreDangerSounds
IgnoreEntity
IgnoreFacing
IgnoreScheme
IgnoredName01
IgnoredName02
IgnoredName03
IgnoredName04
IgnoredName05
IgnoredName06
IgnoredName07
IgnoredName08
IgnoredName09
IgnoredName10
IgnoredName11
IgnoredName12
IgnoredName13
IgnoredName14
IgnoredName15
IgnoredName16
Ignoring %d specified targetnames.\n
Im_nSrcEditID
Image
ImagePanel
Imba,
Impact
Impact.Concrete
ImpactForce
ImpactGunship
ImpactJeep
In level transition: %s %s\n
In multiplayer games, don't repeat captions more often than this many seconds.
In the Build Mode Dialog Window:\nDelete button - deletes the currently selected panel if it is deletable.\nApply button - applies changes to the Context Panel.\nSave button - saves all settings to file. \nRevert to saved- reloads the last saved file.\nAuto Update - any changes apply instantly.\nTyping Enter in any text field applies changes.\nNew Control menu - creates a new panel in the upper left corner.\n\nIn the Context Panel:\nAfter selecting and moving a panel Ctrl-z will undo the move.\nShift clicking panels allows multiple panels to be selected into a group.\nCtrl-c copies the settings of the last selected panel.\nCtrl-v creates a new panel with the copied settings at the location of the mouse pointer.\nArrow keys slowly move panels, holding shift + arrow will slowly resize it.\nHolding right mouse button down opens a dropdown panel creation menu.\n  Panel will be created where the menu was opened.\nDelete key deletes the currently selected panel if it is deletable.\n  Does nothing to multiple selections.
InPass
InValue
IncludeScript stack overflow\n
Incorrect parameters. Format: <category id> <line>\n
Incorrect parameters. Format: <category id>\n
Increasing needed votes to 2 because that's the minimum for a kick vote\n
Increment
IncrementTextureIndex
Incrementing %s by %f at pos (%d, %d, %d)\n
InfestThink
Infest_attack
Infinite angles from vphysics! (entity %s)\n
Infinite origin from vphysics! (entity %s)\n
InfiniteAliens
InfoPanel
Inherit Velocity
InitBodyQue()
InitDefaultAIRelationships
InitGameRules: game rules entity (%s) not created
InitGameRules: missing gamerules class '%s' on the server
InitGameSystems - Finish
InitGameSystems - Start
InitInteractionSystem
InitThink
Initial Repulsion Velocity
Initial Scalar Noise
Initial Velocity Noise
Initial health of the Swarm Queen
Initial health of the queen grabbers
InitialNumMissionsComplete
InitialOwner
InitialSpeed
InitialState
InitialThink
InitialValue
InitializeAINetworks
InitializeCriticalSection
InitializeCriticalSectionAndSpinCount
InitializeCvars
Initializing assault behavior
Initializing node neighbors...\n
Initializing node positions...\n
Initiating stopping path\n
Input
InputAction
InputActivate
InputActivateSkybox
InputActivateSpeedModifier
InputAdd
InputAddContext
InputAddHealth
InputAddMaxChildren
InputAddOutput
InputAddSlides
InputAddToCounter
InputAddToTimer
InputAlpha
InputAlternativeSorting
InputAlwaysUpdateOff
InputAlwaysUpdateOn
InputAmplitude
InputAnswerQuestion
InputAnswerQuestionHello
InputApplyRelationship
InputApplyScore
InputBecomeIndestructible
InputBecomeRagdoll
InputBeginAssault
InputBeginRappel
InputBeginSentence
InputBeginSequence
InputBlendTonemapScale
InputBlindfireOff
InputBlindfireOn
InputBlockNav
InputBreak
InputBreakWaitForScript
InputBurst
InputCallScriptFunction
InputCancelAtNextInterrupt
InputCancelCountdown
InputCancelPending
InputCancelPlayback
InputCancelScript: Cancelling script '%s'\n
InputCancelSequence
InputChangeCDTrack
InputChangeDestinationGroup
InputChangeFOV
InputChangeGrav
InputChangeLevel
InputCheckReconnect
InputChooseFarthestPathPoint
InputChooseNearestPathPoint
InputClearContext
InputClearParent
InputClose
InputColor
InputColorBlueValue
InputColorGreenValue
InputColorRedValue
InputCommand
InputCompare
InputCompareValues
InputComplete
InputConvertTarget
InputCountPlayersInZone
InputCreateAddon
InputDeactivate
InputDestroy
InputDetach
InputDisable
InputDisableAlternatePath
InputDisableAlwaysTransition
InputDisableAutoOpen
InputDisableCollision
InputDisableCollisions
InputDisableDamageForces
InputDisableDeadlyShooting
InputDisableFloating
InputDisableGroundAttack
InputDisableHint
InputDisableHordes
InputDisableJump
InputDisableMotion
InputDisablePath
InputDisablePathVisibilityTests
InputDisablePhyscannonPickup
InputDisablePlayerCollision
InputDisablePuntSound
InputDisableRotorSound
InputDisableRotorWash
InputDisableShadow
InputDisableSpeakWhileScripting
InputDisableSpeedModifier
InputDisableSwarm
InputDisableTechMarineReq
InputDisableUpdateTarget
InputDisableWanderers
InputDispatchResponse
InputDisplay
InputDissolve
InputDivide
InputDoGroundAttack
InputDoSpark
InputDropBomb
InputDropBombAtTarget
InputDropBombAtTargetAlways
InputDropBombDelay
InputDropBombStraightDown
InputEmitAISound
InputEmitBlood
InputEnable
InputEnableAlternatePath
InputEnableAlwaysTransition
InputEnableAutoOpen
InputEnableCollision
InputEnableCollisions
InputEnableDamageForces
InputEnableDeadlyShooting
InputEnableGroundAttack
InputEnableHint
InputEnableHordes
InputEnableJump
InputEnableMotion
InputEnablePath
InputEnablePathVisibilityTests
InputEnablePhyscannonPickup
InputEnablePlayerCollision
InputEnablePuntSound
InputEnableRefire
InputEnableRotorSound
InputEnableRotorWash
InputEnableShadow
InputEnableSpeakWhileScripting
InputEnableTechMarineReq
InputEnableUpdateTarget
InputEnableWanderers
InputEndHint
InputEndTouch
InputExplode
InputExtinguish
InputExtinguishTemporary
InputFade
InputFadeAndRemove
InputFadeIn
InputFadeOut
InputFadeToPattern
InputFilter
InputFindEntity
InputFinishRemoveTauCannon
InputFire
InputFireTimer
InputFireUser1
InputFireUser2
InputFireUser3
InputFireUser4
InputFlyToPathTrack
InputForceActive
InputForceDrop
InputForceInactive
InputForceInteractionWithNPC
InputForceNPCToActBusy
InputForceScale
InputForceSpawn
InputForceSpawnAtEntityOrigin
InputForceThisNPCToActBusy
InputForceThisNPCToLeave
InputForceUpdate
InputForgetEntity
InputFreeze
InputFrequency
InputGagDisable
InputGagEnable
InputGameEnd
InputGenerateEvent
InputGenerateGameEvent
InputGetCounter
InputGetFMod
InputGetValue
InputGoDown
InputGoUp
InputGotoPathCorner
InputGunOff
InputGunOn
InputHandBrakeOff
InputHandBrakeOn
InputHatch
InputHideCommanderFace
InputHideHudHint
InputHideSprite
InputHideStylinCam
InputHideWeapon
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputHurt
InputHurtMarine
InputIdleRespond
InputIgnite
InputIgniteLifetime
InputIgnoreDangerSounds
InputImpact
InputInPass
InputIncrement
InputIncrementBrushTexIndex
InputInsertSound
InputInsideTransition
InputInstall
InputInterjectResponse
InputInvertOff
InputInvertOn
InputKill
InputKillHierarchy
InputKilledNPC
InputLaunchCampaignMap
InputLightOff
InputLightOn
InputLock
InputMakeGameEndAlly
InputMakeRegularAlly
InputMarineBehind
InputMarineInEscapeArea
InputMarineInFront
InputMissileOff
InputMissileOn
InputMoveQueueUp
InputMoveSpecifiedSpeed
InputMoveToPosition
InputMoveTopSpeed
InputMovieFinished
InputMultiplayerSpawned
InputMultiply
InputMusicStart
InputMusicStop
InputNPCNear
InputNoise
InputOmniscientOff
InputOmniscientOn
InputOnBreak
InputOpen
InputOpenAwayFrom
InputOrderAliens
InputOutsideTransition
InputPass
InputPausePlayback
InputPickRandom
InputPickRandomShuffle
InputPitch
InputPitchShiftPlayback
InputPlayMovie
InputPlaySound
InputPlayerStartedBlocking
InputPlayerStoppedBlocking
InputPowerOff
InputPowerOn
InputPress
InputPressIn
InputPressOut
InputProxyRelay1
InputProxyRelay10
InputProxyRelay11
InputProxyRelay12
InputProxyRelay13
InputProxyRelay14
InputProxyRelay15
InputProxyRelay16
InputProxyRelay2
InputProxyRelay3
InputProxyRelay4
InputProxyRelay5
InputProxyRelay6
InputProxyRelay7
InputProxyRelay8
InputProxyRelay9
InputRandomizeFMod
InputRecommendWeld
InputRefireTime
InputReleased
InputReload
InputRemove
InputRemoveAllSlides
InputRemoveContext
InputRemoveHealth
InputResetGrav
InputResetHack
InputResetIdleTime
InputResetTimer
InputResume
InputResumePlayback
InputReverse
InputRevertRelationship
InputRevertToDefaultRelationship
InputRollCredits
InputRollOutroCredits
InputRollStatsCrawl
InputRunScript
InputRunScriptFile
InputSave
InputSaveDangerous
InputScriptPlayerDeath
InputSelfDestruct
InputSetActive
InputSetAggressiveness
InputSetAllowDiversion
InputSetAllowed
InputSetAmbient
InputSetAmmoModifier
InputSetAngles
InputSetAngularLimit
InputSetAnimation
InputSetAnimationNoReset
InputSetAttached
InputSetAutoExposureMax
InputSetAutoExposureMin
InputSetBloomExponent
InputSetBloomSaturation
InputSetBloomScale
InputSetBloomScaleRange
InputSetBrushTexIndex
InputSetBusySearchRange
InputSetCamera
InputSetCameraSpace
InputSetClearOnContact
InputSetColorLerpTo
InputSetColorSecondary
InputSetColorSecondaryLerpTo
InputSetCompareValue
InputSetComplete
InputSetCounter
InputSetCurrent
InputSetCycleFrequency
InputSetCycleType
InputSetDamageFilter
InputSetDefaultAnimation
InputSetDensity
InputSetDepthBlurFocalDistance
InputSetDepthBlurStrength
InputSetDirectionalMarker
InputSetDisplayText
InputSetDockingBBox
InputSetDriversMaxSpeed
InputSetDriversMinSpeed
InputSetEnableShadows
InputSetEndDist
InputSetEndDistLerpTo
InputSetEnemyFilter
InputSetExcluded
InputSetExpressionOverride
InputSetFModAmplitude
InputSetFModRate
InputSetFModTimeOffset
InputSetFModType
InputSetFOV
InputSetFadeEndDistance
InputSetFadeInDuration
InputSetFadeOutDuration
InputSetFadeStartDistance
InputSetFadeTime
InputSetFadeToBlackStrength
InputSetFailed
InputSetFailure
InputSetFarBlurDepth
InputSetFarBlurRadius
InputSetFarFocusDepth
InputSetFarZ
InputSetFilmGrainStrength
InputSetFocusTarget
InputSetFocusTargetRange
InputSetFogController
InputSetForce
InputSetForceClear
InputSetFrequency
InputSetHUDVisibility
InputSetHealth
InputSetHealthFraction
InputSetHingeFriction
InputSetHitMax
InputSetHitMin
InputSetIdleModifier
InputSetInactive
InputSetIncomplete
InputSetInterpolationTime
InputSetInvert
InputSetLightColor
InputSetLightOnlyTarget
InputSetLightWorld
InputSetLightingOrigin
InputSetLightingOriginRelative
InputSetLocalContrastEdgeStrength
InputSetLocalContrastStrength
InputSetLogoLength
InputSetMagnitude
InputSetMass
InputSetMaxChildren
InputSetMaxDelay
InputSetMaxDensity
InputSetMaxDensityLerpTo
InputSetMaxLiveChildren
InputSetMaxPieces
InputSetMaxPiecesDX8
InputSetMaxRagdollCount
InputSetMaxSlideTime
InputSetMaxSpeed
InputSetMeasureReference
InputSetMeasureTarget
InputSetMinHitpointsThreshold
InputSetMinSlideTime
InputSetMinimumSpawnDistance
InputSetMoveClone
InputSetName
InputSetNearBlurDepth
InputSetNearBlurRadius
InputSetNearFocusDepth
InputSetNextPathCorner
InputSetNoListRepeats
InputSetNormalBBox
InputSetOff
InputSetOn
InputSetOnAndTurnOthersOff
InputSetOutsideTransitionTarget
InputSetParent
InputSetParentAttachment
InputSetParentAttachmentMaintainOffset
InputSetPattern
InputSetPenetrationDepth
InputSetPlaybackRate
InputSetPoseParameterName
InputSetPoseValue
InputSetPosition
InputSetPositionImmediately
InputSetPushDirection
InputSetRechargeTime
InputSetRelationship
InputSetRotationDistance
InputSetScreenBlurStrength
InputSetScrollSpeed
InputSetSequence
InputSetShoveTarget
InputSetSpawnFrequency
InputSetSpeakerName
InputSetSpeed
InputSetSpeedDir
InputSetSpeedDirAccel
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSpeedReal
InputSetSpotlightTexture
InputSetSpringConstant
InputSetSpringDamping
InputSetSpringLength
InputSetSquad
InputSetStartDist
InputSetStartDistLerpTo
InputSetSuccess
InputSetTarget
InputSetTargetEntity
InputSetTargetReference
InputSetTargetScale
InputSetTargetSpeed
InputSetTeam
InputSetText
InputSetTexture
InputSetToggleState
InputSetTonemapRate
InputSetTonemapScale
InputSetTrack
InputSetValue
InputSetValueCompare
InputSetValueNoFire
InputSetValueTest
InputSetVelocity
InputSetVelocityLimitTime
InputSetVignetteBlurStrength
InputSetVignetteEnd
InputSetVignetteStart
InputSetVisible
InputSetVisibleTime
InputSetWideFOVForSeconds
InputShatter
InputShoot
InputShowCainMail
InputShowCommanderFace
InputShowCredits
InputShowHint
InputShowHudHint
InputShowLogo
InputShowMessage
InputShowSprite
InputShowStylinCam
InputShutdown
InputSkipStateChanged
InputSleep
InputSparkOnce
InputSpawnAlien
InputSpawnDust
InputSpawnInLine
InputSpawnInRadius
InputSpawnMultiple
InputSpawnNPC
InputSpeakResponseConcept
InputSpeedMod
InputSplash
InputStackSystemVersion001
InputStart
InputStartAlwaysLeadingVehicle
InputStartAnimSequence
InputStartBackward
InputStartBombExplodeOnContact
InputStartBombingVehicle
InputStartBreakableMovement
InputStartBullrushBehavior
InputStartCarpetBombing
InputStartCommentary
InputStartContinuousShooting
InputStartCountdown
InputStartDefaultBehavior
InputStartEffect
InputStartFastShooting
InputStartFinale
InputStartFire
InputStartFiring
InputStartFloatLerp
InputStartFogTransition
InputStartForward
InputStartLeading
InputStartLongCycleShooting
InputStartMeasuring
InputStartNormalShooting
InputStartOverlay
InputStartPatrol
InputStartPatrolBreakable
InputStartPlayback
InputStartRadgollBoogie
InputStartRemoveTauCannon
InputStartSchedule
InputStartScripting
InputStartShake
InputStartSlomo
InputStartSpark
InputStartSpawning
InputStartTilt
InputStartTouch
InputStartTrailingVehicle
InputStartUnstoppableCommentary
InputSteering
InputStop
InputStopAtStartPos
InputStopBombExplodeOnContact
InputStopBreakableMovement
InputStopCarpetBombing
InputStopEffect
InputStopEndCap
InputStopFiring
InputStopLeading
InputStopMeasuring
InputStopOverlay
InputStopPatrol
InputStopSchedule
InputStopScripting
InputStopShake
InputStopSlomo
InputStopSound
InputStopSpark
InputStopSpawning
InputStopTilt
InputStopWaitingForActor
InputStrikeOnce
InputStripWeapons
InputStripWeaponsAndSuit
InputSubtract
InputSubtractFromTimer
InputSwitchOverlay
InputSystemVersion001
InputTargetEntity
InputTargeted
InputTeleport
InputTeleportEntity
InputTeleportToCurrentPos
InputTest
InputTestActivator
InputTestWithInterval
InputThrottle
InputToggle
InputToggleAlternatePath
InputToggleDirection
InputToggleEnabled
InputTogglePath
InputToggleSound
InputToggleSpark
InputToggleSpawning
InputToggleSprite
InputToggleTest
InputTouchTest
InputTrigger
InputTriggerEvent
InputTurnOff
InputTurnOffDisplay
InputTurnOn
InputTurnOnDisplay
InputUnZoom
InputUnblockNav
InputUnholsterWeapon
InputUnlock
InputUnlockResupply
InputUpdateActors
InputUpdateEnemyMemory
InputUse
InputUseDefaultAutoExposure
InputUseDefaultBloomScale
InputValue
InputViewPunch
InputVolume
InputWake
InputWidth
InputZoom
Input_OnLogicBranchChanged
Input_OnLogicBranchRemoved
Insane,
InsertSound
Inserted %s with no model\n
Inside exclude zones.
InsideTransition
Install
InstallChangeCallback called with NULL callback, ignoring!!!\n
InstallChangeCallback ignoring duplicate change callback!!!\n
InstancedAutoGeneratedSoundScene:  Expecting non-NULL pActor for sound %s\n
Instructor.LessonStart
IntegerValue
Intensity
InterjectResponse
InterlockedDecrement
InterlockedIncrement
Interpenetrating entities! (%s and %s)\n
InterpolationTime
InterpolationWrap
Interrupts
Interval between dropping off marines
Interval between updating candidate spawning nodes
IntervalTimer
Intr: %s (%s)\n
IntroMap
IntroStarted
Invalid State for SelectSchedule!\n
Invalid area in visible set for area #%d\n
Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n
Invalid directory size %d for %s\n
Invalid entity search name %s\n
Invalid file id for %s\n
Invalid file size for %s\n
Invalid file version for %s\n
Invalid format for element ID encountered for attribute "%s"
Invalid function pointer in entity!\n
Invalid hint type specified. Format: ai_drop_hint <hint type>\nValid hint types:\n
Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d [%d]\n
Invalid map '%s' included in map cycle file. Ignored.\n
Invalid nav file for %s\n
Invalid navigation file '%s'.\n
Invalid node
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalidate
InvertAllow
InvertOff
InvertOn
Is playing entry
Is this map in campaign mode?
Is waiting for BeingSequence
IsConnected called with invalid node IDs!\n
IsDebuggerPresent
IsInCampaignMap = %d\n
IsKeyEmpty
IsNoclipping
IsPaused
IsPc
IsPlayingBack
IsSecondary
IsSequenceFinished
IsSpeaking() %f\n
IsValidCodePage
IsValidLocale
Item %s fell out of level at %f,%f,%f\n
Item has been taken
Item has moved!\n
Item no longer available!\n
Item.Materialize
ItemDeselected
ItemPickup
ItemSelected
ItemSoda.Bounce
ItemTouch
JUMP
JUMP 
Jaeger
JanFebMarAprMayJunJulAugSepOctNovDec
January
Jeep.GaussCharge
JetLength
July
Jump
Jump Override
Jump start\n
Jump stop\n
JumpDestName
JumpJet
June
KASW_Tesla_Laser.Damage
KERNEL32
KERNEL32.DLL
KERNEL32.dll
KEY_0
KEY_1
KEY_2
KEY_3
KEY_4
KEY_5
KEY_6
KEY_7
KEY_8
KEY_9
KEY_A
KEY_APOSTROPHE
KEY_APP
KEY_B
KEY_BACKQUOTE
KEY_BACKSLASH
KEY_BACKSPACE
KEY_BREAK
KEY_C
KEY_CAPSLOCK
KEY_CAPSLOCKTOGGLE
KEY_COMMA
KEY_D
KEY_DELETE
KEY_DOWN
KEY_E
KEY_END
KEY_ENTER
KEY_EQUAL
KEY_ESCAPE
KEY_F
KEY_F1
KEY_F10
KEY_F11
KEY_F12
KEY_F2
KEY_F3
KEY_F4
KEY_F5
KEY_F6
KEY_F7
KEY_F8
KEY_F9
KEY_G
KEY_H
KEY_HOME
KEY_I
KEY_INSERT
KEY_J
KEY_K
KEY_L
KEY_LALT
KEY_LBRACKET
KEY_LCONTROL
KEY_LEFT
KEY_LSHIFT
KEY_LWIN
KEY_M
KEY_MINUS
KEY_N
KEY_NONE
KEY_NUMLOCK
KEY_NUMLOCKTOGGLE
KEY_O
KEY_P
KEY_PAD_0
KEY_PAD_1
KEY_PAD_2
KEY_PAD_3
KEY_PAD_4
KEY_PAD_5
KEY_PAD_6
KEY_PAD_7
KEY_PAD_8
KEY_PAD_9
KEY_PAD_DECIMAL
KEY_PAD_DIVIDE
KEY_PAD_ENTER
KEY_PAD_MINUS
KEY_PAD_MULTIPLY
KEY_PAD_PLUS
KEY_PAGEDOWN
KEY_PAGEUP
KEY_PERIOD
KEY_Q
KEY_R
KEY_RALT
KEY_RBRACKET
KEY_RCONTROL
KEY_RIGHT
KEY_RSHIFT
KEY_RWIN
KEY_S
KEY_SCROLLLOCK
KEY_SCROLLLOCKTOGGLE
KEY_SEMICOLON
KEY_SLASH
KEY_SPACE
KEY_T
KEY_TAB
KEY_U
KEY_UP
KEY_V
KEY_W
KEY_X
KEY_Y
KEY_Z
KTLK_HELLO_NPC
KV Conditional Evaluation Error
Key Pad *
Key Pad +
Key Pad -
Key Pad .
Key Pad /
Key Pad 0
Key Pad 1
Key Pad 2
Key Pad 3
Key Pad 4
Key Pad 5
Key Pad 6
Key Pad 7
Key Pad 8
Key Pad 9
Key Pad Enter
KeyCodePressed
KeyCodeReleased
KeyCodeTyped
KeyFocusTicked
KeyHintText
KeyModeSet
KeyTyped
KeyValueFromFloat
KeyValueFromInt
KeyValueFromString
KeyValueFromVector
KeyValues Error: %s in file %s\n
KeyValues::ParseIncludedKeys: Couldn't load included keyvalue file %s\n
KeyValues::RecursiveSaveToFile: TODO, missing code for TYPE_COLOR.\n
KeyValues::SaveToFile: couldn't open file "%s" in path "%s".\n
KeyValuesSystem
Kicked Grenade kills: %d\n
Kill
KillFocus
KillHierarchy
KillPlayerAttachments
KillTarget: %s\n
KilledNPC
Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
Kills the given NPC(s)\nArguments:   \t{npc_name} / {npc_class_name} / no argument picks what player is looking at
Kills the player with explosive damage
Kills the player with generic damage
Kills your current marine
KnockbackForce
KnockbackTriggerTouch
KnockdownBackward
KnockdownForward
Kochanek-Bartels
Kochanek-Bartels Early
Kochanek-Bartels Late
Kvprof_think_limit
Kw?ai_debug_directnavprobe
L?333@\n
L@Degenerate area %d
L@Level has follow hints %d\n
LARGE_CENTERED_HULL
LBDT_TEExplosion
LCMapStringA
LCMapStringW
LC_ALL
LC_COLLATE
LC_CTYPE
LC_MONETARY
LC_NUMERIC
LC_TIME
LEVEL DESIGN ERROR: Divide by zero in math_value\n
LEVEL DESIGN ERROR: Entity %s is parented to itself!\n
LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n
LIFE_DURATION
LIVE
LOCKED
LOCKED.
LOCKED_HINT
LOGDIR
LOWVIOLENCE
LPIS
La8i
Label
Label.BgColor
Label.DisabledFgColor1
Label.DisabledFgColor2
Label.SelectedTextColor
Label.TextBrightColor
Label.TextColor
Label.TextDullColor
LabelChanged
Ladder #%d (Team %s)\n
LagCompensate
Landmark name '%s' too long (32 chars)\n
Language
LanguageMenu
Large Funnel
LaserMineSpawnFlipThink
LaserTarget
Last blocking ent was %d:%s\n
LastName
Late precache of %s (file missing?)\n
Late precache of %s, need to rebuild modelsounds.cache\n
Late precache of %s\n
LaunchCainMail
LaunchCampaignMap
Layer %d is null\n
Layer %d sequence %d (%s) A:%s W:%f C:%f\n
Layers: %d\n
Le?2
Lead goal entity activated for an NPC that doesn't have the lead behavior\n
LeadDistance
LeadDuringCombat
Leader.
LeapThink
LeapTouch
LeaveCriticalSection
LeaveTarget
Left
LeftClawBase
LeftClawPoint
Length of drone zig zagging
Length of the trail on the shotgun pellets
Length of time that the slowdown effect lasts.
Length: %3.2f
Let's you restart the briefing
LevelInitPreEntity - PreCache - Finish
LevelInitPreEntity - PreCache - Start
Life Duration
Lifesaver kills: %d\n
Lifespan Decay
Lifespan from distance to world
Lifetime Pre-Age Noise
Lifetime Random
Lifetime from Time to Impact
LifetimeMax
LifetimeMin
Light
LightBrightness
LightColor
LightOff
LightOn
LightOnlyTarget
LightRadiusScale
LightStyles
LightWorld
Light_Red%d
LightingOrigin
LightingOriginHack
LightningEnd
LightningStart
Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
Line
Linear
Linear Interp.
Links
List contents of ammo bag
List health of all marines
ListImage
ListPanel
ListPanel.BgColor
ListPanel.DisabledSelectedTextColor
ListPanel.DisabledTextColor
ListPanel.EmptyListInfoTextColor
ListPanel.SelectedBgColor
ListPanel.SelectedOutOfFocusBgColor
ListPanel.SelectedTextColor
ListPanel.TextBgColor
ListPanel.TextColor
ListViewItem
ListViewItemSelected
ListViewPanel
ListenFilter
Lists DPS for melee weapons
Lists all active physics objects
Lists all entities
Lists all entity factory names.
Lists all place names used in the map.
Lists all simulating/thinking entities
Lists all touchlinks
Lists animation playing on the player's current marine serverside
Lists drones along with cycle and weight
Lists how many of each AI are awake
Lists marine's inventory
Lists various AI and their efficiencies
LoadAllSchedules
LoadFromBuffer: missing {
LoadGameFromFile failed!\n
LoadLibraryA
LoadLibraryExA
LoadSceneFromString
LoadThink
Loading stats from '%s'\n
Loads the Navigation Mesh for the current map.
Lobby
Local org = %f %f %f
LocalActiveWeaponData
LocalWeaponData
Localization
Localize_001
LocationDescription
LocationX
LocationY
Lock
LockSilently
Locked
LoggingSystem_AddTagToCurrentChannel
LoggingSystem_IsChannelEnabled
LoggingSystem_Log
LoggingSystem_LogAssert
LoggingSystem_RegisterLoggingChannel
Logic Error in CExpressionEvaluator
LogoTimeMsg
LongRange
Look ahead time for shaman's heal target
LookThink
LookTime
LookupAttachment
Loop
LoopSound
Lost enemy because we're flagged efficient\n
LowPriority
Lower the bottom of the drag select volume.
Lower the selected corner of the currently marked Area.
Lower the top of the drag select volume.
LowerRandomBound
Lowered %d areas\n
Lyc>=
MAPENTRY
MAPSCORES
MARINE
MATCHFRAMEWORK_001
MDLCache004
MEDIUM_HULL
MGiI
MISSION
MM/dd/yy
Mad Firing Autogun: %d\n
Mad Firing: %d\n
MadFiringCounter: (%f) %f/%f
Magnitude
Magnitude of knockdown force for shieldbug's melee attack
Magnitude: %3.2f
MailFile
MailFileLocked
MainSoundscapeName
MaintainActivity %s : %s:%s -> %s:%s\n
Make props solid to nav generation/editing
Make the named asw_spawner spit out an alien
MakeGameEndAlly
MakeRegularAlly
MakerThink
Makes drones friendly to marines
Makes your marine drop his current weapon
Makes your marine stop burning
Makes your marines invulnerable
ManhackCut
ManualAccelSpeed
ManualDecelSpeed
ManualSpeedChanges
Manually ends the steam works gamestats session.
Manually initializes the system for testing.
Map Bug:  %s has SpotLightWidth %f > %f, clamping value\n
Map has no trigger_transition volumes for landmark %s\n
Map name '%s' too long (32 chars)\n
Map uses %d place names:\n
MapCameras
MapEntity_ParseAllEntities: found %s when expecting {
MapID
MapName
March
Marine Stats:\n
Marine fell with speed %f modded to %f damage is %f\n
Marine friendly fire setting (0 = FFGuard, 1 = Normal (based on mission difficulty), 2 = Always max)
Marine gravity.
Marine health is %d\n
Marine is at: %f, %f, %f\n
Marine is moved to the nearest enemy when melee attacking
Marine kick force = this / dist
Marine movement friction.
Marine skill[%d] is %s = %d\n
Marine skill[%d] is now %s = %d\n
Marine stepdist %f\n
Marine stumbles when he takes damage
Marine taking premodified damage of %f\n
Marine(%d} solid=%d solidflags=%d movetype=%d\n
Marine.DeathBeep
Marine.Resurrect
MarineAnimEvent
MarineBehind
MarineClass
MarineGameMovement001
MarineHealed
MarineHealths
MarineID
MarineInEscapeArea
MarineInFront
MarineInPosition
MarineOutOfPosition
MarinePosition
MarineProfile
MarineResource %d = empty\n
MarineResource %d = present, profileindex %d, commander %d commander index %d\n
MarineSlot
MarineStoppedUsing set showoption to %d\n
Marines = %d Current = %d\n
Marines in diamond formation will move after leader has moved this much
Marines killed %d out of %d eggs\n
Marines take falling damage
Marines travelling in diamond follow formation will predict their leader's movement ahead by this many seconds
Marines will follow their leader slowly during combat if he's within this distance
MarinesPast
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
Mark cliff areas, post-processing approximation
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
Marked %d areas as stairs\n
Marked Area is connected to %d other Areas - there are %d total unnamed areas\n
Marked Area is connected to %d other Areas\n
Marked Ladder is connected to %d Areas\n
Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
Marlett
MarlettSmall
Mass of indendiary/cluster grenade
Mass: %.2f kg / %.2f lb (%s)
Master tentacle couldn't find room to grab the enemy, so we're aborting\n
Master was null or not a master!\n
MatSystemSurface006
Match Particle Velocities
Matched rule '%s', 
Material
Material %s used by particle systems cannot use proxies!\n
MaterialSystemHardwareConfig013
Materialize
Materials
Math Counter %s ignoring ADD because it is disabled\n
Math Counter %s ignoring DIVIDE because it is disabled\n
Math Counter %s ignoring MULTIPLY because it is disabled\n
Math Counter %s ignoring SETVALUE because it is disabled\n
Math Counter %s ignoring SETVALUENOFIRE because it is disabled\n
Math Counter %s ignoring SUBTRACT because it is disabled\n
MathLib_Init
Max Live Aliens: %d
Max Range of Swarm Queen moving slash attack
Max Velocity
Max angle body yaw can turn either side before feet snap.
Max area size created in nav generation
Max density of random wall brushes in arena mode
Max horde size
Max number of aliens spawned in a horde batch
Max players for matchmaking system
Max range to do ram attack
Max range when searching for a nearby AI tech to hack for you
Max speed of dropship
Max time between AI marine shifting his yaw
Max time between kill compliments
Max time between wildcat and wolfe conversation
Max time that director keeps spawning aliens when marine intensity has peaked
Max time that director stops spawning aliens
Max view roll angle
MaxAngAccel
MaxAngVelocity
MaxAnimTime
MaxDamage
MaxDelay
MaxDist
MaxDrawDistance
MaxFFDamage
MaxLiveAliens
MaxLiveChildren
MaxMeleeSkill
MaxNPCCount
MaxPlayers
MaxRagdollCount
MaxRange
MaxSearchDist
MaxSkillLevel
MaxTimeout
Maximize
Maximum amount of force applied to physics objects by players.
Maximum distance away from the marines the horde can spawn
Maximum distance of the hitscan weapons.
Maximum firing error angle for AI marines with base accuracy skill\n
Maximum force allowed
Maximum frametime to still play background expressions.
Maximum lag compensation in seconds
Maximum of how hard the player is pushed away from physics objects.
Maximum prop breakable piece count (-1 = model default)
Maximum prop breakable piece count per frame (-1 = model default)
Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
Maximum speed any ballistically moving object is allowed to attain per axis.
Maximum think time in milliseconds, warning is printed if this is exceeded.
MaximumState
Maximun Proxy Messages used - ask a programmer for more.\n
May not have cleaned up on NPC death\n
MbP?ai_path_insert_pause_at_obstruction
MeasureReference
MeasureTarget
MeasureThink
MeasureType
Measures speech durations and saves to file for use in async client speech
Medal checking mapname: %s\n
Medals
Medic
Medium
MedkitsUsed
Melee
Melee Attack Sequence (%s):\n
Melee force of the shieldbug
Melee requires contact to transition to the next combo
Melee requires key release between attacks
Melee sequence not specified
Melee trace %d hit %d:%s\n
MeleeChoice
MeleeWeapon
MemAllocScratch
MemFreeScratch
Memory
Memory leak: mempool blocks left in memory: %d\n
Menu
Menu.ArmedBgColor
Menu.ArmedTextColor
Menu.BgColor
Menu.SeparatorColor
Menu.TextColor
Menu.TextInset
MenuBar
MenuBar.BgColor
MenuBorder
MenuButton
MenuClose
MenuItem
MenuItemHighlight
MenuItemSelected
MenuScrollBar
MenuSeparator
Merges a saved selected set into the current mesh.
Merging changes for global: %s\n
Merging navigation areas...\n
MeshParticles
MeshSystem001
Message '%s' not handled by panel '%s'\n
Message '%s', sent to '%s', has an invalid parameter type\n
Message '%s', sent to '%s', has invalid parameter types\n
MessageBox
MessageBoxA
MessageBoxText
MessageImage
MessageLine1
MessageLine2
MessageLine3
MessageLine4
MessageSound
Metal Sparks
Metal.Large
Metal.Medium
Metal.SawbladeStick
Metal.Small
MetalChunks
Microphone %s set dsp_speaker to %d.\n
Microsoft Visual C++ Runtime Library
Min Range of Swarm Queen moving slash attack
Min horde size
Min range to do ram attack
Min time between AI marine shifting his yaw
Min time between causing damage to marines
Min time between hordes
Min time between kill compliments
Min time between knockdowns
Min time between stumbles
Min time between wildcat and wolfe conversation
Min time that director keeps spawning aliens when marine intensity has peaked
Min time that director stops spawning aliens
Min. time before cluster grenade can detonate
Min/max angle the marine will change his yaw when idling in follow mode
MinAnimTime
MinDamage
MinDelay
MinDist
MinFFDamage
MinHitPointsToCommit
MinMarineDist
MinMeleeSkill
MinSearchDist
MinSkillLevel
MinSpawnDistance
MinTimeout
Mine burns: %d\n
Mine primed!\n
Mine triggered!\n
MineThink
MineTouch
Minimize
MinimizeToSysTray
Minimum accuracy needed to win the accuracy medal
Minimum aliens killed with barrels to get the Collateral damage medal
Minimum barrel spin rate before minigun will fire
Minimum before this grenade can detonate
Minimum distance away from the marines the horde can spawn
Minimum fires needed to put out to get the firefighter medal
Minimum firing error angle for AI marines with base accuracy skill\n
Minimum kicks needed to get the iron fist medal
Minimum kills needed to get the eggs medal, if the team has wiped out all grubs in the map
Minimum kills needed to get the grub medal, if the team has wiped out all grubs in the map
Minimum kills needed to get the parasite medal
Minimum kills needed to win the sentry medal
Minimum number of seconds that must pass between alien bodies flung at camera.
Minimum size of pushback objects
Minimum stopping speed when on ground.
MinimumHitPoints
MinimumState
Misc.Geiger
MiscCycle=%f rate=%f\n
Missile.ShotDown
MissileOff
MissileOn
MissileTouch
Missing caption for %s\n
Missing nav file for %s\n
MissingWeaponConceptModifier
Mission Difficulty level = %d\n
Mission complete, took %d seconds\n
MissionComplete
MissionDefinition
MissionID
MissionName
MissionSettings
MissionsCompleted
Mjym\v
MkK?
Model
Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n
Model: %s\n
Model:%s
ModelPanelZOffset
ModelScale
ModelSkin
Models/Swarm/Grubs/GrubGib4.mdl
Modifiers
ModifyLinks
ModifySpeed
Modifying alien damage by difficulty level. Base damage is %f.  Modified is 
Module %s is a debug build\n
Monday
Mortar
MortarBugProjectile_Opening
Mortarbug faces his target when moving
Motion Disabled
MouseCaptureLost
MouseDoublePressed
MouseFocusTicked
MousePressed
MouseReleased
MouseTriplePressed
MouseWheeled
Move
Move Hammer's 3D view to the same position as the engine's 3D view.
Move entity to position
Move goal with no route!\n
Move player to an exact specified origin (must have sv_cheats).
Move player to specified origin (must have sv_cheats).
Move requested with no route!\n
Move specified player to specified origin (must have sv_cheats).
MoveClone
MoveDistance
MoveExecute_Alive calling SetActivity(ACT_RUN)
MovePingSound
MoveQueueUp
MoveQueueUpThink
MoveScrollBar
MoveScrollBarDirect
MoveSound
MoveSoundMaxPitch
MoveSoundMaxTime
MoveSoundMinPitch
MoveSoundMinTime
MoveSpecifiedSpeed
MoveSpeed
MoveThink
MoveTo
MoveToIgnoring
MoveToNearestM
MoveToPosition
MoveTopSpeed
MoveType
Moved cam to: %f, %f, %f\n
Movement Basic
Movement Dampen Relative to Control Point
Movement Lock to Bone
Movement Lock to Control Point
Movement Maintain Position Along Path
Movement Match Particle Velocities
Movement Max Velocity
Movement animation playback is always unscaled
Movement: Normal=%d Efficient=%d\n
MovementSpeed
MovementThink
Moveto: Custom move to Mark
Moveto: Run to Mark
Moveto: Teleport to Mark
Moveto: Wait
Moveto: Wait Facing
Moveto: Walk to Mark
Moveyaw = %f\n
MovieExplosion
MovieFilename
Moving to %d\n
Moving: %s, 
MovingSound
MovingSoundThink
Mpm<
MultiByteToWideChar
MultiSrc: Used by non member %s.\n
MultiTouch
MultiWaitOver
Multiplayer
Multiplayer: %d\n
MultiplayerSpawned
Multiple definitions for criteria '%s' [%d]\n
Multiplier for each individual push force
Multiply
Multisource %s enabled (%d inputs)\n
Must be playing a campaign game!\n
Must include memoverride.cpp in your project.
Muzzle
MuzzleFlash
NAV IGNORE
NCHEM
NCON
NDebugOverlay::Box
NDebugOverlay::Line
NERVEGAS
NEVERGIB
NFIRE
NKeb
NO HOSTAGES 
NONE
NORMAL
NO_HOSTAGES
NO_JUMP
NO_JUMP 
NO_MERGE
NPC "%s" failed to find a suitable transition a point\n
NPC %s failed to stop properly, slamming activity\n
NPC %s(%s) left actbusy without playing exit anim.\n
NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
NPC Not in hint's FOV
NPC appears stuck turning. Proceeding.\n
NPC doesn't know how to handle that type.
NPC is not within the node's radius.
NPC not in correct state.
NPC per tick is %d [%d] (tick %d, frame %d)\n
NPC w/no reachable nodes!
NPC: %s canceled running script %s due to behavior change\n
NPC: %s canceled script %s without playing, due to behavior change\n
NPCHintGroup
NPCInitThink
NPCNear
NPCSquadName
NPCTargetname
NPCType
NPCUse
NPC_
NPC_AntlionGuard.Shove
NPC_AntlionGuard.StepLight
NPC_AttackHelicopter.BadlyDamagedAlert
NPC_AttackHelicopter.Crash
NPC_AttackHelicopter.CrashingAlarm1
NPC_AttackHelicopter.DropMine
NPC_AttackHelicopter.EngineFailure
NPC_AttackHelicopter.FireGun
NPC_AttackHelicopter.MegabombAlert
NPC_AttackHelicopter.RotorBlast
NPC_AttackHelicopter.Rotors
NPC_AttackHelicopter.RotorsLoud
NPC_AttackHelicopterGrenade.HardImpact
NPC_AttackHelicopterGrenade.Ping
NPC_AttackHelicopterGrenade.PingCaptured
NPC_Citizen.Die
NPC_Citizen.FootstepLeft
NPC_Citizen.FootstepRight
NPC_CombineGunship.CannonSound
NPC_CombineGunship.CannonStartSound
NPC_CombineGunship.CannonStopSound
NPC_CombineGunship.DyingSound
NPC_CombineGunship.ExhaustSound
NPC_CombineGunship.Pain
NPC_CombineGunship.RotorBlastSound
NPC_CombineGunship.RotorSound
NPC_CombineGunship.SearchPing
NPC_CombineGunship.SeeEnemy
NPC_CombineGunship.SeeMissile
NPC_CombineS
NPC_STATE IS NONE!\n
NPC_Strider.Charge
NPC_Strider.Shoot
NPC_human_grunt
NPCs
NPCs over this distance from the player won't attempt to speak.
NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing normally use 'ai_resume'
NRAD
NULL
NULL Ent in CASW_Harvester!\n
NULL Ent in CASW_Queen::SpawnParasite\n
NULL Ent in CreateWindowPane!\n
NULL Ent in NPCMaker!\n
NULL Ent in UTIL_PrecacheOther\n
NULL Spawnable Ent in CASW_Harvester!\n
NULL Spawnable Ent in CASW_Queen!\n
NULL Spawnable Ent in CASW_Spawn_Manager::SpawnAlienAt! AlienClass = %s\n
NULL Spawnable Ent in asw_spawner! AlienClass = %s\n
NULL entity in global entity list!\n
Name
Name of the .txt file used to cycle the maps on multiplayer servers 
Name of the particle system to dynamically spawn
Nav Selected Set
Nav complete\n
Nav failed\n
NavContext
NavEndArea: Out of memory\n
NavMesh Visibility List Lengths:  min = %d, avg = %d, max = %d\n
NavPlace.db
NavThink
Navigation map '%s' saved.\n
NearDistance
Nearest a drone can be to a door when attacking
NearestEntityDistance
NearestPath
Needs a radius\n
NeedsMoreThanOneMarine
Negated
Network ID=%s LastLeaderNetworkID=%s\n
NetworkSystemVersion001
Networking
NeverSayHello
New Goal\n
New Task
New distribution is:\n
New goal set:\n
NewControls
NewHintGroup
NewLevelUnit
NewsFile
NewsFileLocked
Next
Next Horde due: %f
Next: %s
Next: -NONE-
NextBot
NextChild
NextKey
NextMovePeer
No %s found.\n
No AI Network to Use
No COND_DRONE_GAINED_LOS
No COND_DRONE_LOS
No Fog Volume found at given position (%f %f %f)
No Hintnode specified
No Host Name
No Landmark:%s\n
No Map Name
No Marine to list anims on\n
No Melee Attack1
No Melee aAttack2
No Range attack
No RunTask entry for %s\n
No Schedule, 
No Server Address
No Sound!
No StartTask entry for %s\n
No Target
No appropriate sequence for arrival activity %s (%d)\n
No appropriate sequence for movement activity %s (%d)\n
No area with id %d\n
No chainsaw attack sound, aborting\n
No command player!\n
No conversion from %s to float now\n
No conversion to string
No enemy 
No enemy!
No entity under the crosshair.\n
No failure
No follow target
No function name specified\n
No goal entity
No hint node
No live marine in that slot\n
No marine resource in that index\n
No marine too close
No model!
No obstruction (Near probe only)\n
No obstruction\n
No player
No prop
No route found!\n
No route to face!\n
No scent present
No script specified\n
No sentry to smash\n
No sentry!\n
No sound present
No such criterion '%s' for rule '%s'\n
No such enumeration '%s'\n
No such response '%s' for rule '%s'\n
No such sentence group %s\n
No suitable combat schedule!\n
No target location
No train %s\n
No valid positions in history for BacktrackPlayer client ( %d )\n
No valid walkable seed positions.  Cannot generate Navigation Mesh.\n
NoAmmo
NoValidActors
Node %d has too many links\n
Node %d: Mission %d (Cost %f)\n
Node Graph out of Date. Rebuilding in background.\n
Node Graph out of Date. Rebuilding...\n
Node already locked
Node is locked.
Node is visible to player.
Node isn't clear.
Node isn't visible to player.
Node pathfind failed, no route between %d and %d\n
Node pathfind failed, no route to dest %d\n
Node pathfind failed, no route to source %d\n
Node pathfind succeeded: dest == source\n
Node pathfind succeeded\n
Nodes
Noise
Noise Scalar
Noise Vector
NoiseAmplitude
NonCombat
None
Normal
Normal,
NormalTouch
North
NorthEast
NorthWest
Norwegian-Nynorsk
Not Found!
Not Playing sentence %s\n
Not behind door or no enemy
Not correctly on hintnode
Not in Foundry mode.\n
Not inside include zones.
Not peaked
Not saving empty selected set to disk.\n
Not spawning regular aliens
Not squashed by a marine (my z=%f his z=%f diff=%f dist=%f)\n
Not the nearest node.
Note: CAI_LeadBehaviorHandler connected to a sink that isn't an entity. Manual fixup on load will be necessary\n
Note: Strange link found between nodes in AI node graph\n
Note: behavior "%s" lacks a datadesc and probably won't save/restore correctly\n
November
Nu?-HF
Num Live Aliens: %d
Num Lock
Num Lock Toggle
Num deaths: %d\n
Num ticks simulated : %d\n
NumAliens
NumDeaths
NumEggs
NumGoo
NumKills
NumMarines
NumMissionsComplete
NumOutputs
NumPlayers
NumRetries
Number of samples to maintain in player perf history
Number of seconds marines are reserved for at briefing start
NumericInputOnly
OBSTACLE 
OBSTACLE_TOP
OBSTRUCTED 
OFFGROUND!\n
OMG MINE ASPLODE!\n
Object %d (of %d) =========================\n
Obsolete / Unused
Obsolete.  Replaced by npc_combat
Obstructing nav
Obstruction %f\n
October
OffhandActivate
OffhandOrderType
OffhandSwitch
Officer
Old nav file for %s\n
OmniscientOff
OmniscientOn
OnAcquireEnemies
OnActivate
OnAllFalse
OnAllLiveChildrenDead
OnAllSpawned
OnAllSpawnedDead
OnAllTrue
OnAnimationBegun
OnAnimationDone
OnAnnounceWave01
OnAnnounceWave02
OnAnnounceWave03
OnAnnounceWave04
OnAnnounceWave05
OnAnnounceWave06
OnAnnounceWave07
OnAnnounceWave08
OnAnnounceWave09
OnAnnounceWave10
OnAnnounceWaveDefault
OnArrival
OnArrivalDone
OnAssaultClear
OnAttach
OnAwakened
OnBackgroundMap
OnBeginFade
OnBeginSentence
OnBeginSequence
OnBlockedClosing
OnBlockedOpening
OnBreak
OnButtonActivated
OnButtonHackAt25Percent
OnButtonHackAt50Percent
OnButtonHackAt75Percent
OnButtonHackCompleted
OnButtonHackStarted
OnCacheInteraction
OnCancel
OnCancelFailedSequence
OnCancelSequence
OnCanceled
OnCase01
OnCase02
OnCase03
OnCase04
OnCase05
OnCase06
OnCase07
OnCase08
OnCase09
OnCase10
OnCase11
OnCase12
OnCase13
OnCase14
OnCase15
OnCase16
OnChangeChild
OnChangeLevel
OnChangedFromMax
OnChangedFromMin
OnClose
OnCollisionDoAttack
OnCommentaryMidGame
OnCommentaryMultiplayerSpawn
OnCommentaryNewGame
OnCommentaryStarted
OnCommentaryStopped
OnCompletion
OnComputerActivated
OnComputerDataDownloaded
OnComputerHackCompleted
OnComputerHackHalfway
OnComputerHackStarted
OnComputerViewMail1
OnComputerViewMail2
OnComputerViewMail3
OnComputerViewMail4
OnConditionsSatisfied
OnConditionsTimeout
OnConstraintBroken
OnConvert
OnCountdownFailed
OnCrashed
OnCreditsDone
OnCursorMoved
OnDamaged
OnDamagedByPlayer
OnDamagedByPlayerSquad
OnDeath
OnDefault
OnDenyCommanderUse
OnDestroyed
OnDetach
OnDone
OnEggDestroyed
OnEggHatched
OnEggOpened
OnEndFollow
OnEndSentence
OnEndSequence
OnEndTouch
OnEndTouchAll
OnEntityFailedSpawn
OnEntitySpawned
OnEqual
OnEqualTo
OnEscapeRoomStart
OnExtinguished
OnFacingLookat
OnFail
OnFailure
OnFallingObject
OnFalse
OnFireCannon
OnFirstDamage
OnForcedInteractionAborted
OnForcedInteractionFinished
OnForcedInteractionStarted
OnFoundEnemy
OnFoundEntity
OnFoundPlayer
OnFullyClosed
OnFullyCut
OnFullyOpen
OnFullySealed
OnGetValue
OnGooDestroyed
OnGreaterThan
OnGreaterThanOrEqualTo
OnGustEnd
OnGustStart
OnHalfHealth
OnHealthChanged
OnHearCombat
OnHearPlayer
OnHearWorld
OnHeardSound
OnHeatLevelEnd
OnHeatLevelStart
OnHitMax
OnHitMin
OnHurt
OnHurtPlayer
OnIgnite
OnIgnited
OnIn
OnIntroStarted
OnKnockedBack
OnLessThan
OnLessThanOrEqualTo
OnLightOff
OnLightOn
OnLoadGame
OnLockedUse
OnLostEnemies
OnLostEnemy
OnLostEnemyLOS
OnLostPlayer
OnLostPlayerLOS
OnMapSpawn
OnMapTransition
OnMessageRead
OnMixed
OnMotionEnabled
OnMouseFocusTicked
OnMultiNewMap
OnMultiNewRound
OnNPCFinishedBusy
OnNPCLeft
OnNPCLeftQueue
OnNPCLostSeeEntity
OnNPCPickup
OnNPCSeeEnemy
OnNPCStartedBusy
OnNPCStartedLeavingQueue
OnNPCStartedUsing
OnNPCStoppedUsing
OnNavFailBlocked
OnNavigateFrom
OnNavigateTo
OnNewGame
OnNextPoint
OnNotEqual
OnNotEqualTo
OnNotFacingLookat
OnNotTouching
OnObjectiveComplete
OnOk
OnOpen
OnOut
OnOutOfWorld
OnOuttroStatsDone
OnPass
OnPhysCannonAnimatePostStarted
OnPhysCannonAnimatePreStarted
OnPhysCannonAnimatePullStarted
OnPhysCannonDetach
OnPhysCannonPullAnimFinished
OnPhysGunDrop
OnPhysGunOnlyPickup
OnPhysGunPickup
OnPhysGunPunt
OnPlay
OnPlaybackFinished
OnPlayerGotOffLadder
OnPlayerGotOnLadder
OnPlayerInZone
OnPlayerJoin
OnPlayerOutZone
OnPlayerPickup
OnPlayerSpawn
OnPlayerTouch
OnPlayerUse
OnPostIdleEndSequence
OnPostSpawn
OnPressed
OnProxyRelay1
OnProxyRelay10
OnProxyRelay11
OnProxyRelay12
OnProxyRelay13
OnProxyRelay14
OnProxyRelay15
OnProxyRelay16
OnProxyRelay2
OnProxyRelay3
OnProxyRelay4
OnProxyRelay5
OnProxyRelay6
OnProxyRelay7
OnProxyRelay8
OnProxyRelay9
OnPushedPlayer
OnQueenKilled
OnQueueMoved
OnRappelTouchdown
OnReachedPosition
OnReleased
OnRemove
OnRequestFocus
OnRequirementFailed
OnRoutedSound
OnScreenSizeChanged
OnScriptEvent01
OnScriptEvent02
OnScriptEvent03
OnScriptEvent04
OnScriptEvent05
OnScriptEvent06
OnScriptEvent07
OnScriptEvent08
OnSecondDamage
OnSentryPlaced
OnShotDown
OnShowMessage
OnSleep
OnSpark
OnSpawn
OnSpawnNPC
OnSpawned
OnSquadMemberKilled
OnStart
OnStartTouch
OnStartTouchAll
OnSuccess
OnSummonWave1
OnSummonWave2
OnSummonWave3
OnSummonWave4
OnSurfaceChangedFromTarget
OnSurfaceChangedToTarget
OnTakeDamage
OnTargeted
OnThirdDamage
OnTimeout
OnTimer
OnTimerHigh
OnTimerLow
OnTouchedByEntity
OnTouching
OnTrigger
OnTrigger1
OnTrigger10
OnTrigger11
OnTrigger12
OnTrigger13
OnTrigger14
OnTrigger15
OnTrigger16
OnTrigger2
OnTrigger3
OnTrigger4
OnTrigger5
OnTrigger6
OnTrigger7
OnTrigger8
OnTrigger9
OnTriggerChance%d
OnTrue
OnUnblockedClosing
OnUnblockedOpening
OnUnpressed
OnUse
OnUseLocked
OnUser1
OnUser2
OnUser3
OnUser4
OnWake
OnWave01
OnWave02
OnWave03
OnWave04
OnWave05
OnWave06
OnWave07
OnWave08
OnWave09
OnWave10
OnWaveDefault
Once fully connected, player will be kicked if he doesn't send a network message within this interval.
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Only weapon used extra: %d\n
Only weapon used index: %d\n
Onslaught,
Opaque
Open
OpenAwayFrom
OpenColumnChoiceMenu
OpenContextMenu
Optimizing mesh visibility...\n
Optional
Orders: %s, 
Orient Rotation to 2D Direction
Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.\n\tFormat: ent_orient <entity name> <optional: allangles>
OrientToLaser
Oscillate Scalar
Oscillate Vector
Other Memory
Other textures
OutColor
OutValue
Outdoor1
Outdoor2
OuterMaxDist
Output XP rewards to the console
Output help for script functions, optionally with a search string
Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at 
OutroMap
OutsideTransition
OverlayID
OverlayName1
OverlayName10
OverlayName2
OverlayName3
OverlayName4
OverlayName5
OverlayName6
OverlayName7
OverlayName8
OverlayName9
OverlayTime1
OverlayTime10
OverlayTime2
OverlayTime3
OverlayTime4
OverlayTime5
OverlayTime6
OverlayTime7
OverlayTime8
OverlayTime9
Overrides how many marines can be selected for (testing).
Overwriting physics object for %s\n
P8?2
P?333333
P?cspinup
P@env_sprite
PARALYZE
PARTICLE SYSTEM: Unable to load manifest file '%s'\n
PARTICLE_ID
PASSABLE
PATH_FAILED
PBPanel4
PCGasw_door_padding
PDAName
PEvent
PHYSGUN
PITCH_HIGH
PITCH_LOW
PITCH_NORM
PLASMA
PLAYDEAD
PLAYER
PM  Got a NaN origin on %s\n
PM  Got a NaN velocity %s\n
PM  Got a velocity too high on %s %f\n
PM  Got a velocity too high on %s\n
PM  Got a velocity too low on %s %f\n
PO79
POISON
PRECIPITATION
PRECIPITATIONBLOCKER
PRECISE
PRECISE 
PREVENT_PHYSICS_FORCE
PREV_XYZ
PRONE
PROP_CLEARFLAGS
PROVOKED
PSName
PWARNING: Looping path for %s\n
Padding around the Swarm Queen's claw when calculating melee attack collision
PaintBackgroundType
PaintSplatBlue
PaintSplatGreen
PaintSplatPink
PaneTouch
Panel
Panel already in use
Panel.BgColor
Panel.FgColor
Panel1
Panel2
Panel3
PanelListEmbedded
PanelListPanel
PanelListPanelVScroll
PanelMoved
PanelPtr
Parameter Remapping
ParasiteAnimThink
ParasiteClass
ParasiteGib
Parasites killed: %d\n
ParasitesKilled
Parent lorg = %f %f %f
Parent org = %f %f %f
Parent: %s\n
Parenting mine to %s\n
ParseParticleEffects
ParseRagdollIntoCache:  Couldn't Lookup Bone %s\n
ParserResponse
Particle ID
Particle system %s could not find control point entity (%s)\n
ParticleDrawWidth
ParticleEffect
ParticleEffectNames
ParticleEffectStop
ParticleSmokeGrenade
ParticleSpacingDistance
ParticleTracer
ParticleTrailEndSize
ParticleTrailLifetime
ParticleTrailMaterial
ParticleTrailStartSize
Particles
Particles: Missing '%s'\n
Passenger Roles Parsed:\t%d\n\n
Paste
Path
Pathcorner/goal ent: 
PatrolSpeed
Pause
PauseDuration
Paused: %s
Pausing actor %s scripted scene: %s\n
Pausing entity I/O events\n
Peaked
Peer tentacle %d couldn't find room to grab, so we're deleting it\n
PelletTouch
PercentCollide
Perfect
Performance Warning: large friction system (%d objects)!!!\n
PerformanceMode
Pex?0
Pfto<
PgDn
PgUp
PhysBlockHeader_t
PhysFrictionEffect
PhysObjectHeader_t
Physics
Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()?\n
Physics queue not empty, error!\n
Physics.WaterSplash
Physics2 Interface ActorMgr v0.1
Physics2 Interface ResourceMgr v0.1
Physics2 Interface v0.3
PhysicsImpactSounds
PhysicsSimulate: %s bad movetype %d
PhysicsTryMove: !trace.u.ent
PickRandom
PickRandomShuffle
Picker %i/%s - ent %s model %s\n
PickupClass
PierceSpark
PinCorner
PinnedCornerOffsetX
PinnedCornerOffsetY
Pistol
Pitch
PitchShift
Place
Placed %d areas on the ground\n
Placed npc_generic in solid!!! (%s)\n
Places the selected corner of the currently marked Area on the ground.
PlantFile
PlantFileLocked
Plastic.Large
Plastic.Medium
Plastic.Small
Plat.DefaultArrive
Plat.DefaultMoving
PlatUse
Plat_FloatTime
Plat_GetLocalTime
Plat_GetTimeString
Plat_IsInBenchmarkMode
Plat_IsInDebugSession
Plat_MSTime
Plat_SetBenchmarkMode
Play all vcds on the clients.
Play footstep sound for players
Play the given VCD as an instanced scripted scene.
PlayDead
PlayMovie
PlaySound
Playback rate of the flare throw anim
Player
Player Decal
Player Shots fired: (%d)
Player Shots missed: %d (accuracy = %f)
Player changed material to %d (was %d)\n
Player has activated a pickup\n
Player isn't in the landmark's (%s) PVS, aborting\n
Player isn't in the transition volume %s, aborting\n
Player names: %d\n
Player sent a bad asw_vote_campaign command\n
Player sent a bad asw_vote_mission command\n
Player sent a bad asw_vote_saved_campaign command\n
Player sent a bad cl_ai_offhand command\n
Player sent a bad cl_blipspeech command\n
Player sent a bad cl_campaignnext command\n
Player sent a bad cl_carnage command\n
Player sent a bad cl_ccounts command\n
Player sent a bad cl_chatter command\n
Player sent a bad cl_editing_slot command\n
Player sent a bad cl_emote command\n
Player sent a bad cl_forceready command\n
Player sent a bad cl_freecam command\n
Player sent a bad cl_gen_progress command\n
Player sent a bad cl_hardcore command\n
Player sent a bad cl_hardcore_ff command\n
Player sent a bad cl_kickvote command\n
Player sent a bad cl_leadervote command\n
Player sent a bad cl_mapline command\n
Player sent a bad cl_offhand command\n
Player sent a bad cl_onslaught command\n
Player sent a bad cl_promoted command\n
Player sent a bad cl_ready command\n
Player sent a bad cl_selecthack command\n
Player sent a bad cl_skill command\n
Player sent a bad cl_spectating command\n
Player sent a bad cl_spendskill command\n
Player sent a bad cl_uber command\n
Player sent a bad cl_undoskill command\n
Player sent a bad cl_vcamplist command\n
Player sent a bad cl_vcampmaplist command\n
Player sent a bad cl_viewmail command\n
Player sent a bad cl_vmaplist command\n
Player sent a bad cl_vsaveslist command\n
Player sent bad cl_autoreload command\n
Player sent bad cl_dselectm command\n
Player sent bad cl_mread command\n
Player sent bad cl_orderfollow command\n
Player sent bad cl_orderhold command\n
Player sent bad cl_selectm command\n
Player sent bad cl_selectsinglem command\n
Player sent bad loadout command\n
Player sent bad loadouta command\n
Player sent bad marine face command\n
Player sent bad switch marine command\n
Player's active weapon will never run out of ammo
Player.AmbientUnderWater
Player.Death
Player.DenyWeaponSelection
Player.DrownContinue
Player.DrownStart
Player.FallDamage
Player.FallGib
Player.PickupWeapon
Player.PlasmaDamage
Player.SonicDamage
Player.Swim
Player.Wade
Player.WeaponSelected
Player.WeaponSelectionClose
Player.WeaponSelectionMoveSlot
Player:%d SetupVis\n
PlayerActorFOV
PlayerActorFOVTrueCone
PlayerActorLOS
PlayerActorLook
PlayerActorProximity
PlayerAnimEvent
PlayerBattleline
PlayerBlockingActor
PlayerDeathThink
PlayerDied
PlayerEnteredVehicle
PlayerHealth
PlayerInVehicle
PlayerInfoManager001
PlayerInfoManager002
PlayerMovementTraces
PlayerName
PlayerOff
PlayerOn
PlayerStartedBlocking
PlayerStoppedBlocking
PlayerTargetFOV
PlayerTargetFOVTrueCone
PlayerTargetLOS
PlayerTargetLook
PlayerTargetProximity
PlayerUpdateThink
Players %d, Votes %d, Votes needed %d\n
Players can hear all other players, no team restrictions
Players can receive all other players' text chat, no death restrictions
Players: %d\n
PlayersInCount
PlayersInGame
PlayersOutCount
Playing a scene, but not in a scene!
Playing back: %s
Playing non-looping vehicle sound: %s\n
Playing sentence %s\n
Playing vehicle sound: %s\n
PlayingMisc=%d\n
Plays a sound from this entity.
Please set asw_precache_speech to 1 and reload the map before building speech durations.  If you do not do this, they will build incorrectly with zero duration.
Please supply a scale\n
Please supply a spawner name\n
Please wait for broadcast to start ...
PluginHelpersCheck001
Point at which the mad firing counter triggers the mad firing speech
PointAtEntity
PointCamera
PollMotionThink
Poor
PortalVersion
PortraitName
PoseParameterName
PoseValue
Position
Position Along Path Random
Position Along Path Sequential
Position From Parent Particles
Position In CP Hierarchy
Position Modify Offset Random
Position Modify Warp Random
Position Previous
Position Within Box Random
Position Within Sphere Random
Position and Velocity
Position on Model Random
Position: %0.3f, %0.3f, %0.3f\n
PositionInterpolator
PositionTouch
Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
Post Idle %s finished for %s\n
Post custom...\n 
Post-run
PostArrivalConceptModifier
PostProcessName
PostProcessSystem
PostSpawn
PostSpawnDirection
PostSpawnDirectionVariance
PostSpawnInheritAngles
PostSpawnSpeed
Pottery.Huge
Pottery.Large
Pottery.Medium
Pottery.Small
Pounce
PounceThinkContext
PowerOff
PowerOn
Pre-Age Noise
Pre-think
PreDetonate
Precache
Precache a sound for later playing.
Precache called on a point_template that has no templates: %s\n
Precache of %s ambigious (no extension specified)\n
PrecacheCustomResponseSystem %s - Finish
PrecacheCustomResponseSystem %s - Start
PrecachePointCommentaryNode
PrecacheRegister
PrecacheScriptSound '%s' failed, no such sound script entry\n
PrecacheSoundScript
PrecacheStandardParticleSystems()
PrecacheTempEnts()
Precaching speech %s\n
PrepareToEngage
Press
PressButton
PressIn
PressOut
Pressed
PressedAttack
PressedAttack2
PressedBack
PressedForward
PressedMoveLeft
PressedMoveRight
Pressing...
PressureDelay
Prev
PrevChild
PreventStimMusicDuration
Prevents a userid from being auto-kicked
Prevents marines from dying in one hit, unless on 1 health
Print a hud message on all clients
Print damage aliens receive
Print debug info about medals
Print debug info for tile connections
Print debug text for simple aliens
Print details about a sound.
Print details about gamestats memory usage
Print sizeof(entclass)
Print, to the console, an entity's current criteria set used to select responses.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
PrintHelp( "%s" );
Prints whether a player wants to spectate
Priority
ProgressBar
ProgressBar.BgColor
ProgressBar.FgColor
Projected Decal
ProjectileTouch
PropAnimateThink
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
PropJeep.AmmoClose
PropJeep.AmmoOpen
PropJeep.FireCannon
PropJeep.FireChargedCannon
PropName
PropaneTank.Burst
ProximityDistance
ProximityOffset
PulseSpeed
PulseStrength
Push computed lag compensation amount by this many ticks.
PushThink
Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n
PutClientInServer: no info_player_start on level\n
Putting entity to sleep: %s\n
Q&A: '%s' answered the Hello from '%s'\n
Q&A: '%s' answered the Question from '%s'\n
Q&A: '%s' couldn't answer '%s'\n
Q9env_steam
QAngle: %.2f %.2f %.2f
Qkkbal
Qrmo<
Quantity
Queen flinching from fire\n
QueenDie
QueenSpitBurst
QueryPerformanceCounter
QueueThink
QueuedLoaderVersion001
Queuing up the next line in this conversation %d\n
R6002\r\n- floating point support not loaded\r\n
R6008\r\n- not enough space for arguments\r\n
R6009\r\n- not enough space for environment\r\n
R6016\r\n- not enough space for thread data\r\n
R6017\r\n- unexpected multithread lock error\r\n
R6018\r\n- unexpected heap error\r\n
R6019\r\n- unable to open console device\r\n
R6024\r\n- not enough space for _onexit/atexit table\r\n
R6025\r\n- pure virtual function call\r\n
R6026\r\n- not enough space for stdio initialization\r\n
R6027\r\n- not enough space for lowio initialization\r\n
R6028\r\n- unable to initialize heap\r\n
R6030\r\n- CRT not initialized\r\n
R6031\r\n- Attempt to initialize the CRT more than once.\nThis indicates a bug in your application.\r\n
R6032\r\n- not enough space for locale information\r\n
R6033\r\n- Attempt to use MSIL code from this assembly during native code initialization\nThis indicates a bug in your application. It is most likely the result of calling an MSIL-compiled (/clr) function from a native constructor or from DllMain.\r\n
R6034\r\nAn application has made an attempt to load the C runtime library incorrectly.\nPlease contact the application's support team for more information.\r\n
RADIATION
RADIUS
RCCAI_PlayerAlly
REMOVENORAGDOLL
RESPONSE CRITERIA FOR: %s (%s)\n
RESPONSERULES: %s spoke '%s'. Found no matching response.\n
RESPONSERULES: %s spoke '%s'. Found response '%s'.\n
RESPONSE_ENTITYIO
RESPONSE_NONE
RESPONSE_PRINT
RESPONSE_RESPONSE
RESPONSE_SCENE
RESPONSE_SENTENCE
RESPONSE_SPEAK
RGBA color to draw as the background color for nav areas while editing.
ROTATION
ROTATION_SPEED
RPCRT4.dll
RR: could not apply operator %s to prior value %s\n
RRName
RSDS
RTS controls moving above marine %d\n
RUN 
RadThink
RadTouch
Radial using: %s\n
RadialLinkController (%s) is far from its parent!\n
RadiationThink
RadioButton
RadioButton.SelectedTextColor
RadioButton.TextColor
RadioButtonChecked
Radius
Radius Random
Radius Scale
Radius at which flamer projectiles set aliens on fire
Radius found %s, dist %.2f\n
Radius from ammo bag explosion
Radius of autoaim effect from flares
Radius of the alien's pushaway cylinder
Radius of the leadership field around NCOs with the leadership skill
Radius of the queen's goo spit attack
Radius of the rifle's grenade explosion
Ragdoll blending test
Ragdoll magnet adding %f inches/sec to %s\n
Ragdoll solid count %d exceeds maximum limit of %d - Ragdoll not created
RagdollFadeOutContext
RagdollImpact
RailgunBeam
Raise the bottom of the drag select volume.
Raise the selected corner of the currently marked Area.
Raise the top of the drag select volume.
RaiseException
Raised %d areas\n
RallySelectMethod
RampSound
RampSoundThink
RampThink
RampToDefaultFadeScale
Random Cull
Random variation applied above and below target pitch
RandomAnimation
RandomFloat
RandomInt
RandomMultiTouch
RandomSeed
RandomizeFMod
Randomly Flip Yaw
Randomness applied to hovering destinations
Range at which the drone starts his melee attack
Range of Swarm Queen slash attack
Range of the drone's melee attack
RangedAttack
Ranger.GibSplatHeavy
Ranger.projectileImpactPlayer
Ranger.projectileImpactWorld
Rank
Rate
Rate of FF absorption decay
Rate of FF absorption decay build up when being shot by friendlies
Re-analyze the current Navigation Mesh and save it to disk.
Re-orders area and ladder ID's so they are continuous.
Re-selects the stored selected set.
ReadFile
Reading externally referenced elements is not supported!\n
Reading: %s\n
ReadyNPC()--%s couldn't find target %s\n
ReallyLoudSpark
Rebalance %d!\n
Recent NPC speech:\n
Recharge Time: %fs
RechargeTime
RecommendWeld
Recomputes lighting values
RecursiveLoadFromBuffer:  got EOF instead of keyname
RecursiveLoadFromBuffer:  got NULL key
RecursiveLoadFromBuffer:  got conditional between key and value
RecursiveLoadFromBuffer:  got empty keyname
RecursiveLoadFromBuffer:  got } in key
Reducing block counter by %f\n
Reducing shoot counter by %f\n
Reduction of explosion radius against marines
Referenced by '%s:%s' -- %s\n
Refills all marine ammo
Refills all marine health
RefireTime
Refresh
RegCloseKey
RegCreateKeyExA
RegQueryValueExA
RegSetValueExA
Register
RegisterTemplateEntity: template entity with no name, class %s\n
Regular
Regular spawn interval = %f
RegularOther
Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f).  Drawn face isn't a quad.\n
Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f).  Has multiple faces that aren't NODRAW.\n
Relationship
Relationship_t
Relaxing
ReleaseKeyValues
ReleaseThreadHandle
RelectProjectiles
Reload all response system scripts.
ReloadLocalization
Reloading\n
Reloads melee_attacks.txt
Reloads schedules for all NPC's from their script files\n\tArguments:\t-none-
Remap Distance Between Two Control Points to Scalar
Remap Distance to Control Point to Scalar
Remap Noise to Scalar
Remap Scalar
Remove
Remove current area from the selected set.
Remove given nav attribute from all areas in the selected set.
RemoveAllSlides
RemoveBroadcastTeamTarget
RemoveContext
RemoveHealth
RemoveThink
Removed %d %s's\n
Removed %d jump areas\n
Removed %s(%s)\n
Removes a connected script function from an I/O event.
Removes a team (by index) from the broadcast list
Removes all NPCs from the universe that aren't currently selected
Removes all Swarm from the map
Removes all entities of the specified type\n\tArguments:   \t{entity_name} / {class_name} 
Removes all entities of the specified type\n\tArguments:   \t{entity_name} / {class_name}\n
Removes legacy jump areas, replacing them with connections.
Removes the given NPC(s) from the universe\nArguments:   \t{npc_name} / {npc_class_name} / no argument picks what player is looking at
Removes the given entity(s)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Removing from action list: (%s,%s) -> (%s,%s)\n
Removing relationship for lost entity\n
RenameNPC
RenderDevice001
RenderDeviceMgr001
RenderHardwareConfig001
RenderSystemSurface001
Repaint
Replaces all instances of the first place with the second place.
Replacing normal jeep with a dummy jeep\n
Report missing wave files for sounds and game_sounds files.
Reports current skill and mission difficulty level
Reports if you have live marines
Reports the surface properties at the cursor
RequestCampaignLaunchMission %d failed as couldn't get this mission from the Campaign Info\n
RequestCampaignLaunchMission %d failed as current location is %d\n
RequestFocus
RequestState
RequiredByObjective
RequiredChargeTime
RequiredTime
RequiresFirstAid
RequiresSapper
RequiresSarge
RequiresSpecialWeapons
RequiresTech
RequiresTracker
Reset physics clock\n
ResetGrav
ResetHUD
ResetHack
ResetIdleTime
ResetSequence : %s: %s -> %s\n
ResetSequenceInfo
ResetTimer
Resets dropship sequence
ResizeColumnToContents
ResourceFile
ResourceSystem004
ResourceThink
Resource\warning.wav
Respawn all the entities in the map.
Respawn failed to create %s!\n
RespawnTime
Response
Response rule targeted %s with entityio, but that doesn't exist.\n
Response rule with a 'self' target specified negative delay, which isn't legal because that would make someone talk over himself.
Response was entityio but had bad value %s\n
Response: %s\n
ResponseContext
ResponseContext_t
ResponseGroup
ResponseSystem
Restarting Mission
Restarts the current mission
Restore underflow!\n
RestoreEntityTo
RestoreEntityTo could not restore player position for client "%d" ( %.1f %.1f %.1f )\n
Restoring NPC
Restricts spectator modes for dead players
Resume
ResumeSceneFile
Resuming entity I/O events\n
Resupply
Resupply unlocked!\nYou will resupply at the end of NEXT round\n
Resupply unlocked!\nYou will resupply at the end of THIS round\n
RetireContext
Retreat
Retries
Retrieve
Retrieve the script-side data associated with an entity
Retrieve the unique identifier used to refer to the entity within the scripting system
RetrieveConceptModifier
RetrieveDistance
RetrieveWaitForSpeak
RetryFailedJumps
ReturnMoveDone
Returns float duration of the sound. Takes soundname and optional actormodelname.
Returns length of this scene in seconds.
Returns the instance of the oldest active scene entity (if any).
Returns the instance of the scene entity at the specified index.
Returns the name of the model
Returns true if the player is in noclip mode.
ReuseDelay
Reverse
ReverseMove
RevertRelationship
RevertToDefaultRelationship
RevertToSaved
RichText
RichText.BgColor
RichText.InsetX
RichText.InsetY
RichText.SelectedBgColor
RichText.SelectedTextColor
RichText.TextColor
RichText: textfile parameter '%s' not found.\n
RichTextInterior
Right
RightClawBase
RightClawPoint
Rocket ang=%s\n
Rocket exploding on %d:%s\n
RocketTrail
Rocket[%d] hover thrusting %f vel.z is now %f\n
Rocket[%d] starting homing in on %s(%d) dir = %f %f %f\n
Roll
Roll Speed
RollCredits
RollOutroCredits
RollSpeed
RollStatsCrawl
Room1
Room2
Root class of all server-side entities
Rope
RopeMaterial
RopeShader
RotDoorSound.DefaultArrive
RotDoorSound.DefaultLocked
RotDoorSound.DefaultMove
RotateMove
Rotates an entity by a specified # of degrees
RotatingUse
Rotation
Rotation Basic
Rotation Orient to 2D Direction
Rotation Random
Rotation Speed Random
Rotation Spin Roll
Rotation Spin Yaw
Rotation Yaw Flip Random
Rotation Yaw Random
RotationInterpolator
RotationSpeed
RotorWashThink
Rounding needed votes up to %d\n
Route Destination No Longer Valid
RtlUnwind
Rule is disabled.\n
Rumble
Run a vscript file
Run the text as a script
RunAnimation
RunScriptCode
RunScriptFile
RunTask TASK_MELEE_ATTACK1 calling SetActivity(ACT_RUN)
Runtime Error!\n\nProgram: 
S;uD
SAVED_POSITION
SCHED_ACTBUSY_BUSY
SCHED_ACTBUSY_LEAVE
SCHED_ACTBUSY_START_BUSYING
SCHED_ACTBUSY_STOP_BUSYING
SCHED_ACTBUSY_TELEPORT_TO_BUSY
SCHED_ADVANCE_TOWARDS_ENEMY
SCHED_AISCRIPT
SCHED_ALERT_FACE
SCHED_ALERT_FACE_BESTSOUND
SCHED_ALERT_REACT_TO_COMBAT_SOUND
SCHED_ALERT_SCAN
SCHED_ALERT_STAND
SCHED_ALERT_WALK
SCHED_ALIEN_ATTACKITEM
SCHED_ALIEN_JUMP
SCHED_ALIEN_POUNCE
SCHED_ALIEN_SHOVER_CANT_ATTACK
SCHED_ALIEN_SHOVER_PHYSICS_ATTACK
SCHED_ALIEN_SHOVER_PHYSICS_ATTACKITEM_MOVE
SCHED_ALIEN_SHOVER_PHYSICS_ATTACK_MOVE
SCHED_ALIEN_SHOVER_ROAR
SCHED_AMBUSH
SCHED_ARM_WEAPON
SCHED_ASW_ALIEN_CHASE_ENEMY
SCHED_ASW_ALIEN_JUMP
SCHED_ASW_ALIEN_MELEE_ATTACK1
SCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1
SCHED_ASW_BUZZER_ATTACK_HOVER
SCHED_ASW_BUZZER_ORDER_MOVE
SCHED_ASW_BUZZER_REGROUP
SCHED_ASW_BUZZER_SWARM
SCHED_ASW_BUZZER_SWARM_FAILURE
SCHED_ASW_BUZZER_SWARM_IDLE
SCHED_ASW_CLEAR_RAPPEL_POINT
SCHED_ASW_FLINCH
SCHED_ASW_FOLLOW_BACK_OFF
SCHED_ASW_FOLLOW_MOVE
SCHED_ASW_FOLLOW_WAIT
SCHED_ASW_GIVE_AMMO
SCHED_ASW_GRUB_WANDER_ANGRILY
SCHED_ASW_HARVESTER_LAY_CRITTER
SCHED_ASW_HEAL_MARINE
SCHED_ASW_HOLD_POSITION
SCHED_ASW_MORTARBUG_SPIT
SCHED_ASW_MOVE_TO_ORDER_POS
SCHED_ASW_ORDER_MOVE
SCHED_ASW_OVERKILL_SHOOT
SCHED_ASW_PICKUP_WAIT
SCHED_ASW_RANGE_ATTACK1
SCHED_ASW_RAPPEL
SCHED_ASW_RAPPEL_WAIT
SCHED_ASW_RETREAT_AND_SUMMON
SCHED_ASW_RETRY_ORDERS
SCHED_ASW_SHIELDBUG_MELEE_ATTACK1
SCHED_ASW_SHIELDBUG_MELEE_ATTACK2
SCHED_ASW_SPAWN_PARASITES
SCHED_ASW_SPREAD_THEN_HIBERNATE
SCHED_ASW_SUMMON_WAVE
SCHED_ASW_USE_AREA
SCHED_ASW_USING_OVER_TIME
SCHED_ASW_WAIT_AND_RETRY_JUMP
SCHED_BACKOFF_MOVE_AWAY
SCHED_BACK_AWAY_FROM_ENEMY
SCHED_BACK_AWAY_FROM_SAVE_POSITION
SCHED_BIG_FLINCH
SCHED_BURROW_OUT
SCHED_BURROW_WAIT
SCHED_CHARGE_DO
SCHED_CHASE_ENEMY
SCHED_CHASE_ENEMY_FAILED
SCHED_CHASE_ENEMY_LURCH_FORWARD_PRIMARY
SCHED_CHASE_ENEMY_LURCH_STRAFE_PRIMARY
SCHED_CHASE_ENEMY_PRIMARY_FAILED
SCHED_CHASE_ENEMY_PRIMARY_STANDOFF
SCHED_CHASE_ENEMY_RUN_PRIMARY
SCHED_CHASE_ENEMY_WALK_PRIMARY
SCHED_COMBAT_FACE
SCHED_COMBAT_PATROL
SCHED_COMBAT_STAND
SCHED_COMBAT_STUN
SCHED_COMBAT_SWEEP
SCHED_COMBAT_WALK
SCHED_COWER
SCHED_DIE
SCHED_DIE_RAGDOLL
SCHED_DISARM_WEAPON
SCHED_DRONE_BASH_CLOSE_DOOR
SCHED_DRONE_BASH_DOOR
SCHED_DRONE_CHASE_ENEMY
SCHED_DRONE_CIRCLE_ENEMY
SCHED_DRONE_CIRCLE_ENEMY_FAILED
SCHED_DRONE_DOOR_WAIT
SCHED_DRONE_OVERRIDE_MOVE
SCHED_DRONE_STANDOFF
SCHED_DROPSHIP_DUSTOFF
SCHED_DUCK_DODGE
SCHED_EFINDER_SEARCH
SCHED_ENGAGE_AND_MELEE_ATTACK1
SCHED_ESTABLISH_LINE_OF_FIRE
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK
SCHED_ESTABLISH_LINE_OF_MORTAR_FIRE
SCHED_EXPLODE_PREPARE
SCHED_EXPLODE_SUICIDE
SCHED_FAIL
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE
SCHED_FAIL_NOSTOP
SCHED_FAIL_TAKE_COVER
SCHED_FALL_TO_GROUND
SCHED_FEAR_FACE
SCHED_FEAR_MOVE_TO_SAFE_PLACE
SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY
SCHED_FEAR_RUN_FROM_ENEMY
SCHED_FEAR_STAY_IN_SAFE_PLACE
SCHED_FLEE_FROM_BEST_SOUND
SCHED_FLINCH_PHYSICS
SCHED_FORCED_GO
SCHED_FORCED_GO_RUN
SCHED_FORCE_ALIEN_SHOVER_PHYSICS_ATTACK
SCHED_GET_HEALTHKIT
SCHED_GRUB_JUMP_FROM_GOO
SCHED_HEAL_OTHER_MOVE_TO_CANDIDATE
SCHED_HEAL_WAIT
SCHED_HIDE_AND_RELOAD
SCHED_IDLE_SIT_AROUND
SCHED_IDLE_STAND
SCHED_IDLE_WALK
SCHED_IDLE_WANDER
SCHED_INTERACTION_MOVE_TO_PARTNER
SCHED_INTERACTION_WAIT_FOR_PARTNER
SCHED_INVESTIGATE_SOUND
SCHED_MELEE1_DO_ATTACK
SCHED_MELEE1_DO_ATTACK_NO_TURNING
SCHED_MELEE2_DO_ATTACK
SCHED_MELEE2_DO_ATTACK_NO_TURNING
SCHED_MELEE_ATTACK1
SCHED_MELEE_ATTACK2
SCHED_MELEE_ATTACK_PROP1
SCHED_MORTAR_MOVE_TO_FIRE_SPOT
SCHED_MOVE_AWAY
SCHED_MOVE_AWAY_END
SCHED_MOVE_AWAY_FAIL
SCHED_MOVE_AWAY_FROM_ENEMY
SCHED_MOVE_OFF_OF_NPC
SCHED_MOVE_TO_WEAPON_RANGE
SCHED_MYCUSTOMSCHEDULE
SCHED_NEW_WEAPON
SCHED_NEW_WEAPON_CHEAT
SCHED_NONE
SCHED_NPC_FREEZE
SCHED_PARASITE_JUMP_FROM_EGG
SCHED_PARASITE_RANGE_ATTACK1
SCHED_PATROL_RUN
SCHED_PATROL_WALK
SCHED_PREPARE_TO_ENGAGE
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE
SCHED_QUEEN_RANGE_ATTACK
SCHED_RANGED_MOVE_TO_FIRE_SPOT
SCHED_RANGE_ATTACK1
SCHED_RANGE_ATTACK2
SCHED_RELOAD
SCHED_RETREAT
SCHED_RUN_FROM_ENEMY
SCHED_RUN_FROM_ENEMY_FALLBACK
SCHED_RUN_FROM_ENEMY_MOB
SCHED_RUN_RANDOM
SCHED_SCENE_GENERIC
SCHED_SCRIPTED_CUSTOM_MOVE
SCHED_SCRIPTED_FACE
SCHED_SCRIPTED_RUN
SCHED_SCRIPTED_WAIT
SCHED_SCRIPTED_WALK
SCHED_SCUTTLE_MOVE_NEAR_TARGET
SCHED_SHIELDBUG_FLINCH_LEFT
SCHED_SHIELDBUG_FLINCH_RIGHT
SCHED_SHIELDBUG_LEAVE_DEFENDING
SCHED_SHIELDBUG_START_DEFENDING
SCHED_SHIELD_FLICK
SCHED_SHIELD_LOWER
SCHED_SHIELD_MAINTAIN
SCHED_SHIELD_PREPARE
SCHED_SHOOT_ENEMY_COVER
SCHED_SHOVER_CHASE_ENEMY
SCHED_SLEEP
SCHED_SLEEP_SNORING
SCHED_SLEEP_UNBURROW
SCHED_SMALL_FLINCH
SCHED_SMASH_SENTRY
SCHED_SPECIAL_ATTACK1
SCHED_SPECIAL_ATTACK2
SCHED_STANDOFF
SCHED_START_DIVER_ATTACK
SCHED_SWITCH_TO_PENDING_WEAPON
SCHED_TAKE_COVER_FROM_BEST_SOUND
SCHED_TAKE_COVER_FROM_ENEMY
SCHED_TAKE_COVER_FROM_ORIGIN
SCHED_TALKER_SPEAK_PENDING_ALERT
SCHED_TALKER_SPEAK_PENDING_COMBAT
SCHED_TALKER_SPEAK_PENDING_IDLE
SCHED_TARGET_CHASE
SCHED_TARGET_FACE
SCHED_VEHICLEDRIVER_COMBAT_WAIT
SCHED_VEHICLEDRIVER_DRIVE_PATH
SCHED_VEHICLEDRIVER_INACTIVE
SCHED_VICTORY_DANCE
SCHED_WAIT_DIVER
SCHED_WAIT_FOR_CLEAR_UNBORROW
SCHED_WAIT_FOR_SCRIPT
SCHED_WAIT_FOR_SPEAK_FINISH
SCHED_WAKE_ANGRY
SCHED_WANDER_DIRECTIONAL
SCHED_WANDER_FAIL
SCHED_WANDER_MEDIUM
SCHED_WANDER_STANDOFF
SCRIPT
SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s\n
SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n
SENTENCEG_Init()
SENTRYPROJ
SEQUENCE_NUMBER
SEQUENCE_NUMBER1
SERVER
SH %f: Infest DamagePerTick %f (infest time left = %f)\n
SH %f: marine applied slow heal of %d\n
SHOCK
SING error\r\n
SKIN
SLASH
SLEEPING
SLOWBURN
SMALL_CENTERED_HULL
SMG1
SNDLVL_
SNDLVL_100dB
SNDLVL_105dB
SNDLVL_110dB
SNDLVL_120dB
SNDLVL_130dB
SNDLVL_140dB
SNDLVL_150dB
SNDLVL_180dB
SNDLVL_20dB
SNDLVL_25dB
SNDLVL_30dB
SNDLVL_35dB
SNDLVL_40dB
SNDLVL_45dB
SNDLVL_50dB
SNDLVL_55dB
SNDLVL_60dB
SNDLVL_65dB
SNDLVL_70dB
SNDLVL_75dB
SNDLVL_80dB
SNDLVL_85dB
SNDLVL_90dB
SNDLVL_95dB
SNDLVL_GUNFIRE
SNDLVL_IDLE
SNDLVL_NONE
SNDLVL_NORM
SNDLVL_STATIC
SNDLVL_TALKING
SONIC
SOUND\n
SQUAD_SLOT_ALIEN_JUMP
SQUAD_SLOT_ATTACK1
SQUAD_SLOT_ATTACK2
SQUAD_SLOT_EXCLUSIVE_HANDSIGN
SQUAD_SLOT_EXCLUSIVE_RELOAD
SQUAD_SLOT_INVESTIGATE_SOUND
SQUAD_SLOT_PICKUP_WEAPON1
SQUAD_SLOT_PICKUP_WEAPON2
SQUAD_SLOT_SPECIAL_ATTACK
SSE and SSE2 are required.
SS_GEAR_0
SS_GEAR_0_RESUME
SS_GEAR_1
SS_GEAR_1_RESUME
SS_GEAR_2
SS_GEAR_2_RESUME
SS_GEAR_3
SS_GEAR_3_RESUME
SS_GEAR_4
SS_GEAR_4_RESUME
SS_IDLE
SS_NONE
SS_REVERSE
SS_SHUTDOWN
SS_SHUTDOWN_WATER
SS_SLOWDOWN
SS_SLOWDOWN_HIGHSPEED
SS_START_IDLE
SS_START_WATER
SS_TURBO
STAIRS
STAIRS 
STAND
STAND 
STARTSCRIPTING
STEAMAPPS_INTERFACE_VERSION003
STEAMREMOTESTORAGE_INTERFACE_VERSION002
STEAMUSERSTATS_INTERFACE_VERSION007
STEAM_1:0:0
STEAM_ID
STEAM_ID_LAN
STEAM_ID_PENDING
STOP
STOP 
SUB_CallUseToggle
SUB_DoNothing
SUB_FadeOut
SUB_Remove
SUB_Remove called on entity with health > 0\n
SUB_StartFadeOut
SUB_StartFadeOutInstant
SUB_Vanish
SUSPICIOUS
SafeZone
Sampling walkable space...
Sarge
Saturday
Save/Restore overflow!\n
SaveButton
SaveDangerous
SaveImportant
SaveRestoreBlockHeader_t
SaveStage
SaveThink
Savegame contents:\n
Saves the current Navigation Mesh to disk.
Saving speech durations...
SayText
SayText2
ScalableImagePanel
Scalar applied to velocity every 0.1 seconds
Scale for alien death forces
Scale speed of grenade launcher grenades
Scale time for physics
Scale to the vindicator grenade initial velocity
Scales intensity increases for marines
Scales number of aliens spawned in arena mode
Scales the number of aliens each spawner will put out
ScanThink
Scans the maps directory and reports any missing/out-of-date navigation files.
Scene %s has %d actors, but scene entity only has %d actors\n
Scene '%s' missing!\n
Scene '%s' with two stop point events!\n
SceneFile
SceneFileCache002
SceneSystem_001
Scenes
Schedule
Schedule %s, 
Schedule change\n
Schedule not found
Schedule: %s (time: %.2f)\n
ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n
ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n
Scorch
Score for escorting the train, in points per second
Scoring rule '%s' (%i)\n{\n
Script condition warning: Invalid setting for Maximum/Minimum state\n
Script condition warning: warning actor is not an NPC\n
Script failed for %s\n
Script failed to find output "%s"\n
Script file type does not match VM type\n
Script not found (%s) \n
ScriptCreateSceneEntity
ScriptEmitSound
ScriptEyePosition
ScriptFindKey
ScriptFindNamedEntity
ScriptFirstMoveChild
ScriptGetAngles
ScriptGetAttachmentAngles
ScriptGetAttachmentOrigin
ScriptGetBoundingMaxs
ScriptGetBoundingMins
ScriptGetFirstSubKey
ScriptGetForward
ScriptGetFov
ScriptGetKeyValueBool
ScriptGetKeyValueFloat
ScriptGetKeyValueInt
ScriptGetKeyValueString
ScriptGetLeft
ScriptGetLocalAngularVelocity
ScriptGetModelKeyValues
ScriptGetModelName
ScriptGetMoveParent
ScriptGetNextKey
ScriptGetOldestScene
ScriptGetRootMoveParent
ScriptGetSceneByIndex
ScriptGetUp
ScriptIsKeyValueEmpty
ScriptIsPlayerNoclipping
ScriptLoadSceneFromString
ScriptNextMovePeer
ScriptPlayerDeath
ScriptReleaseKeyValues
ScriptSetAngles
ScriptSetForward
ScriptSetFov
ScriptSetLocalAngularVelocity
ScriptSetOrigin
ScriptSetOwner
ScriptSetSize
ScriptSoundDuration
ScriptStartCameraShot
ScriptStatus
ScriptThink
ScriptTraceLine
ScriptUtilRemove
Scripted
Scripted Sequence stripped on level transition for %s\n
Scripted schedule %s specified an invalid enemy %s\n
Scripted sequence destroyed while in use\n
ScriptedNPCInteraction_Phases_t
ScriptedNPCInteraction_t
Scripting disabled or no server running\n
Scroll Lock
Scroll Lock Toggle
ScrollBar
ScrollBar.Wide
ScrollBarButton.ArmedBgColor
ScrollBarButton.ArmedFgColor
ScrollBarButton.BgColor
ScrollBarButton.DepressedBgColor
ScrollBarButton.DepressedFgColor
ScrollBarButton.FgColor
ScrollBarButtonBorder
ScrollBarButtonDepressedBorder
ScrollBarSlider
ScrollBarSlider.BgColor
ScrollBarSlider.FgColor
ScrollBarSlider.Inset
ScrollBarSlider.NobDragColor
ScrollBarSlider.NobFocusColor
ScrollBarSliderBorder
ScrollBarSliderBorderDragging
ScrollBarSliderBorderHover
ScrollBarSliderMoved
ScrollBarSliderReleased
ScrollBar_Horizontal
ScrollBar_Vertical
ScrollButtonPressed
ScrollSpeed
Scuttle
Search criteria:\n
SearchName
SearchType
Searching for entities with class/target name containing substring: '%s'\n
Searchlight1Angle
Searchlight1X
Searchlight1Y
Searchlight2Angle
Searchlight2X
Searchlight2Y
Searchlight3Angle
Searchlight3X
Searchlight3Y
Searchlight4Angle
Searchlight4X
Searchlight4Y
SecondaryBullets
Seconds before intensity starts to decay after an increase
Seconds to decay full intensity to zero
SecurityCam1Label
SecurityCam1Locked
SecurityCam1Name
SeeEntity
SeeEntityTimeout
SeekThink
Select a corner of the currently marked Area. Use multiple times to access all four corners.
Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Select the entity under the crosshair or select entities with the specified name.
Select your next marine
Select your previous marine
SelectWeightedSequence
Selected %d areas.\n
Selected NPC will teleport to the location that the player is looking (shown with a purple box)\n\tArguments:\t-none-
Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.\n\tArguments:\t-none-
Selected NPC(s) will go to the location that the player is looking (shown with a purple box)\n\tArguments:\t-none-
Selected Nav Areas
Selected set saved to %s.  Use 'nav_merge_mesh %s_selected_%4.4d' to merge it into another mesh.\n
SelectedImage
Selects any areas that intersect the given half-space.
Selects nav areas that are overlapping others.
Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
SelfDestruct
Send a string to the console as a command
Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).
SendMessageA
SendOrders
SendToConsole
Sending user message to this player telling him to show the credits\n
Sends all selected NPC(s) to a random node.\n\tArguments:   \t-none-
Sensitivity
Sentence
SentenceMode
SentenceModeMenu
Sentry kills: %d\n
SentryCannonDeployed
SentryFlamerDeployed
SentryFreezeDeployed
SentryGunsDeployed
September
Sequence Number
Sequence Number 1
Sequence Random
Sequence Two Random
Sequence has started: %s
Sequence: (%3d) %s
Server
Server Animation
Server SelectWeightedSequence
Server game time: %f\n
Server loads a previously saved campaign game
Server shows a marker where it thinks your cursor is
Server starts a new campaign game
Server submitting table (%s).\n
Server-side camera entity
Server: Missing precache for effect "%s"!\n
Server: Missing precache for particle system "%s"!\n
Server: m_bRequestedSpectator=%d\n
ServerGameClients004
ServerGameDLL005
ServerGameEnts001
ServerGameTags001
ServerIP
ServerName
ServerUploadGameStats001
SessionID
Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments to see current list. Call 'rr_debug_responseconcept_exclude !' to reset.
Set developer message level
Set entity angles
Set entity pitch, yaw, roll
Set game state to debrief\n
Set how high AI bumps up ground walkers when checking steps
Set m_hMarines[i] to entindex=%d\n
Set marine's aim error to %f\n
Set nav attribute for all areas in the selected set.
Set random goal\n
Set the local angular velocity - takes float pitch,yaw,roll velocities
Set the name of %s to %s\n
Set the orientation of the entity to have this forward vector
Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
Set to 1 to autosave game on level transition. Does not affect autosave triggers.
Set to 1 to end the WaitingForPlayers period.
Set to 1 to force the queen to spawn parasites
Set to 1 to force the queen to spit
Set to 1 to give marines short sight range while following (old school alien swarm style)
Set to 1 to make marines invulnerable
Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
Set to 1 to start or restart the WaitingForPlayers period.
Set to 1 to use the new drone model
Set to make shotgun pellets pass through aliens (as opposed to stopping on contact)
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.
Set to values other than 0 to select a bonus map challenge type.
Set top left to lit, starting check\n
Set turret 1\n
Set turret\n
Set values for the "default" screenshake used for rapid iteration.\n
Set vector goal\n
Set whether should run on NPC go
Set whether should run on asw_npc_go
SetAbsOrigin
SetAbsVelocity
SetActive
SetActiveControl
SetActivity : %s: %s -> %s\n
SetActivityAndSequence : %s: %s:%s -> %s:%s / %s:%s\n
SetAdditionalAirDensity
SetAggressiveness
SetAllowDiversion
SetAllowed
SetAmmoModifier
SetAngVelocityLimit
SetAngVelocityScale
SetAngles
SetAngularLimit
SetAngularVelocity
SetAnimation
SetAnimationNoReset
SetAsCurrentDefaultButton
SetAsDefaultButton
SetAttached
SetAutoExposureMax
SetAutoExposureMin
SetBloomExponent
SetBloomSaturation
SetBloomScale
SetBloomScaleRange
SetBodyGroup
SetBodygroup
SetBusySearchRange
SetCamera
SetCheapWaterEndDistance
SetCheapWaterStartDistance
SetClearOnContact
SetClipboardText
SetColor
SetColorLerpTo
SetColorSecondary
SetColorSecondaryLerpTo
SetCompareValue
SetComplete
SetCounter
SetCurrent
SetCycleFrequency
SetCycleType
SetDamage
SetDamageFilter
SetDebrisThink
SetDefaultAnimation
SetDensity
SetDepthBlurFocalDistance
SetDepthBlurStrength
SetDirectionalMarker
SetDisplayText
SetDistance
SetDockingBBox
SetDriversMaxSpeed
SetDriversMinSpeed
SetEndDist
SetEndDistLerpTo
SetEnemyFilter
SetExcluded
SetExpressionOverride
SetFModAmplitude
SetFModRate
SetFModTimeOffset
SetFModType
SetFOV
SetFadeEndDistance
SetFadeInDuration
SetFadeOutDuration
SetFadeStartDistance
SetFadeTime
SetFadeToBlackStrength
SetFailed
SetFailure
SetFarBlurDepth
SetFarBlurRadius
SetFarFocusDepth
SetFarZ
SetFilePointer
SetFilmGrainStrength
SetFocus
SetFocusTarget
SetFocusTargetRange
SetFogController
SetForce
SetForceClear
SetForwardVector
SetFov
SetGravityScale
SetHUDVisibility
SetHandleCount
SetHealth
SetHealthFraction
SetHingeFriction
SetHitMax
SetHitMin
SetIdealActivity : %s: %s -> %s\n
SetIdleModifier
SetInactive
SetIncomplete
SetInitialGameMode to %d (last variation = %d)\n
SetInterpolationTime
SetInvert
SetLastError
SetLerpValues
SetLightingOrigin
SetLightingOriginHack
SetLinearForce
SetLinearForceAngles
SetLocalContrastEdgeStrength
SetLocalContrastStrength
SetLogoLength
SetMagnitude
SetMass
SetMaterialVar
SetMaterialVarToCurrentTime
SetMaxChildren
SetMaxDelay
SetMaxDensity
SetMaxDensityLerpTo
SetMaxHealth
SetMaxLiveChildren
SetMaxPieces
SetMaxPiecesDX8
SetMaxRagdollCount
SetMaxSlideTime
SetMaxSpeed
SetMeasureReference
SetMeasureTarget
SetMinDelay
SetMinHitpointsThreshold
SetMinSlideTime
SetMinimumSpawnDistance
SetModel
SetMoveClone
SetMovementSpeed
SetName
SetNearBlurDepth
SetNearBlurRadius
SetNearFocusDepth
SetNearZDistance
SetNextPathCorner
SetNoListRepeats
SetNormalBBox
SetNorthOffset
SetOff
SetOn
SetOnAndTurnOthersOff
SetOrigin
SetOwner
SetParent
SetParent on static object, all constraints attached to %s (%s)will now be broken!\n
SetParentAttachment
SetParentAttachmentMaintainOffset
SetPattern
SetPenetrationDepth
SetPickupTouch
SetPlaybackRate
SetPoseParameterName
SetPoseValue
SetPosition
SetPositionImmediately
SetPositionMoveDone
SetProgress
SetPushDirection
SetRechargeTime
SetRelationship
SetRotationDistance
SetRotationSpeed
SetScale
SetScreenBlurStrength
SetScriptOwnerEntity
SetScrollSpeed
SetSequence
SetShadowsDisabled
SetShadowsFromLocalLightsEnabled
SetShoveTarget
SetSize
SetSortColumn
SetSpawnFrequency
SetSpeakerName
SetSpeed
SetSpeedDir
SetSpeedDirAccel
SetSpeedModRadius
SetSpeedModSpeed
SetSpeedReal
SetSpringConstant
SetSpringDamping
SetSpringLength
SetSquad
SetSquad Input received for NPC %s, but that NPC can't use squads.\n
SetStartDist
SetStartDistLerpTo
SetState
SetStdHandle
SetSuccess
SetTarget
SetTargetEntity
SetTargetReference
SetTargetScale
SetTeam
SetText
SetTexture
SetTextureIndex
SetTitle
SetToggleState
SetTonemapRate
SetTonemapScale
SetTrack
SetTransitionTarget
SetUnhandledExceptionFilter
SetValue
SetValueCompare
SetValueNoFire
SetValueTest
SetVelocity
SetVelocityLimit
SetVelocityLimitDelta
SetVelocityLimitTime
SetVelocityScale
SetVignetteBlurStrength
SetVignetteEnd
SetVignetteStart
SetVisible
SetVisibleTime
SetWideFOVForSeconds
Sets a bodygroup
Sets damage scale for grenades vs doors
Sets skin index of all drones and simple drones
Sets solid status of current marine
Sets the Place of all selected areas to the current Place.
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
Sets the current Place to the Place of the Area under the cursor.
Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
Sets the targetname of the given entity(s)\n\tArguments:   \t{new entity name} {entity_name} / {class_name} / no argument picks what player is looking at 
Sets this entity's owner
Setting CBaseAnimating to non-studio model %s  (type:%i)\n
Setting CBaseEntity to non-brush model %s\n
Setting CBeam to non-sprite model %s\n
Setting COND_SHIELDBUG_CHANGE_DEFEND\n
Setting boomer's initial health to %d\n
Setting door blocked condition\n
Setting drone's initial health to %d\n
Setting game state to ingame\n
Setting hinge friction to %f\n
Setting ignore on object %s
Setting marine %d dead\n
Setting ranger's initial health to %d\n
Setting shaman's initial health to %d\n
Setting skip grav, moved %f z=%f\n
SetupParasiteThink
Sg\Ig
ShadowCastDistThink
Shake
Shake the screen.
ShakeDir
ShakeRopes
Shaman.Pain
ShellFlyThink
ShellThink
Shield
Shieldbug set turn activity\n
Shieldbug started defending from anim event\n
Shieldbug stopped defending from anim event\n
Shieldbugs killed: %d\n
Shift
Shifting mesh by %f,%f\n
Shifts the selected areas by the specified amount
Shoot
ShootArcThink
ShootMe
ShootThink
ShortBriefing
ShortName
Shots fired: (%d)
Shots missed: %d (accuracy = %f)
ShotsFired
ShotsHitEnemies
ShotsHitFriends
Should the shieldbug cause screen shake?
ShouldChooseNewEnemy() --> false\n
ShouldChooseNewEnemy() --> true (1)\n
ShouldChooseNewEnemy() --> true (2)\n
ShouldChooseNewEnemy() --> true (3)\n
ShouldChooseNewEnemy() --> true (4)\n
ShouldComparetoValue
ShouldDefend = %d
ShouldUseNewAssertDialog
Shove objects in front of you
Shove target moved\n
Shove target off-center\n
Show Approach Points in the Navigation Mesh.
Show Line
Show a yellow arrow if drone is using override movement
Show activities in the (server) animation state display.
Show alien gib entities
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)\n
Show areas that are potentially visible from the current nav area
Show bbox and dismount points for all ladders (must be set before level load.)\n
Show current 'danger' levels.
Show current player counts in each area.
Show damage marines are taking
Show debug info about when marine chatter is triggered
Show debug text for holdout mode
Show entity contexts in ent_text display
Show hint manager spots
Show human gib entities
Show lag compensated hitboxes whenever a player is lag compensated.
Show marine's combat status on the screen
Show missing closecaption entries.
Show node debug info on throw visibility checks
Show random expression decisions for NPCs.
Show the (server) animation state for the specified entity (-1 for none).
Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
Show when a vcd is playing but normal AI is running.
Show which way the drone is facing
ShowBatteryCharge
ShowBulletsOnHUD
ShowCainMail
ShowCharges
ShowClipsDoubled
ShowClipsInWeaponDetail
ShowClipsOnHUD
ShowCommanderFace
ShowCredits
ShowGrenadesOnHUD
ShowHelp
ShowHint
ShowHudHint
ShowLocalPlayerHotkey
ShowLogo
ShowMenu
ShowMessage
ShowMultiplayerHotkey
ShowNewControlMenu
ShowObjectives
ShowSprite
ShowStylinCam
Shows contents of the marine resources array
Shows debug info on marine aiming
Shows details about the current room in a randomly generated map
Shows memory of NPC.  Draws an X on top of each memory.\n\tEluded entities drawn in blue (don't know where it went)\n\tUnreachable entities drawn in green (can't get to it)\n\tCurrent enemy drawn in red\n\tCurrent target entity drawn in magenta\n\tAll other entities drawn in pink\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Shows solid status of current marine
Shows that bones that are setup every think
Shows trigger brushes
Shows which marines in the roster are selected
Shuffle walls after how many waves?
Shut down wrote to '%s'\n
Shutdown
ShutdownRequest
Sidekick
Simple
Simple Cubic
Simplified path\n
Simulation
Single explosion kills: %d\n
Size
Size of bsp file '%s' is %u bytes.\n
Size of hull used to check for AI shots going too near a friendly
Size of nav file '%s' is %u bytes.\n
Size:  %d items\n
SizeMax
SizeMin
Skill level = %d\n
Skill level changed\n
SkillLevel
SkillPointsAwarded
SkillPointsSlot0
SkillPointsSlot1
SkillPointsSlot2
SkillPointsSlot3
SkillPointsSlot4
SkillSlot goes from 0 to 4 for your skills, slot 5 is spare skill points.\n
SkillSlot0
SkillSlot1
SkillSlot2
SkillSlot3
SkillSlot4
SkillSlotSpare
Skills
Skin
Skin: %d
SkipEggChatter
SkipStateChanged
Skipped enemy selection due to schedule restriction\n
Skipping door breached chatter, no marines nearby\n
Skipping door shout, only 1 marine nearby\n
Skipping grav\n
Skipping unrecongized subcriterion '%s' in '%s'\n
Skips SetupBones when npc's are outside the PVS
SkyboxName
Slack
Slash hit %d %s\n
Sleep
Sleep: Awake=%d WaitingThreat=%d WaitingPVS=%d WaitingInput=%d\n\n
SleepThink
Sleeping: %s, 
SlideTouch
Slot%d
Slot:  %s (%d)\n
Slow %.1f, %s %.1f 
SmallOpenRadius
SmallScorch
Smoke
SmokeMaterial
SmokeTrail
Smooth player eye z coordinate when traversing stairs.
SmoothFactor
Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
Snap to the nav generation grid when creating new nav areas
Software\Valve\%s
Solid
Solidity
Sort particles
Sound Speed: %.3f\n
SoundCommand_t
SoundCommand_t pool
SoundData
SoundLevel
SoundMask
SoundPointerForIndex() - Index < 0!\n
SoundPointerForIndex() - Index too large!\n
SoundSystem001
Soundlist: %d / %d  (%d)\n
SourceEntityName
SourceTV broadcast delay in seconds
SourceTV camera is now controlled by %s.
SourceTV camera switched to auto-director mode.
South
SouthEast
SouthWest
Space
SparkOnce
SparkThink
Sparks
SpatialEntityFadeInThink
SpatialEntityFadeOutThink
SpatialPartition001
Spawn
Spawn airboat in front of the player.
Spawn jeep in front of the player.
SpawnDelay
SpawnDuration
SpawnDust
SpawnEntity
SpawnEntityAtEntityOrigin
SpawnEntityAtEntityOriginFromScript
SpawnEntityAtLocation
SpawnEntityAtLocationFromScript
SpawnEntityAtNamedEntityOrigin
SpawnEntityAtNamedEntityOriginFromScript
SpawnEntityFromScript
SpawnFrequency
SpawnGroup
SpawnIfMarinesAreNear
SpawnInterval
SpawnIntervalJitter
SpawnMultiple
SpawnNPCInLine
SpawnNPCInRadius
SpawnOneAlien
SpawnRate
Spawn_Below
Spawn_Front
Spawn_Left
Spawn_Right
Spawned parasite at %f %f %f\n
Spawner %s spawning even though seen due to notarget\n
Spawner mission start, always inf=%d infinitealiens=%d\n
Spawner.AreaClear
Spawner.Horde
SpawnerName00
SpawnerName01
SpawnerName02
SpawnerName03
SpawnerName04
SpawnerName05
SpawnerName06
SpawnerName07
SpawnerName08
SpawnerState
SpawnerThink
Spawning aliens
Spawns a group of parasites somewhere randomly in the map
Spawns a shieldbug somewhere randomly in the map
Speak input to %s had overlong parameter %s
SpeakAutoGeneratedScene( %s, %f) %f\n
SpeakDispatchResponse:  Entity ( %i/%s ) already speaking, forcing '%s'\n
SpeakDispatchResponse:  Entity ( %i/%s ) playing sound '%s'\n
SpeakDispatchResponse:  Entity ( %i/%s ) refusing to speak due to scene entity, tossing '%s'\n
SpeakRawScene( %s, %f) %f\n
SpeakRawSentence( %s, %f) %f\n
SpeakResponseConcept
SpeakerName
SpeakerThink
SpecialWeapons
Specified '%s' as a busy anim name, and it's not in the act busy anim list.\n
Spectating player index out of range!
Spectator is leader, so we're deferring auto ready until he stops.  returning true\n
Speed
Speed %.1f  T/S/B (%.0f/%.0f/%.1f)
Speed at which mortarbug grenade travels.
Speed cur (target): %3.2f (%3.2f)
Speed of a 75kg object thrown by an alien
Speed scale for the drones while melee attacking
Speed scale of uber drone compared to normal
Speed scale of uber drones when attacking
SpeedMax
SpeedNoise
SpeedScale
Spew touch link activity
Spin
Spin down speed of minigun
Spin up speed of minigun
SpinDownMove
SpinThink
SpinUpMove
SpitSource
SpitTouch
Splash
Splash.SplashSound
SpliceEdit: Out of memory.\n
SplitContext:  warning, ignoring context '%s', missing colon separator!\n
SplitContext:  warning, ignoring context '%s', missing comma separator!  Entire context was '%s'.\n
SporeExplosion
SporeTrail
SpotlightLength
SpotlightTexture
SpotlightThink
SprayCan.Paint
SpreadSpeed
SpreadThenHibernate
Sprite
Sprite Spray
Squad Transition Point
Squad: 
SquadEmote
SquadMemberDied
SquadSlot:%s
Squads
Squashed by a marine (my z=%f his z=%f diff=%f dist=%f)\n
StackToolsNotify_LoadedLibrary
StandB_1
Standoff behavior parms changed
Start
Start Chainsaw Attach Sound\n
Start Chainsaw Off Sound\n
Start Enabled Chance: %f%%
Start TASK_STOP_MOVING\n
Start Time: %f
Start continuously adding to the selected set.
Start continuously removing from the selected set.
Start custom...\n 
Start dragging a selection area.
Start or stop continuously adding to the selected set.
Start or stop continuously removing from the selected set.
Start: %3.0f
StartActive
StartAlwaysLeadingVehicle
StartAnimSequence
StartBackward
StartBombExplodeOnContact
StartBombingVehicle
StartBreakableMovement
StartBullrushBehavior
StartBurrowed
StartCarpetBombing
StartCharge
StartCommentary
StartConceptModifier
StartContinuousShooting
StartCountdown
StartDefaultBehavior
StartDirection
StartDisabled
StartDisarmed
StartEffect
StartFastShooting
StartFinale
StartFire
StartFiring
StartFloatLerp
StartFogTransition
StartForward
StartHintDisabled
StartInfestContext
StartLagCompensation
StartLongCycleShooting
StartMap
StartMeasuring
StartMusic
StartNormalShooting
StartOn
StartOpen
StartOverlays
StartParticleSystemThink
StartPatrol
StartPatrolBreakable
StartPosition
StartRagdollBoogie
StartRemoveTauCannon
StartSchedule
StartScripting
StartShake
StartSize
StartSlomo
StartSound
StartSpark
StartSpawning
StartTask TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE calling SetActivity(ACT_RUN)
StartTilt
StartTime
StartTouch
StartTrailingVehicle
StartUnstoppableCommentary
StartWave called with wave out of range: %d\n
Starting 3 row generation:\n
Starting Debug History Dump of Category %d\n
Starting a forced interaction
Starting benchmark in %d seconds...\n
Starting downloading sound\n
Starting finale\n
StartingEquips
Starts a holdout wave
State
State: %d
State: %s
State: %s, 
State: Disabled
State: Enabled
State: Off
State: On
StaticDecal
StaticPropMgrServer002
StatsCrawlMsg
StatusLabel
StayAtCover
Steam
SteamAPI_GetHSteamPipe
SteamAPI_GetHSteamUser
SteamAPI_InitSafe
SteamAPI_RegisterCallResult
SteamAPI_RegisterCallback
SteamAPI_UnregisterCallResult
SteamAPI_UnregisterCallback
SteamClient
SteamFriends006
SteamGameServer010
SteamGameServerStats001
SteamGameServer_GetHSteamPipe
SteamGameServer_GetHSteamUser
SteamGameStats001
SteamMasterServerUpdater001
SteamMatchMaking008
SteamMatchMakingServers002
SteamNetworking003
SteamStatsSessionEnd
SteamStatsSessionStart
SteamUser013
SteamUtils005
Steer
StepSounds
StickyGibTouch
StocksFileLocked
StocksSeed
Stone.Huge
Stone.Large
Stone.Medium
Stone.Small
Stop
Stop %s, start %s\n
Stop Chainsaw Attach Sound\n
Stop Chainsaw Off Sound\n
Stop continuously adding to the selected set.
Stop continuously removing from the selected set.
Stop dragging a selection area.
StopAtStartPos
StopBombExplodeOnContact
StopBreakableMovement
StopCarpetBombing
StopEffect
StopFiring
StopMeasuring
StopMoveSound
StopMusic
StopOverlays
StopPatrol
StopPlayEndCap
StopScenes
StopSchedule
StopScripting
StopShake
StopSlomo
StopSound
StopSound:  '%s' stopped as '%s' (ent %i)\n
StopSound:  Raw wave stopped '%s' (ent %i)\n
StopSpark
StopSpawning
StopTilt
StopWaitingForActor
Stopping burst
Stopping conversation
Stopping scripted schedule
StoppingPowerFlinchBonus
Stops all particle systems on the selected entities.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
StoreUndo
Stored positioned [%d] = %f %f %f\n
Stores the current selected set for later retrieval.
Stress: %.2f
Stress: %.2f (%.2f / %.2f)
Strict
Strider
StrikeOnce
StrikeThink
StrikeTime
Strip
StripWeaponsAndSuit
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
Stuck on top of something
Studio activity sequence mapping leak! (%s, %d)\n
StumbleBackward
StumbleForward
StumbleLeftward
StumbleRightward
StumbleShortBackward
StumbleShortForward
StumbleShortLeftward
StumbleShortRightward
SubTabPosition
Subdiv
Subdivides all selected areas.
Subject:%s,Distance:%f
Subtract
SubtractFromTimer
Subtracts half of the target's ammo
SuccessConceptModifier
SuccessDistance
SunMonTueWedThuFriSat
Sunday
SuppliesChatterTouch
Suppressing %s\n
Surface Shatter
SurfaceTouch
Surplus %s removed\n
Suspicious navigation goal tolerance specified\n
SwitchOverlay
Switched to state: %d (%s)\n
SyncKillChainsaw
TARGET
TASK_
TASK_ACTBUSY_GET_PATH_TO_ACTBUSY
TASK_ACTBUSY_PLAY_BUSY_ANIM
TASK_ACTBUSY_PLAY_ENTRY
TASK_ACTBUSY_PLAY_EXIT
TASK_ACTBUSY_TELEPORT_TO_BUSY
TASK_ACTBUSY_VERIFY_EXIT
TASK_ACTBUSY_WALK_PATH_TO_BUSY
TASK_ADD_HEALTH
TASK_ADVANCE_TOWARDS_ENEMY
TASK_ALIEN_SHOVER_FIND_PHYSOBJECT
TASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT
TASK_ALIEN_SHOVER_OPPORTUNITY_THROW
TASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT
TASK_ANNOUNCE_ATTACK
TASK_ASW_ALIEN_FACE_JUMP
TASK_ASW_ALIEN_JUMP
TASK_ASW_ALIEN_RETRY_JUMP
TASK_ASW_ALIEN_ZIGZAG
TASK_ASW_BUILD_PATH_TO_ORDER
TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER
TASK_ASW_BUZZER_FIND_SQUAD_CENTER
TASK_ASW_BUZZER_FIND_SQUAD_MEMBER
TASK_ASW_BUZZER_HOVER
TASK_ASW_BUZZER_MOVEAT_SAVEPOSITION
TASK_ASW_CHATTER_CONFIRM
TASK_ASW_FACE_ENEMY_WITH_ERROR
TASK_ASW_FACE_FOLLOW_WAIT
TASK_ASW_FACE_HOLDING_YAW
TASK_ASW_FACE_USING_ITEM
TASK_ASW_FLINCH
TASK_ASW_GET_BACK_OFF_PATH
TASK_ASW_GET_PATH_TO_FOLLOW_TARGET
TASK_ASW_GET_PATH_TO_GIVE_AMMO
TASK_ASW_GET_PATH_TO_HEAL
TASK_ASW_GET_PATH_TO_ORDER_POS
TASK_ASW_GET_PATH_TO_PROP
TASK_ASW_GET_PATH_TO_RETREAT_SPOT
TASK_ASW_GIVE_AMMO_TO_MARINE
TASK_ASW_HEAL_MARINE
TASK_ASW_HIT_GROUND
TASK_ASW_MOVE_TO_GIVE_AMMO
TASK_ASW_MOVE_TO_HEAL
TASK_ASW_ORDER_RETRY_WAIT
TASK_ASW_ORDER_TO_DEPLOY_SPOT
TASK_ASW_OVERKILL_SHOOT
TASK_ASW_RAPPEL
TASK_ASW_REPORT_BLOCKING_ENT
TASK_ASW_SOUND_SUMMON
TASK_ASW_SPREAD_THEN_HIBERNATE
TASK_ASW_START_DIVER_ATTACK
TASK_ASW_START_USING_AREA
TASK_ASW_SUMMON_WAVE
TASK_ASW_SWAP_TO_AMMO_BAG
TASK_ASW_SWAP_TO_HEAL_GUN
TASK_ASW_WAIT_DIVER
TASK_ASW_WAIT_FOR_FOLLOW_MOVEMENT
TASK_ASW_WAIT_FOR_MOVEMENT
TASK_ASW_WAIT_FOR_ORDER_MOVE
TASK_BIG_FLINCH
TASK_BURROW_WAIT
TASK_CHARGE_MOVE
TASK_CHECK_FOR_UNBORROW
TASK_CLEAR_BACK_OFF_STATUS
TASK_CLEAR_BLOCKING_SENTRY
TASK_CLEAR_COMMAND_GOAL
TASK_CLEAR_FAIL_SCHEDULE
TASK_CLEAR_HINTNODE
TASK_CLEAR_LASTPOSITION
TASK_CLEAR_MOVE_WAIT
TASK_COMBAT_STUN
TASK_CREATE_PENDING_WEAPON
TASK_DEBUG_BREAK
TASK_DEFER_DODGE
TASK_DIE
TASK_DRONE_ATTACK_DOOR
TASK_DRONE_DOOR_WAIT
TASK_DRONE_GET_CIRCLE_PATH
TASK_DRONE_GET_CIRCLE_PATH failed!!\n
TASK_DRONE_GET_PATH_TO_DOOR
TASK_DRONE_WAIT_FACE_ENEMY
TASK_DRONE_WAIT_FOR_DOOR_MOVEMENT
TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE
TASK_DRONE_YAW_TO_DOOR
TASK_ENABLE_SCRIPT
TASK_EXPLODE_BEGIN_BUILDUP
TASK_EXPLODE_KILL_SELF
TASK_EXPLODE_PREPARE_BUILDUP
TASK_EXPLODE_SUICIDE
TASK_FACE_AWAY_FROM_SAVEPOSITION
TASK_FACE_ENEMY
TASK_FACE_HINTNODE
TASK_FACE_IDEAL
TASK_FACE_JUMP
TASK_FACE_LASTPOSITION
TASK_FACE_PATH
TASK_FACE_PLAYER
TASK_FACE_REASONABLE
TASK_FACE_SAVEPOSITION
TASK_FACE_SCRIPT
TASK_FACE_SENTRY
TASK_FACE_TARGET
TASK_FALL_TO_GROUND
TASK_FEAR_FIND_COVER_FROM_ENEMY
TASK_FEAR_GET_PATH_TO_SAFETY_HINT
TASK_FEAR_IN_SAFE_PLACE
TASK_FEAR_WAIT_FOR_SAFETY
TASK_FIND_BACKAWAY_FROM_SAVEPOSITION
TASK_FIND_COVER_FROM_BEST_SOUND
TASK_FIND_COVER_FROM_ENEMY
TASK_FIND_COVER_FROM_ORIGIN
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY
TASK_FIND_HINTNODE
TASK_FIND_LATERAL_COVER_FROM_ENEMY
TASK_FIND_LOCK_HINTNODE
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY
TASK_FIND_NODE_COVER_FROM_ENEMY
TASK_FORGET
TASK_FREEZE
TASK_GATHER_CONDITIONS
TASK_GET_CHASE_PATH_TO_ENEMY
TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS
TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS
TASK_GET_PATH_AWAY_FROM_BEST_SOUND
TASK_GET_PATH_OFF_OF_NPC
TASK_GET_PATH_TO_BESTSCENT
TASK_GET_PATH_TO_BESTSOUND
TASK_GET_PATH_TO_COMMAND_GOAL
TASK_GET_PATH_TO_ENEMY
TASK_GET_PATH_TO_ENEMY_CORPSE
TASK_GET_PATH_TO_ENEMY_LKP
TASK_GET_PATH_TO_ENEMY_LKP_LOS
TASK_GET_PATH_TO_ENEMY_LOS
TASK_GET_PATH_TO_GOAL
TASK_GET_PATH_TO_HINTNODE
TASK_GET_PATH_TO_INTERACTION_PARTNER
TASK_GET_PATH_TO_LASTPOSITION
TASK_GET_PATH_TO_MORTAR_ENEMY
TASK_GET_PATH_TO_PLAYER
TASK_GET_PATH_TO_RANDOM_NODE
TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS
TASK_GET_PATH_TO_SAVEPOSITION
TASK_GET_PATH_TO_SAVEPOSITION_LOS
TASK_GET_PATH_TO_TARGET
TASK_GET_PATH_TO_TARGET_WEAPON
TASK_GRUB_JUMP_FROM_GOO
TASK_HEAL_OTHER_FIND_TARGET
TASK_HEAL_OTHER_MOVE_TO_TARGET
TASK_IGNORE_OLD_ENEMIES
TASK_INVALID
TASK_ITEM_PICKUP
TASK_ITEM_RUN_PATH
TASK_JUMP
TASK_LAY_CRITTER
TASK_LOCK_HINTNODE
TASK_LURCH_FORWARD
TASK_LURCH_STRAFE
TASK_MARK_COMMAND_GOAL_POS
TASK_MELEE_ATTACK1
TASK_MELEE_ATTACK2
TASK_MELEE_FLIP_AROUND
TASK_MORTARBUG_SPIT
TASK_MORTAR_FIND_MORTAR_LOCATION
TASK_MORTAR_FIRE
TASK_MORTAR_FIRE_RECOVER
TASK_MORTAR_PREPARE_TO_FIRE
TASK_MOVE_AWAY_PATH
TASK_MOVE_TO_GOAL_RANGE
TASK_MOVE_TO_TARGET_RANGE
TASK_MYCUSTOMTASK
TASK_PARASITE_JUMP_FROM_EGG
TASK_PLANT_ON_SCRIPT
TASK_PLAY_HINT_ACTIVITY
TASK_PLAY_PRIVATE_SEQUENCE
TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY
TASK_PLAY_SCENE
TASK_PLAY_SCRIPT
TASK_PLAY_SCRIPT_POST_IDLE
TASK_PLAY_SEQUENCE
TASK_PLAY_SEQUENCE_FACE_ENEMY
TASK_PLAY_SEQUENCE_FACE_TARGET
TASK_PREPARE_TO_ENGAGE
TASK_PRE_SCRIPT
TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY
TASK_RANDOMIZE_FRAMERATE
TASK_RANGED_FIND_MISSILE_LOCATION
TASK_RANGED_FIRE
TASK_RANGED_FIRE_RECOVER
TASK_RANGED_PREPARE_TO_FIRE
TASK_RANGE_ATTACK1
TASK_RANGE_ATTACK2
TASK_REACT_TO_COMBAT_SOUND
TASK_RELOAD
TASK_REMEMBER
TASK_RESET_ACTIVITY
TASK_RETREAT
TASK_RUN_PATH
TASK_RUN_PATH_FLEE
TASK_RUN_PATH_FOR_UNITS
TASK_RUN_PATH_TIMED
TASK_RUN_PATH_WITHIN_DIST
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
TASK_SCRIPT_RUN_TO_TARGET
TASK_SCRIPT_WALK_TO_TARGET
TASK_SCUTTLE_SET_PATH
TASK_SCUTTLE_WAIT
TASK_SET_ACTIVITY
TASK_SET_FAIL_SCHEDULE
TASK_SET_GOAL
TASK_SET_IDEAL_YAW_TO_CURRENT
TASK_SET_ROUTE_SEARCH_TIME
TASK_SET_SCHEDULE
TASK_SET_TOLERANCE_DISTANCE
TASK_SET_UNBURROW_IDLE_ACTIVITY
TASK_SHIELD_FLICK
TASK_SHIELD_LOWER
TASK_SHIELD_MAINTAIN
TASK_SHIELD_MAINTAIN_FLIP
TASK_SHIELD_RAISE
TASK_SLEEP_UNBURROW
TASK_SLEEP_WAIT_UNTIL_AWAKENED
TASK_SMALL_FLINCH
TASK_SOUND_ANGRY
TASK_SOUND_DEATH
TASK_SOUND_DIE
TASK_SOUND_IDLE
TASK_SOUND_PAIN
TASK_SOUND_WAKE
TASK_SPAWN_PARASITES
TASK_SPEAK_SENTENCE
TASK_SPECIAL_ATTACK1
TASK_SPECIAL_ATTACK2
TASK_STOP_MOVING
TASK_STOP_MOVING Complete\n
TASK_STORE_BESTSOUND_IN_SAVEPOSITION
TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION
TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION
TASK_STORE_LASTPOSITION
TASK_STORE_POSITION_IN_SAVEPOSITION
TASK_STRAFE_PATH
TASK_SUGGEST_STATE
TASK_TALKER_SPEAK_PENDING
TASK_TARGET_PLAYER
TASK_TURN_LEFT
TASK_TURN_RIGHT
TASK_UNBURROW
TASK_USE_SMALL_HULL
TASK_VEHICLEDRIVER_GET_PATH
TASK_WAIT
TASK_WAIT_FACE_ENEMY
TASK_WAIT_FACE_ENEMY_RANDOM
TASK_WAIT_FOR_MOVEMENT
TASK_WAIT_FOR_MOVEMENT_STEP
TASK_WAIT_FOR_SCRIPT
TASK_WAIT_FOR_SPEAK_FINISH
TASK_WAIT_INDEFINITE
TASK_WAIT_PVS
TASK_WAIT_RANDOM
TASK_WAIT_UNTIL_NO_DANGER_SOUND
TASK_WALK_PATH
TASK_WALK_PATH_FOR_UNITS
TASK_WALK_PATH_TIMED
TASK_WALK_PATH_WITHIN_DIST
TASK_WANDER
TASK_WANDER_DIRECTION
TASK_WEAPON_CREATE
TASK_WEAPON_FIND
TASK_WEAPON_PICKUP
TASK_WEAPON_RUN_PATH
THEM
THEN token in response had a target '%s', but lacked any further info.\n
THEN token in response lacked any further info.\n
THEN token in response lacked contexts.\n
TICK:%5d:Ragdoll separation count: %d\n
TINT_RGB
TINY_CENTERED_HULL
TINY_FLUID_HULL
TINY_HULL
TLK_ALLY_KILLED
TLK_ALYX_ENEMY_DEAD
TLK_ANSWER
TLK_ANSWER_HELLO
TLK_ATE_FOOD
TLK_ATTACKING
TLK_BALLSOCKETED
TLK_BETRAYED
TLK_BUILDING_OBJECT
TLK_CAPTURED_POINT
TLK_CAPTURE_BLOCKED
TLK_CART_MOVING_BACKWARD
TLK_CART_MOVING_FORWARD
TLK_CART_STOP
TLK_COMMANDED
TLK_COMMAND_FAILED
TLK_DANGER
TLK_DANGER_ZOMBINE_GRENADE
TLK_DARKNESS_FLASHLIGHT_EXPIRED
TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT
TLK_DARKNESS_FOUNDPLAYER
TLK_DARKNESS_HEARDSOUND
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED
TLK_DARKNESS_LOSTPLAYER
TLK_DARKNESS_UNKNOWN_WOUND
TLK_DENY_COMMAND
TLK_DETONATED_OBJECT
TLK_DIED
TLK_DISSOLVESCREAM
TLK_ENEMY_BURNING
TLK_ENEMY_DEAD
TLK_FIREMINIGUN
TLK_FIREWEAPON
TLK_FLAGCAPTURED
TLK_FLAGPICKUP
TLK_FLASHLIGHT_ILLUM
TLK_FLASHLIGHT_OFF
TLK_FLASHLIGHT_ON
TLK_FOUNDPLAYER
TLK_GIVEAMMO
TLK_HEAL
TLK_HEALTARGET_CHARGEDEPLOYED
TLK_HEALTARGET_CHARGEREADY
TLK_HEALTARGET_STARTEDHEALING
TLK_HEALTARGET_STOPPEDHEALING
TLK_HELP_ME
TLK_HIDEANDRELOAD
TLK_HURT
TLK_IDLE
TLK_IDLE: %s SUCCESSFUL FindResponse\n
TLK_IDLE: %s did not FindResponse\n
TLK_JOINPLAYER
TLK_KILLED_OBJECT
TLK_KILLED_PLAYER
TLK_LEAD_ARRIVAL
TLK_LEAD_ATTRACTPLAYER
TLK_LEAD_CATCHUP
TLK_LEAD_COMINGBACK
TLK_LEAD_IDLE
TLK_LEAD_MISSING_WEAPON
TLK_LEAD_RETRIEVE
TLK_LEAD_START
TLK_LEAD_SUCCESS
TLK_LEAD_WAITOVER
TLK_LOOK
TLK_LOST_CONTROL_POINT
TLK_LOST_OBJECT
TLK_MANY_ENEMIES
TLK_MEDIC_CHARGEDEPLOYED
TLK_MEDIC_CHARGEREADY
TLK_MEDIC_STARTEDHEALING
TLK_MEDIC_STOPPEDHEALING
TLK_MINIGUN_FIREWEAPON
TLK_MOBBED
TLK_MORTAL
TLK_NEWWEAPON
TLK_NOSHOOT
TLK_ONFIRE
TLK_PASSENGER_NEW_RADAR_CONTACT
TLK_PHELLO
TLK_PIDLE
TLK_PLAYER_ACTIVATECHARGE
TLK_PLAYER_ATTACKER_PAIN
TLK_PLAYER_BATTLECRY
TLK_PLAYER_CHARGEREADY
TLK_PLAYER_CHEERS
TLK_PLAYER_CLOAKEDSPY
TLK_PLAYER_DISPENSERHERE
TLK_PLAYER_EXPRESSION
TLK_PLAYER_GO
TLK_PLAYER_GOODJOB
TLK_PLAYER_HELP
TLK_PLAYER_INCOMING
TLK_PLAYER_JEERS
TLK_PLAYER_KILLED_NPC
TLK_PLAYER_LEFT
TLK_PLAYER_MEDIC
TLK_PLAYER_MOVEUP
TLK_PLAYER_NEGATIVE
TLK_PLAYER_NICESHOT
TLK_PLAYER_NO
TLK_PLAYER_PAIN
TLK_PLAYER_POSITIVE
TLK_PLAYER_RIGHT
TLK_PLAYER_SENTRYAHEAD
TLK_PLAYER_SENTRYHERE
TLK_PLAYER_TAUNT
TLK_PLAYER_TAUNTS
TLK_PLAYER_TELEPORTERHERE
TLK_PLAYER_THANKS
TLK_PLAYER_YES
TLK_PLDEAD
TLK_PLHURT
TLK_PLHURT1
TLK_PLHURT2
TLK_PLHURT3
TLK_PLPUSH
TLK_PLRELOAD
TLK_PLYR_PHYSATK
TLK_PQUESTION
TLK_QUESTION
TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
TLK_ROUND_START
TLK_SEE_COMBINE
TLK_SELECTED
TLK_SHOT
TLK_SMELL
TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE
TLK_SPOTTED_INCOMING_HEADCRAB
TLK_SPOTTED_ZOMBIE_WAKEUP
TLK_SPY_SAPPER
TLK_STALEMATE
TLK_STARE
TLK_STARTFOLLOW
TLK_STOP
TLK_STOPFOLLOW
TLK_SUDDENDEATH_START
TLK_TELEPORTED
TLK_USE
TLK_WATCHOUT
TLK_WINDMINIGUN
TLK_WOUND
TLOSS error\r\n
TOURGUIDE
TRACE_HIT_NORMAL
TRACE_HIT_T
TRACE_P0
TRACE_P1
TRACKING ONLY
TRAIL_LENGTH
TRAIN(%s), speed to %.2f\n
TRAIN(%s): Blocked by %s (dmg:%.2f)\n
TRAIN(%s): Blocked by %s\n
TRAIN(%s): Dead end 
TRAIN(%s): Lost path\n
TRAIN(%s): Speed is 0\n
TRAIN: %s, Nearest track is %s\n
TRANSIENT
TRANSIENT 
TRAVEL
TRUE
TURNHACK
TURNING
TabPosition
Tactical: Cover Low
Tactical: Cover Medium
Tactical: Enemy Disadvantage
Tactical: High Ground
Tactical: Pinch
Target
Target Pos:   %3.3f
Target not within XY_LENIENCY!\n
Target not within Z_LENIENCY!\n
Target pitch when chainsaw starts to attack something
Target:   -  
Target: %s
TargetCDAudio - Track %d out of range\n
TargetDir
TargetEntity
TargetNode
TargetReference
TargetScale
Task
Task %d (#%d), 
Task:
Task: %s (#%d), 
Task: None
Tasks
TeamNum
Teamplay
Tech
Teleport
Teleport the specified entity to the crosshair location.\n\tFormat: ent_teleport <entity name>
Teleport the specified entity to where the player is looking.\n\tFormat: ent_teleport <entity name>
Teleport trigger '%s' cannot find destination named '%s'!\n
TeleportEntity
TeleportToCurrentPos
Teleports marine to the nearest free node
Template Connection Found: Key %s ("%s") in entity named "%s"(%d) matches entity %d's targetname\n
Template NPC Spawner (%s) doesn't have any spawn destinations!\n
Template01
Template02
Template03
Template04
Template05
Template06
Template07
Template08
Template09
Template10
Template11
Template12
Template13
Template14
Template15
Template16
TemplateEntityData_t
TemplateName
Templates
TerminateProcess
TeslaAnimThink
TeslaChargeThink
TeslaHitboxes
TeslaSearchThink
TeslaSettleThink
TeslaTouch
TeslaTrapsDeployed
TeslaZap
Test
Test AI LOS from the player's POV
Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n\tDefaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n
Test a conversation
Test command that drops an entity blocker out in front of the player.
Test create a clientside corpse
Test networking visibility distance
Test of movement speed returned in animstate code
Test remote turret
Test the selected set for being on stairs
Test vgui panel positioning with title safe indentation
TestActivator
TestWithInterval
Test_CreateEntity
Test_CreateEntity( %s ) failed.
Test_CreateEntity: requires entity classname argument.
Test_EHandle
Test_InitRandomEntitySpawner
Test_InitRandomEntitySpawner: created %d slots.\n
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnableProxy: requires parameter (0 or 1).
Test_ProxyToggle_SetValue
Test_ProxyToggle_SetValue: no entity present.
Test_ProxyToggle_SetValue: requires value parameter.
Test_RandomPlayerPosition
Test_RandomPlayerPosition: no local player entity.
Test_RandomPlayerPosition: no world entity.
Test_RandomizeInPVS
Test_RandomizeInPVS <percentage chance to change>
Test_RemoveAllRandomEntities
Test_SpawnRandomEntities
Test_SpawnRandomEntities <min # entities> <max # entities> missing arguments.
Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst).
Testing connection between %d and %d:\n
Tests collision detection
Tests collision system
Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
Tests hull collision detection
Tests loading a savegame
Tests spatial partition for entities queries.
Tests the marine nearby util shared function
Text
Text that team leader from each team must speak for the match to begin
TextChanged
TextClicked
TextEntry
TextEntry.BgColor
TextEntry.CursorColor
TextEntry.DisabledBgColor
TextEntry.DisabledTextColor
TextEntry.FocusEdgeColor
TextEntry.OutOfFocusSelectedBgColor
TextEntry.SelectedBgColor
TextEntry.SelectedTextColor
TextEntry.TextColor
TextKillFocus
TextMsg
TextNewLine
Texture1
Texture2
Texture3
Texture4
Texture: %s\n
TextureScale
TextureScroll
The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.
The HOST file to load.
The MOTD file to load.
The Navigation Mesh was built using a different version of this map.\n
The amount of damage the helicopter grenade deals.
The angle in degrees of the cone in which the shots will be fired
The damage radius of the helicopter grenade.
The ground unit normal's Z component must be greater than this for nav areas to be generated.
The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
The maximum distance the player can be from the chopper before it stops firing
The maximum number of areas to draw in edit mode
The melee damage that marines do at level 1 (scales up with level)
The nav file for %s is built from an old version of the map\n
The nav file for %s is up-to-date\n
The nav mesh needs a full nav_analyze\n
The offset of the nav drag volume bottom from center
The offset of the nav drag volume top from center
The physics force that the helicopter grenade exerts.
The player entity.
The server session ID for the new steam works gamestats.
The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
There are no entries in the Place database.\n
Think
ThinkFunc
Thinking: %s
This game doesn't support server benchmarks (no CServerBenchmarkHook found).
This option is a turret 1\n
This option is downloading critical data\n
ThreadInterlockedAssignIf64
ThreadSleep
ThreadedInit
ThreatString
Throttle
Throttle: %s, Reverse: %s\n
Thursday
Tick down rate of the mad firing counter
Ticks per second    : %.2f\n
Tight
Tile coords out of bounds! %d,%d\n
Tile index out of bounds! %d\n
Tilt
Tilt the angle of death forces on alien ragdolls
Time
Time allowed to vote on a map/campaign/saved game change.
Time before grenade can 
Time before mortarbug shell explodes
Time between changing the random destination
Time between spawning a harvesite and starting to spawn another
Time between starting a new bait throw
Time between starting a new flare throw
Time between starting a new healgrenade throw
Time between successive batches spawning in the same spot
Time for chainsaw attack sound to fade out
Time scale during death cam
Time scale during objective updates
Time scale during stimpack slomo
Time spend frozen in observer freeze cam.
Time taken for an ally to regenerate a point of health.
Time taken to zoom in to frame a target in observer freeze cam.
Time to blend into the death cam
Time to blend out of the death cam
Time to do the slowdown death cam
Time to hold on the dying marine at time ramps back up
Time to hold on the dying marine at time ramps back up if they died
Time:   %3.2f
TimeSubmitted
TimeTaken
TimeToTrigger
TimeoutThink
Times the cost of each active object
TitleButtonBorder
TitleButtonDepressedBorder
TitleButtonDisabledBorder
TlsAlloc
TlsFree
TlsGetValue
TlsSetValue
To connect areas, mark an area, highlight a second area, then invoke the connect command. Make sure the cursor is directly north, south, east, or west of the marked area.
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas.
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
To merge, mark an area, highlight a second area, then invoke the merge command
To see unlit areas:\n
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them
To split an Area into two, align the split line using your cursor and invoke the split command.
Toggle
Toggle drawing of the current marine
Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
Toggle show triggers
Toggle the 3-way animation blending code.
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)
Toggle. Player becomes hidden to NPCs.
Toggle. Player becomes invulnerable.
Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable
ToggleAlternatePath
ToggleButton
ToggleButton.SelectedTextColor
ToggleColumnVisible
ToggleDirection
ToggleEnabled
TogglePath
ToggleSound
ToggleSpark
ToggleSpawning
ToggleSprite
ToggleTest
Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.\n\tArguments:\tfull - enables all debug information
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
Toggles all areas into/out of the selected set.
Toggles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node.  Nodes that are not connected via the net graph from the selected node will be drawn in blue.
Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any messages that it sends or receives.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes and their IDs.  Nodes are color coded as follows:\n\tGreen\t\t- ground node\n\tCyan\t\t- air node\n\tMagenta\t- climb node\n\tGrey\t\t- node not available for selected hull size\n\tOrange \t- node currently locked
Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
Toggles the 'area is transient and may become blocked' flag used by the AI system.
Toggles the 'avoid this area when possible' flag used by the AI system.
Toggles the 'dont avoid obstacles' flag used by the AI system.
Toggles the 'dont jump in this area' flag used by the AI system.
Toggles the 'hostages cannot use this area' flag used by the AI system.
Toggles the 'must crouch in this area' flag used by the AI system.
Toggles the 'must stop when entering this area' flag used by the AI system.
Toggles the 'stand while hiding' flag used by the AI system.
Toggles the 'traverse this area by jumping' flag used by the AI system.
Toggles the 'traverse this area by running' flag used by the AI system.
Toggles the 'traverse this area by walking' flag used by the AI system.
Toggles visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node.  Nodes that are not visible from the selected node will be drawn in blue.
Tolerance
TonemapName
TonemapSystem
Too far from door
Too frozen
Too many entities across a transition!\n
Too many entities handled by ai_relationship %s\n
ToolTipBorder
Tooltip.BgColor
Tooltip.TextColor
TopDownTight
Total %d entities (%d empty, %d edicts)\n
Total damage taken is %f and taking damage %f 
Total links = %d Area = %f\n
Total time          : %.2f seconds\n
TotalDamage
TotalFFDamage
TotalKills
Touch
TouchChangeLevel
TouchTest
TouchType
Touched by %s\n
Trace found %s, dist %.2f\n
Trace using: %s\n
Trace: %d, contents %d, enumerate %d\n
TraceAttackOffsetForward
TraceAttackOffsetRight
TraceAttackOffsetUp
TraceDistance
TraceHullSize
TraceLine
Tracer
TracerSound
TracerThink
TrackHealthThink
TrackTrain %s arrived at %s, speed to %4.2f\n
Trail Length
Trail Length Random
TrailLength
Train
Train %s speed to %4.2f\n
Transferring %s (%d)\n
TransitionTarget
Translating to defend activity\n
TranslationData
TranslucencyLimit
Translucent
TreeImage
TreeNode
TreeNodeDropPanel
TreeNodeText
TreeView
TreeView.BgColor
TreeViewFinishRangeSelection
TreeViewItemDeselected
TreeViewItemSelected
TreeViewItemSelectionCleared
TreeViewStartRangeSelection
Tried to call SetMass() on %s but it has no physics.\n
Tried to find a path to NULL retreat spot!\n
Tried to shove a NULL physics target!\n
Tried to use Activity %d as a busy anim, and it's not in the act busy anim list.\n
Trigger
Trigger NPC to think
TriggerAndWait
TriggerCDAudio - Track %d out of range\n
TriggerChance
TriggerDecal
TriggerHitPoints
TriggerProximity - Missing measure target or measure target with no origin!\n
TriggerThink
TriggerTrackChange
Triggers a conversation
Trying %s (%s): 
Trying to load more than 9 menu items in voicecommands.txt, extras ignored
Trying to precache breakable prop, but has no model name\n
Tuesday
TumblerMoveInterval
Turn off achievements.
Turn on achievement debug msgs.
Turn on debug messages for Incendiary Mines
Turn on//off Infested stats tracking.
TurnOff
TurnOffDisplay
TurnOn
TurnOnDisplay
Turning rate of remote controlled turrets
Turns off interactive fish behavior. Fish become immobile and unresponsive.
Turns on the absbox for all active physics objects
Turns on turbo physics
Turret1Locked
Turret1Name
TurretRange
Twist
Type
T~OXu
UBCNavArea::IsPotentiallyVisibleToTeam
UI/menu_focus.wav
UNDERWATER 
UNKNOWN
UNKNOWN TEAM
URLLabel
URLText
USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\n
USER32.DLL
USER32.dll
UTIL_EmitAmbientSound:  Sentence emitted '%s' (ent %i)\n
UTIL_GetListenServerHost() called from a dedicated server or single-player game.\n
UTIL_ShowMessageAll
UTIL_TranslateSoundName
UUU@H
UUUUU
UUUUUU
UnZoom
Unable to CampaignSaveAndShowCampaignMap as game isn't at the debriefing\n
Unable to CampaignSaveAndShowCampaignMap as mission was failed\n
Unable to CampaignSaveAndShowCampaignMap as this isn't a campaign game!\n
Unable to CampaignSaveAndShowCampaignMap as we have no campaign savegame loaded!\n
Unable to allocate gesture
Unable to create new save game when server started hibernating.\n
Unable to create new save game.\n
Unable to create non-precached breakmodel %s\n
Unable to find a filename to save the selected set to disk.\n
Unable to find ai_goal_actbusy_queue %s's exit node: %s\n
Unable to find ai_goal_actbusy_queue %s's node %d: %s\n
Unable to find default campaign %s when server started hibernating.
Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n
Unable to load #included script %s\n
Unable to load %s.\n
Unable to load manifest file '%s'\n
Unable to load surface prop file '%s' (referenced by manifest file '%s')\n
Unable to make initial movement of charge\n
Unable to navigate to retreat spot attack target!\n
Unable to open %s for precache logging\n
Unable to persist cache '%s', check file permissions\n
Unable to persist cache manifest '%s', check file permissions\n
Unable to read particle definition %s! UtlBuffer is probably the wrong type!\n
Unable to save %d bytes to %s\n
Unable to save the selected set to disk.\n
Unable to start holdout wave as this isn't a holdout map\n
Unabled to find starting mission for campaign %s when server started hibernating.
Unaccounted
Unapplied multidamage left in the system:\nTarget: %s\nInflictor: %s\nAttacker: %s\nDamage: %.2f\n
Unassigned
UnblockNav
UnburrowActivity
UnburrowIdleActivity
Underwater.BulletImpact
Undo
UndoSkillSlot0
UndoSkillSlot1
UndoSkillSlot2
UndoSkillSlot3
UndoSkillSlot4
UndoSkillSlotSpare
Unexpected EOF in quoted string
Unhandled animation event %d for %s\n
Unhandled animation event %d from %s --> %s\n
Unhandled animation event %s for %s\n
UnhandledExceptionFilter
UnholsterWeapon
Uninhabits your current marine
Unique
Unknown
Unknown Mission
Unknown attribute '%s'
Unknown command: %s\n
Unknown exception
Unknown nav property %s\n
Unknown navigation file version.\n
Unknown unburrow activity %s
Unknown unburrow idle activity %s
Unlag alien positions by player's ping
Unlock
UnlockResupply
Unlocked
Unlocked prop_door '%s' at (%.0f %.0f %.0f) has no hardware. All openable doors must have hardware!\n
Unlocking prop_door '%s' at (%.0f %.0f %.0f) with no hardware. All openable doors must have hardware!\n
Unnamed
Unnamed Attack
UnpinnedCornerOffsetX
UnpinnedCornerOffsetY
Unpressed
UnpressedAttack
UnpressedAttack2
UnpressedBack
UnpressedForward
UnpressedMoveLeft
UnpressedMoveRight
Unpressing...
UnreachableEnt_t
Unstuck marine from (%.2f %.2f %.2f) to (%.2f %.2f %.2f).\n
Update the nav mesh STAIRS attribute
UpdateActors
UpdateBlips
UpdateControlData
UpdateEnemyMemory
UpdateJalopyRadar
UpdateMaterialThink
UpdateParamBlend
UpdateThink
UpdateTonemapScaleBlend
UpdateViewPostThink
UpdateViewThink
Updated %d entities.\n
Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map.
Updates the blocked/unblocked status for every nav area.
Updates the entity's position/angles when in edit mode
Updating goal pos while jumping!\n
Updating goal pos\n
Updating physics on object in hierarchy %s!\n
UpperRandomBound
UpsideDown
Upwards Z-Force given to kicked objects
Upwards force for shieldbug's melee attack
Upwards velocity given to aliens that get knocked back
Usage:  asw_holdout_start_wave [wave num]\n
Usage:  ent_setang index pitch yaw <optional roll>\n
Usage:  ent_setpos index x y <optional z>\n
Usage:  rr_debugresponseconcept_exclude  Concept1 Concept2 Concept3...\n
Usage:  setang pitch yaw <roll optional>\n
Usage:  setang_exact pitch yaw <roll optional>\n
Usage:  setpos player_index x y <z optional>\n
Usage:  setpos x y <z optional>\n
Usage:  setpos_exact x y <z optional>\n
Usage:  soundemitter_spew < sndname >\n
Usage:  te <lifetime> <entname>\n
Usage: %s <attribute>\n
Usage: %s x y z f a d\nwhere x,y,z are direction of screen punch\n      f     is  frequency (1 means three bounces before settling)\n      a     is  amplitude\n      d     is  duration\nyou can specify a direction 0 0 0 to mean a classic 'vibrating' shake rather than a directional punch.\nThe current default screen shake is:\n\t
Usage: ASW_LoadCampaign [SaveName] [SP|MP]\n
Usage: ASW_StartCampaign [CampaignName] [SaveName] [SP|MP]\n   Use 'auto' for SaveName to have an autonumbered save.\n
Usage: ASW_TestRoute [start mission index] [end mission index]\n
Usage: asw_conv [conv num]\t
Usage: asw_conversation [conversation number]\n
Usage: asw_marine_skill [SkillSlot]  - reports the number of skill points of the current marine in that skill\n  asw_marine_skill [SkillSlot] [x]  - sets that skill to the specified number of skill points (0-5)\n
Usage: asw_marine_skill [nSkillSlot]  - reports the number of skill points of the current marine in that skill\n  asw_marine_speed [nSkillSlot] [x]  - sets that skill to the specified number of skill points (0-5)
Usage: asw_marine_spectate [marine_num]
Usage: asw_marine_spectate [marine_num]\n
Usage: asw_medal_info [marine info num from 0-3]
Usage: asw_set_drone_skin [skin index]\n
Usage: asw_test_marinenearby [0|1] [grid step] [grid count]\n
Usage: global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).\n
Usage: mp_disable_autokick <userid>\n
Usage: nav_merge_mesh filename\n
Usage: nav_place_replace <OldPlace> <NewPlace>\n
Usage:\n   asw_teleport <target entity>\nTeleports your current marine to the named entity
Usage:\n   ent_dump <entity name/index/class>\n
Usage:\n   ent_dump <entity name>\n
Usage:\n   ent_fire <target> [action] [value] [delay]\n
Usage:\n   ent_info <class name>\n
Usage:\n   ent_setname <new name> <entity name>\n
Use IK on in-place turns.
Use SIMD bone setup.
Use a particular weapon\t\nArguments: <weapon_name>
Use death cam
Use fast reload mechanic?
Use simple progress bar computer hacking
Use soft alien collision
UseDefaultAutoExposure
UseDefaultBloomScale
UseLandmarkAngles
UseMoveDone
UseRandomTime
UseScreenAspectRatio
UseWind
Used to debug actbusy behavior. Usage:\n1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.\n2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.\n3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.\n4: Display debug output of actbusy logic.\n5: Display safe zone volumes and info.\n
User: %s
User: -LOOKING-
User: -NONE-
UserMessageBegin:  Unregistered message '%s'\n
Userid changed, clearing stats file\n
Using: %d (%s)\n
UuidCreate
UuidFromStringA
V-Ai
V@min_range
VALVE-MODULE-DEBUG-%08X
VASWMissionChooser001
VAvi001
VBAllocTracker001
VBasw_blend_test_scale
VBik001
VDataCache003
VDebugOverlay004
VDmeMakeFileUtils001
VEHICLE
VENGINE_GAMEUIFUNCS_VERSION005
VEngineCvar007
VEngineRandom001
VEngineServer022
VEngineServerStringTable001
VEngineVGui001
VFileSystem017
VGUI Build Mode Editor
VGUIMenu
VGUI_Input005
VGUI_Panel009
VGUI_Scheme010
VGUI_Surface031
VGUI_System010
VGUI_ivgui008
VGrenadeTouch
VM Did not start!\n
VMDLLIB001
VMaterialSystem080
VMaterialSystem2_001
VModEnable
VModelInfoServer002
VNewAsyncFileSystem001
VOL_NORM
VP4002
VPanel
VPhysics Penetration Error (%s)!
VPhysics031
VPhysicsCollision007
VPhysicsSurfaceProps001
VPrecacheSystem001
VProcessUtils002
VResourceAccessControl001
VSCRIPT: Started VScript virtual machine using script language '%s'\n
VSERVERENGINETOOLS001
VSERVERFOUNDRY001
VSERVERTOOLS001
VScript
VScript error: A script attempted to create a scene entity mid-game. Entity creation from scripts is only allowed during map init.\n
VScript error: DoEntFire was passed an invalid entity instance.\n
VScriptManager009
VScriptPrecacheScriptSound
VScriptServer
VServerDllSharedAppSystems001
VShellTouch
VSoundEmitter003
VStudioRender026
VVV CAN ATTACK VV
ValidateScriptScope
Value
Value multiplied per turn to reduce aim error over time\n
Value: DEAD
Value: OFF
Value: ON
ValveBiped.Weapon_bone
ValveBiped.bip01_R_Hand
Variables
VariationsUnlocked
VarsButton
VarsMenu
Vector from automovement to desired: %f %f\n
Vegas
Vehicle %s has invalid wheel attachment for %s - no movement\n
Vehicle (%s) unable to properly initialize due to script error in (%s)!\n
VehicleLocked
VehicleScript
Vel %.1f %.1f %.1f   Ang: %.1f %.1f %.1f\n
Velocity
Velocity Inherit from Control Point
Velocity Noise
Velocity Random
Velocity Repulse from World
Velocity given to aliens that get knocked back
Velocity loss due to friction
Velocity of thrown flares
Vents
Version
VertScrollBar
Vertical view fixup when eyes are near water plane.
VerticalGlowSize
Very Good
VguiScreen
View entities in the voxel-tree at the player position.
View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
View entities in the voxel-tree.
ViewPunch
ViewSmoothingData_t
Viewcontrol %s was enabled twice in a row!\n
Viewing mail %d\n
Viewkick
VindGrenade
VirtualAlloc
VirtualFree
VisMon: %d traces performed during this polling cycle (Max: %d)\n\n
VisMon: Added Entity: %s (%s)\n
VisMon: MAX Traces. Stopping after element %d\n
VisMon: Player %s IGNORING VISIBILE Entity: %s\n
VisMon: Player %s sees Entity: %s\n
VisMon: RESET\n
VisMon: Removed Entity: %s (%s)\n
VisMon: Starting at element: %d\n
VisMon: Time: %f - Tracking %d Entities. (Max:%d)\n
VisibilityMonitor
Visible
Visible Time: %fs
VisibleTime
Vismon range
Visualize Swarm Queen slash collision
Visualize charging
Visualize flamer projectile collision
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Visualizes all entity input/output activity.
Voice
VoiceCommands
VoiceMask
VoiceServer002
VoiceSubtitle
Voicecommand script attempting to use unknown concept. Need to define new concepts in code. ( %s )\n
Volume
Volume of the alien goo looping sound
VolumeTouch
Vortigaunt
VoteEndThink
VoxelTreeBox - (%f %f %f) to (%f %f %f)\n
VoxelTreePlayerView\n
VoxelTreeSphere - (%f %f %f), %f\n
VoxelTreeView\n
W 7x
WAKING
WALK
WALK 
WARNING! Field %s is using the wrong FIELD_ type!\nFix this or you'll see a crash.\n
WARNING: %s at %.0f %.0f %0.f missing modelname\n
WARNING: AI enemy went NULL but schedule (%s) is not interested\n
WARNING: BackupPlayer trying to back player into a bad position - client %d\n
WARNING: Failed to create attribute '%s' - likely out of memory in s_DMXAllocator!\n
WARNING: Failed to load default holdout resource file.  'resource/holdout/HoldoutWaves_Default.txt' is missing!\n
WARNING: Level contains NPCs but has no path nodes\n
WARNING: Live grabbers went below 0\n
WARNING: Momentary door (%s) start position not between 0 and 1.  Clamping.\n
WARNING: Queen started chasing when already had some live grabbers
WARNING: TestHull used and never returned!\n
WC/Engine map versions different...
WC/Engine map versions different...\n
WIDE_HUMAN_HULL
WIDE_SHORT_HULL
WIN32
WRITE_BYTE called with no active message\n
WRITE_CHAR called with no active message\n
WRITE_SHORT called with no active message\n
W_Precache()
Wait
WaitDistance
WaitForSingleObject
WaitOverConceptModifier
WaitPointName
WaitTillLand
Waiting for script, but lost script!
WaitingForPlayers time length in seconds
Wake
Walk
Walkable position marked.\n
Wander
Warning
Warning (SetModelFromProfile) couldn't get model from profile as profile doesn't exist yet\n
Warning! Can't specify mins/maxs for point entities! (%s)\n
Warning! GetMaterialIndex: couldn't find material %s\n 
Warning, couldn't play chatter of type %d as no sub chatters of that type for this marine\n
Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s)\n
Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s)\n
Warning- ai_sound cannot find proxy entity named '%s'. Using self.\n
Warning:  %s = '%s' is infinite, clamping value.\n
Warning: %s(%s) appears to have wrong nav type in CAI_Navigator::MoveGround()\n
Warning: AI hint has incorrect or no AI node\n
Warning: Active AI script conditions associated with an non-existant or destroyed NPC\n
Warning: COND_NOT_FACING_ATTACK set but FInAimCone is true\n
Warning: Climb Node %i has different exit heights for hull %s\n
Warning: Deleting orphaned children of %s\n
Warning: Failed to find game resource after loading campaign game.  Marine skills will be incorrect.\n
Warning: Had horde to spawn but no position, clearing.\n
Warning: NULL Return from GetBestScent\n
Warning: NavArea #%d: Truncated encounter spot list to 255\n
Warning: NavArea #%d: Truncated hiding spot list to 255\n
Warning: NavMesh place %s is undefined?\n
Warning: No match for global entity %s found in destination level\n
Warning: Only 1 asw_info_heal allowed per map!\n
Warning: Physics damage event with no recovery info!\nObjects: %s, %s\n
Warning: Spawning AI script conditions (%s) associated with an non-existant NPC\n
WarningBlinker
WarningBlinkerThink
Warps the player to the marked area.
WaterSurfaceExplosion
Wave %d clear!
Wave %d clear!\nThe arena is changing...
WaveHeight
We have COND_HEAVY_DAMAGE, so flinching\n
Weapon dmg = %f\n
Weapon in use by someone else
Weapon owned by someone else
Weapon spawning in solid!\n
Weapon went away!\n
Weapon/Item doesn't exist
WeaponClass
WeaponDatafile
WeaponName
WeaponResources
WeaponSwitch_smg1
Weapon_Crossbow.BoltHitBody
WeatherFileLocked
WeatherSeed
Wednesday
WeightToActivate
West
What fraction of the grenade's damage radius is used for the early detonation check
WheelDust
When 'ent_pause' is set this will step through one waiting input / output message at a time.
When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath\n
When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from player
When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location nearer to from player
When in WC edit mode restores the last deleted node
When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
When in WC edit mode, destroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).
When in WC edit mode, this lets you modify a generic particle emitter
When in WC edit mode, toggles laying down or air nodes instead of ground nodes
When moving, show the end location.
When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
When physpunting a chopper's grenade, scale its velocity by this much.
When playing back a scene, print timing and event info to console.
When playing back, force use of combined .wav files even in english.
When playing back, show the directions of faceto events.
When playing back, show the directions of look events.
When true, print amount and type of all damage received by player to console.
Whether clients compile random maps rather than getting sent them
Whether marines are killed in the roster if a mission is completed with the marine dead
Whether marines are wounded in the roster if a mission is completed with the marine having taken significant damage
Whether marines collide with each other or not, in a multiplayer game
Whether the drones attack or not
Whether the game should use the instant restart (if not, it'll do a full reload of the map).
Whether the sentry targets friendlies or not
Which game variation was used last game
Wide
WideCharToMultiByte
Width
Wildcat
Will be spawning a horde in %f seconds\n
Will loop action sequence
Will not ban kicked player: net channel was idle for %.2f sec.\n
Will spawn waves of enemies (requires appropriate test map)
Will synch post idles
Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
Wind
WindAngle
WindSpeed
WindThink
WindThinkContext
WindowDisabledBgColor
WindowSize
WindowTitle
Windows
Wolfe
WoodChunks
Wooden.Huge
Wooden.Large
Wooden.Medium
Wooden.Small
Wooden.Tiny
World Decal
World friction.
World gravity.
World: Inhibit Combine Mines
World: Visually Interesting
World: Visually Interesting (Don't Aim)
World: Visually Interesting (Stealth)
World: Window
WorldRendererMgr001
WorldSpaceCenter
Worldcraft did not accept the command: \n\n"%s"\n\n Make sure the command is valid and that Worldcraft is still running properly.
Worldcraft failed in PurgeDynamicLinks...\n
Worldcraft failed on creation...\n
Worldcraft failed on deletion...\n
Worldcraft failed on node link creation...\n
Worldcraft failed on node link deletion...\n
Worldcraft not running...
Worldcraft not running...\n
Worldcraft_ShellMessageWnd
Wounded
Wrapper class over KeyValues instance
WriteBool called with no active message\n
WriteConsoleA
WriteConsoleW
WriteFile
WriteFloat called with no active message\n
WriteLong called with no active message\n
WriteString called with no active message\n
WriteUBitLong called with no active message\n
WriteVec3Coord called with no active message\n
WriteVec3Normal called with no active message\n
Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
X2CQ
X360
X4I+
X@ai_moveprobe_debug
XAxis
XBDOOR STATE: AJAR
XBowBolt
XPUpdate
XboxSystemInterface001
Y?33
Y@Cur Accuracy: %.1f
Y@SpotlightWidth
YAxis
Yaw speed:%3.1f,Health: %3d\n
YellowBlood
You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController().
You must be a server admin to use mp_disable_autokick\n
You must now restart to use Grunt-o-matic.\n
You must specify the name of the saved campaign game to resume playing.\n
Z tolerance for adding new nav areas.
ZapContext
ZapThink
Zjz\v
Zoom
ZoomHotbarIcon
Zrange
ZyrI
[ no resource file associated with dialog ]
[%03d] Found: %s, firing (%s)\n
[%03d] Found: %s, firing\n
[%8.3f] hitch on %s:%s:%d:%d\n
[%8.3f] stall blend %.2f on %s:%s:%d:%d\n
[%d:%s] Cycle=%f
[%d] Found a spawner but it's not set to spawn drones or drone jumpers\n
[%d] Found a spawner set to spawn drones or drone jumpers\n
[%s] Awarding XP to player %s:\n
[GS %s - %7.2f] %s
[NPCState::%s]
[S] CASW_Hack_Computer::SelectHackOption %d\n
[S] CASW_Marine::ApplyMeleeDamage(): %s(): [%.3f] Doing %f melee damage damage to %d:%s\n
[S] CASW_Melee_System::ValidateMeleeAttacks(): Sequence %s not found for melee attack %s\n
[S] CASW_Weapon_Heal_Gun::HealAttach(): Attached to %d:%s\n
[S] CASW_Weapon_Tesla_Gun::ShockAttach(): Attached to %d:%s\n
[S] CASW_Weapon_Tesla_Gun::ShockDetach(): Detaching from %d:%s\n
[S] Marine playing sequence %d (%s) A:%s\n
[S] NPC near door\n
[S] Sending ASWCampaignCompleted dedicated = %d host = %d\n
[S] Setting m_fLaunchOutroMapTime\n
[S]Roster %d selected=%d\n
[not firing]
[nothing currently selected]
[p%d] Added medals to campaign save:%s\n
\KunN
\T4Y
\f?DieThink
\f@autosavedangerousissafe\n
\fO4W
\fxMW
\n%GCASW_Player: Server failed to download stats from Steam, EResult %d\n
\n** Should run "Check For Problems" on the VMF then verify dynamic links\n
\n*****Node Graph Rebuild OVERRIDDEN by user*****\n\n
\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n
\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n
\n------- SERVER SOUNDSCAPES -------\n
\n====================================================================\n\n
\n====================================================\nPerforming Safe Entity Update\n
\nAborting map_edit\nWC/Engine map versions different...\n\n
\nAborting map_edit\nWorldcraft not running...\n\n
\nCurrent exclude list:\n
\nEnemy is %s
\nVSCRIPT: Scripting is disabled.\n
\nVisMon: Polling now. (Frequency: %f)\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_BUSY\tTasks\t\tTASK_ACTBUSY_PLAY_BUSY_ANIM\t\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_LEAVE\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t\t4\t\tTASK_ACTBUSY_GET_PATH_TO_ACTBUSY\t0\t\tTASK_ACTBUSY_WALK_PATH_TO_BUSY\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_START_BUSYING\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t\t4\t\tTASK_ACTBUSY_GET_PATH_TO_ACTBUSY\t0\t\tTASK_ACTBUSY_WALK_PATH_TO_BUSY\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t\t0\t\tTASK_FACE_HINTNODE\t\t\t\t\t0\t\tTASK_ACTBUSY_PLAY_ENTRY\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_ACTBUSY_BUSY\tInterrupts\t\tCOND_ACTBUSY_LOST_SEE_ENTITY\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_STOP_BUSYING\tTasks\t\tTASK_ACTBUSY_VERIFY_EXIT\t\t0\t\tTASK_ACTBUSY_PLAY_EXIT\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t0.1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_TELEPORT_TO_BUSY\tTasks\t\tTASK_ACTBUSY_TELEPORT_TO_BUSY\t0\t\tTASK_ACTBUSY_PLAY_ENTRY\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_ACTBUSY_BUSY\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ADVANCE_TOWARDS_ENEMY\tTasks\t\tTASK_ADVANCE_TOWARDS_ENEMY\t0\t\tTASK_RUN_PATH\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ALERT_FACE\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ALERT_FACE_BESTSOUND\tTasks\t\tTASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t\t0\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_SAVEPOSITION\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t1.5\t\tTASK_FACE_REASONABLE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ALERT_REACT_TO_COMBAT_SOUND\tTasks\t\tTASK_SET_SCHEDULE\t\t\tSCHEDULE:SCHED_ALERT_FACE_BESTSOUND\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ALERT_SCAN\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_TURN_LEFT\t\t\t180\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_TURN_LEFT\t\t\t180\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ALERT_STAND\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_REASONABLE\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t20\t\tTASK_SUGGEST_STATE\t\t\tSTATE:IDLE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_SMELL\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_WORLD\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_ALERT_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_ALIEN_ATTACKITEM\tTasks\t\tTASK_FACE_ENEMY\t\t\t\t\t0\t\tTASK_MELEE_ATTACK1\t\t\t\t0\t\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ALIEN_JUMP\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FACE_JUMP\t\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_ALIEN_JUMP\t\tTASK_JUMP\t\t\t\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_ALIEN_POUNCE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_RESET_ACTIVITY\t\t0\t\tTASK_PLAY_SEQUENCE\t\tACTIVITY:ACT_ALIEN_POUNCE\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_ALIEN_SHOVER_CANT_ATTACK\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\tInterrupts\t\tCOND_GIVE_WAY\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ALIEN_SHOVER_PHYSICS_ATTACKITEM_MOVE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_CHASE_ENEMY\t\tTASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t\t\t\t\t0\t\tTASK_MELEE_ATTACK1\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID\n
\n\tSchedule\n\t\tSCHED_ALIEN_SHOVER_PHYSICS_ATTACK\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_CHASE_ENEMY\t\tTASK_FACE_ENEMY\t\t\t\t\t\t\t\t0\t\tTASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT\t\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\n
\n\tSchedule\n\t\tSCHED_ALIEN_SHOVER_PHYSICS_ATTACK_MOVE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_CHASE_ENEMY\t\tTASK_ALIEN_SHOVER_GET_PATH_TO_PHYSOBJECT\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t\t\t\t\t0\t\tTASK_ALIEN_SHOVER_SHOVE_PHYSOBJECT\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET_INVALID\n
\n\tSchedule\n\t\tSCHED_ALIEN_SHOVER_ROAR\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_ALIEN_SHOVER_ROAR\t\tInterrupts\n
\n\tSchedule\n\t\tSCHED_AMBUSH\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_INDEFINITE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ARM_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_ARM\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_ALIEN_CHASE_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_FAILED\t\tTASK_GET_PATH_TO_ENEMY\t\t\t300\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_ASW_ALIEN_JUMP\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_ASW_ALIEN_FACE_JUMP\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_ASW_ALIEN_JUMP_START\t\tTASK_ASW_ALIEN_JUMP\t\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_ASW_ALIEN_MELEE_ATTACK1\tTasks\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_ASW_ALIEN_SLOW_MELEE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t1\t\tTASK_WAIT\t\t\t\t0.1\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_ASW_BUZZER_ATTACK_HOVER\tTasks\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_FLY\t\tTASK_ASW_BUZZER_HOVER\t\t0\t\tInterrupts\t\tCOND_TOO_FAR_TO_ATTACK\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_ASW_BUZZER_REGROUP\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_SET_TOLERANCE_DISTANCE\t\t\t\t\t24\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\t\tInterrupts\t\tCOND_ASW_BUZZER_START_ATTACK\t\tCOND_NEW_ENEMY\t\tCOND_CAN_MELEE_ATTACK1\n
\n\tSchedule\n\t\tSCHED_ASW_BUZZER_SWARM\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_ASW_BUZZER_SWARM_FAILURE\t\tTASK_ASW_BUZZER_FIND_SQUAD_CENTER\t\t\t\t0\t\tTASK_ASW_BUZZER_MOVEAT_SAVEPOSITION\t\t\t1\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_ASW_BUZZER_SWARM_FAILURE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t\t\t\t2\t\tTASK_WAIT_RANDOM\t\t\t\t\t\t\t2\t\tTASK_ASW_BUZZER_FIND_SQUAD_MEMBER\t\t\t\t0\t\tTASK_GET_PATH_TO_SAVEPOSITION\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\t\tInterrupts\t\tCOND_SEE_ENEMY\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ASW_BUZZER_SWARM_IDLE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_ASW_BUZZER_SWARM_FAILURE\t\tTASK_ASW_BUZZER_FIND_SQUAD_CENTER\t\t\t\t0\t\tTASK_ASW_BUZZER_MOVEAT_SAVEPOSITION\t\t\t5\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_GIVE_WAY\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_ASW_CLEAR_RAPPEL_POINT\tTasks\t\tTASK_ASW_HIT_GROUND\t\t\t0\t\tTASK_MOVE_AWAY_PATH\t\t128\t\tTASK_RUN_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_FLINCH\tTasks\t\t TASK_REMEMBER\t\t\t\tMEMORY:FLINCHED  \t\t TASK_ASW_FLINCH\t\t\t0\tInterrupts\t\tCOND_ASW_FLINCH\n
\n\tSchedule\n\t\tSCHED_ASW_FOLLOW_BACK_OFF\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_FOLLOW_WAIT\t\tTASK_ASW_GET_BACK_OFF_PATH\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t1\tInterrupts       COND_ASW_NEW_ORDERS\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_ASW_FOLLOW_MOVE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_FOLLOW_WAIT\t\tTASK_ASW_GET_PATH_TO_FOLLOW_TARGET\t\t0\t\tTASK_RUN_PATH\t\t\t 0\t\tTASK_ASW_WAIT_FOR_FOLLOW_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t1\tInterrupts       COND_ASW_NEW_ORDERS\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_ASW_FOLLOW_WAIT\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_ASW_FACE_FOLLOW_WAIT\t0.3\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT       COND_ASW_NEW_ORDERS\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_ASW_GIVE_AMMO\tTasks\t\tTASK_ASW_GET_PATH_TO_GIVE_AMMO\t\t0\t\tTASK_ASW_MOVE_TO_GIVE_AMMO\t\t\t0\t\tTASK_ASW_SWAP_TO_AMMO_BAG\t\t\t0\t\tTASK_ASW_GIVE_AMMO_TO_MARINE\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_GRUB_WANDER_ANGRILY\tTasks\t\tTASK_WANDER\t\t\t\t\t\t480240\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t4\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_HARVESTER_LAY_CRITTER\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_LAY_CRITTER\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_HEAL_MARINE\tTasks\t\tTASK_ASW_GET_PATH_TO_HEAL\t\t\t0\t\tTASK_ASW_MOVE_TO_HEAL\t\t\t\t0\t\tTASK_ASW_SWAP_TO_HEAL_GUN\t\t\t0\t\tTASK_ASW_HEAL_MARINE\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_HOLD_POSITION\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_ASW_FACE_HOLDING_YAW\t\t2\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT       COND_ASW_NEW_ORDERS\t\tCOND_ASW_BEGIN_RAPPEL\n
\n\tSchedule\n\t\tSCHED_ASW_MORTARBUG_SPIT\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MORTARBUG_SPIT\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_MOVE_TO_ORDER_POS\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_FOLLOW_WAIT\t\tTASK_ASW_GET_PATH_TO_ORDER_POS\t\t0\t\tTASK_ASW_CHATTER_CONFIRM\t\t0.4\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_ASW_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t1\tInterrupts       COND_ASW_NEW_ORDERS\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_ASW_ORDER_MOVE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_RETRY_ORDERS\t\tTASK_ASW_BUILD_PATH_TO_ORDER\t0\t\tTASK_RUN_PATH\t\t\t0\t\tTASK_ASW_WAIT_FOR_ORDER_MOVE\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_ASW_OVERKILL_SHOOT\tTasks\t\tTASK_ASW_OVERKILL_SHOOT\t\t0\tInterrupts\t\tCOND_NO_PRIMARY_AMMO       COND_ASW_NEW_ORDERS\n
\n\tSchedule\n\t\tSCHED_ASW_PICKUP_WAIT\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_WAIT\t\t\t\t1.5\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_RANGE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_ASW_FACE_ENEMY_WITH_ERROR\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\t\tCOND_WEAPON_SIGHT_OCCLUDED\t\tCOND_LOST_ENEMY       COND_ASW_NEW_ORDERS\n
\n\tSchedule\n\t\tSCHED_ASW_RAPPEL\tTasks\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_RAPPEL_LOOP\t\tTASK_WAIT\t\t\t\t\t0.2\t\tTASK_ASW_RAPPEL\t\t\t\t0\t\tTASK_ASW_HIT_GROUND\t\t\t0\t\tTASK_ASW_ORDER_TO_DEPLOY_SPOT 0\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ASW_RAPPEL_WAIT\tTasks\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_RAPPEL_LOOP\t\tTASK_WAIT_INDEFINITE\t\t\t0\tInterrupts\t\tCOND_ASW_BEGIN_RAPPEL\n
\n\tSchedule\n\t\tSCHED_ASW_RETREAT_AND_SUMMON\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_ASW_SUMMON_WAVE\t\tTASK_ASW_GET_PATH_TO_RETREAT_SPOT\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ASW_SOUND_SUMMON\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_SCREAM\t\tTASK_ASW_SUMMON_WAVE\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_ASW_RETRY_ORDERS\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_SPREAD_THEN_HIBERNATE\t\tTASK_ASW_ORDER_RETRY_WAIT\t\t1\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ASW_RETRY_ORDERS\t\tTASK_ASW_BUILD_PATH_TO_ORDER\t1\t\tTASK_WALK_PATH\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_ASW_SHIELDBUG_MELEE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_SHIELDBUG_MELEE_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK2\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_SPAWN_PARASITES\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_HIGH_TO_LOW\t\tTASK_SPAWN_PARASITES\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_LOW_TO_HIGH\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_SPREAD_THEN_HIBERNATE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_ASW_SPREAD_THEN_HIBERNATE\t0\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_IDLE_STAND\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_ASW_SUMMON_WAVE\tTasks\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ASW_SOUND_SUMMON\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_SCREAM\t\tTASK_ASW_SUMMON_WAVE\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ASW_USE_AREA\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_ASW_START_USING_AREA\t\t0\t\tTASK_ASW_FACE_USING_ITEM\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT       COND_ASW_NEW_ORDERS\t\tCOND_ASW_BEGIN_RAPPEL\n
\n\tSchedule\n\t\tSCHED_ASW_USING_OVER_TIME\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_ASW_FACE_USING_ITEM\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT       COND_ASW_NEW_ORDERS\t\tCOND_ASW_BEGIN_RAPPEL\n
\n\tSchedule\n\t\tSCHED_ASW_WAIT_AND_RETRY_JUMP\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT_RANDOM\t\t\t\t1\t\tTASK_ASW_ALIEN_RETRY_JUMP\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_BACKOFF_MOVE_AWAY\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_STEP_BACK\t\tTASK_CLEAR_BACK_OFF_STATUS  0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_BACK_AWAY_FROM_ENEMY\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_BACK_AWAY_FROM_SAVE_POSITION\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_BIG_FLINCH\tTasks\t\t TASK_REMEMBER\t\t\t\tMEMORY:FLINCHED  \t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_BIG_FLINCH\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_BURROW_OUT\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_BURROW_WAIT\t\tTASK_UNBURROW\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_BURROW_WAIT\tTasks\t\tTASK_SET_UNBURROW_IDLE_ACTIVITY\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_BURROW_WAIT\t\tTASK_BURROW_WAIT\t\t\t1\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_WAIT_FOR_CLEAR_UNBORROW\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_CHARGE_DO\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t\t\t0\t\tTASK_CHARGE_MOVE\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_FAILED\t\tTASK_GET_CHASE_PATH_TO_ENEMY\t300\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_FAILED\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_WAIT\t\t\t\t\t\t\t0.2\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_STANDOFF\t\t TASK_FIND_COVER_FROM_ENEMY\t\t\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_FACE_ENEMY\t\t\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\t TASK_WAIT\t\t\t\t\t\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_LURCH_FORWARD_PRIMARY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_WALK_PRIMARY\t\t TASK_SET_TOLERANCE_DISTANCE\t24\t\t TASK_GET_CHASE_PATH_TO_ENEMY\t600\t\t TASK_LURCH_FORWARD\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\t TASK_FACE_ENEMY\t\t\t\t0\t\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_LURCH_STRAFE_PRIMARY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_WALK_PRIMARY\t\t TASK_SET_TOLERANCE_DISTANCE\t24\t\t TASK_LURCH_STRAFE\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\t TASK_FACE_ENEMY\t\t\t\t0\t\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_PRIMARY_FAILED\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_WAIT\t\t\t\t\t\t\t0.2\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_PRIMARY_STANDOFF\t\t TASK_FIND_COVER_FROM_ENEMY\t\t\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_FACE_ENEMY\t\t\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\t TASK_WAIT\t\t\t\t\t\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_CHARGE_CAN_CHARGE\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_PRIMARY_STANDOFF\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WANDER\t\t\t\t\t\t480384\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_CHARGE_CAN_CHARGE\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_RUN_PRIMARY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_PRIMARY_FAILED\t\t TASK_SET_TOLERANCE_DISTANCE\t24\t\t TASK_GET_CHASE_PATH_TO_ENEMY\t600\t\t TASK_RUN_PATH\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\t TASK_FACE_ENEMY\t\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_HEAVY_DAMAGE\t\tCOND_CHARGE_CAN_CHARGE\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_WALK_PRIMARY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_PRIMARY_FAILED\t\t TASK_SET_TOLERANCE_DISTANCE\t24\t\t TASK_GET_CHASE_PATH_TO_ENEMY\t600\t\t TASK_WALK_PATH\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\t TASK_FACE_ENEMY\t\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_HEAVY_DAMAGE\t\tCOND_CHASE_ENEMY_LURCH_FORWARD_PRIMARY\t\tCOND_CHASE_ENEMY_LURCH_STRAFE_PRIMARY\t\tCOND_CHASE_ENEMY_LURCH_FORWARD_OR_STRAFE_PRIMARY\t\tCOND_CHARGE_CAN_CHARGE\n
\n\tSchedule\n\t\tSCHED_COMBAT_FACE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_COMBAT_PATROL\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_COMBAT_STAND\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_INDEFINITE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_COMBAT_STUN\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_FLINCH_PHYSICS\t\tTASK_COMBAT_STUN\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_COMBAT_SWEEP\tTasks\t\tTASK_TURN_LEFT\t\t45\t\tTASK_WAIT\t\t\t2\t\tTASK_TURN_RIGHT\t\t45\t\tTASK_WAIT\t\t\t2\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_WORLD\n
\n\tSchedule\n\t\tSCHED_COMBAT_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_COWER\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_COWER\t\tTASK_WAIT_UNTIL_NO_DANGER_SOUND\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DIE\tTasks\t\t TASK_STOP_MOVING\t\t0\t\t\t\t \t\t TASK_SOUND_DIE\t\t\t0\t\t\t \t\t TASK_DIE\t\t\t\t0\t\t\t \tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_DIE_RAGDOLL\tTasks\t\t TASK_STOP_MOVING\t\t0\t\t\t \t\t TASK_SOUND_DIE\t\t\t0\t\t\t \tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_DISARM_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_IDEAL\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\tACTIVITY:ACT_DISARM\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DRONE_BASH_CLOSE_DOOR\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_DRONE_DOOR_WAIT\t\tTASK_DRONE_YAW_TO_DOOR\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t1\t\tTASK_DRONE_ATTACK_DOOR\t\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_DRONE_DOOR_OPENED\n
\n\tSchedule\n\t\tSCHED_DRONE_BASH_DOOR\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_DRONE_DOOR_WAIT\t\tTASK_DRONE_GET_PATH_TO_DOOR\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_DRONE_WAIT_FOR_DOOR_MOVEMENT\t\t0\t\tTASK_DRONE_YAW_TO_DOOR\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t1\t\tTASK_DRONE_ATTACK_DOOR\t\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_DRONE_DOOR_OPENED\n
\n\tSchedule\n\t\tSCHED_DRONE_CHASE_ENEMY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_FAILED\t\t TASK_GET_CHASE_PATH_TO_ENEMY\t300\t\t TASK_RUN_PATH\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET\t\tCOND_DRONE_BLOCKED_BY_DOOR\t\tCOND_DRONE_GAINED_LOS\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_DRONE_CIRCLE_ENEMY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_DRONE_CIRCLE_ENEMY_FAILED\t\t TASK_DRONE_GET_CIRCLE_PATH\t300\t\t TASK_RUN_PATH\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET\t\tCOND_DRONE_BLOCKED_BY_DOOR\t\tCOND_DRONE_GAINED_LOS\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_DRONE_CIRCLE_ENEMY_FAILED\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_DRONE_WAIT_FACE_ENEMY\t0.4\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_DRONE_CIRCLE_ENEMY\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_DRONE_DOOR_WAIT\tTasks\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_DRONE_DOOR_WAIT\t\t\t1\tInterrupts\t\tCOND_DRONE_DOOR_OPENED\n
\n\tSchedule\n\t\tSCHED_DRONE_OVERRIDE_MOVE\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_DRONE_CHASE_ENEMY\t\t TASK_RUN_PATH\t\t\t\t\t0\t\t TASK_DRONE_WAIT_FOR_OVERRIDE_MOVE\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TASK_FAILED\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET\t\tCOND_DRONE_BLOCKED_BY_DOOR\t\tCOND_DRONE_LOST_LOS\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_DRONE_STANDOFF\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_DRONE_WAIT_FACE_ENEMY\t2\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_DROPSHIP_DUSTOFF\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DUCK_DODGE\tTasks\t\tTASK_STOP_MOVING\t0\t\tTASK_PLAY_SEQUENCE\tACTIVITY:ACT_DUCK_DODGE\t\tTASK_DEFER_DODGE\t30\tInterrupts\n
\n\tSchedule\n\t\tSCHED_EFINDER_SEARCH\tTasks\t\tTASK_WAIT_RANDOM\t\t\t0.5\t\t\t\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ENGAGE_AND_MELEE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_GET_CHASE_PATH_TO_ENEMY\t\t40\t\tTASK_RUN_PATH\t\t\t 0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t1\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t2\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t3\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_ESTABLISH_LINE_OF_FIRE\tTasks \t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK\t\tTASK_GET_PATH_TO_ENEMY_LOS\t\t0\t\tTASK_SPEAK_SENTENCE\t\t\t\t1\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COMBAT_FACE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE\t\tTASK_GET_CHASE_PATH_TO_ENEMY\t300\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_ESTABLISH_LINE_OF_MORTAR_FIRE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE\t\tTASK_GET_PATH_TO_MORTAR_ENEMY\t\t0\t\tTASK_SPEAK_SENTENCE\t\t\t\t1\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COMBAT_FACE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_EXPLODE_PREPARE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_EXPLODE_PREPARE_BUILDUP\t0\t\tTASK_EXPLODE_BEGIN_BUILDUP\t\t0\t\tTASK_EXPLODE_KILL_SELF\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_EXPLODE_SUICIDE\tTasks\t\tTASK_EXPLODE_SUICIDE\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FAIL\tTasks\t\tTASK_SET_FAIL_SCHEDULE\tSCHEDULE:SCHED_FAIL_NOSTOP\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t1\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_FAIL_ESTABLISH_LINE_OF_FIRE\tTasks \t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_FAIL_NOSTOP\tTasks\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t1\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_FAIL_TAKE_COVER\tTasks \t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_FALL_TO_GROUND\tTasks\t\tTASK_FALL_TO_GROUND\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FEAR_FACE\tTasks\t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\t TASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_SEE_ENEMY\n
\n\tSchedule\n\t\tSCHED_FEAR_MOVE_TO_SAFE_PLACE\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FEAR_RUN_FROM_ENEMY\t\tTASK_FEAR_GET_PATH_TO_SAFETY_HINT\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_FEAR_IN_SAFE_PLACE\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE\tInterrupts\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\t\tCOND_FEAR_ENEMY_TOO_CLOSE\n
\n\tSchedule\n\t\tSCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FEAR_RUN_FROM_ENEMY\t\tTASK_FEAR_GET_PATH_TO_SAFETY_HINT\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_FEAR_IN_SAFE_PLACE\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE\tInterrupts\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_FEAR_RUN_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FEAR_FIND_COVER_FROM_ENEMY\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_FEAR_STAY_IN_SAFE_PLACE\tTasks\t\tTASK_FEAR_WAIT_FOR_SAFETY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\t\tCOND_FEAR_ENEMY_CLOSE\t\tCOND_FEAR_ENEMY_TOO_CLOSE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_FEAR_SEPARATED_FROM_PLAYER\n
\n\tSchedule\n\t\tSCHED_FLEE_FROM_BEST_SOUND\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COWER\t\t TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t0\t\t TASK_GET_PATH_AWAY_FROM_BEST_SOUND\t600\t\t TASK_RUN_PATH_FLEE\t\t\t\t\t100\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_FACE_SAVEPOSITION\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_FLINCH_PHYSICS\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_FLINCH_PHYSICS\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FORCED_GO\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t48\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t3\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FORCED_GO_RUN\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t48\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t3\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FORCE_ALIEN_SHOVER_PHYSICS_ATTACK\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_ALIEN_SHOVER_CANT_ATTACK\t\tTASK_ALIEN_SHOVER_FIND_PHYSOBJECT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\t\t\tSCHEDULE:SCHED_ALIEN_SHOVER_PHYSICS_ATTACK\tInterrupts\n
\n\tSchedule\n\t\tSCHED_GET_HEALTHKIT\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_TOLERANCE_DISTANCE\t\t5\t\tTASK_GET_PATH_TO_TARGET_WEAPON\t0\t\tTASK_ITEM_RUN_PATH\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FACE_TARGET\t\t\t\t0\t\tTASK_ITEM_PICKUP\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_GRUB_JUMP_FROM_GOO\tTasks\t\tTASK_GRUB_JUMP_FROM_GOO\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_HEAL_OTHER_MOVE_TO_CANDIDATE\tTasks\t\tTASK_HEAL_OTHER_FIND_TARGET\t\t\t0\t\tTASK_HEAL_OTHER_MOVE_TO_TARGET\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_HEAL_OTHER_TARGET_CHANGED\n
\n\tSchedule\n\t\tSCHED_HEAL_WAIT\tTasks\t\tTASK_WAIT\t\t\t\t\t\t\t0.1\tInterrupts\n
\n\tSchedule\n\t\tSCHED_HIDE_AND_RELOAD\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\tSCHEDULE:SCHED_RELOAD\t\tTASK_FIND_COVER_FROM_ENEMY\t0\t\tTASK_RUN_PATH\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t0\t\tTASK_REMEMBER\t\t\t\tMEMORY:INCOVER\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\tSCHEDULE:SCHED_RELOAD\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_IDLE_SIT_AROUND\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t0.1\tInterrupts\n
\n\tSchedule\n\t\tSCHED_IDLE_STAND\tTasks\t\tTASK_STOP_MOVING\t\t1\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t5\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_GIVE_WAY\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_IDLE_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_IDLE_WANDER\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\tInterrupts\t\tCOND_GIVE_WAY\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_INTERACTION_MOVE_TO_PARTNER\tTasks\t\tTASK_GET_PATH_TO_INTERACTION_PARTNER\t0\t\tTASK_FACE_TARGET\t\t\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t\t\t1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_INTERACTION_WAIT_FOR_PARTNER\tTasks\t\tTASK_FACE_TARGET\t0\t\tTASK_WAIT\t\t\t1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_INVESTIGATE_SOUND\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_STORE_LASTPOSITION\t\t\t0\t\tTASK_GET_PATH_TO_BESTSOUND\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t5\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_CLEAR_LASTPOSITION\t\t\t0\t\tTASK_FACE_REASONABLE\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_MELEE1_DO_ATTACK\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_MELEE1_DO_ATTACK_NO_TURNING\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_MELEE2_DO_ATTACK\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_MELEE_ATTACK2\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_MELEE2_DO_ATTACK_NO_TURNING\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_MELEE_ATTACK2\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_MELEE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_MELEE_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t2\t\tTASK_MELEE_ATTACK2\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_MELEE_ATTACK_PROP1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_ASW_GET_PATH_TO_PROP\t\t40\t\tTASK_RUN_PATH\t\t\t 0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t1\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t2\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t3\tInterrupts\t\tCOND_PROP_DESTROYED\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_MORTAR_MOVE_TO_FIRE_SPOT\tTasks\t\tTASK_MORTAR_FIND_MORTAR_LOCATION\t\t0\t\tTASK_MORTAR_PREPARE_TO_FIRE\t\t\t\t0\t\tTASK_MORTAR_FIRE\t\t\t\t\t\t0\t\tTASK_MORTAR_FIRE_RECOVER\t\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_FAIL\t\tTASK_MOVE_AWAY_PATH\t\t\t\t\t\t120\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_END\tInterrupts\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_END\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t\t0\t\t TASK_FACE_REASONABLE\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_SMELL\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_WORLD\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_FAIL\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_FAIL\t\tTASK_FACE_ENEMY\t\t\t\t\t\t\t0\t\tTASK_MOVE_AWAY_PATH\t\t\t\t\t\t120\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_END\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_MOVE_OFF_OF_NPC\tTasks \t\tTASK_GET_PATH_OFF_OF_NPC\t\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\tInterrupts \n
\n\tSchedule\n\t\tSCHED_MOVE_TO_WEAPON_RANGE\tTasks \t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY\t\tTASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COMBAT_FACE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_NEW_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_TOLERANCE_DISTANCE\t\t5\t\tTASK_GET_PATH_TO_TARGET_WEAPON\t0\t\tTASK_WEAPON_RUN_PATH\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FACE_TARGET\t\t\t\t0\t\tTASK_WEAPON_PICKUP\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t1\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_NEW_WEAPON_CHEAT\tTasks\t\tTASK_WEAPON_CREATE\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_NPC_FREEZE\tTasks\t\t TASK_FREEZE\t\t\t\t0\tInterrupts\t\tCOND_NPC_UNFREEZE\n
\n\tSchedule\n\t\tSCHED_PARASITE_JUMP_FROM_EGG\tTasks\t\tTASK_PARASITE_JUMP_FROM_EGG\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_PARASITE_RANGE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_RANGE_ATTACK1\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_FACE_IDEAL\t\t\t\t0\t\tTASK_WAIT_RANDOM\t\t\t0.5\tInterrupts\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\n
\n\tSchedule\n\t\tSCHED_PATROL_RUN\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_COMBAT_FACE\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_PLAYER\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_PATROL_WALK\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_PLAYER\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_PREPARE_TO_ENGAGE\tTasks\t\tTASK_PREPARE_TO_ENGAGE\t\t0\t\tTASK_RUN_PATH\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE\tTasks\t\tTASK_FACE_ENEMY\t\t\t\t\t0\t\tTASK_FACE_REASONABLE\t\t\t0\t\tTASK_IGNORE_OLD_ENEMIES\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_QUEEN_RANGE_ATTACK\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_HIGH_TO_LOW\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\t\tCOND_WEAPON_SIGHT_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_RANGED_MOVE_TO_FIRE_SPOT\tTasks\t\tTASK_RANGED_FIND_MISSILE_LOCATION\t\t0\t\tTASK_RANGED_PREPARE_TO_FIRE\t\t\t\t0\t\tTASK_RANGED_FIRE\t\t\t\t\t\t0\t\tTASK_RANGED_FIRE_RECOVER\t\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_LOST_ENEMY\n
\n\tSchedule\n\t\tSCHED_RANGE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\t\tCOND_WEAPON_SIGHT_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_RANGE_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t\t2\t\tTASK_RANGE_ATTACK2\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_SECONDARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RELOAD\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_RELOAD\t\t\t\t0\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RETREAT\tTasks\t\tTASK_SET_ACTIVITY\tACT_STEP_BACK\t\tTASK_RETREAT\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FIND_COVER_FROM_ENEMY\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY_FALLBACK\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_RUN_RANDOM\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY_MOB\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_RUN_RANDOM\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RUN_RANDOM\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t1\t\tTASK_GET_PATH_TO_RANDOM_NODE\t500\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SCENE_GENERIC\tTasks\t\tTASK_SET_FAIL_SCHEDULE\tSCHEDULE:SCHED_SCENE_GENERIC\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_PLAY_SCENE\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_SCHEDULE\t\tSCHEDULE:SCHED_SCENE_GENERIC\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_CUSTOM_MOVE\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_FACE\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t0\t\t TASK_STOP_MOVING\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_RUN\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_RUN_TO_TARGET\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_WAIT\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t0\t\t TASK_STOP_MOVING\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_WALK\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_WALK_TO_TARGET\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCUTTLE_MOVE_NEAR_TARGET\tTasks\t\tTASK_SCUTTLE_SET_PATH\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_SCUTTLE_WAIT\t\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELDBUG_FLINCH_LEFT\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_FLINCH_LEFTARM\t\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELDBUG_FLINCH_RIGHT\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_FLINCH_RIGHTARM\t\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELDBUG_LEAVE_DEFENDING\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_LEAVE_DEFENDING\t\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELDBUG_START_DEFENDING\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_START_DEFENDING\t\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELD_FLICK\tTasks\t\tTASK_SHIELD_FLICK\t\t\t\t0\tInterrupts\t\t\n
\n\tSchedule\n\t\tSCHED_SHIELD_LOWER\tTasks\t\tTASK_SHIELD_LOWER\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELD_MAINTAIN\tTasks\t\tTASK_SHIELD_MAINTAIN_FLIP\t\t0\t\tTASK_SHIELD_MAINTAIN\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHIELD_PREPARE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SHIELD_RAISE\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SHOOT_ENEMY_COVER\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\n
\n\tSchedule\n\t\tSCHED_SHOVER_CHASE_ENEMY\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_FAILED\t\t TASK_GET_CHASE_PATH_TO_ENEMY\t300\t\t TASK_RUN_PATH\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_ALIEN_SHOVER_PHYSICS_TARGET\n
\n\tSchedule\n\t\tSCHED_SLEEP\tTasks\t\tTASK_STOP_MOVING\t0\t\tTASK_WAIT\t\t\t0.2\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SLEEP_SNORING\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_SLEEP\t\tTASK_SLEEP_WAIT_UNTIL_AWAKENED\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_WAKE\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SLEEP_UNBURROW\tTasks\t\tTASK_SLEEP_UNBURROW\t\t\t\t0\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_SMALL_FLINCH\tTasks\t\t TASK_REMEMBER\t\t\t\tMEMORY:FLINCHED  \t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_SMALL_FLINCH\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SMASH_SENTRY\tTasks\t\tTASK_FACE_SENTRY\t\t0\t\tTASK_CLEAR_BLOCKING_SENTRY\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_SPECIAL_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_SPECIAL_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_SPECIAL_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_SPECIAL_ATTACK2\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_SECONDARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_STANDOFF\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FACE_ENEMY\t\t2\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_START_DIVER_ATTACK\tTasks\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_HIGH_TO_LOW\t\tTASK_ASW_START_DIVER_ATTACK\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SWITCH_TO_PENDING_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\t\t\tACTIVITY:ACT_DROP_WEAPON\t\tTASK_CREATE_PENDING_WEAPON\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_BEST_SOUND\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FLEE_FROM_BEST_SOUND\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t0\t\t TASK_FIND_COVER_FROM_BEST_SOUND\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_FACE_SAVEPOSITION\t\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_FAIL_TAKE_COVER\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t0.2\t\tTASK_FIND_COVER_FROM_ENEMY\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_REMEMBER\t\t\t\t\tMEMORY:INCOVER\t\tTASK_FACE_ENEMY\t\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_ORIGIN\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FAIL_TAKE_COVER\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_FIND_COVER_FROM_ORIGIN\t\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_TURN_LEFT\t\t\t\t\t\t179\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_ALERT\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\t\tTASK_WAIT_RANDOM\t\t\t\t0.5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_PLAYER_PUSHING\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_COMBAT\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\tInterrupts\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_IDLE\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\t\tTASK_WAIT_RANDOM\t\t\t0.5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_PLAYER_PUSHING\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_TARGET_CHASE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_GET_PATH_TO_TARGET\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TARGET_FACE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_FACE_TARGET\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_COMBAT_WAIT\tTasks\t\tTASK_WAIT\t\t\t\t5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_DRIVE_PATH\tTasks\t\tTASK_VEHICLEDRIVER_GET_PATH\t\t0\t\tTASK_WALK_PATH\t\t\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_INACTIVE\tTasks\t\tTASK_WAIT_INDEFINITE\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_VICTORY_DANCE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_PLAY_SEQUENCE\t\tACTIVITY:ACT_VICTORY_DANCE\t\tTASK_WAIT\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_WAIT_DIVER\tTasks\t\tTASK_ASW_WAIT_DIVER\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_QUEEN_LOW_TO_HIGH\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_WAIT_FOR_CLEAR_UNBORROW\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_BURROW_WAIT\t\tTASK_CHECK_FOR_UNBORROW\t\t1\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_BURROW_OUT\tInterrupts\t\tCOND_TASK_FAILED\n
\n\tSchedule\n\t\tSCHED_WAIT_FOR_SCRIPT\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_WAIT_INDEFINITE\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_WAIT_FOR_SPEAK_FINISH\tTasks\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_GIVE_WAY\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_WAKE_ANGRY\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE \t\tTASK_SOUND_WAKE\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE \tInterrupts\n
\n\tSchedule\n\t\tSCHED_WANDER_DIRECTIONAL\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WANDER_DIRECTION\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_WANDER_ENEMY_TOO_CLOSE\n
\n\tSchedule\n\t\tSCHED_WANDER_FAIL\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_WAIT\t\t\t\t1\t\tTASK_SET_SCHEDULE\t\tSCHEDULE:SCHED_WANDER_MEDIUM\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_WANDER_MEDIUM\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WANDER\t\t\t\t\t\t480384\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_WANDER_MEDIUM\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_WANDER_STANDOFF\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WANDER\t\t\t\t\t\t480384\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\t\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tThis sequence performs %f attacks over %f seconds, DPS modifier: %f\n\n
\r\nThis application has requested the Runtime to terminate it in an unusual way.\nPlease contact the application's support team for more information.\r\n
\t%d\tbytes used by %s table\n
\t'%s' is not a known concept (adding it anyway)\n
\tHighLevel\t1\n
\tName\t"%s"\n
\tName\t%s\n
\tParent_ID\t%u\n
\tPassenger Role:\t%s (%d seats)\n
\tTime\t%g\n
\tUnknown resource type specified "%s", value "%s"\n
\t\t=====================\n
\t\tAttachment: %d\n
\t\tEntries:\t%d\n
\t\tExits:\t%d\n
\t\t\tAnimation:\t%s\t(Priority %d)\n
\tcall with no arguments to see this message and a list of current excludes.\n
\tseparate multiple concepts with spaces.\n
\tto reset the exclude list, type "rr_debugresponseconcept_exclude !"\n
]Gtargetname
^@Attempting to find cover from best sound, but best sound not founc.\n
^\sY0
_AssertValidReadPtr
_AssertValidWritePtr
_DisableUpdateTarget
_EnableUpdateTarget
_ExitOnFatalAssert
_OnLogicBranchChanged
_OnLogicBranchRemoved
__AppendToScriptGroup
__DumpScope
__EntityMakerResult
__ExecutePreSpawn
__ExecutePreSpawn 
__FinishSpawn
__KeyValueFromFloat
__KeyValueFromInt
__KeyValueFromString
__KeyValueFromVector
__MovieFinished
__ReplaceClosures
__based(
__cdecl
__clrcall
__fastcall
__particlesDepthWrite
__pascal
__ptr64
__restrict
__stdcall
__thiscall
__unaligned
_cabs
_cone
_female
_firesmoke
_gamestats.dat
_hypot
_inner_cone
_level_sounds.txt
_light
_logb
_male
_minmode
_nextafter
_plasma
_resetgamestats
_selected_
_title
_to_curve_
_xlsp
`>gunshotsplash
`?Dui
`AASW_P
`RTTI
`copy constructor closure'
`default constructor closure'
`dynamic atexit destructor for '
`dynamic initializer for '
`eh vector constructor iterator'
`eh vector copy constructor iterator'
`eh vector destructor iterator'
`eh vector vbase constructor iterator'
`eh vector vbase copy constructor iterator'
`h`hhh
`local static guard'
`local static thread guard'
`local vftable constructor closure'
`local vftable'
`managed vector constructor iterator'
`managed vector copy constructor iterator'
`managed vector destructor iterator'
`omni callsig'
`placement delete closure'
`placement delete[] closure'
`scalar deleting destructor'
`string'
`typeof'
`udt returning'
`vbase destructor'
`vbtable'
`vcall'
`vector constructor iterator'
`vector copy constructor iterator'
`vector deleting destructor'
`vector destructor iterator'
`vector vbase constructor iterator'
`vector vbase copy constructor iterator'
`vftable'
`virtual displacement map'
a trigger_changelevel doesn't have a map
aBDT_ASW_Simple_Alien
aDJ=
aEFear: Couldn't find hint node\n
aaaaaaaazzzzzzzz
abcdefghijklmnopqrrqponmlkjihgfedcba
abcdefghijklmnopqrstuvwxyz
abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
absolutetags
acceleration
accuracy
achievement
achievement_counts
achievement_debug
achievement_disable
achievement_earned
achievement_event
achievement_name
acid_touch
acos
actionScale
activator
active
active_behavior
activity
actor
add 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
addangaccel
additionalequipment
additionaliterations
addlength
addon
addon_baseshooter
address
adjusted by alien health (%f) to %f 
adult male human
advanced_map_complete
aggregation radius
ai_LOS_mode
ai_actbusy_search_time
ai_addon
ai_addon_basecombatweapon
ai_addon_thrownprojectile
ai_auto_contact_solver
ai_battle_line
ai_block_damage
ai_changehintgroup
ai_changetarget
ai_clear_bad_links
ai_debug_actbusy
ai_debug_assault
ai_debug_avoidancebounds
ai_debug_doors
ai_debug_dyninteractions
ai_debug_efficiency
ai_debug_enemies
ai_debug_enemyfinders
ai_debug_expressions
ai_debug_loners
ai_debug_looktargets
ai_debug_los
ai_debug_nav
ai_debug_node_connect
ai_debug_node_connect: debugging enbabled for %d <--> %d\n
ai_debug_ragdoll_magnets
ai_debug_shoot_positions
ai_debug_speech
ai_debug_squads
ai_debug_think_ticks
ai_debugscriptconditions
ai_default_efficient
ai_disable
ai_drawbattlelines
ai_drop_hint
ai_dump_hints
ai_ef_hate_npc_duration
ai_ef_hate_npc_frequency
ai_efficiency_override
ai_enable_fear_behavior
ai_expression_frametime
ai_expression_optimization
ai_fear_player_dist
ai_find_lateral_cover
ai_find_lateral_los
ai_follow_use_points
ai_follow_use_points_when_moving
ai_force_serverside_ragdoll
ai_frametime_limit
ai_goal_actbusy
ai_goal_actbusy input %s fired on an NPC that doesn't support ActBusy behavior.\n
ai_goal_actbusy input %s fired targeting a non-existant entity (%s).\n
ai_goal_actbusy input %s fired targeting an entity that isn't an NPC.\n
ai_goal_actbusy input ForceNPCToActBusy fired targeting an entity that isn't a hintnode.\n
ai_goal_actbusy_queue
ai_goal_actbusy_queue %s's node %d: '%s' is not an ai_hint.\n
ai_goal_assault
ai_goal_fightfromcover
ai_goal_follow
ai_goal_lead
ai_goal_lead_weapon
ai_goal_standoff
ai_hint
ai_hull
ai_inhibit_spawners
ai_lead_time
ai_moveprobe_jump_debug
ai_moveprobe_usetracelist
ai_nav_debug_experimental_pathing
ai_navigator_generate_spikes
ai_navigator_generate_spikes_strength
ai_network
ai_network_build_helper
ai_next_hull
ai_no_local_paths
ai_no_select_box
ai_no_steer
ai_no_talk_delay
ai_nodes
ai_norebuildgraph
ai_path_adjust_speed_on_immediate_turns
ai_path_insert_pause_at_est_end
ai_post_frame_navigation
ai_radial_max_link_dist
ai_reaction_delay_alert
ai_reaction_delay_idle
ai_rebalance_thinks
ai_relationship
ai_relationship '%s' finds no subject(s) called: %s or with class %s\n
ai_relationship '%s' finds no target(s) called: %s or with class %s\n
ai_relationship '%s' with no subject specified, removing.\n
ai_relationship '%s' with no target specified, removing.\n
ai_relationship cannot revert changes before they are applied!\n
ai_report_task_timings_on_limit
ai_resume
ai_script_conditions
ai_sequence_debug
ai_set_move_height_epsilon
ai_setenabled
ai_setenabled <0 or 1>\n
ai_setupbones_debug
ai_shot_bias
ai_shot_bias_max
ai_shot_bias_min
ai_shot_stats
ai_shot_stats_term
ai_show_connect
ai_show_connect_crawl
ai_show_connect_fly
ai_show_connect_jump
ai_show_graph_connect
ai_show_grid
ai_show_hints
ai_show_hull
ai_show_hull_attacks
ai_show_node
ai_show_think_tolerance
ai_show_visibility
ai_simulate_task_overtime
ai_sound
ai_speechfilter
ai_speechfilter %s is slamming NPC %s's current speech filter.\n
ai_speechfilter %s tries to use %s as a subject, but it's not a talking NPC.\n
ai_speechfilter finds no subject(s) called: %s\n
ai_spread_cone_focus_time
ai_spread_defocused_cone_multiplier
ai_spread_pattern_focus_time
ai_step
ai_strong_optimizations
ai_strong_optimizations_no_checkstand
ai_task_pre_script
ai_test_los
ai_test_moveprobe_ignoresmall
ai_think_limit_label
ai_use_clipped_paths
ai_use_efficiency
ai_use_frame_think_limits
ai_use_think_optimizations
ai_use_visibility_cache
ai_vehicle_avoidance
aim error = %f fAimYaw = %f m_flAIYawOffset = %f\n
aim error = %f fAimYaw = %f\n
aim_pitch
aim_yaw
ainet_generate_report
ainet_generate_report_only
air_density
air_density <value>\nCurrent air density is %.2f\n
airboat
aiscripted_schedule
aiscripted_schedule - StopSchedule called, but schedule's never started.\n
aiscripted_schedule - no schedule or state has been set!\n
aiscripted_schedule - not playing schedule again: not flagged to repeat\n
aitesthull
ajarangles
alien
alien_died
alien_ignited
alienbloodsplat
alignment
allangles
allcaps
allowMouseWheel
allow_overhead
allow_turning
allowdiversion
allowdiversionradius
allownewgibs
allowskip
allowstatic
allowteleport
alpha
alpha_fade
alpha_fade_in_random
alpha_fade_out_random
alpha_random
alternateticksfix
altfiretext
altitude
altpath
ambient
ambient_generic
america
american
american english
american-english
ammo_close
ammo_open
ammo_pickup
ammo_satchel_take_lrg
ammo_satchel_take_med
ammo_satchel_take_sml
ammomod
amount
amount of time players can chat after the game is over
amplitude
and want to go down, so putting in a horiz and moving down rot 2\n
and want to go down, so putting in a right rot 1\n
and want to go up, so putting in a horiz and moving up rot 2\n
and want to go up, so putting in a left rot 1\n
ang: (%f, %f, %f)\n
angRelativeAngles
angle
angleOverride
angles
angles: %g %g %g
angles_relative
angularlimit
anim_attachment_lh
anim_attachment_rh
anim_framerate
anim_prefix
animate
animatedfriction
animation
aoegren_array_element
append
appid
applycontext
applycontexttoworld
approach_distance
ar2explosion
archive
area
area %d is blocked by a nav blocker\n
area %d is unblocked by a nav blocker\n
area maxs = %f %f %f\n
area mins = %f %f %f\n
armedBgColor_override
armedFgColor_override
arrived!\n
asin
assault_assaultpoint
assault_rallypoint
assaultdelay
assaultgroup
assaultpoint
assaulttimeout
assaulttolerance
associate
asw_ClearHouse
asw_DebugAutoAim
asw_LeaveMarine
asw_MarineInvuln
asw_StartStim
asw_adjust_difficulty_by_number_of_marines
asw_ai_button_hacking_scale
asw_ai_computer_hacking_scale
asw_ai_enable_fear_behavior
asw_ai_fear_player_dist
asw_ai_report
asw_alien
asw_alien_batch
asw_alien_break_chance
asw_alien_burn_duration
asw_alien_debug_death_style
asw_alien_fancy_death_chance
asw_alien_horde
asw_alien_hurt_speed
asw_alien_jumper
asw_alien_mining_laser_damage_scale
asw_alien_money_chance
asw_alien_shover
asw_alien_shover_speed
asw_alien_speed_scale_easy
asw_alien_speed_scale_hard
asw_alien_speed_scale_insane
asw_alien_speed_scale_normal
asw_alien_stunned_speed
asw_alien_unlag
asw_allow_hull_shots
asw_ambient_generic
asw_ammo_autogun
asw_ammo_bag_burn_limit
asw_ammo_bag_damage
asw_ammo_bag_damage_radius
asw_ammo_bag_report
asw_ammo_chainsaw
asw_ammo_flamer
asw_ammo_mining_laser
asw_ammo_pdw
asw_ammo_pistol
asw_ammo_rifle
asw_ammo_shotgun
asw_ammo_vindicator
asw_aoegrenade_touch_trigger
asw_arena
asw_arena_quantity_scale
asw_arena_shuffle_walls
asw_arena_wall_density_max
asw_arena_wall_density_min
asw_arena_wave
asw_arena_waves_per_difficulty
asw_bait
asw_bait_launch_delay
asw_bait_refire_time
asw_barrel_explosive
asw_barrel_health_base
asw_barrel_health_growth
asw_barrel_radioactive
asw_batch_interval
asw_blind_follow
asw_blink_charge_time
asw_blink_debug
asw_blink_height
asw_blink_range
asw_blink_time
asw_blink_visible_time
asw_blip_speech_chance
asw_bloodhound_drag
asw_bloodhound_drop_interval
asw_bloodhound_max_speed
asw_bloodhound_near_distance
asw_bloodhound_random_interval
asw_bloodhound_randomness
asw_bloodhound_reset
asw_bloodhound_sway_speed
asw_bloodhound_thrust
asw_bloodhound_tolerance
asw_bonus_charges
asw_boomer
asw_boomer_blob_child_fuse_max
asw_boomer_blob_child_fuse_min
asw_boomer_blob_friction
asw_boomer_blob_fuse
asw_boomer_blob_gravity
asw_boomer_blob_min_detonation_time
asw_boomer_blob_radius_check_interval
asw_boomer_blob_radius_check_scale
asw_boomer_health
asw_boomer_inflate_debug
asw_boomer_inflate_speed
asw_broadcast_camera
asw_buffgrenade_gravity
asw_buffgrenade_projectile
asw_build_speech_durations
asw_burning
asw_buzzer
asw_buzzer_poison_duration
asw_campaign_death
asw_campaign_save
asw_campaign_wounding
asw_candidate_interval
asw_carnage
asw_chainsaw_attack_fade_time
asw_chainsaw_debug
asw_chainsaw_pitch_bite_rate
asw_chainsaw_pitch_range
asw_chainsaw_pitch_return_delay
asw_chainsaw_pitch_return_rate
asw_chainsaw_pitch_target
asw_chainsaw_shake_amplitude
asw_chainsaw_shake_frequency
asw_charge_height
asw_check_campaign
asw_client_build_maps
asw_client_corpse
asw_cluster_grenade_child_fuse_max
asw_cluster_grenade_child_fuse_min
asw_cluster_grenade_fuse
asw_cluster_grenade_min_detonation_time
asw_cluster_grenade_radius_check_interval
asw_cluster_grenade_radius_check_scale
asw_colonist
asw_colonist_health
asw_colonist_tom_health
asw_compliment_chatter_interval_max
asw_compliment_chatter_interval_min
asw_controls
asw_conv
asw_conversation
asw_corpse
asw_custom_skill_points
asw_damage_indicator
asw_debrief_info
asw_debug_air_move
asw_debug_alien_damage
asw_debug_aliens
asw_debug_button_skin
asw_debug_charging
asw_debug_combat_status
asw_debug_drone
asw_debug_grubs
asw_debug_jump_behavior
asw_debug_marine_aim
asw_debug_marine_chatter
asw_debug_marine_damage
asw_debug_medals
asw_debug_mine
asw_debug_mortarbug
asw_debug_npcs
asw_debug_order_weld
asw_debug_pvs
asw_debug_server_cursor
asw_debug_shieldbug
asw_debug_simple_alien
asw_debug_spawners
asw_debug_spectator_server
asw_debug_steps
asw_debug_throw
asw_debug_tile_connections
asw_debuganimstate
asw_default_campaign
asw_difficulty_alien_damage_step
asw_difficulty_alien_health_step
asw_director_debug
asw_director_peak_max_time
asw_director_peak_min_time
asw_director_relaxed_max_time
asw_director_relaxed_min_time
asw_door_drone_damage_scale
asw_door_explosion_boost
asw_door_physics
asw_door_seal_damage_reduction
asw_draw_awake_ai
asw_drone
asw_drone_acceleration
asw_drone_advanced
asw_drone_attacks
asw_drone_auto_speed_scale
asw_drone_cycle
asw_drone_death_force
asw_drone_death_force_pitch
asw_drone_door_distance
asw_drone_door_distance_min
asw_drone_friction
asw_drone_gib_chance
asw_drone_health
asw_drone_hurl_chance
asw_drone_hurl_interval
asw_drone_jumper
asw_drone_melee_force
asw_drone_melee_range
asw_drone_override_attack
asw_drone_override_move
asw_drone_override_speedboost
asw_drone_show_facing
asw_drone_show_override
asw_drone_smooth_speed
asw_drone_speedboost
asw_drone_start_melee_range
asw_drone_touch_damage
asw_drone_uber
asw_drone_yaw_speed
asw_drone_yaw_speed_attacking
asw_drone_yaw_speed_attackprep
asw_drone_zig_zag_length
asw_drone_zig_zagging
asw_drones_friendly
asw_drop_ammo
asw_drop_money
asw_drop_powerups
asw_dynamic_light
asw_egg
asw_egg_respawn
asw_electrified_armor_duration
asw_emitter
asw_ent_create
asw_ent_teleport
asw_entity_dissolve
asw_env_explosion
asw_env_shake
asw_env_spark
asw_env_sparks
asw_equip_req
asw_extinguisher_projectile
asw_facefronttime
asw_fair_marine_rules
asw_fallen_door_padding
asw_fast_reload_enabled
asw_feetyawrate
asw_fire_alien_damage_scale
asw_fire_glow
asw_fire_glow_radius
asw_fire_spread_scale
asw_fireextinguisher
asw_fist_passive_damage_scale
asw_fist_ragdoll_chance
asw_fixed_movement_playback_rate
asw_flamer_debug
asw_flamer_force
asw_flamer_projectile
asw_flamer_size
asw_flamethrower
asw_flare_anim_speed
asw_flare_autoaim_radius
asw_flare_launch_delay
asw_flare_projectile
asw_flare_refire_time
asw_flare_throw_speed
asw_flip_door
asw_follow_hint_debug
asw_follow_hint_max_range
asw_follow_hint_max_z_dist
asw_follow_slow_distance
asw_follow_threshold
asw_follow_use_hints
asw_follow_velocity_predict
asw_force_ai_fire
asw_freezer_spray
asw_g_jeepexitspeed
asw_game_resource
asw_gamerules
asw_gamerules_data
asw_gimme_ammo
asw_gimme_health
asw_god
asw_goo_volume
asw_grenade_launcher_gravity
asw_grenade_launcher_speed
asw_grenade_radius
asw_grenade_throw_delay
asw_grentrail_brightness
asw_grentrail_fade
asw_grentrail_lifetime
asw_grentrail_width
asw_grentrail_widthend
asw_grub
asw_grub_advanced
asw_grub_sac
asw_grub_speedboost
asw_hack_computer
asw_hack_wire_tile
asw_hacking_fraction
asw_harverter_suppress_children
asw_harvester
asw_harvester_max_critters
asw_harvester_new
asw_harvester_spawn_height
asw_harvester_spawn_interval
asw_harvester_speedboost
asw_harvester_touch_damage
asw_heal_gun_heal_fade
asw_heal_gun_start_heal_fade
asw_healgrenade_gravity
asw_healgrenade_projectile
asw_healgrenade_refire_time
asw_health_bar
asw_hide_marine
asw_hl2_camera
asw_holdout_announce_time
asw_holdout_debug
asw_holdout_mode
asw_holdout_resupply_time
asw_holdout_spawner
asw_holdout_start_wave
asw_holdout_wave_score_time
asw_holo_sentry
asw_holoscan
asw_horde_class
asw_horde_interval_max
asw_horde_interval_min
asw_horde_max_distance
asw_horde_min_distance
asw_horde_override
asw_horde_size_max
asw_horde_size_min
asw_hud_jeephint_numentries
asw_hurt_nearest_marine
asw_hurt_nearest_marine failed to find a nearest marine\n
asw_ignore_need_two_player_requirement
asw_infest_angle
asw_infest_pitch
asw_info_heal
asw_info_message
asw_instant_restart
asw_intensity_decay_time
asw_intensity_far_range
asw_intensity_inhibit_delay
asw_intensity_scale
asw_interval_change_max
asw_interval_change_min
asw_interval_initial_max
asw_interval_initial_min
asw_interval_min
asw_intro_control
asw_inventory
asw_jukebox
asw_jump_jet_height
asw_jump_jet_pounce_height
asw_jump_jet_time
asw_knockdown_interval
asw_last_game_variation
asw_last_marine_dead_delay
asw_leadership_radius
asw_live_marines
asw_mad_firing_break
asw_mad_firing_decay
asw_marine
asw_marine_ai_acceleration
asw_marine_ai_followspot
asw_marine_aim_error_decay_multiplier
asw_marine_aim_error_max
asw_marine_aim_error_min
asw_marine_auto_hack
asw_marine_box_collision
asw_marine_burn_time_easy
asw_marine_burn_time_hard
asw_marine_burn_time_insane
asw_marine_burn_time_normal
asw_marine_collision
asw_marine_death_cam
asw_marine_death_cam_time
asw_marine_death_cam_time_hold
asw_marine_death_cam_time_interp
asw_marine_death_cam_time_interp_out
asw_marine_death_cam_time_local_hold
asw_marine_death_cam_time_scale
asw_marine_death_protection
asw_marine_debug_movement
asw_marine_explosion_protection
asw_marine_face_last_enemy_time
asw_marine_fall_damage
asw_marine_ff
asw_marine_ff_absorption
asw_marine_ff_absorption_build_rate
asw_marine_ff_absorption_decay_rate
asw_marine_ff_dmg_base
asw_marine_ff_dmg_step
asw_marine_ff_guard_time
asw_marine_force_combat_status
asw_marine_friction
asw_marine_gravity
asw_marine_melee_damage
asw_marine_melee_distance
asw_marine_melee_force
asw_marine_melee_kick_lift
asw_marine_melee_max_force
asw_marine_nearby_angle
asw_marine_passive_armor_scale
asw_marine_random_yaw
asw_marine_resource
asw_marine_rolls
asw_marine_scan_beams
asw_marine_server_anim
asw_marine_server_ragdoll
asw_marine_skill
asw_marine_special_heal_chatter_chance
asw_marine_special_idle_chatter_chance
asw_marine_spectate
asw_marine_speed_scale_easy
asw_marine_speed_scale_hard
asw_marine_speed_scale_insane
asw_marine_speed_scale_normal
asw_marine_speed_type
asw_marine_stumble_on_damage
asw_marine_time_until_ignite
asw_marine_toggle_crouch_chance
asw_marine_view_cone_cost
asw_marine_view_cone_dist
asw_marine_view_cone_dot
asw_marine_yaw_interval_max
asw_marine_yaw_interval_min
asw_marines_past_area
asw_marker
asw_max_alien_batch
asw_max_body_yaw
asw_medal_accuracy
asw_medal_barrel_kills
asw_medal_blood_heal_amount
asw_medal_egg_kills
asw_medal_explosive_kills
asw_medal_firefighter
asw_medal_grub_kills
asw_medal_info
asw_medal_lifesaver_dist
asw_medal_lifesaver_kills
asw_medal_melee_hits
asw_medal_mine_burns
asw_medal_parasite_kills
asw_medal_reckless_explosive_kills
asw_medal_sentry_kills
asw_medal_silver_heal_amount
asw_melee_base_damage
asw_melee_debug
asw_melee_knockback_up_force
asw_melee_list_dps
asw_melee_lock
asw_melee_reload_server_only
asw_melee_require_contact
asw_melee_require_key_release
asw_mine
asw_minigun_spin_down_rate
asw_minigun_spin_rate_threshold
asw_minigun_spin_up_rate
asw_mining_laser_run_fade
asw_mining_laser_start_run_fade
asw_mission_complete
asw_mission_manager
asw_mission_objective
asw_mission_restart
asw_money
asw_money_elasticity
asw_money_friction
asw_money_gravity
asw_mortar_round_child_fuse_max
asw_mortar_round_child_fuse_min
asw_mortar_round_fuse
asw_mortar_round_gravity
asw_mortar_round_min_detonation_time
asw_mortar_round_radius_check_interval
asw_mortar_round_radius_check_scale
asw_mortarbug
asw_mortarbug_face_target
asw_mortarbug_shell
asw_mortarbug_shell_fuse
asw_mortarbug_shell_gravity
asw_mortarbug_speedboost
asw_mortarbug_spitspeed
asw_mortarbug_touch_damage
asw_move_dummy
asw_move_marine
asw_movement_direction_interval
asw_movement_direction_tolerance
asw_network_id
asw_new_drone
asw_night_vision_duration
asw_npc_go
asw_npc_go_do_run
asw_objective_countdown
asw_objective_destroy_goo
asw_objective_dummy
asw_objective_escape
asw_objective_kill_aliens
asw_objective_kill_eggs
asw_objective_kill_queen
asw_objective_slowdown_time
asw_objective_survive
asw_objective_triggered
asw_objective_update_time_scale
asw_old_shieldbug
asw_order_nearby_aliens
asw_override_max_marines
asw_parasite
asw_parasite_defanged_damage
asw_parasite_inside
asw_parasite_speedboost
asw_path_end
asw_path_start
asw_pathfinder_npc
asw_pdw_max_shooting_distance
asw_physics_prop_statue
asw_pickup_Chainsaw
asw_pickup_ammo_bag
asw_pickup_ammo_satchel
asw_pickup_autogun
asw_pickup_buff_grenade
asw_pickup_chainsaw
asw_pickup_electrified_armor
asw_pickup_fire_extinguisher
asw_pickup_flamer
asw_pickup_flares
asw_pickup_flashlight
asw_pickup_flechette
asw_pickup_freeze_grenades
asw_pickup_grenades
asw_pickup_heal_grenade
asw_pickup_hornet_barrage
asw_pickup_laser_mines
asw_pickup_medical_satchel
asw_pickup_medkit
asw_pickup_mines
asw_pickup_minigun
asw_pickup_mining_laser
asw_pickup_money
asw_pickup_night_vision
asw_pickup_normal_armor
asw_pickup_pdw
asw_pickup_pistol
asw_pickup_prifle
asw_pickup_railgun
asw_pickup_ricochet
asw_pickup_rifle
asw_pickup_sentry
asw_pickup_sentry_cannon
asw_pickup_sentry_flamer
asw_pickup_sentry_freeze
asw_pickup_shotgun
asw_pickup_sniper_rifle
asw_pickup_stim
asw_pickup_t75
asw_pickup_tesla_trap
asw_pickup_vindicator
asw_pickup_welder
asw_player
asw_point_camera
asw_powerup_chemical_bullets
asw_powerup_elasticity
asw_powerup_electric_bullets
asw_powerup_explosive_bullets
asw_powerup_fire_bullets
asw_powerup_freeze_bullets
asw_powerup_friction
asw_powerup_gravity
asw_powerup_increased_speed
asw_precache_speech
asw_prop_laserable
asw_prop_physics
asw_queen
asw_queen_debug
asw_queen_flame_flinch_chance
asw_queen_force_parasite_spawn
asw_queen_force_spit
asw_queen_grabber_dmg
asw_queen_grabber_health
asw_queen_health_easy
asw_queen_health_hard
asw_queen_health_insane
asw_queen_health_normal
asw_queen_max_mslash
asw_queen_min_mslash
asw_queen_retreat_spot
asw_queen_slash_damage
asw_queen_slash_debug
asw_queen_slash_range
asw_queen_slash_size
asw_queen_spit
asw_queen_spit_autoaim_angle
asw_queen_spit_damage
asw_queen_spit_radius
asw_radiation_volume
asw_ragdoll_blend_test
asw_railgun_force_scale
asw_ranger
asw_ranger_health
asw_realistic_death_chatter
asw_remote_turret
asw_report_difficulty
asw_reserve_marine_time
asw_restart_mission
asw_rocket_acceleration
asw_rocket_debug
asw_rocket_drag
asw_rocket_homing_range
asw_rocket_hover_height
asw_rocket_hover_thrust
asw_rocket_lifetime
asw_rocket_max_speed
asw_rocket_min_speed
asw_rocket_wobble_amp
asw_rocket_wobble_freq
asw_room_info
asw_rope_anchor
asw_rts_controls
asw_run_fixed_blend
asw_run_speed
asw_run_speed_scale
asw_sb_gallop_max_range
asw_sb_gallop_min_range
asw_scanner_info
asw_scanner_noise
asw_screenflash
asw_sentry_debug_aim
asw_sentry_friendly_fire_scale
asw_sentry_friendly_target
asw_sentry_gun_type
asw_sentry_infinite_ammo
asw_sentry_top_cannon
asw_sentry_top_flamer
asw_sentry_top_icer
asw_sentry_top_machinegun
asw_sequence_speed_cap
asw_server_loadcampaign %s %s change\n
asw_set_drone_skin
asw_set_solid
asw_shake
asw_shake_setscratch
asw_shake_test_punch_amp
asw_shake_test_punch_dirx
asw_shake_test_punch_diry
asw_shake_test_punch_dirz
asw_shake_test_punch_dura
asw_shake_test_punch_freq
asw_shaman
asw_shaman_aim_ahead_time
asw_shaman_health
asw_shieldbug
asw_shieldbug_defending_speedboost
asw_shieldbug_force_defend
asw_shieldbug_knockdown
asw_shieldbug_knockdown_force
asw_shieldbug_knockdown_lift
asw_shieldbug_melee_force
asw_shieldbug_screen_shake
asw_shieldbug_speedboost
asw_shotgun_pellet
asw_shotgun_pellet_fade_length
asw_shotgun_pellets_pass
asw_show_marine_hints
asw_show_xp_details
asw_simple_drone
asw_simple_hacking
asw_skill
asw_skill_accuracy_flamer_dmg_base
asw_skill_accuracy_flamer_dmg_step
asw_skill_accuracy_pdw_dmg_base
asw_skill_accuracy_pdw_dmg_step
asw_skill_accuracy_pistol_dmg_base
asw_skill_accuracy_pistol_dmg_step
asw_skill_accuracy_prifle_dmg_base
asw_skill_accuracy_prifle_dmg_step
asw_skill_accuracy_railgun_dmg_base
asw_skill_accuracy_railgun_dmg_step
asw_skill_accuracy_rifle_dmg_base
asw_skill_accuracy_rifle_dmg_step
asw_skill_accuracy_shotgun_dmg_base
asw_skill_accuracy_shotgun_dmg_step
asw_skill_accuracy_sniper_rifle_dmg_base
asw_skill_accuracy_sniper_rifle_dmg_step
asw_skill_accuracy_tesla_cannon_dmg_base
asw_skill_accuracy_tesla_cannon_dmg_step
asw_skill_agility_movespeed_base
asw_skill_agility_movespeed_step
asw_skill_agility_reload_step
asw_skill_autogun_base
asw_skill_autogun_step
asw_skill_drugs_base
asw_skill_drugs_step
asw_skill_engineering_sentry_base
asw_skill_engineering_sentry_step
asw_skill_engineering_welding_base
asw_skill_engineering_welding_step
asw_skill_grenades_cluster_dmg_base
asw_skill_grenades_cluster_dmg_step
asw_skill_grenades_clusters_base
asw_skill_grenades_clusters_step
asw_skill_grenades_dmg_base
asw_skill_grenades_dmg_step
asw_skill_grenades_flechette_dmg_base
asw_skill_grenades_flechette_dmg_step
asw_skill_grenades_freeze_duration_base
asw_skill_grenades_freeze_duration_step
asw_skill_grenades_freeze_radius_base
asw_skill_grenades_freeze_radius_step
asw_skill_grenades_hornet_count_base
asw_skill_grenades_hornet_count_step
asw_skill_grenades_hornet_dmg_base
asw_skill_grenades_hornet_dmg_step
asw_skill_grenades_hornet_interval_base
asw_skill_grenades_hornet_interval_step
asw_skill_grenades_incendiary_dmg_base
asw_skill_grenades_incendiary_dmg_step
asw_skill_grenades_radius_base
asw_skill_grenades_radius_step
asw_skill_grenades_smart_count_base
asw_skill_grenades_smart_count_step
asw_skill_grenades_smart_interval_base
asw_skill_grenades_smart_interval_step
asw_skill_hacking_speed_base
asw_skill_hacking_speed_step
asw_skill_healing_charges_base
asw_skill_healing_charges_step
asw_skill_healing_grenade_base
asw_skill_healing_grenade_step
asw_skill_healing_gun_base
asw_skill_healing_gun_charges_base
asw_skill_healing_gun_charges_step
asw_skill_healing_gun_step
asw_skill_healing_hps_base
asw_skill_healing_hps_step
asw_skill_healing_medkit_hps_base
asw_skill_healing_medkit_hps_step
asw_skill_health_base
asw_skill_health_step
asw_skill_leadership_accuracy_chance_step
asw_skill_leadership_damage_resist_base
asw_skill_leadership_damage_resist_step
asw_skill_melee_dmg_base
asw_skill_melee_dmg_step
asw_skill_melee_force_base
asw_skill_melee_force_step
asw_skill_melee_speed_base
asw_skill_melee_speed_step
asw_skill_mines_duration_base
asw_skill_mines_duration_step
asw_skill_mines_fires_base
asw_skill_mines_fires_step
asw_skill_muzzle_flash_base
asw_skill_muzzle_flash_step
asw_skill_piercing_base
asw_skill_piercing_step
asw_skill_reloading_base
asw_skill_reloading_fast_base
asw_skill_reloading_fast_step
asw_skill_reloading_step
asw_skill_scanner_base
asw_skill_scanner_step
asw_skill_self_healing_charges_base
asw_skill_self_healing_charges_step
asw_skill_vindicator_dmg_base
asw_skill_vindicator_dmg_step
asw_skill_vindicator_pellets_base
asw_skill_vindicator_pellets_step
asw_skill_xenowounds_base
asw_skill_xenowounds_step
asw_snow_volume
asw_solid_info
asw_song.statsFail
asw_song.statsSuccess
asw_song.stims
asw_spawn_alien
asw_spawn_buzzer
asw_spawn_group
asw_spawn_parasite_pack
asw_spawn_shieldbug
asw_spawner
asw_spawner %s has no specified alien-to-spawn classname.\n
asw_spawner can't find order object\n
asw_spawner(%s): Alien can't spawn because a marine (%d) is %f away\n
asw_spawner(%s): Alien can't spawn because a non-world entity is blocking the spawn point.\n
asw_spawner(%s): Alien can't spawn because a non-world entity is blocking the spawn point: %s\n
asw_spawner(%s): Alien can't spawn because he wouldn't fit in the spawn point.\n
asw_spawning_enabled
asw_springcol
asw_springcol_core
asw_springcol_debug
asw_springcol_force_scale
asw_springcol_push_cap
asw_springcol_radius
asw_squad_debug
asw_squadformation
asw_stats_track
asw_stim_duration
asw_stim_time_scale
asw_stop_burning
asw_stumble_interval
asw_stumble_knockback
asw_stumble_lift
asw_stun_grenade_time
asw_stylincam
asw_suicide
asw_sv_maxspeed
asw_synup_chatter_chance
asw_t75
asw_target_dummy
asw_tech_marine_req
asw_tech_order_hack_range
asw_teleport
asw_tesla_trap
asw_test_marinenearby
asw_test_new_alien_jump
asw_test_turret
asw_time_scale_delay
asw_trigger_fall
asw_turret_fire_rate
asw_turret_turn_rate
asw_tutorial_save_stage
asw_uber_auto_speed_scale
asw_uber_speed_scale
asw_vehicle_jeep
asw_vindicator_grenade_elasticity
asw_vindicator_grenade_friction
asw_vindicator_grenade_fuse
asw_vindicator_grenade_gravity
asw_vindicator_grenade_mass
asw_vindicator_grenade_min_detonation_time
asw_vindicator_grenade_velocity
asw_visrange_generic
asw_vote_campaign
asw_vote_duration
asw_vote_kick_fraction
asw_vote_leader_fraction
asw_vote_map_fraction
asw_vote_mission
asw_vote_saved_campaign
asw_voting_missions
asw_vphysics_npc
asw_walk_fixed_blend
asw_walk_point
asw_walk_sequence_speed_cap
asw_walk_speed
asw_walk_speed_scale
asw_wanderer_override
asw_weapon
asw_weapon_ammo_bag
asw_weapon_ammo_satchel
asw_weapon_autogun
asw_weapon_bait
asw_weapon_buff_grenade
asw_weapon_chainsaw
asw_weapon_electrified_armor
asw_weapon_fire_extinguisher
asw_weapon_fist
asw_weapon_flamer
asw_weapon_flares
asw_weapon_flashlight
asw_weapon_force_scale
asw_weapon_freeze_grenades
asw_weapon_grenade_launcher
asw_weapon_grenades
asw_weapon_heal_grenade
asw_weapon_heal_gun
asw_weapon_hornet_barrage
asw_weapon_jump_jet
asw_weapon_laser_mines
asw_weapon_max_shooting_distance
asw_weapon_medical_satchel
asw_weapon_medkit
asw_weapon_mines
asw_weapon_minigun
asw_weapon_mining_laser
asw_weapon_night_vision
asw_weapon_normal_armor
asw_weapon_pdw
asw_weapon_pistol
asw_weapon_prifle
asw_weapon_railgun
asw_weapon_rifle
asw_weapon_safety_hull
asw_weapon_sentry
asw_weapon_sentry_cannon
asw_weapon_sentry_flamer
asw_weapon_sentry_freeze
asw_weapon_shotgun
asw_weapon_smart_bomb
asw_weapon_sniper_rifle
asw_weapon_stim
asw_weapon_t75
asw_weapon_tesla_gun
asw_weapon_tesla_trap
asw_weapon_vindicator
asw_weapon_welder
asw_wire_full_random
asw_ww_chatter_interval_max
asw_ww_chatter_interval_min
aswactivate
aswcorpse
aswstunexplo
aswwatersplash
at console
atan
atan2
attach1
attach2
attach_count
attach_explosion
attach_name
attach_spit
attach_top
attachment
attachpoint
attack_dot_angle
attack_hit_sound
attack_miss_sound
attacker
attackerindex
attenuation
attributestext
audioparams_t
australian
auto
auto resize direction
auto_in_combat
auto_wide_tocontents
autoaim_max_deflect
autoaim_max_dist
autoaim_viewing_client
autoaimradius
autohide_buttons
autokick is disabled for %s\n
automate
autoopen
autoresize
autosave\n
autosavedangerous\n
autoswitchfrom
autoswitchto
autoteam
avatarinfo
avelocity
axis
bActive
bDangerMemory
bEOFLocked
bEOFUnlocked
bEludedMe
bEmoteAmmo
bEmoteAnimeSmile
bEmoteExclaim
bEmoteGo
bEmoteMedic
bEmoteQuestion
bEmoteSmile
bEmoteStop
bLeadDuringCombat
bMobbedMe
bNeedsEntityIOFixup
bNormalMemoryDiscard
bRunningEnterExit
bScheduleWasInterrupted
bStopScenesWhenPlayerLost
bTaskRanAutomovement
bTaskUpdatedYaw
bUnforgettable
bVal
bValidOnCurrentEnemy
bWasRunningAnim
back
background color
bad allocation
bad exception
bag of sugar
banid %d %d;
bank
barrel_rad_gas_cloud
barrel_rad_gas_jet
base
base_damage
baseclass
baseprojectile
basespriteprojectile
basevelocity
basic_movement
batch particle systems
bayonet_stab
bbox.maxs
bbox.mins
bcc_localdata
beam
beam_spotlight
beamcount_max
beamcount_min
belgian
beveragetype
bgcolor
bgcolor_override
bias
billard ball
bin/
binary
binary_array
binary_v1
binary_v2
biomass_dissolve
blah
blend
blinkFgColor_override
blockLOS
blockNum
blocked
blocking team %d
blocking team %s
blocksize
blood_impact_green_01
blood_impact_red_01
blood_impact_yellow_01
bloodimpact
bloodsplat
bloodspray
body
body_pitch
body_rightleft
body_yaw
bodyque
bomb
bomb_exploded
boneIndex
bone_followers
boogie
bool
bool_array
boolean
boomer_drop_explosion
boomer_explode
boomer_grenade_open
boomer_projectile_main_trail
boost speed for the alien drones
boost speed for the alien drones when in override mode
boost speed for the grubs
boost speed for the harvesters
boost speed for the mortarbug
boost speed for the parasites
boost speed for the shieldbug
border
bot_kick\n
both
bottom
bottomtrack
boulder_lasered
bounding_box_max
bounding_box_min
bowling ball
break
break_breakable
breakable_count
breakable_disable_gib_limit
breakable_model
breakable_multiplayer
breakable_skin
breakmodel
breaksound
briefing
brightness
brightnessscale
brighttext
britain
bspline
bucket
bucket_position
buddha
bug_swap
bugpause
bugunpause
build mode flags
burning_character
burning_gib_01
burst
busy_anim
busy_sequence
busy_sound
busyactor
busysearchrange
button
button_area_active
button_area_inactive
button_area_used
buzzer_death
buzzer_trail
c:\buildslave\swarm_rel_win32\build\src\game\server\Release_swarm\server.pdb
c:\buildslave\swarm_rel_win32\build\src\public\tier1/UtlSortVector.h
c:\buildslave\swarm_rel_win32\build\src\public\tier1\UtlSortVector.h
c:\o.events
c?e2
cable/cable_lit.vmt
cable/chain.vmt
cable/rope.vmt
cable/rope_shadowdepth
calcmovementplaybackrate=%f\n
caller
camera
cameraname
cameraspace
campaign
campaignrandommap%d.vmf
canadian
cancelselect
cast_hull
cast_ray
catmullrom
catmullrom_normalize
catmullrom_normalize_x
catmullrom_tangent
cb~q
cc_combinedusesgender
cc_disabled
cc_master
cc_noattenuate
cc_norepeat
cc_showmissing
cc_slave
cc_usingcombinedfile
cctoken
cctype
cd pause\n
cd play %3d\n
ceil
cell: (%d, %d, %d)\n
cellcolor
celloffset: (%f, %f, %f)\n
center
centerwrap
cfg/cpu_level_%d_pc.ekv
cfg/cpu_level_%d_pc_ss.ekv
cfg/cpu_level_360.ekv
cfg/cpu_level_360_ss.ekv
cfg/gpu_level_%d_pc.ekv
cfg/gpu_level_360.ekv
cfg/gpu_mem_level_%d_pc.ekv
cfg/gpu_mem_level_360.ekv
cfg/mapscores.dat
cfg/mem_level_%d_pc.ekv
cfg/mem_level_360.ekv
ch_createairboat
ch_createjeep
chainstodoor
chance the alien will break into ragdoll pieces instead of gib
changed
changelevel
changelevel %s campaign %s\n
changelevel2
channel
chaptertitle
char
character
chaseEnemyTolerance
chase_distance
chase_movement
cheapwaterenddistance
cheapwaterstartdistance
cheat
cheetah
chest_rightleft
chet_debug_idle
child
childfiltername
children
chin_raiser
china
chinese
chinese-hongkong
chinese-simplified
chinese-singapore
chinese-traditional
cl_ai_offhand
cl_autoreload
cl_blipspeech
cl_campaignnext
cl_campaignsas
cl_carnage
cl_ccounts
cl_chatter
cl_cmdrate
cl_drawhud 0
cl_dselectm
cl_editing_slot
cl_emote
cl_fixedskills
cl_forcelaunch
cl_forceready
cl_freecam
cl_fullyjoined
cl_gen_progress
cl_hardcore
cl_hardcore_ff
cl_hud_minmode
cl_interp
cl_interp_ratio
cl_interpolate
cl_kickvote
cl_lagcompensation
cl_leadervote
cl_loadout
cl_loadouta
cl_mapline
cl_marineface
cl_mread
cl_needequip
cl_needtech
cl_needtwoplayers
cl_offhand
cl_onslaught
cl_orderfollow
cl_orderhold
cl_predict
cl_predictweapons
cl_promoted
cl_ready
cl_restart_mission
cl_revive
cl_selecthack
cl_selectm
cl_selectsinglem
cl_skill
cl_skill_down
cl_skill_up
cl_skip_intro
cl_soundscape_flush\n
cl_spec_mode %d
cl_spectating
cl_spectating get game resource=%d\n
cl_spendskill
cl_start
cl_stopusing
cl_switchm
cl_team
cl_uber
cl_undoskill
cl_updaterate
cl_use_simd_bones
cl_vcamplist
cl_vcampmaplist
cl_viewmail
cl_vmaplist
cl_vsaveslist
cl_wants_continue
cl_wants_restart
cl_wants_returnmap
cl_wants_start
classType
classname
classname %s used to create wrong class type\n
classname missing from entity!\n
clear_debug_overlays
clearoncontact
clears debug overlays
client
clientcmd_can_execute
clientinsetx_override
clip2_size
clip_size
clipsize
clipsremaining
close
closecaption
closed
closesound
code
coldworld
collision_shake_amp
collision_shake_freq
collision_shake_time
collision_test
collisionrules
collisions
colonist infest gibbed at loc %f, %f, %f\n
color
color2
colorPrimary
colorPrimaryLerpTo
colorSecondary
colorSecondaryLerpTo
color_array
color_correction
color_correction_volume
color_fade
color_random
colormax
colormin
colortransitiontime
column
combo
command
commandline hook to run a nav_analyze and then quit.
commentary
commentary_auto
commentary_cvarsnotchanging
commentary_cvarsnotchanging\n
commentary_finishnode
commentary_semaphore
commentaryfile
commentaryfile_nohdr
concept
condition
connections
consideration_distance
constant
constraints
constraintsystem
context
contextsubject
control point to disable rendering if it is the camera
control point to only enable rendering if it is the camera
controlpoint_light
controlspawners
convar
corner
corner_depressor
cosh
couldn't fine any, keyvalues is empty!\n
count
counter
coverDist
coverTolerance
cpoint1
cpoint10
cpoint11
cpoint12
cpoint13
cpoint14
cpoint15
cpoint16
cpoint17
cpoint18
cpoint19
cpoint1_parent
cpoint2
cpoint20
cpoint21
cpoint22
cpoint23
cpoint24
cpoint25
cpoint26
cpoint27
cpoint28
cpoint29
cpoint2_parent
cpoint3
cpoint30
cpoint31
cpoint32
cpoint33
cpoint34
cpoint35
cpoint36
cpoint37
cpoint38
cpoint39
cpoint3_parent
cpoint4
cpoint40
cpoint41
cpoint42
cpoint43
cpoint44
cpoint45
cpoint46
cpoint47
cpoint48
cpoint49
cpoint4_parent
cpoint5
cpoint50
cpoint51
cpoint52
cpoint53
cpoint54
cpoint55
cpoint56
cpoint57
cpoint58
cpoint59
cpoint5_parent
cpoint6
cpoint60
cpoint61
cpoint62
cpoint63
cpoint6_parent
cpoint7
cpoint7_parent
cpoint8
cpoint9
crash.selection
crashSounds
crashsound
crate
create from parent particles
create_flare
create_flashlight
credits
creditsMsg
creditsdone
criteria
criterion
crouch_aim_
crouch_shoot_
cstring
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
cur_val
curmaxgroundspeed=%f\n
current
current speed (goal): %g (%g)
current value: %f
currentsealtime
curve_
customkill
cvar_name
cvar_value
cycle
cycler at %.0f %.0f %0.f missing modelname\n
cycler_actor
cycler_flex
cycler_flex used on model %s without enough flexes.\n
cycletype
czech
d1_canals_0
d1_canals_01
d1_canals_01a
d1_canals_02
d1_canals_03
d1_canals_06
d1_canals_07
d1_canals_08
d1_canals_09
d1_canals_1
d1_canals_10
d1_canals_11
d1_canals_12
d1_canals_13
d1_eli_
d1_eli_01
d1_town.LargeFireLoop
d1_town_
d1_trainstation_
d1_trainstation_01
d1_trainstation_03
d1_trainstation_04
d1_trainstation_05
d1_trainstation_06
d2_coast_
d2_coast_09
d2_coast_1
d2_prison_
d2_prison_01
d2_prison_06
d2_prison_07
d2_prison_08
d3_breen_
d3_breen_01
d3_c17_
d3_c17_01
d3_c17_04
d3_c17_09
d3_c17_1
d3_c17_11
d3_c17_12
d3_citadel_
d3_citadel_01
d3_citadel_03
d3_citadel_04
d3_citadel_05
d=%f newX=%f newY=%f\n
damage
damage%d
damage_distance
damage_table
damagebits
damagecap
damagefilter
damagemodel
damagescale
damagetoenablemotion
damagetype
damping
data
dataoffset
dbghist_addline
dbghist_dump
dddd, MMMM dd, yyyy
deadflag
deadmodel
debris
debug - disable trace query cache
debug/debugempty
debug/particleerror
debug_materialmodifycontrol
debug_overlay_fullposition
debug_physimpact
debug_touchlinks
debug_visibility_monitor
debugtext
decal
decalfrequency
decalname
deceleration
default
default foreground color
defaultBgColor_override
defaultFgColor_override
defaultPanel
default_clip
default_clip2
defaultcurvetype
defaultdelay
defaults
defaultstyle
defaulttrack
delay
delay %f
delaymax
delaymin
delta
delta ang (dot)    : %.2f (%f)
demorestart
density
dent1
dent2
dentamount
dependency_file
depletioncount
deploy
depressedBgColor_override
depressedFgColor_override
depthblurfocaldistance
depthblurstrength
detailmaterial
detonate
developer
developer 0
developeronly
devshots_nextmap
devshots_screenshot "%s"
difficulty_changed
dirPrimary
direction
directionentityname
directory
directorysize
disableafteruse
disableallshadows
disabled
disablereceiveshadows
disableshadows
disconnect
disconnect\n
dispcoll_drawplane
display_clip_size
display_reload_time
displayfirst
displaylast
displaymodel
displaymodel2
displaymodel_skin
displaysoundlist
displaytext
disposition
dissolvetype
dist_from_issuer
distance
distance_check_subtitle
distancetoenemy
distancetoplayer
distancetotarget
divers_in
divers_out
dmg.bullets
dmg.club
dmg.explosive
dont_teleport_at_end
door_destroyed
door_options
door_rear_fall
door_recommend_destroy
door_unwelded
door_welded
door_welded_visible
doorsmoke1
doortype
double_shot
double_shot_npc
draw through leafsystem
draw_corner_height
draw_corner_width
drawcolor
drawcolor_override
drawcross
drawline
drivermaxspeed
driverminspeed
drone_death
drone_shot
drophoverdelay
droppable
dsp_speaker
dulltext
dump_entity_sizes
dump_globals
dumpentityfactories
dumpeventqueue
dumpgamestringtable
duration
dutch-belgian
dynamic_interactions
dynamic_prop
e+000
e-CS
e2 Z
e<bN
eVal
easein
easeinout
easeout
east
easy
edictindex
editable
effect
effect_name
effects
effects/ar2ground2
effects/blueblackflash
effects/bluelaser2.vmt
effects/bubble.vmt
effects/ember_swirling001
effects/flashlight001
effects/flashlight_border
effects/fleck_ash1
effects/fleck_ash2
effects/fleck_ash3
effects/introblur
effects/splashwake3
effects/stun
egg_death
egg_hatch
egg_open
egg_pop
elasticity of vindicator grenade
electrified_armor_burst
element
element_array
elementid
elems
elephant
emitters
emittime
empty
empty SpeakResponse input from %s to %s\n
enable
enabled
enableshadows
enableshadowsfromlocallights
encoding %s %d format %s %d\n
end  : (%.2f,%.2f,%.2f)
end %f %f %f
endLerpTo
endcolor
endloop
endnode
endsize
endwidth
enemy
enemyLOSTolerance
enemyfilter
engine2_start
engine2_stop
enginesound
england
english
english-american
english-aus
english-belize
english-can
english-caribbean
english-ire
english-jamaica
english-nz
english-south africa
english-trinidad y tobago
english-uk
english-us
english-usa
ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f
ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f
ent_absbox
ent_attachments
ent_autoaim
ent_bbox
ent_cancelpendingentfires
ent_create
ent_debugkeys
ent_dump
ent_dump: no such entity
ent_fire
ent_info
ent_keyvalue
ent_messages
ent_messages_draw
ent_name
ent_orient
ent_pause
ent_pivot
ent_rbox
ent_remove
ent_remove_all
ent_remove_all %s
ent_remove_all asw_alien_goo
ent_remove_all asw_egg
ent_remove_all asw_grub_sac
ent_remove_all asw_spawner
ent_rotate
ent_script_dump
ent_script_dump: Entity %s has no script scope!\n
ent_setang
ent_setang no entity %d\n
ent_setname
ent_setpos
ent_setpos no entity %d\n
ent_show_contexts
ent_show_response_criteria
ent_step
ent_teleport
ent_text
ent_viewoffset
entindex
entindex_attacker
entindex_inflictor
entindex_killed
entity
entity %s at %s has physics attachment to more than one entity with the name %s!!!\n
entity_blocker
entity_killed
entity_rotate_incremental %s %f %f %f %f %f %f
entity_set_keyvalue %s %f %f %f "%s" "%s"
entity_visible
entityflame
entityname
entitytable_t
entry
entry_activity
entry_anim
entry_sequence
entry_sound
entryboxes
enumeration
env_ambient_light
env_ar2explosion
env_beam
env_beam: unknown entity "%s"\n
env_beams cannot have the end entity be the beam itself\nunless the start entity is also the beam itself!\n
env_beverage
env_blood
env_bubbles
env_citadel_energy_core
env_credits
env_debughistory
env_detail_controller
env_dof_controller
env_dustpuff
env_dusttrail
env_effectscript
env_embers
env_entity_dissolver
env_entity_freezing
env_entity_igniter
env_entity_maker
env_entity_maker %s failed to find template %s.\n
env_entity_maker %s has no template entity!\n
env_explosion
env_fade
env_fire
env_fire_trail
env_firesensor
env_firesource
env_flare D_LI 9
env_fog_controller
env_funnel
env_global
env_global_light
env_glow
env_gunfire
env_hudhint
env_instructor_hint
env_laser
env_lightglow
env_lightglow maxdist too large (%d should be %d).\n
env_lightglow outermaxdist too large (%d should be %d).\n
env_message
env_microphone
env_movieexplosion
env_muzzleflash
env_outtro_stats
env_particle_performance_monitor
env_particle_trail
env_particlefire
env_particlelight
env_particlescript
env_physexplosion
env_physimpact
env_physwire
env_player_surface_trigger
env_portal_path_track
env_projectedtexture
env_quadraticbeam
env_ragdoll_boogie
env_rockettrail
env_rotorshooter
env_rotorwash_emitter
env_screeneffect
env_screenoverlay
env_screenoverlay %s has no overlays to display.\n
env_shake
env_shake %s with "Don't shake view" spawnflag set without "Shake physics" or "Shake ropes" spawnflags set.
env_shooter
env_slomo
env_slomo not setting prevent stimtime as its alreayd further ahead\n
env_slomo setting prevent stim time to %f\n
env_smokestack
env_smoketrail
env_soundscape
env_soundscape_proxy
env_soundscape_proxy can't find target soundscape: '%s'\n
env_soundscape_triggerable
env_spark
env_speaker
env_splash
env_sporeexplosion
env_sporetrail
env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f\n
env_sprite_clientside
env_sprite_oriented
env_spritetrail
env_steamjet
env_sun
env_texturetoggle
env_tilt
env_tonemap_controller
env_tracer
env_tracer: unknown entity "%s"\n
env_viewpunch
env_wind
env_zoom
ep1_c17_00
ep1_c17_00a
ep1_c17_01
ep1_c17_02
ep1_c17_02b
ep1_c17_05
ep1_c17_06
ep1_citadel_00
ep1_citadel_01
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
ep1_citadel_04
ep2_outland_01
ep2_outland_01a
ep2_outland_02
ep2_outland_03
ep2_outland_04
ep2_outland_05
ep2_outland_06
ep2_outland_06a
ep2_outland_07
ep2_outland_08
ep2_outland_09
ep2_outland_10
ep2_outland_10a
ep2_outland_11
ep2_outland_11a
ep2_outland_12
ep2_outland_12a
episodic
equipclass1
equipclass2
equipclass3
equipdescription1
equipicon
equiplongname
error
error in transition graph: %s to %s\n
estv = %f absv = %f\n
event
event %u\n
event_name
event_queue_saveload_proxy
event_ramp
excludednpc
exclusive
exec %s\n
exec map_edit.cfg\n
exec newmapsettings\n
exec skill%d.cfg\n
exec skill_manifest.cfg\n
exhaustl
exit
exit_activity
exit_anim
exit_sequence
exit_sound
exit_tauremoved
exp10
expdamage
expecting =\n
expecting channel got %s\n
expecting event got %s\n
expecting flex animation data\n
expecting more tokens!
expecting ramp data\n
expecting relative tag\n
expecting scalesettings data\n
expecting valid tag type!!!
expecting {
expecting {\n
explode
explode_3
explode_fire
explode_ice
explodemagnitude
explodevector
explosion
explosion_air_small
explosion_barrel
explosion_grenade
explosive_damage
explosive_radius
explosive_resist
exponential_decay
expradius
expression
expressions
expressions/
expressions/%s.vfe
extrahealth
eyes
f6\tn
fCoverOnReload
fExpireTime
fIgnoreFacing
fPlayerIsBattleline
fSOs
fStayAtCover
fTaskStatus
fUUU
fabs
face
faceposer
faceposermodel
facing: %s
faction
fade
fade a player's screen to black when he dies
fadeDuration
fadeInDuration
fadeOutDuration
fadein
fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeinsecs
fadeintime
fademaxdist
fademindist
fadeout
fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fadeoutsecs
fadeouttime
fadescale
fadetime
fadetoblackstrength
failadvice_dump_values
failed
failed (+exclude rule)
fall
fallback max count
fallback replacement definition
false
fanfriction
far_blur
far_focus
far_radius
farz
fast_reload
fastreload
faulty context k:v pair in entity io %s\n
ffF@%s : %8.2f:  start %s\n
fff?
ffffff
fg_image
fgcolor
fgcolor_override
fieldName
file
filename
fillcolor
fillcolor_override
filmgrainstrength
filter_activator_class
filter_activator_context
filter_activator_mass_greater
filter_activator_model
filter_activator_name
filter_activator_team
filter_base
filter_damage_type
filter_enemy
filter_max_per_enemy
filter_multi
filter_multi: Tried to add entity (%s) which is not a filter entity!\n
filter_outer_radius
filter_radius
filterclass
filtered
filtermass
filtername
filterteam
fin_accel
fin_sway
find_by_modelname
find_by_targetname
find_ent
find_ent_index
finished_charge_param
fire
fire  : %s, cycle: %.2f eyepitch:%f\n
fire a response concept directly at a given character.\nUSAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\ncriteria values are optional.\n
fire_absorbrate
fire_dmgbase
fire_dmginterval
fire_dmgscale
fire_extabsorb
fire_extscale
fire_growthrate
fire_heatscale
fire_incomingheatscale
fire_interactions
fire_maxabsorb
fire_open
fire_rate
fireattack
fireballsprite
firedamage
fireinterval
fireradius
firesize
firetarget
firetrigger
firetype
fish
fish_count
fish_dormant
fixedlength
flAbandonTimeLimit
flDelay
flDistSqr
flEnterExitDuration
flEnterExitStartTime
flFOV
flMaxSpeed
flMinDeltaSpeed
flMinSpeed
flNextAttemptTime
flSpeedApproachFactor
flVal
flWashStartTime
flYaw
flags
flammable
flashbang_detonate
flesh
flex_expression
flex_horz
flex_looktime
flex_maxawaytime
flex_maxplayertime
flex_minawaytime
flex_talk
flex_vert
flexanimation
flexanimations
flexsetting_t
flexsettinghdr_t
flexsettingindex
flextimingtags
flexweight_t
float
float_array
floor
fluid
flwaitSentence
flwaitSound
fmod
focus_range
focus_target
fogColor
fogEnable
fogEnd
fogMaxDensity
fogStart
fog_volume
fog_volume_debug
fogblend
fogcolor
fogcolor2
fogdir
fogenable
fogend
foglerptime
fogmaxdensity
fogparams_t
fogplayerparams_t
fogstart
followPointTolerance
follow_attachment
follow_customorigin
follow_eyes
follow_origin
font
force
forceclosed
forcecrouch
forcelimit
forces
forceshortmovement
forcestate
forcetime
forcetoenablemotion
foreground color
formation
foundry_engine_get_mouse_control
foundry_engine_release_mouse_control
foundry_select_entity
foundry_sync_hammer_view
foundry_update_entity
fov_desired
fov_rate
fragility
frame
frame_blGrip
frame_bottomGrip
frame_brGrip
frame_caption
frame_close
frame_leftGrip
frame_maximize
frame_menu
frame_minimize
frame_mintosystray
frame_rightGrip
frame_tlGrip
frame_topGrip
frame_trGrip
framerate
frames
framestart
frametime limit for min efficiency AIE_NORMAL (in sec's).
free_pass_peek_debug
freepass_duration
freepass_movetolerance
freepass_peektime
freepass_refillrate
freepass_timetotrigger
freeze simulation after time
freeze_grenade_explosion
freeze_statue_shatter
french-belgian
french-canadian
french-luxembourg
french-swiss
frequency
frexp
friction
from
frozen
frozen_down_time
frozen_param
frozen_time_expansion_multiplier
frozen_time_reduction_multiplier
fuel
full_round
funCBaseFlex
func_
func_areaportal
func_areaportalwindow
func_break_max_pieces
func_break_reduction_factor
func_breakable
func_breakable with invalid propdata %d.\n
func_breakable_surf
func_breakdmg_bullet
func_breakdmg_club
func_breakdmg_explosive
func_brush
func_button
func_clip_vphysics
func_conveyor
func_detail_blocker
func_door
func_door*
func_door_rotating
func_dustcloud
func_dustmotes
func_fish_pool
func_guntarget
func_illusionary
func_instance_io_proxy
func_ladderendpoint
func_ladderendpoint(%s) without matching target\n
func_lod
func_lookdoor
func_monitor
func_movelinear
func_nav_avoidance_obstacle
func_nav_blocker
func_occluder
func_physbox
func_physbox_multiplayer
func_plat
func_platrot
func_playerinfected_clip
func_precipitation
func_precipitation_blocker
func_proprrespawnzone
func_pushable
func_reflective_glass
func_rot_button
func_rotating
func_smokevolume
func_tanktrain
func_track_train must be on a path of path_track\n
func_trackautochange
func_trackchange
func_tracktrain
func_train
func_traincontrols
func_useableladder
func_vehicleclip
func_wall
func_wall_toggle
func_water
func_water_analog
func_weight_button
functionName
fuse
fxtime
fz<C
g_CCNameMap:  Event type at %i has wrong value (%i)!
g_ClockSpeedMillisecondsMultiplier
g_ClockSpeedSecondsMultiplier
g_EdictTouchLinks
g_EntListMemPool
g_EntityGroundLinks
g_EntityListPool
g_Language
g_NameMap:  CC type at %i has NULL name string!
g_NameMap:  Event type at %i has NULL name string!
g_NameMap:  Event type at %i has wrong value (%i)!
g_VProfCurrentProfile
g_VProfSignalSpike
g_ai_threadedgraphbuild
g_debug_angularsensor
g_debug_basehelicopter
g_debug_constraint_sounds
g_debug_doors
g_debug_gunship
g_debug_npc_vehicle_roles
g_debug_ragdoll_removal
g_debug_trackpather
g_debug_transitions
g_debug_vehiclebase
g_debug_vehicledriver
g_debug_vehicleexit
g_debug_vehiclesound
g_helicopter_bomb_danger_radius
g_helicopter_bullrush_bomb_enemy_distance
g_helicopter_bullrush_bomb_speed
g_helicopter_bullrush_bomb_time
g_helicopter_bullrush_distance
g_helicopter_bullrush_mega_bomb_health
g_helicopter_bullrush_shoot_height
g_helicopter_chargetime
g_helicopter_idletime
g_helicopter_maxfiringdist
g_pDummyVehicle new origin = %f %f %f\n
g_pGameRules->CreateStandardEntities()
g_pGameRules->Precache
g_pMemAlloc
g_pParticleSystemMgr->Init
g_pSteamClientGameServer
g_pThreadPool
g_ragdoll_important_maxcount
g_ragdoll_maxcount
game
game time per map in minutes
game/campaign
game/difficulty
game/hardcoreFF
game/mission
game/mode
game/onslaught
game_
game_end
game_gib_manager
game_init
game_material_decals
game_player_equip
game_player_manager
game_player_team
game_playerdie
game_playerkill
game_playerleave
game_ragdoll_manager
game_score
game_team_master
game_text
game_ui
game_weapon_manager
game_zone_player
gameeventmanager->LoadEventsFromFile
gamematerial
gamemonkey
gamestats.dat
gamestats.log
gamestats_
gamestats_file_output_directory
gametitle
gameui
gassound
gb{Q@
gear
gearLimit
gear_limit
gearratio
generic
generic_actor
generictype
german-austrian
german-lichtenstein
german-luxembourg
german-swiss
gesture
gesture_height
gesture_rightleft
gesture_updown
get camera's current fov setting as integer
getting sound duration for %s took %f milliseconds\n
getting wav duration for %s\n
gibangles
gibanglevelocity
gibdir
gibgravityscale
gibmodel
gibshooter
give
givecurrentammo
given 2 points & ent to ignore, return fraction along line that hits world or models
given a dummy scene name and a vcd string, load the scene
given an entity reference, such as !target, get actual entity from scene object
glass
global %s
global_event_log_enabled
global_set
global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
global_shot_delay
globalentity_t
globalname
globalstate
goalent
godmode OFF\n
godmode ON\n
golf ball
gordon_precriminal
grab_1a
grab_2
grab_short
graball
gravity
great britain
grenade
grenade_freeze_main_trail
grenade_main_trail
grenade_roll_trim
ground_fire
groundlist
group id
groupname
grub_death
grub_death_fire
grubgib flags: %d burn=%d dt=%d\n
grubsack_death
gun_ref
gun_spin
gustdirchange
gustduration
h<4Z
hEnemy
hEntity
hFollower
hI{L[
hPathCorner
hUnreachableEnt
halfhealth
hammer_update_entity
hammer_update_safe_entities
hammer_updateignorelist
hammerid
handle
handle_dummy
handle_test
hard
hardware
hardware%d
hash
hb?O2
head_forwardback
head_pitch
head_rightleft
head_roll
head_tilt
head_updown
head_yaw
heal
heal_amount
heal_distance
heal_giver
heal_gun_noconnect
heal_receiver
health
healthfrac
heatlevel
heattime
hegrenade_detonate
height
helicopter_chunk
hgrunt;scientist
hideatfullhealth
highest mission is %d draws is %d\n
hingeaxis
hingefriction
hintChangeReaction
hint_activator_caption
hint_activator_userid
hint_allow_nodraw_target
hint_alphaoption
hint_binding
hint_caption
hint_color
hint_flags
hint_forcecaption
hint_icon_offscreen
hint_icon_offset
hint_icon_onscreen
hint_local_player_only
hint_name
hint_nooffscreen
hint_pulseoption
hint_range
hint_replace_key
hint_shakeoption
hint_static
hint_target
hint_timeout
hintactivity
hintgroup
hintlimiting
hinttype
hit an alien (curtime=%f lastshotalientime=%f\n
hit junk (curtime=%f last shotjunktime=%f lastshotalientime=%f\n
hitboxset
hl2_
hl2_episodic
hltv_cameraman
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_rank_camera
hltv_rank_entity
hltv_status
hold
holdtime
holland
hong-kong
hordes
host.txt
host_thread_mode
hostfile
hostip
hostname
hostname_changed
hostport
hscript
hslider
hull_name
hurtme
iActivity
iCollide
iComingBackWaitForSpeak
iCurTask
iDamage
iDisabled
iFlags
iLockedSentence
iLoopBreakTriggerMethod
iMagnitude
iMapDataLength
iRadiusOverride
iRetrievePlayer
iRetrieveWaitForSpeak
iTaskInterrupt
iTemplateIndex
iTriggerMethod
iUnlockedSentence
iVal
i]Wb
ibzP
iconImage
idle
idle: %s, weight: %.2f\n
idle_move
ignite
ignitionpoint
ignorePhonemes
ignoredClass
ignoredEntity
ignoredebris
ignoremsg
ignoreunseenenemies
image
imageAlignment
imageSelected
imagecolor
imba
impact_mortar_preattack
impact_physics_dust
impact_physics_sparks
impale
in navigator move during the right task!\n
in-game
index
indexindex
inertiaScale
inertiafactor
inertiascale
ineye
influence
influence_cone
info_camera_link
info_constraint_anchor
info_game_event_proxy
info_hint
info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n
info_intermission
info_ladder_dismount
info_landmark
info_marine_hint
info_mass_center
info_node
info_node_air
info_node_air_hint
info_node_climb
info_node_hint
info_node_link
info_node_link_controller
info_node_marine_hint
info_npc_spawn_destination
info_null
info_overlay_accessor
info_particle_system
info_particle_system (%s) has no particle system name specified!\n
info_player_coop
info_player_deathmatch
info_player_start
info_projecteddecal
info_radial_link_controller
info_remarkable
info_target
info_target_gunshipcrash
info_target_helicopter_crash
info_target_instructor_hint
info_teleport_destination
info_tutorial_start
infocus_bgcolor_override
infodecal
ingame
inhabited
initial_particles
initializers
initialstate
initted computer with show option %d\n
inmax
inmin
inner_radius
input: (%s) -> (%s,%s), from (%s)\n
input: (%s,%d) -> (%s,%s), from (%s)\n
input: (%s,%s) -> (%s,%s), from (%s)\n
insane
instanced_scripted_scene
instructor_server_hint_create
instructor_server_hint_stop
int_array
integer
interior
interrupt
interruptability
interrupts
interval_max
interval_min
intro
intro_
invalid string position
invalid_destination
invert_exclusion
irish-english
is3S
is_console
is_crouched
is_pc
isbot
iszActivityName
iszCrashSound
iszGenericType
iszInteractionName
iszMapData
iszMyWeapon
iszSequence
iszSound
iszStateSounds
iszTheirWeapon
iszVal
italian-swiss
itemID
itemIndex
item_*
item_ammo_ar2
item_ammo_ar2_large
item_ammo_pistol
item_ammo_pistol_large
item_ammo_smg1
item_ammo_smg1_large
item_battery
item_box_buckshot
item_box_flare_rounds
item_box_sniper_rounds
item_dynamic_resupply
item_flags
item_flare_round
item_healthkit
item_healthvial
item_pickup
item_rpg_round
item_sodacan
item_suit
jVa?
jacob
jaw_clencher
jaw_drop
jeep
jj_ground_pound
jj_trail_small
jklmnopqrstuvwxyzyxwvutsrqponmlkj
joint_goo
jukebox_play_random
jukebox_stop
jump_damage
jump_delay_max
jump_delay_min
jump_jet_forward
jump_jet_height
jumped = %f\n
k:UG
kCasw_sk_jeep_gauss_damage
kU'9
kdtree_test
kernel32.dll
keyboardFocusColor_override
keyframe_track
keymappingindex
keynameindex
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
kick voting %d out (votes %d/%d)\n
kickid %d CBaseEntity::InputKill()\n
kickid %d\n
kicking
kill
killer
killing %s\n
killtarget
killvector
knockdir
knockdown
knockdown_lift
knockdown_speed
kochanek
kochanek_early
kochanek_late
l)wA
l,kg<i
l?      Connect by flying\n
lWi]
labelText
ladder
ladderSurfaceProperties
landmark
landmarkModelSpace
large car
laser_mine
laser_mine_friendly
lastBarWidth
ldexp
lead_fail
leader voting %d in (votes %d/%d\n
left
left_
left_cheek_raiser
left_corner_puller
left_funneler
left_inner_raiser
left_lid_droop
left_lid_raiser
left_lid_tightener
left_lowerer
left_mouth_drop
left_outer_raiser
left_puckerer
left_upper_raiser
leftclaw
leftedge
length
lengthprop%d
lengthproxy
lerptime
levelName
lfomodpitch
lfomodvol
lforate
lfotype
life
lifespan_decay
lifetime
lifetime_max
lifetime_min
lifetime_random
light
light_directional
light_dynamic
light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d).\n
light_environment
light_glspot
light_spot
lightcolor
lightfov
lightonlytarget
lightworld
linear_interp
linktype
listRecentNPCSpeech
listener
listenserver.cfg
listmarineresources_server
listroster_server
loadtime
lobby
locBody
locHeader
localBits
localSound
localcontrastedgestrength
localcontraststrength
localdata
localize
location
locationproxy
lock to bone
lockbodyfacing
locked
locked_sentence
locked_sound
lockpoint
locksound_t
locomotive
log10
logic_active_autosave
logic_active_autosave (%s, %d) triggered\n
logic_auto
logic_autosave
logic_branch
logic_branch_listener
logic_branchlist %s refers to entity %s, which is not a logic_branch\n
logic_case
logic_choreographed_scene
logic_collision_pair
logic_compare
logic_lineto
logic_lineto - Source not found or source with no origin!\n
logic_lineto - Target not found or target with no origin!\n
logic_measure_movement
logic_measure_movement: Unable to find measure reference entity %s\n
logic_measure_movement: Unable to find measure target entity %s\n
logic_measure_movement: Unable to find movement reference entity %s\n
logic_measure_movement: Unable to find movement target entity %s\n
logic_multicompare
logic_navigation
logic_playerproxy
logic_playmovie
logic_proximity
logic_random_outputs
logic_relay
logic_scene_list_manager
logic_script
logic_timer
lookat
lookatname
lookdoorthinker
loop
loop_break_trigger
loop_in_action
loopcount
looping
loopmovesound
lost
lowerleft
lowerright
ls1=
lservercfgfile
ltime
lunge_attack
lurch_forward_distance
lurch_strafe_distance
lzZ?
m1WY$
m_AIAddOn
m_ASWOrders
m_ActiveScenes
m_Activity
m_Actor
m_ActorTargetProxTester
m_ActualFlags
m_AirFinished
m_AlienClassName
m_AlienClassNum
m_AlienName
m_AlienOrderObject
m_AlienOrderTargetName
m_AlienOrders
m_AllIntCompares
m_AmbientLight
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_AmmoCount
m_Amplitude
m_Angles
m_AngularVelocity
m_AnimOverlay
m_ArmorValue
m_AssaultCue
m_AssaultHintGroup
m_AssaultPointName
m_AtTarget
m_BiasZone
m_BlipType
m_BoneFollowerManager
m_BranchMethod
m_BurningLinkName
m_BusyActor
m_CampaignName
m_CanInDispenser
m_ChainTarget
m_CheckOnGroundTimer
m_ChildTargetName
m_ChooseEnemyTimer
m_Collision
m_CollisionGroup
m_Color
m_Color1
m_Color2
m_CommandMoveMonitor
m_Commander
m_ConceptHistories
m_ConceptTimers
m_CriterionDistance
m_CriterionVisibility
m_CurrentFollowActivity
m_CurrentStage
m_CurrentWeaponProficiency
m_DateTime
m_DebriefText1
m_DebriefText2
m_DebriefText3
m_DegreesPerSecond
m_Density
m_DensityRampSpeed
m_DentAmount
m_DirLight
m_DirLight.m_flIntensity
m_DirLight.m_vColor
m_DirLight.m_vPos
m_DirectionalMarker
m_DistMax
m_Distance
m_DmgOrigin
m_DmgRadius
m_DmgSave
m_DmgTake
m_DownloadObjectiveName
m_Duration
m_DurationDoorBash
m_DustFlags
m_EffectData
m_Efficiency
m_ElementList
m_EndColor
m_EndEntity
m_EndSize
m_EnemiesSerialNumber
m_EnemyInfos
m_EnvWindShared
m_EnvWindShared.m_OnGustEnd
m_EnvWindShared.m_OnGustStart
m_EnvWindShared.m_flGustDuration
m_EnvWindShared.m_flMaxGustDelay
m_EnvWindShared.m_flMinGustDelay
m_EnvWindShared.m_flWindSpeed
m_EnvWindShared.m_iGustDirChange
m_EnvWindShared.m_iMaxGust
m_EnvWindShared.m_iMaxWind
m_EnvWindShared.m_iMinGust
m_EnvWindShared.m_iMinWind
m_EnvWindShared.m_iWindDir
m_Explosion
m_ExplosionMagnitude
m_Exponent
m_FOV
m_FacingPercentage
m_FadeDuration
m_FadeEndTime
m_FadeStartTime
m_FailChooseEnemyTimer
m_FallSpeed
m_Filter
m_FindMethod
m_FireState
m_Flags
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_FogColor
m_FollowDelay
m_FollowNavGoal
m_ForceAngle
m_ForcedActivity
m_FreePassMoveMonitor
m_FreePassTimeRemaining
m_Frequency
m_FrontMoveMonitor
m_FrontTimer
m_GenericHintType
m_GibDir
m_GiveUpOnDeadEnemyTimer
m_HackedGunPos
m_Handle
m_HeightZone
m_HintChangeReaction
m_HoldTime
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_IdealYaw
m_Info
m_InitialState
m_InnerAngle
m_Interruptability
m_IntroStarted
m_JetLength
m_JumpDestName
m_Key_BreakEffect
m_Key_BreakSound
m_Key_MessageImage
m_Key_MessageLine1
m_Key_MessageLine2
m_Key_MessageLine3
m_Key_MessageLine4
m_Key_MessageSound
m_Key_WindowTitle
m_LastEnterTime
m_LastEnterWeight
m_LastExitTime
m_LastExitWeight
m_LastHitGroup
m_LastLookDist
m_LastSwarmSenseDist
m_Leader
m_LeaveTarget
m_LengthZone
m_LifetimeMax
m_LifetimeMin
m_LightColor
m_LightStyle
m_Line
m_Listeners
m_Local
m_LogicBranchList
m_LookDist
m_LoopSoundName
m_LostLOSTimer
m_LostTimer
m_MagnettedEntities
m_MailFile
m_MainSoundscapeName
m_ManagedNonWeapons
m_Map
m_MapMarkings
m_MarineEntity
m_MarineHealed
m_MarineProfileIndex
m_MarineResource
m_MarineResources
m_Master
m_Material
m_MaterialName
m_MaxDirectedSpeed
m_MaxFalloff
m_MaxSpeed
m_MaxWeight
m_Medals
m_MedalsAwarded
m_MessageAttenuation
m_MessageImage
m_MessageLine1
m_MessageLine2
m_MessageLine3
m_MessageLine4
m_MessageSound
m_MessageVolume
m_MinDirectedSpeed
m_MinFalloff
m_MinSpeed
m_MissionComplete
m_MissionsCompleteNames
m_ModelName
m_ModifiedConvars
m_MotionEnabled
m_MoveAndShootOverlay
m_MoveCollide
m_MoveEfficiency
m_MoveMonitor
m_MoveType
m_MovementSpeed
m_NPCState
m_NearestEntityDistance
m_Network
m_NewColor
m_NewsFile
m_NextAssaultPointName
m_NoPowerMessage
m_NoValidActors
m_NodeData
m_NoiseArrived
m_NoiseArrivedClosed
m_NoiseMoving
m_NoiseMovingClosed
m_NoiseRunning
m_NumBeams[0]
m_NumBeams[1]
m_NumObjectives
m_NumRetries
m_NumVotes
m_ObjectiveDescription1
m_ObjectiveDescription2
m_ObjectiveDescription3
m_ObjectiveDescription4
m_ObjectiveIcon
m_ObjectiveImage
m_ObjectiveInfoIcon1
m_ObjectiveInfoIcon2
m_ObjectiveInfoIcon3
m_ObjectiveInfoIcon4
m_ObjectiveInfoIcon5
m_ObjectiveMarkerName
m_ObjectiveName
m_ObjectiveTitle
m_Objectives
m_OldColor
m_On
m_OnAcquireEnemies
m_OnAllFalse
m_OnAllLiveChildrenDead
m_OnAllSpawned
m_OnAllSpawnedDead
m_OnAllTrue
m_OnAnnounceWaveDefault
m_OnAnnounceWave[0]
m_OnAnnounceWave[1]
m_OnAnnounceWave[2]
m_OnAnnounceWave[3]
m_OnAnnounceWave[4]
m_OnAnnounceWave[5]
m_OnAnnounceWave[6]
m_OnAnnounceWave[7]
m_OnAnnounceWave[8]
m_OnAnnounceWave[9]
m_OnArrival
m_OnArrivalDone
m_OnAssaultClear
m_OnAwakened
m_OnBackgroundMap
m_OnBeginFade
m_OnBeginSentence
m_OnBeginSequence
m_OnBlockedClosing
m_OnBlockedOpening
m_OnBreak
m_OnButtonActivated
m_OnButtonHackAt25Percent
m_OnButtonHackAt50Percent
m_OnButtonHackAt75Percent
m_OnButtonHackCompleted
m_OnButtonHackStarted
m_OnCacheInteraction
m_OnCancelFailedSequence
m_OnCancelSequence
m_OnCanceled
m_OnCase[0]
m_OnCase[10]
m_OnCase[11]
m_OnCase[12]
m_OnCase[13]
m_OnCase[14]
m_OnCase[15]
m_OnCase[1]
m_OnCase[2]
m_OnCase[3]
m_OnCase[4]
m_OnCase[5]
m_OnCase[6]
m_OnCase[7]
m_OnCase[8]
m_OnCase[9]
m_OnChangeLevel
m_OnChangedFromMax
m_OnChangedFromMin
m_OnClose
m_OnCommentaryMidGame
m_OnCommentaryMultiplayerSpawn
m_OnCommentaryNewGame
m_OnCompletion
m_OnComputerActivated
m_OnComputerDataDownloaded
m_OnComputerHackCompleted
m_OnComputerHackHalfway
m_OnComputerHackStarted
m_OnComputerViewMail1
m_OnComputerViewMail2
m_OnComputerViewMail3
m_OnComputerViewMail4
m_OnConditionsSatisfied
m_OnConditionsTimeout
m_OnConstraintBroken
m_OnConvert
m_OnCountdownFailed
m_OnCrashed
m_OnCreditsDone
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDefault
m_OnDenyCommanderUse
m_OnDestroyed
m_OnDone
m_OnEggReset
m_OnEndFollow
m_OnEndSentence
m_OnEndSequence
m_OnEndTouch
m_OnEndTouchAll
m_OnEqual
m_OnEqualTo
m_OnEscapeRoomStart
m_OnExtinguished
m_OnFacingLookat
m_OnFail
m_OnFailure
m_OnFallingObject
m_OnFalse
m_OnFireCannon
m_OnFirstDamage
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundEntity
m_OnFoundPlayer
m_OnFourthDamage
m_OnFullyClosed
m_OnFullyCut
m_OnFullyOpen
m_OnFullySealed
m_OnGetValue
m_OnGooDestroyed
m_OnGreaterThan
m_OnGreaterThanOrEqualTo
m_OnHalfHealth
m_OnHatched
m_OnHealthChanged
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnHeardSound
m_OnHeatLevelEnd
m_OnHeatLevelStart
m_OnHitMax
m_OnHitMin
m_OnHurt
m_OnHurtPlayer
m_OnIgnite
m_OnIgnited
m_OnIn
m_OnKnockedBack
m_OnLessThan
m_OnLessThanOrEqualTo
m_OnLoadGame
m_OnLockedUse
m_OnLostEnemies
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnMagnetAttach
m_OnMagnetDetach
m_OnMapSpawn
m_OnMapTransition
m_OnMarineInPosition
m_OnMarineOutOfPosition
m_OnMessageRead
m_OnMixed
m_OnMotionEnabled
m_OnMultiNewMap
m_OnMultiNewRound
m_OnNPCFinishedBusy
m_OnNPCLeft
m_OnNPCLeftQueue
m_OnNPCLostSeeEntity
m_OnNPCPickup
m_OnNPCSeeEnemy
m_OnNPCStartedBusy
m_OnNPCStartedLeavingQueue
m_OnNPCStartedUsing
m_OnNPCStoppedUsing
m_OnNavFailBlocked
m_OnNewGame
m_OnNext
m_OnNotEqual
m_OnNotEqualTo
m_OnNotFacingLookat
m_OnNotTouching
m_OnObjectiveComplete
m_OnOff
m_OnOn
m_OnOpen
m_OnOpened
m_OnOut
m_OnOutOfWorld
m_OnOuttroStatsDone
m_OnPass
m_OnPhysCannonAnimatePostStarted
m_OnPhysCannonAnimatePreStarted
m_OnPhysCannonAnimatePullStarted
m_OnPhysCannonDetach
m_OnPhysCannonPullAnimFinished
m_OnPhysGunDrop
m_OnPhysGunOnlyPickup
m_OnPhysGunPickup
m_OnPhysGunPunt
m_OnPlay
m_OnPlaybackFinished
m_OnPlayerGotOffLadder
m_OnPlayerGotOnLadder
m_OnPlayerInZone
m_OnPlayerOutZone
m_OnPlayerPickup
m_OnPlayerTouch
m_OnPlayerUse
m_OnPostIdleEndSequence
m_OnPressed
m_OnProxyRelay1
m_OnProxyRelay10
m_OnProxyRelay11
m_OnProxyRelay12
m_OnProxyRelay13
m_OnProxyRelay14
m_OnProxyRelay15
m_OnProxyRelay16
m_OnProxyRelay2
m_OnProxyRelay3
m_OnProxyRelay4
m_OnProxyRelay5
m_OnProxyRelay6
m_OnProxyRelay7
m_OnProxyRelay8
m_OnProxyRelay9
m_OnPushedPlayer
m_OnQueenKilled
m_OnQueueMoved
m_OnRappelTouchdown
m_OnReachedPosition
m_OnReleased
m_OnRemove
m_OnRequirementFailed
m_OnRoutedSound
m_OnScriptEvent[0]
m_OnScriptEvent[1]
m_OnScriptEvent[2]
m_OnScriptEvent[3]
m_OnScriptEvent[4]
m_OnScriptEvent[5]
m_OnScriptEvent[6]
m_OnScriptEvent[7]
m_OnSecondDamage
m_OnSentryPlaced
m_OnShotDown
m_OnShowMessage
m_OnSleep
m_OnSpark
m_OnSpawn
m_OnSpawnNPC
m_OnSpawned
m_OnStart
m_OnStartTouch
m_OnStartTouchAll
m_OnSuccess
m_OnSummonWave1
m_OnSummonWave2
m_OnSummonWave3
m_OnSummonWave4
m_OnSurfaceChangedFromTarget
m_OnSurfaceChangedToTarget
m_OnTakeDamage
m_OnTargeted
m_OnThirdDamage
m_OnTimeout
m_OnTimer
m_OnTimerHigh
m_OnTimerLow
m_OnTouchedByEntity
m_OnTouching
m_OnTrigger
m_OnTrigger1
m_OnTrigger10
m_OnTrigger11
m_OnTrigger12
m_OnTrigger13
m_OnTrigger14
m_OnTrigger15
m_OnTrigger16
m_OnTrigger2
m_OnTrigger3
m_OnTrigger4
m_OnTrigger5
m_OnTrigger6
m_OnTrigger7
m_OnTrigger8
m_OnTrigger9
m_OnTrue
m_OnUnblockedClosing
m_OnUnblockedOpening
m_OnUnpressed
m_OnUse
m_OnUseLocked
m_OnUser1
m_OnUser2
m_OnUser3
m_OnUser4
m_OnWake
m_OnWaveDefault
m_OnWave[0]
m_OnWave[1]
m_OnWave[2]
m_OnWave[3]
m_OnWave[4]
m_OnWave[5]
m_OnWave[6]
m_OnWave[7]
m_OnWave[8]
m_OnWave[9]
m_Opacity
m_Origin
m_OutColor1
m_OutColor2
m_OutValue
m_OuterAngle
m_OutputMarinesPast
m_Output[0]
m_Output[1]
m_Output[2]
m_Output[3]
m_Output[4]
m_Output[5]
m_Output[6]
m_Output[7]
m_PDAName
m_PSName
m_PainFinished
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_Params
m_ParticleDrawWidth
m_ParticleLifetime
m_ParticleSpacingDistance
m_ParticleTrail
m_PassengerInfo
m_PendingConcept
m_PendingResponse
m_PerformanceMode
m_PlantFile
m_PlayerActorProxTester
m_PlayerDied
m_PlayerFog
m_PlayerFog.m_hCtrl
m_PlayerFreePass
m_PlayerMoveMonitor
m_PlayerTargetProxTester
m_PlayersInCount
m_PlayersOutCount
m_Position
m_Priority
m_QueenName
m_Radius
m_RallyPoint
m_RallySelectMethod
m_RallySequenceName
m_RandomCoverChangeTimer
m_Rate
m_RawPanelBitVec
m_ReceivedAssaultCue
m_Recipients
m_Relationship
m_RelationshipString
m_RenameNPC
m_RepathOnFollowTimer
m_RequestedPlayerHealth
m_Resolution
m_ResponseContexts
m_ReuseDelay
m_RopeFlags
m_RopeLength
m_RotationSpeed
m_SafePlaceMoveMonitor
m_SavedDistTooFar
m_ScheduleChannels
m_ScheduleState
m_Score
m_ScriptArrivalActivity
m_ScriptedInteractions
m_SearchType
m_SecurityCam1Name
m_SecurityCamLabel1
m_SecurityCamLabel2
m_SecurityCamLabel3
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_SelfMoveMonitor
m_ShotRegulator
m_Slack
m_SlaveName
m_SleepFlags
m_SleepState
m_SoundClose
m_SoundLevel
m_SoundMoving
m_SoundName
m_SoundOpen
m_SoundPool
m_SoundscapeName
m_SourceEntityName
m_SourceName
m_SpawnRadius
m_SpawnRate
m_SpawnerState
m_Speed
m_SpeedMax
m_SpotRadius
m_Spotlight
m_SpotlightTextureName
m_SpreadSpeed
m_SquadData
m_SquadName
m_StartColor
m_StartEntity
m_StartSize
m_StartSoundName
m_StocksSeed
m_StopEmitTime
m_String_tFileName
m_String_tMapName
m_String_tMaterialName
m_String_tSlideshowDirectory
m_StuckLast
m_Subdiv
m_SwarmSenseDist
m_SwarmSenseMarinesTimer
m_SwarmSensedMarines
m_TargetDir
m_TargetFOV
m_TargetMonitor
m_TempAttenuation
m_TextureName
m_TextureScale
m_TiltTime
m_TimeBeforeSpreadFacing
m_TimeBlockUseWaitPoint
m_TimeCheckForWaitPoint
m_TimeForceCoverHint
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_TimeLastSwarmSense
m_TimeNextAvailable
m_TimeNextSpreadFacing
m_TimePendingSet
m_TimePreventForceNewEnemy
m_TimelineAmmo
m_TimelineFriendlyFire
m_TimelineHealth
m_TimelineKillsTotal
m_TimelinePosX
m_TimelinePosY
m_Timeout
m_Timer
m_TouchType
m_TriggerHitPoints
m_Turret1Name
m_TurretLabel1
m_TurretLabel2
m_TurretLabel3
m_Type
m_UnburrowActivity
m_UnburrowIdleActivity
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_Value
m_VariantValue
m_VehiclePhysics
m_VehiclePhysics.m_pVehicle
m_VehiclePhysics.m_pWheels
m_Velocity
m_ViewSmoothing
m_WaterData
m_WeatherSeed
m_Weight
m_Width
m_WidthZone
m_WindAngle
m_WindCallback
m_WindSpeed
m_WindowTitle
m_WithProxy
m_WorldMaxs
m_WorldMins
m_YawSpeed
m_aThinkFunctions
m_accel
m_acceleration
m_actionScale
m_actionSpeed
m_actionValue
m_activateTime
m_activated
m_active
m_activity
m_actors
m_addAirDensity
m_addLength
m_additionalAcceleration
m_additionalIterations
m_afButtonDisabled
m_afButtonForced
m_afButtonLast
m_afButtonPressed
m_afButtonReleased
m_afCapability
m_afMemory
m_afPhysicsFlags
m_aggressiveness
m_aimPitch
m_aimYaw
m_allAsleep
m_allowIntersection
m_altName
m_angAbsRotation
m_angDefault
m_angEyeAngles
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angEyeAngles[2]
m_angGibRotation
m_angGoal
m_angGun
m_angLaserAim
m_angPhysReplacementLocalOrientation
m_angPostSpawnDirection
m_angPreferredCarryAngles
m_angQueenFacing
m_angRotation
m_angRotationAjar
m_angRotationClosed
m_angRotationOpenBack
m_angRotationOpenForward
m_angRotation[0]
m_angRotation[1]
m_angRotation[2]
m_angSlideAngle
m_angStart
m_angViewLimit
m_angViewPunch
m_angle
m_angleChange
m_anglesOverrideString
m_angular
m_angularAcceleration
m_angularLimit
m_angularSave
m_angularScale
m_args
m_arrivalActivity
m_arrivalSequence
m_attachedObject
m_attachmentPointBoneSpace
m_attachmentPointRagdollSpace
m_attack2axis
m_attackaxis
m_audio
m_audio.entIndex
m_audio.localBits
m_audio.localSound[0]
m_audio.localSound[1]
m_audio.localSound[2]
m_audio.localSound[3]
m_audio.localSound[4]
m_audio.localSound[5]
m_audio.localSound[6]
m_audio.localSound[7]
m_audio.soundscapeIndex
m_autoKickDisabled
m_avoidRange
m_axis
m_axisEnd
m_bAICrouch
m_bAbandonIfEnemyHides
m_bActivateWhenAtRest
m_bActivated
m_bActivatorAsUserID
m_bActive
m_bAlive
m_bAllowAutoMovement
m_bAllowCombatActBusyTeleport
m_bAllowDiversion
m_bAllowFindLateralLos
m_bAllowInstantSpawn
m_bAllowNewGibs
m_bAllowNoDrawTarget
m_bAllowUserSkip
m_bAltFireHudHintDisplayed
m_bAltFiresUnderwater
m_bAlternateSorting
m_bAlwaysTransition
m_bAlwaysUpdate
m_bAnimate
m_bAnimatedEveryTick
m_bArmed
m_bAssembled
m_bAtRest
m_bAttacking
m_bAutoFireWeapon
m_bAutoHideButtons
m_bAutoOpen
m_bAutomated
m_bAwake
m_bBashable
m_bBeatSpeedrunTime
m_bBlinkerAtTop
m_bBlockLOSSetByPropData
m_bBlockedSpawner
m_bBodyInWater
m_bBodyWasInWater
m_bBombingSuppressed
m_bBombsExplodeOnContact
m_bBounceLaser
m_bBreakOnNonIdle
m_bBulletForceImmune
m_bBulletMod
m_bBurst
m_bBusy
m_bCalledStartMove
m_bCameraSpace
m_bCanCloseToWeld
m_bCanGroundAttack
m_bCanRoar
m_bCanSpeakWhileScripting
m_bCancelAtNextInterrupt
m_bCannonCharging
m_bCannotDieDuringInteraction
m_bCheapEffect
m_bCheated
m_bCheckContacts
m_bCheckEnemyDirection
m_bCheckSpawnIsClear
m_bChestOpen
m_bChooseFarthestPoint
m_bClearOnContact
m_bClearOrders
m_bClientPhysics
m_bClientSide
m_bClientSideAnimation
m_bClientSideFrameReset
m_bClientSidePredicted
m_bClientSideRagdoll
m_bColdWorld
m_bCollide
m_bCommentaryEnabledMidGame
m_bCommittedToJump
m_bComplete
m_bCompletedEarly
m_bConditionsGathered
m_bConnected
m_bConstrainBetweenEndpoints
m_bConstraintPastRadius
m_bCountdownStarted
m_bCreateDangerSounds
m_bCreatedFromMapFile
m_bCrouchDesired
m_bCutting
m_bDOFEnabled
m_bDamageAmpMedal
m_bDamageOutputsFired
m_bDamaged
m_bDampAllRotation
m_bDeadlyShooting
m_bDefanged
m_bDefending
m_bDelayed
m_bDetonated
m_bDeveloperOnly
m_bDidActivate
m_bDidDeathCleanup
m_bDidFastReloadsInARow
m_bDidFireOnce
m_bDirectional
m_bDirectorControlsSpawners
m_bDirtyPitch
m_bDisableAfterUse
m_bDisableBoneFollowers
m_bDisableJump
m_bDisableNPCCollisions
m_bDisablePropLookup
m_bDisableShadows
m_bDisabled
m_bDisarmed
m_bDisplayPerf
m_bDisplayTitle
m_bDiverting
m_bDoAutoShootChatter
m_bDoBreachedShout
m_bDoCutShout
m_bDoEggIdle
m_bDoFullTransmit
m_bDoSecureShout
m_bDoSwarmBehavior
m_bDodgedRanger
m_bDoneAlienCloseChatter
m_bDoneDoorShout
m_bDoneWoundedRebuke
m_bDontCancelOtherSequences
m_bDontRemove
m_bDontSaveGraph set, using synchronous map rebuild\n
m_bDontSpeakStart
m_bDontUseSemaphore
m_bDoorFallen
m_bDoorGroup
m_bDownloadedDocs
m_bDrawViewmodel
m_bDriving
m_bDuckToggled
m_bDucked
m_bDucking
m_bDummy
m_bEfficientSpotlight
m_bElectrical
m_bElectroStunned
m_bEmit
m_bEnableLocalLightShadows
m_bEnableShadows
m_bEnabled
m_bEndPointValid
m_bEnemyStatus
m_bEngineLocked
m_bEnterAnimOn
m_bExclusive
m_bExitAnimOn
m_bExitedBusyToDueLostSeeEntity
m_bExitedBusyToDueSeeEnemy
m_bExpectingWeapon
m_bExplodeOnContact
m_bExplodeOnWorldContact
m_bExplosive
m_bFaceLeft
m_bFaceMeleeYaw
m_bFadeCorpse
m_bFailed
m_bFailedMoveTo
m_bFailedOverrideMove
m_bFakeLadder
m_bFastReloadFailure
m_bFastReloadSuccess
m_bFinishFreezing
m_bFireOnEmpty
m_bFired
m_bFiresUnderwater
m_bFiring
m_bFirstBlocked
m_bFirstCollisionAfterLaunch
m_bFirstFacing
m_bFixedJumpDirection
m_bFixedSkillPoints
m_bFlipped
m_bFoeNearest
m_bFogEnable
m_bFollowNavFailed
m_bForceActBusy
m_bForceCaption
m_bForceClosed
m_bForceConditionsGather
m_bForceCrouch
m_bForceJump
m_bForceNewLevelUnit
m_bForceReachFront
m_bForceServerRagdoll
m_bForceStylinCam
m_bForceSynch
m_bForceUpdate
m_bForcedMove
m_bForcedObserverMode
m_bForcedSimplify
m_bForcedStuckJump
m_bFreezeGrenadeMedal
m_bFreezePickup
m_bFriendly
m_bGagLeader
m_bGameEndAlly
m_bGenerated
m_bGib
m_bGoalPosSet
m_bGoalTypeSet
m_bGrabAll
m_bGunHasBeenCutOff
m_bHacking
m_bHadOwner
m_bHasAmbientSound
m_bHasAttacked
m_bHasBeenMobAttacked
m_bHasBeenPhysgunned
m_bHasBeenPressed
m_bHasBeenWelded
m_bHasDynamicLight
m_bHasGrubs
m_bHasGun
m_bHasHitSomething
m_bHasHysteresis
m_bHasOwner
m_bHasWarnedAI
m_bHatched
m_bHeadlightIsOn
m_bHealthHalved
m_bHeatAtLevel
m_bHeld
m_bHideAtFullHealth
m_bHintGroupNavLimiting
m_bHitAssaultPoint
m_bHitMax
m_bHitMin
m_bHitRallyPoint
m_bHoldAnimation
m_bHoldoutAlien
m_bHordesStartEnabled
m_bHurt
m_bHurtIgnited
m_bIgnoreDebris
m_bIgnoreGravity
m_bIgnoreMarines
m_bIgnorePathVisibilityTests
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bInDuckJump
m_bInQueue
m_bInReload
m_bInRestInterval
m_bInValue
m_bIndestructible
m_bInfested
m_bInfesting
m_bInfiniteAliens
m_bInflated
m_bInflating
m_bInhabited
m_bInitialAheadTest
m_bInitialHandbrake
m_bInitiatedSelfDelete
m_bInputForcedClear
m_bInterpolationWrap
m_bInterruptSceneFinished
m_bInterrupted
m_bInterruptedActorsScenes
m_bInvertAllow
m_bInvertExclusion
m_bInvulnerable
m_bIsActive
m_bIsAimTarget
m_bIsBackground
m_bIsBroken
m_bIsCarpetBombing
m_bIsCrouching
m_bIsDoorButton
m_bIsFiring
m_bIsGroundAttacking
m_bIsInUse
m_bIsInVehicle
m_bIsLive
m_bIsLocked
m_bIsMoving
m_bIsOn
m_bIsPlayingBack
m_bIsPlayingEntry
m_bIsSecondaryFiring
m_bIsSprite
m_bIsTeleportingDueToMoveTo
m_bIsUrgent
m_bIsWalkableSetByPropData
m_bJumpFromEgg
m_bJumpFromGoo
m_bJumper
m_bJustUnlockedCarnage
m_bJustUnlockedHardcore
m_bJustUnlockedUber
m_bKicked
m_bKilledBoomerEarly
m_bKnockedOut
m_bLagCompensate
m_bLagCompensation
m_bLanded
m_bLastAllCorrect
m_bLastBoost
m_bLastNavFailed
m_bLastSkid
m_bLastSoftLOS
m_bLastThrottle
m_bLaunchedCampaignMap
m_bLeadDuringCombat
m_bLeading
m_bLeaveAsleep
m_bLeaving
m_bLight
m_bLightOnlyTarget
m_bLightWorld
m_bLocalPlayerOnly
m_bLockSilently
m_bLocked
m_bLockedSentence
m_bLockedSound
m_bLongRangeNPC
m_bLoopActionSequence
m_bLoopMoveSound
m_bLooping
m_bLowAmmo
m_bLowPriority
m_bMadeParasiteVisible
m_bMailFileLocked
m_bManualSpeedChanges
m_bMarineDead
m_bMarineWounded
m_bMaster
m_bMeasurePerf
m_bMeleeChargeActivate
m_bMeleeCollisionDamage
m_bMeleeComboKeyPressed
m_bMeleeComboKeypressAllowed
m_bMeleeComboTransitionAllowed
m_bMeleeHit
m_bMeleeKeyReleased
m_bMeleeMadeContact
m_bMeleeParasiteKill
m_bMidJump
m_bMineActive
m_bMineTriggered
m_bMissionFailed
m_bMissionRequiresTech
m_bMissionSuccess
m_bMoving
m_bMovingAndShooting
m_bMovingForward
m_bMovingToBusy
m_bMovingToCover
m_bMultiplayer
m_bMultiplayerGame
m_bNeedGraphRebuild
m_bNeedToSetBounds
m_bNeedsToPlayExitAnim
m_bNegated
m_bNeverSayHello
m_bNeverTimeout
m_bNewAnimCommandsSemaphore
m_bNewsFileLocked
m_bNextMissionVoteEnded
m_bNoAmmo
m_bNoDmgForce
m_bNoExpirationTime
m_bNoGibShadows
m_bNoListRepeats
m_bNoOffscreen
m_bNoPathcornerPathfinds
m_bNoPower
m_bNoShootWhileMove
m_bNoSky
m_bNonCombat
m_bNotOnNetwork
m_bNotSolidToWorld
m_bNotifyNavFailBlocked
m_bOfflineGame
m_bOn
m_bOnFire
m_bOnGround
m_bOneJumpPerAlien
m_bOneMarineEach
m_bOnlyWeaponExtra
m_bOpen
m_bOpening
m_bOptional
m_bOriginalBlockLOS
m_bPatrolBreakable
m_bPatrolling
m_bPauseBonusProgress
m_bPaused
m_bPausedViaInput
m_bPerformAvoidance
m_bPerformingOverride
m_bPlacedByPlayer
m_bPlantFileLocked
m_bPlaySound
m_bPlayedHalfwayChatter
m_bPlayedMeleeHitSound
m_bPlayerActorFOVTrueCone
m_bPlayerAvoidState
m_bPlayerBlockedNodes
m_bPlayerReady
m_bPlayerTargetFOVTrueCone
m_bPlayerUnderwater
m_bPoisoned
m_bPoseValueParity
m_bPostSpawnUseAngles
m_bPoweredUp
m_bPowerupExpires
m_bPreFire
m_bPreciseMovement
m_bPredictWeapons
m_bPreventChangesWhileMoving
m_bPreventMovement
m_bPreventWeaponPickup
m_bPrimed
m_bProtectedTech
m_bPushed
m_bRandomAnimator
m_bReciprocal
m_bRecommendedSeal
m_bReflectingProjectiles
m_bReloadHudHintDisplayed
m_bReloadsSingly
m_bRemoveable
m_bRequiredByObjective
m_bRetryFailedJumps
m_bReversed
m_bRolledOutroCredits
m_bRun
m_bRushForward
m_bSaveImportant
m_bSecurityCam
m_bSecurityCam1Locked
m_bSendHandle
m_bSentJoinedMessage
m_bSequenceFinished
m_bSequenceLoops
m_bSetSide
m_bSettled
m_bSetupComputer
m_bSetupPuzzle
m_bShatter
m_bShootable
m_bShortBlink
m_bShotDelayed
m_bShouldDetach
m_bShouldLock
m_bShowCommanderFace
m_bShowingHostile
m_bShownCredits
m_bShowsOnScanner
m_bSimpleProjection
m_bSimulatedEveryTick
m_bSinglePlayerGameEnding
m_bSkillMarineHelping
m_bSkipEggChatter
m_bSkippedChooseEnemy
m_bSleeping
m_bSlowHeal
m_bSmallOpenRadius
m_bSmoke
m_bSnapToGoal
m_bSolidBsp
m_bSoundPlaying
m_bSpawnIfMarinesAreNear
m_bSpawnedGrubs
m_bSpeedModActive
m_bSpotlightOn
m_bStartActive
m_bStartBurrowed
m_bStartDark
m_bStartDisabled
m_bStartIdleSound
m_bStartPointValid
m_bStartedNonLoopingSound
m_bState
m_bStatic
m_bStocksFileLocked
m_bStopAtStartPos
m_bStopScenesWhenPlayerLost
m_bStopped
m_bStoredEggSize
m_bStunGrenadeMedal
m_bSuppliedAmmo
m_bSuppressSound
m_bSwitch
m_bSwitchingWeapons
m_bSynchPostIdles
m_bTakenWoundDamage
m_bTargetUnreachable
m_bTargetWasAsleep
m_bTeleportToBusy
m_bThinking
m_bThrownByPlayer
m_bTimeoutFired
m_bTookPhysicsDamage
m_bTriggerJumped
m_bTurret1Locked
m_bUnableToFire
m_bUnderCrosshair
m_bUnlockedSentence
m_bUnlockedSound
m_bUnstoppable
m_bUpDownState
m_bUpdateAttachedChildren
m_bUpdateTarget
m_bUpsideDown
m_bUseAfterHack
m_bUseAirLinkRadius
m_bUseAngles
m_bUseAreaEnabled
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseHelper
m_bUseHitboxesForRenderBox
m_bUseLandmarkAngles
m_bUseNearestBusy
m_bUsePuntSound
m_bUseRenderBoundsForCollision
m_bUseScreenAspectRatio
m_bUsedFreeCam
m_bUsingEngineeringAura
m_bUsingSmallDoorBashHull
m_bUsingStandardThinkTime
m_bValidateActivitySpeed
m_bViewingMail
m_bVisible
m_bVisibleOnly
m_bVisibleWhenAsleep
m_bVisionActive
m_bWaitForBeginSequence
m_bWaitForRefire
m_bWaitingForActor
m_bWaitingForInput
m_bWaitingForInterrupt
m_bWaitingForResumeScene
m_bWakeSquad
m_bWalking
m_bWanderersStartEnabled
m_bWantsToFire
m_bWantsToFire2
m_bWasAttached
m_bWasLocked
m_bWasWeldedByMarine
m_bWearingSuit
m_bWeatherFileLocked
m_bWeldSeal
m_bWheelInWater
m_bWheelWasInWater
m_bWorldSpaceScale
m_bWrap
m_bYawLocked
m_bZoomed
m_baseFlags
m_bitsDamageInflict
m_bitsDamageType
m_bitsHUDDamage
m_blinktime
m_blinktoggle
m_blockedTeamNumber
m_bloodColor
m_boltWidth
m_boneIndexAttached
m_breakSound
m_cAmmoLoaded
m_cLastActiveSounds
m_calmSpeed
m_cancelTime
m_cellX
m_cellY
m_cellZ
m_cellbits
m_chAreaBits
m_chAreaPortalBits
m_chCurrentSlideLists
m_chMaterialType
m_chPoseIndex
m_chPreviousTextureType
m_clrOverlay
m_clrRender
m_code
m_collisionMaxs
m_collisionMins
m_colorCorrectionName
m_command
m_controlMaxs
m_controlMins
m_controlPosition
m_controlType
m_controls.bHasBrakePedal
m_controls.boost
m_controls.brake
m_controls.brakepedal
m_controls.handbrake
m_controls.handbrakeLeft
m_controls.handbrakeRight
m_controls.steering
m_counter
m_crashCallback
m_createTick
m_cullBoxMaxs
m_cullBoxMins
m_current
m_currentAmp
m_currentSound
m_customParams.fCoverOnReload
m_customParams.maxShots
m_customParams.maxTimeShots
m_customParams.minShots
m_customParams.minTimeShots
m_customParams.oddsCover
m_damage
m_damageModel
m_damageRadius
m_damageToEnableMotion
m_damageType
m_debugOverlays
m_debugRadius
m_decayTime
m_deceleration
m_delayMax
m_delayMin
m_deltaTime
m_density
m_desiredSpeed
m_dir
m_direction
m_directionEntityName
m_disabled
m_distSq
m_distance
m_dpv
m_drawText
m_duration
m_eDoorState
m_eHull
m_eLastState
m_eOpenDirection
m_eOrientationType
m_eSpawnPosition
m_eType
m_eVelocityType
m_end
m_engineSoundName
m_entityChannel
m_entityName
m_explodeDamage
m_explodeRadius
m_fAIPitch
m_fAccuracy
m_fActive
m_fActorInPVS
m_fActorInVehicle
m_fActorSeePlayer
m_fActorSeeTarget
m_fAmplitude
m_fArrived
m_fArrivedTolerance
m_fAssembleCompleteTime
m_fAssembleProgress
m_fAutoOverrideTime
m_fAutoaimRadius
m_fBestTimeTaken
m_fBlendAmount
m_fBlindfire
m_fBriefingStartedTime
m_fBrightness
m_fBurnDamage
m_fCachedIdealSpeed
m_fClearInfoMessageTime
m_fClosingToWeldTime
m_fCountdownFinishTime
m_fCountdownLength
m_fCurrentYaw
m_fCycleFrequency
m_fDamageInterval
m_fDamageTaken
m_fDangerousTimer
m_fDeathTime
m_fDecay
m_fDeployYaw
m_fDesiredFacing
m_fDesiredScale
m_fDetonateTime
m_fDieTime
m_fDisabled
m_fDownloadTime
m_fEarliestAOEDetonationTime
m_fEarliestTouchDetonationTime
m_fEffects
m_fEggAwake
m_fEggResetTime
m_fEndWidth
m_fEnginePowerScale
m_fExpirationTime
m_fFFGuardTime
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeInTime
m_fFadeLength
m_fFadeOutTime
m_fFailedOverrideTime
m_fFastFinishTime
m_fFastReloadEnd
m_fFastReloadStart
m_fFilterMass
m_fFinishedHackTime
m_fFireDuration
m_fFlags
m_fForceMoveTime
m_fForceNewEnemy
m_fForcePrimeTime
m_fForceSpeed
m_fFriendlyFireAbsorptionTime
m_fFriendlyFireDamage
m_fFriendlyFireDamageDealt
m_fGibTime
m_fGoalYaw
m_fGrubSpawnAngle
m_fHackProgress
m_fHaloScale
m_fHatchTime
m_fHeadYaw
m_fHealthFraction
m_fHeight
m_fHelicopterFlags
m_fHoldingYaw
m_fHurtSlowMoveTime
m_fIconOffset
m_fIgnoreFronts
m_fInfestedStartTime
m_fInfestedTime
m_fInitHUD
m_fInitalized
m_fInside
m_fInterpolationTime
m_fIsRunning
m_fKickTime
m_fLastASWThink
m_fLastAmmoCheckTime
m_fLastBoost
m_fLastButtonUseTime
m_fLastControlledMarineTime
m_fLastDiverAttack
m_fLastFireTime
m_fLastFriendlyFireTime
m_fLastHeadYaw
m_fLastHurtTime
m_fLastKLVoteTime
m_fLastLayTime
m_fLastLostLOSTime
m_fLastMarineShootTime
m_fLastMobDamageTime
m_fLastMomentFlipDamage
m_fLastPlayerTalkTime
m_fLastRangedAttack
m_fLastShieldPose
m_fLastShotAlienTime
m_fLastShotJunkTime
m_fLastSleepCheckTime
m_fLastStillTime
m_fLastThinkTime
m_fLastTouchHurtTime
m_fLatchedPositions
m_fLerpTime
m_fLife
m_fLightRadiusScale
m_fLockedPoints
m_fLooping
m_fMapGenerationProgress
m_fMarineAimError
m_fMarineBlockCounter = %f\n
m_fMarineDeathTime
m_fMarineShootCounter
m_fMarineShootCounter = %f\n
m_fMass
m_fMaxAngAcceleration
m_fMaxChasingTime
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMaxState
m_fMinMarineDistance
m_fMinRange1
m_fMinRange2
m_fMinSlideTime
m_fMinState
m_fMoveInterval
m_fMoveTo
m_fNavComplete
m_fNextAlienWalkDamage
m_fNextDiverState
m_fNextFireTime
m_fNextFlinchTime
m_fNextHeadhitAttack
m_fNextLaseredEventTime
m_fNextMarineCheckTime
m_fNextMeleeTime
m_fNextMoveTime
m_fNextPainSound
m_fNextPainSoundTime
m_fNextRandomDestTime
m_fNextSlowHealTick
m_fNextStunSound
m_fNoDamageDecal
m_fNoise
m_fOmniscient
m_fOnTarget
m_fOverkillShootTime
m_fPatrolLoopPlaying
m_fPitch
m_fPlayerActorLOS
m_fPlayerBlockingActor
m_fPlayerInVehicle
m_fPlayerIsBattleline
m_fPlayerTargetLOS
m_fPoseValue
m_fPrevVelocity
m_fPreventStimMusicDuration
m_fPreventStimMusicTime
m_fPulseSpeed
m_fPulseStrength
m_fRadius
m_fRange
m_fRechargeTime
m_fReloadStart
m_fRememberStaleNodes
m_fRotating
m_fScale
m_fScaleRate
m_fScreenFlags
m_fScriptStatus
m_fSkillMarineHelping
m_fSlowTime
m_fSpawnTime
m_fSpeed
m_fStartActive
m_fStartEnabledChance
m_fStartFrame
m_fStartedFiringTime
m_fStartedHackTime
m_fStayAtCover
m_fStayPushed
m_fStopFacingPointTime
m_fStopMarineTime
m_fStoredPathFlags
m_fStressToActivate
m_fStrict
m_fSuicideTime
m_fSwarmMoveTime
m_fTakeCover
m_fTestNoDamage
m_fTime
m_fTimeLastHurt
m_fTimeLastSawSeeEntity
m_fTimeTaken
m_fTolerance
m_fTriggerChance
m_fTurnRate
m_fUnfreezeTime
m_fUsingEngineeringAura
m_fVisibleTime
m_fVoteEndTime
m_fWaypointFlags
m_fWidth
m_facingQueue
m_fadeMaxDist
m_fadeMinDist
m_failSchedule
m_firePosition
m_fireState
m_fishCount
m_fishes
m_flAccelSpeed
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flAcrossTime
m_flActorTargetProximity
m_flAllowDiversionRadius
m_flAllowResponsesEndTime
m_flAlpha
m_flAlternateTicksFix
m_flAltitude
m_flAmbient
m_flAmmoCrateCloseTime
m_flAmmoMod
m_flAmmoUseTime
m_flAmount
m_flAnimEndTime
m_flAnimStartTime
m_flAnimTime
m_flArcInterval[0]
m_flArcInterval[1]
m_flArmProgress
m_flAssaultDelay
m_flAssaultPointTolerance
m_flAssaultTimeout
m_flAttackTime
m_flAttenuation
m_flAutoReturnDelay
m_flAutomationDelay
m_flAutomationTime
m_flAverageSpeedAcrossFrame
m_flAvoidDistance
m_flAvoidMetric
m_flBank
m_flBaseDamage
m_flBaseSpread
m_flBias
m_flBlendEndTime
m_flBlendIn
m_flBlendOut
m_flBlendStartTime
m_flBlendTonemapEnd
m_flBlendTonemapStart
m_flBlendWeight
m_flBlinktime
m_flBlockDamage
m_flBlockedTalkTime
m_flBloomExponent
m_flBloomSaturation
m_flBoogieLength
m_flBrightnessScale
m_flBrightnessTime
m_flBrightnessTimeStart
m_flBullrushAdditionalHeight
m_flBurrowTime
m_flBurstDelay
m_flBurstDuration
m_flBusySearchRange
m_flCannonChargeStartTime
m_flCannonTime
m_flChargeTime
m_flCheapWaterEndDistance
m_flCheapWaterStartDistance
m_flCircleOfDeathRadius
m_flCloseCaptionDuration
m_flColorTransitionTime
m_flCompareValue
m_flConeOfInfluence
m_flConstraintAngle
m_flConstraintRadius
m_flConstraintSpeedFactor
m_flConstraintWidth
m_flConveyorSpeed
m_flCreateTime
m_flCurWeight
m_flCurrPathOffset
m_flCurrentSealTime
m_flCurrentTime
m_flCurrentWaveStartTime
m_flCustomAutoExposureMax
m_flCustomAutoExposureMin
m_flCustomBloomScale
m_flCustomBloomScaleMinimum
m_flCycle
m_flDamage
m_flDamageAccumulator
m_flDamageBuffEndTime
m_flDamageCap
m_flDamageForce
m_flDamagePerInterval
m_flDamageRadius
m_flDamageScale
m_flDamageTaken
m_flDamageTime
m_flDangerSoundTime
m_flDangerousTime
m_flDeathAnimTime
m_flDeathTime
m_flDecelSpeed
m_flDefaultFadeScale
m_flDeferUntil
m_flDelay
m_flDelayedFire
m_flDeltaT
m_flDesiredShadowCastDistance
m_flDestScale
m_flDetonateTime
m_flDieTime
m_flDissolveStartTime
m_flDistTooFar
m_flDistance
m_flDistanceAlongSpline
m_flDmgModBullet
m_flDmgModClub
m_flDmgModExplosive
m_flDmgModFire
m_flDmgResetTime
m_flDmgTime
m_flDoorBashYaw
m_flDotTolerance
m_flDriversMaxSpeed
m_flDriversMinSpeed
m_flDuration
m_flEffectDuration
m_flEggJumpDistance
m_flElasticity
m_flElectrifiedArmorEndTime
m_flElectroStunSlowMoveTime
m_flEncodedController
m_flEndBusyAt
m_flEndDestructTime
m_flEndRadius
m_flEndSize
m_flEndTime
m_flEndWidth
m_flEnemyDiscardTime
m_flEnemyInfoCleanupTime
m_flEnemyPathUpdateTime
m_flEnginePitch1Time
m_flEngineStallTime
m_flExpireTime
m_flEyeIntegRate
m_flFOV
m_flFOVRate
m_flFOVTime
m_flFacingTime
m_flFadeDist
m_flFadeEndDist
m_flFadeInDuration
m_flFadeInLength
m_flFadeInStart
m_flFadeOutDuration
m_flFadeOutLength
m_flFadeOutModelLength
m_flFadeOutModelStart
m_flFadeOutStart
m_flFadeOutStartTime
m_flFadeScale
m_flFadeStartDist
m_flFadeTime
m_flFallVelocity
m_flFanFriction
m_flFarBlurDepth
m_flFarBlurRadius
m_flFarFocusDepth
m_flFarZ
m_flFarthestPathDist
m_flFieldOfView
m_flFinalValue
m_flFinishedTime
m_flFireAnimTime
m_flFireInterval
m_flFireSize
m_flFireTime
m_flFirstBurnTime
m_flFlareScale
m_flFlashTime
m_flFloatLerpEndValue
m_flFloatLerpStartValue
m_flFloatLerpTransitionTime
m_flFocusTargetRange
m_flFogEnd
m_flFogMaxDensity
m_flFogStart
m_flForce
m_flForceClientTime
m_flForceToEnableMotion
m_flForcedInteractionTimeout
m_flForcedMaxTime
m_flForwardMove
m_flFrame
m_flFrameRate
m_flFrameTime
m_flFramerate
m_flFreeKnowledgeDuration
m_flFreezeAmount
m_flFreezeResistance
m_flFriction
m_flFrozen
m_flFrozenMax
m_flFrozenMoveBlock
m_flFrozenPerHitbox
m_flFrozenThawRate
m_flFrozenTime
m_flFuel
m_flGibAngVelocity
m_flGibGravityScale
m_flGibLife
m_flGibScale
m_flGibVelocity
m_flGlowProxySize
m_flGoalSpeed
m_flGooJumpAngle
m_flGooJumpDistance
m_flGracePeriod
m_flGracePeriodEndsAt
m_flGravity
m_flGroundAttackTime
m_flGroundChangeTime
m_flGroundSpeed
m_flGustDuration
m_flHDRColorScale
m_flHandbrakeTime
m_flHeadPitch
m_flHeadYaw
m_flHealAmount
m_flHealDistance
m_flHealthAccumulator
m_flHeatAbsorb
m_flHeatLevel
m_flHeight
m_flHudHintMinDisplayTime
m_flHudHintPollTime
m_flIdleDelay
m_flIdleModifier
m_flIdleTimeDelay
m_flIgnoreDangerSoundsUntil
m_flIgnoreWorldCollisionTime
m_flIgnoreWorldTime
m_flInMax
m_flInMin
m_flInValue
m_flInitialSpeed
m_flInitialWindSpeed
m_flInnerRadius
m_flInputDropBombTime
m_flIntensity
m_flInteractionYaw
m_flInterest
m_flInterval
m_flKillDelay
m_flKillRate
m_flKnockdownYaw
m_flLaggedMovementValue
m_flLastAccess
m_flLastAngVelocity
m_flLastAttackTime
m_flLastAttributeExplosionSound
m_flLastBurnSoundTime
m_flLastBurnTime
m_flLastCorpseFall
m_flLastDamageTime
m_flLastDmgTime
m_flLastDoAOE
m_flLastEnemyTime
m_flLastEventCheck
m_flLastFastTime
m_flLastFlexAnimationTime
m_flLastHit
m_flLastHurtAlienTime
m_flLastPhysicsInfluenceTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawAnEnemyAt
m_flLastSawPlayerAt
m_flLastSawPlayerTime
m_flLastSeen
m_flLastSquadEnemyTime
m_flLastSquadShotAlienTime
m_flLastStateChangeTime
m_flLastSuccessfulSimplifyTime
m_flLastTime
m_flLastTimeAcceptedSpeak
m_flLastWashStartTime
m_flLayerAnimtime
m_flLayerFadeOuttime
m_flLeadDistance
m_flLifeTime
m_flLifetime
m_flLightFOV
m_flLightScale
m_flLip
m_flLocalTime
m_flLogoLength
m_flLookHeight
m_flLookTime
m_flLookTimeLast
m_flLookTimeTotal
m_flLowerRandomBound
m_flMagnitude
m_flMarkTolerance
m_flMassOverride
m_flMax
m_flMaxBackOff
m_flMaxBurstDelay
m_flMaxBurstInterval
m_flMaxDamage
m_flMaxDelay
m_flMaxDist
m_flMaxFrame
m_flMaxGustDelay
m_flMaxHeat
m_flMaxOccludeeArea
m_flMaxPropScreenSpaceWidth
m_flMaxRadius
m_flMaxRandAnimTime
m_flMaxRange
m_flMaxRestInterval
m_flMaxRevThrottle
m_flMaxSearchDist
m_flMaxSpeed
m_flMaxSpeedFiring
m_flMaxTimeWait
m_flMaxTimeout
m_flMaxWeight
m_flMaxYawVariation
m_flMaxspeed
m_flMeleeLastCycle
m_flMeleeStartTime
m_flMeleeYaw
m_flMin
m_flMinBackOff
m_flMinBurstDelay
m_flMinBurstInterval
m_flMinDelay
m_flMinDistValidEnemy
m_flMinFadeLength
m_flMinGustDelay
m_flMinOccluderArea
m_flMinPropScreenSpaceWidth
m_flMinRandAnimTime
m_flMinRestInterval
m_flMinSearchDist
m_flMinTimeWait
m_flMinTimeout
m_flMinYawVariation
m_flMinimumSpeedToEnterExit
m_flMoanPitch
m_flModelScale
m_flMoveDistance
m_flMoveDoneTime
m_flMoveSoundMaxTime
m_flMoveSoundMinTime
m_flMoveWaitFinished
m_flNavIgnoreUntilTime
m_flNearBlurDepth
m_flNearBlurRadius
m_flNearDistance
m_flNearFocusDepth
m_flNearZ
m_flNewEnd
m_flNewStart
m_flNextAttachTime
m_flNextAttack
m_flNextBlockTime
m_flNextBullrushBombTime
m_flNextBurstTime
m_flNextBusySearchTime
m_flNextDecalTime
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEngineSoundTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextFullChargeTime
m_flNextGibTime
m_flNextGroundAttack
m_flNextGunshipCrashFind
m_flNextIdleSpeechTime
m_flNextJumpPushTime
m_flNextLaunchTime
m_flNextLeadIdle
m_flNextMegaBombHealth
m_flNextMoanSound
m_flNextMoveSoundTime
m_flNextNPCThink
m_flNextPrimaryAttack
m_flNextRandAnim
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextRegenTime
m_flNextRippleTime
m_flNextRoarTime
m_flNextRocket
m_flNextSecondaryAttack
m_flNextSeeEnemySound
m_flNextShotTime
m_flNextSimplifyTime
m_flNextStumbleTime
m_flNextSuckTime
m_flNextSwat
m_flNextTeleportTime
m_flNextTime
m_flNextTurnSound
m_flNextUseTime
m_flNextWeaponSearchTime
m_flNoise
m_flNorthOffset
m_flOcclusionScale
m_flOldEnd
m_flOldPlayerViewOffsetZ
m_flOldPlayerZ
m_flOldStart
m_flOnTriggerChance
m_flOriginalDamage
m_flOriginalEnemyDiscardTime
m_flOriginalFOV
m_flOriginalYaw
m_flOut1
m_flOut2
m_flOuterRadius
m_flOverlayTimes
m_flOverlayTimes[0]
m_flOverlayTimes[1]
m_flOverlayTimes[2]
m_flOverlayTimes[3]
m_flOverlayTimes[4]
m_flOverlayTimes[5]
m_flOverlayTimes[6]
m_flOverlayTimes[7]
m_flOverlayTimes[8]
m_flOverlayTimes[9]
m_flOverturnedTime
m_flPackRange
m_flPackRangeSquared
m_flPanelHeight
m_flPanelWidth
m_flPartialBullets
m_flParticleLifetime
m_flPathMaxSpeed
m_flPathOffset
m_flPauseDoneTime
m_flPauseDuration
m_flPenetrationDepth
m_flPercentCollide
m_flPhysicsCheckTime
m_flPitch
m_flPitchHack
m_flPlaybackRate
m_flPlayerActorFOV
m_flPlayerActorProximity
m_flPlayerExitedTime
m_flPlayerTargetFOV
m_flPlayerTargetProximity
m_flPoseParameter
m_flPostProcessParameters
m_flPostProcessParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ]
m_flPostProcessParameters[ PPPN_DEPTH_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_FADE_TIME ]
m_flPostProcessParameters[ PPPN_FADE_TO_BLACK_STRENGTH ]
m_flPostProcessParameters[ PPPN_FILM_GRAIN_STRENGTH ]
m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ]
m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ]
m_flPostProcessParameters[ PPPN_SCREEN_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_VIGNETTE_END ]
m_flPostProcessParameters[ PPPN_VIGNETTE_START ]
m_flPostSpawnDirectionVariance
m_flPostSpawnSpeed
m_flPostSpeakDelay
m_flPower
m_flPowerupExpireTime
m_flPreDelay
m_flPredictedEventTime
m_flPressureDelay
m_flPrevAnimTime
m_flPrevCycle
m_flPrevSeen
m_flPreventLaserSightTime
m_flProjectionSize
m_flProximityDistance
m_flProximityOffset
m_flQueueTimeout
m_flRadius
m_flRamp
m_flRandomOffsetTime
m_flRange
m_flRateOfFire
m_flRefireTime
m_flRepeat
m_flRequiredTime
m_flRespawnTime
m_flRestartingMissionTime
m_flResupplyEndTime
m_flRetrieveDistance
m_flReturnTime
m_flRollSpeed
m_flRotation
m_flRotationSpeed
m_flRotorWashEntitySearchTime
m_flSavedMaxRest
m_flSavedMinRest
m_flSavedSpeed
m_flScale
m_flScaleTime
m_flScaleTimeStart
m_flSceneTime
m_flScriptVolume
m_flScrollSpeed
m_flSecondaryModeStartTime
m_flSeeEntityTimeout
m_flSensitivity
m_flSequenceScale
m_flShadowCastDistance
m_flShadowMaxDist
m_flShakeTime
m_flShardSize
m_flShootRange
m_flSideMove
m_flSimulationTime
m_flSize
m_flSizeMax
m_flSizeMin
m_flSkyboxScale
m_flSmoothFactor
m_flSoonestPrimaryAttack
m_flSoundWaitTime
m_flSpawnFrequency
m_flSpawnInterval
m_flSpawnIntervalJitter
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpeakNextNagTime
m_flSpeed
m_flSpeedFactor
m_flSpeedPercentage
m_flSpinRate
m_flSpotlightCurLength
m_flSpotlightGoalWidth
m_flSpotlightMaxLength
m_flSpriteFramerate
m_flSpriteScale
m_flSquadSoundWaitTime
m_flStartDamageTime
m_flStartFadeInWeight
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m_flStartFireTime
m_flStartFrame
m_flStartPosition
m_flStartRadius
m_flStartScale
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m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flSteering
m_flStepSize
m_flStepSoundTime
m_flStimEndTime
m_flStimStartTime
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_flStopTime
m_flSuccessDistance
m_flSuitUpdate
m_flSumDamage
m_flSunDistance
m_flSupport
m_flSuspendUntilTime
m_flSwimSoundTime
m_flTLength
m_flTWidth
m_flTargetDist
m_flTargetDistFromPath
m_flTargetDistanceThreshold
m_flTargetSpeed
m_flTargetTolerance
m_flTextureRes
m_flThenAnyMaxDist
m_flThickness[0]
m_flThickness[1]
m_flThreshold
m_flThrottle
m_flTimeBurnOut
m_flTimeDeferScheduleSelection
m_flTimeEnemyAcquired
m_flTimeFailFollowStarted
m_flTimeFirstFired
m_flTimeFollowTargetVisible
m_flTimeIntoFrame
m_flTimeLastAvoidanceTriangulate
m_flTimeLastMovement
m_flTimeLastRegen
m_flTimeLastUsed
m_flTimeNextAttack
m_flTimeNextAvailable
m_flTimeNextHateNPC
m_flTimeNextPing
m_flTimePlayerLastVisible
m_flTimePlayerStartStare
m_flTimePulse
m_flTimeStartFadeIn
m_flTimeStartFadeOut
m_flTimeStopHateNPC
m_flTimeToSafety
m_flTimeToTrigger
m_flTimeUnderRotor
m_flTimeUnderRotorVariance
m_flTimeUpdatedFollowPosition
m_flTimeVisible[0]
m_flTimeVisible[1]
m_flTimeWeaponIdle
m_flTimeWideFOV
m_flTimeoutDuration
m_flTotalMass
m_flTotalSealTime
m_flTransitionTime
m_flTranslucencyLimit
m_flTurnDegrees
m_flTurnOffKeepUpright
m_flTwist
m_flUnlockTime
m_flUpperRandomBound
m_flUseKeyDownTime
m_flUseLockedTime
m_flVPhysicsUpdateLocalTime
m_flValues
m_flVariance
m_flVehicleViewFOV
m_flVehicleVolume
m_flVelocity
m_flViewkick
m_flVolume
m_flWait
m_flWaitDistance
m_flWaitFinished
m_flWakeRadius
m_flWarnAITime
m_flWaterJumpTime
m_flWaterSuspendTime
m_flWaterZ
m_flWaveHeight
m_flWeaponSafetyTimeOut
m_flWeight
m_flWidth
m_flWindSpeed
m_flWingFlapSpeed
m_flYaw
m_flags
m_flexWeight
m_flexnum
m_flextarget
m_flextime
m_flmaxSpeed
m_fog
m_fog.HDRColorScale
m_fog.blend
m_fog.colorPrimary
m_fog.colorPrimaryLerpTo
m_fog.colorSecondary
m_fog.colorSecondaryLerpTo
m_fog.dirPrimary
m_fog.duration
m_fog.enable
m_fog.end
m_fog.endLerpTo
m_fog.farz
m_fog.lerptime
m_fog.maxdensity
m_fog.maxdensityLerpTo
m_fog.start
m_fog.startLerpTo
m_fogName
m_force
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m_forceTime
m_forceupdate
m_forward
m_fov
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m_frameStart
m_frequency
m_gagleader
m_gasSound
m_gearRatio
m_globalstate
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m_goalSpineYaw
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m_goalType
m_goalyaw
m_gravityScale
m_hASWVehicle
m_hActBusyGoal
m_hActivator
m_hActiveCommentaryNode
m_hActiveWeapon
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m_hAlienOrderTarget
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m_hAttachEntity
m_hAttachedToEntity
m_hAttacker
m_hAutoAimTarget
m_hBeam
m_hBigStepGroundEnt
m_hBlocker
m_hBlockingDoor
m_hBlockingSentry
m_hBreaker
m_hBurner
m_hBurnerWeapon
m_hCamera
m_hCampaignSave
m_hCarryingPlayer
m_hChildGrabber
m_hCine
m_hColorCorrectionController
m_hColorCorrectionCtrl
m_hComputerHack
m_hConstrainedPlayers
m_hConstraintEntity
m_hControlPointEnts
m_hCrashPoint
m_hCrashTarget
m_hCreator
m_hCtrl
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m_hCurrentHack
m_hCurrentInstance
m_hCurrentNode
m_hCurrentTarget
m_hDamageEntity
m_hDamageFilter
m_hData
m_hDeployer
m_hDestination
m_hDoorBlocker
m_hDoorHack
m_hDoorPadding
m_hDriver
m_hDropshipRope
m_hEffect
m_hEffectEntity
m_hEgg
m_hEndEntity
m_hEndPoint
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEnergyCore
m_hEnt
m_hEntAttached
m_hEntitiesPushedByWash
m_hEntity
m_hEntityIgnore
m_hExcludePlayer
m_hExitBlocker
m_hExitNode
m_hExitingNPC
m_hExpressionSceneEnt
m_hEyeLookTarget
m_hFilter
m_hFireLight
m_hFirer
m_hFlareEnt
m_hFocusTarget
m_hFogController
m_hFollowGoalEnt
m_hFollowTarget
m_hForcedInteractionPartner
m_hForcedTarget
m_hGoal
m_hGoalEnt
m_hGoalEntity
m_hGrabbingEnemy
m_hGroundAttackTarget
m_hGroundEntity
m_hHackTarget
m_hHackerMarineResource
m_hHackingMarine
m_hHackingPlayer
m_hHealEntity
m_hHealTargetEnt
m_hHealingTarget
m_hHintOwner
m_hHomingTarget
m_hIgnoreEntity
m_hInfestationCurer
m_hInflictor
m_hInfoCameraLink
m_hInitBaseAnimating
m_hIntendedTarget
m_hInteractionPartner
m_hInteractionRelativeEntity
m_hInterruptScene
m_hKeepUpright
m_hKiller
m_hLastAttacker
m_hLastBlockingEnt
m_hLastCommentaryNode
m_hLastFailedPhysicsTarget
m_hLastFogTrigger
m_hLastFoundEntity
m_hLastHit
m_hLastInteractionTestTarget
m_hLastPlayerInVehicle
m_hLastWeapon
m_hLastWeaponSwitchedTo
m_hLauncher
m_hLightingOrigin
m_hLightingOriginRelative
m_hLights
m_hLine
m_hListManagers
m_hListenFilter
m_hLiveSprite
m_hLockedBy
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m_hLookAtEntity
m_hLookDoor
m_hLookTarget
m_hLooker
m_hMarine
m_hMarineFollowTarget
m_hMaster
m_hMeasureReference
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m_hMoveChild
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m_hMovePeer
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m_hMovingEntity
m_hMovingToHint
m_hMyWeapons
m_hNPC
m_hNPCDriver
m_hNPCHost
m_hNearestNPC
m_hNextCine
m_hNodes
m_hNoise
m_hNotifySceneCompletion
m_hObserverTarget
m_hObstructor
m_hOldTarget
m_hOpeningDoor
m_hOrderingMarine
m_hOwner
m_hOwnerEntity
m_hPainPartner
m_hPanelProp
m_hParasite
m_hParent
m_hPassenger
m_hPhysReplacement
m_hPhysicsAttacker
m_hPhysicsBlocker
m_hPhysicsTarget
m_hPlayer
m_hPlayerOwner
m_hPostProcessController
m_hPostProcessCtrl
m_hPotentialSpeechTarget
m_hPreventMovementMarine
m_hPrimary
m_hPrimaryGrabber
m_hProps
m_hProxySoundscape
m_hQueen
m_hQueenEnemy
m_hRadCloud
m_hRadJet
m_hRagdoll
m_hRallyPoint
m_hReference
m_hRemoteTurret
m_hRemoveActorList
m_hRetreatSpot
m_hRope
m_hRotorWash
m_hSafePlaceHint
m_hSaveWeapon
m_hScannerInfo
m_hScenes[0]
m_hScenes[10]
m_hScenes[11]
m_hScenes[12]
m_hScenes[13]
m_hScenes[14]
m_hScenes[15]
m_hScenes[1]
m_hScenes[2]
m_hScenes[3]
m_hScenes[4]
m_hScenes[5]
m_hScenes[6]
m_hScenes[7]
m_hScenes[8]
m_hScenes[9]
m_hScreen
m_hScreens
m_hSecurityCam1
m_hSeeEntity
m_hSensor
m_hSentryBase
m_hSentryTop
m_hShockEntity
m_hShoveTarget
m_hSinkImplementor
m_hSmokeTrail
m_hSoundscape
m_hSpawnedEntities
m_hSpawner
m_hSpeaker
m_hSpectatingMarine
m_hSpeechFilter
m_hSquadInflictor
m_hStandoffGoal
m_hStartPoint
m_hStartStimPlayer
m_hStoredPathTarget
m_hTalkTarget
m_hTarget
m_hTarget1
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m_hTarget3
m_hTarget4
m_hTarget5
m_hTarget6
m_hTarget7
m_hTarget8
m_hTargetEnt
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m_hTargetReference
m_hTemplateEntities
m_hTemplates
m_hThrower
m_hTonemapController
m_hTouchingEntities
m_hTrain
m_hTrigger
m_hTriggerFogList
m_hTriggerSoundscapeList
m_hTurret1
m_hUnragdoll
m_hUseEntities
m_hUseEntity
m_hUseKeyDownEnt
m_hUseTarget
m_hUser
m_hUsingEntity
m_hVehicle
m_hVehicleEntity
m_hViewEntity
m_hViewModel
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m_hViewPositionMover
m_hViewTarget
m_hViewTargetAngles
m_hVotingMissions
m_hWaitingForThisResumeScene
m_hWarningSprite
m_hWeapon
m_hWeldingDoor
m_hZoomOwner
m_hasPausedScenes
m_hasspokenarrival
m_hasspokenstart
m_height
m_hinge.worldAxisDirection
m_hinge.worldPosition
m_hingeFriction
m_hitGroup
m_holdoutFilename
m_hurtEntities
m_iActiveCam
m_iActiveSound
m_iAdrenalineUsed
m_iAliensBurned
m_iAliensKicked
m_iAliensKilled
m_iAliensKilledByBouncingBullets
m_iAlpha
m_iAlphaOption
m_iAltFireHudHintCount
m_iAmmo
m_iAmmoDeployed
m_iAmmoType
m_iAmmoUnitsRemaining
m_iAttachmentIndex
m_iAutomaticWeldDirection
m_iBackgroundBModelName
m_iBackgroundModelIndex
m_iBarrelKills
m_iBaseTurnRate
m_iBestKills
m_iBlipX
m_iBlipY
m_iBonusChallenge
m_iBonusProgress
m_iBreakableCount
m_iBreakableSkin
m_iBulletsInGun
m_iBurstHits
m_iBurstSize
m_iCampaignGame
m_iCampaignVote
m_iCanSeeError
m_iChangedVariables
m_iChildFilterName
m_iClassIgnore
m_iClassname
m_iClip1
m_iClip2
m_iClips
m_iClusters
m_iComingBackWaitForSpeak
m_iCommanderIndex
m_iCommentaryNodeCount
m_iContext
m_iControlPointParents
m_iControlPointParents.m_Value[0]
m_iControlPointParents.m_Value[1]
m_iControlPointParents.m_Value[2]
m_iControlPointParents.m_Value[3]
m_iControlPointParents.m_Value[4]
m_iControlPointParents.m_Value[5]
m_iControlPointParents.m_Value[6]
m_iCount
m_iCrittersAlive
m_iCuredInfestation
m_iCurrentBusyAnim
m_iCurrentExitAnim
m_iCurrentFade
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m_iCurrentVoteNo
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m_iCustomDamageType
m_iCycleType
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m_iDamageAmpsUsed
m_iDamageAndFF0
m_iDamageAndFF1
m_iDamageAndFF2
m_iDamageAndFF3
m_iDamageAndFF4
m_iDamageAndFF5
m_iDamageAndFF6
m_iDamageAndFF7
m_iDamageCount
m_iDamageCustom
m_iDamageStats
m_iDamageType
m_iDangerSound
m_iDeathFrame
m_iDeathPose
m_iDeaths
m_iDefaultFOV
m_iDefaultStyle
m_iDelay
m_iDeleteThisField
m_iDesiredOverlay
m_iDesiredWeaponState
m_iDirection
m_iDisabled
m_iDisposition
m_iDiverState
m_iDmg
m_iDmgType
m_iDoSmokePuff
m_iDontMessageParent
m_iDoorPos
m_iDoorStrength
m_iDoorType
m_iDroneKills
m_iEFlags
m_iEffectIndex
m_iEffectName
m_iEggKills
m_iElectricArmorUsed
m_iEndAttachment
m_iEnemySkip
m_iEntIndex
m_iEntity
m_iEntriesPerTumbler
m_iEquipmentListIndex
m_iEvent
m_iExploitableByPlayer
m_iFF
m_iFOV
m_iFOVStart
m_iFastComputerHacks
m_iFastDoorHacks
m_iFastHacks
m_iFilterClass
m_iFilterContext
m_iFilterModel
m_iFilterName
m_iFilterName[0]
m_iFilterName[1]
m_iFilterName[2]
m_iFilterName[3]
m_iFilterName[4]
m_iFilterName[5]
m_iFilterName[6]
m_iFilterName[7]
m_iFilterName[8]
m_iFilterName[9]
m_iFilterTeam
m_iFiresPutOut
m_iFlaresUsed
m_iForcedActionRequest
m_iFrags
m_iFrameEnd
m_iFrameStart
m_iFreeSound
m_iFreezeGrenadesThrown
m_iGameState
m_iGibCapacity
m_iGibMaterial
m_iGibModelIndex
m_iGlobalname
m_iGoalSequence
m_iGravity
m_iGrubKills
m_iGustDirChange
m_iHackLevel
m_iHammerID
m_iHealBeaconHeals
m_iHealBeaconHeals_Self
m_iHealBeaconsDeployed
m_iHealCount
m_iHealGunHeals
m_iHealGunHeals_Self
m_iHealth
m_iHealthHealed
m_iHideHUD
m_iIDStamp
m_iIKCounter
m_iInfestCycle
m_iInitialTeamNum
m_iInitialWeaponsInSlots
m_iInitialWindDir
m_iInputFilter
m_iIntegerValue
m_iInteractionPlaying
m_iInteractionState
m_iInteractions
m_iJumpJetting
m_iKLVotesStarted
m_iKickVoteIndex
m_iKickVotes
m_iKickedGrenadeKills
m_iKills
m_iLandmark
m_iLeaderIndex
m_iLeaderVoteIndex
m_iLeaderVotes
m_iLeftFire
m_iLightBrightness
m_iLightLevel
m_iListCount
m_iListType
m_iMadFiring
m_iMadFiringAutogun
m_iMagnitude
m_iMapVoted
m_iMarineSlot
m_iMaterialModel
m_iMaterialName
m_iMaxAmmo
m_iMaxBreakableSize
m_iMaxBurstSize
m_iMaxGust
m_iMaxHealth
m_iMaxMarines
m_iMaxObjectsAttached
m_iMaxPieces
m_iMaxRagdollCount
m_iMaxSkillLevel
m_iMaxWind
m_iMedicHealing
m_iMedkitsUsed
m_iMeleeAllowMovement
m_iMeleeAttackID
m_iMinBurstSize
m_iMinGust
m_iMinHealthDmg
m_iMinSkillLevel
m_iMinSpawnDistance
m_iMinWind
m_iMineKills
m_iMissionDifficulty
m_iMoney
m_iMoveAsideCount
m_iMoveCloneName
m_iMySquadSlot
m_iName
m_iNetworkedPromotion
m_iNetworkedXP
m_iNext
m_iNextCampaignMission
m_iNextKey
m_iNextLinkName
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m_iNumASWOrderRetries
m_iNumBones
m_iNumBreakableChunks
m_iNumCampaigns
m_iNumColumns
m_iNumConsecutivePathFailures
m_iNumEnemiesInSafeZone
m_iNumEntriesPerTumbler
m_iNumMarines
m_iNumMarinesSelected
m_iNumMissions
m_iNumMissionsComplete
m_iNumOutputs
m_iNumOverviewMissions
m_iNumPredictedEvents
m_iNumRows
m_iNumSavedCampaigns
m_iNumSlots
m_iNumTumblers
m_iNumWires
m_iNumberOfEntries
m_iObserverLastMode
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m_iOldGrav
m_iOnLandMeleeAttackID
m_iOnlyWeaponEquipIndex
m_iOutputID
m_iOverlayID
m_iPanel1
m_iPanel2
m_iPanel3
m_iPanel4
m_iParameter
m_iParasiteKills
m_iParasitesKilled
m_iParent
m_iParentAttachment
m_iPhysReplacementMoveType
m_iPhysReplacementSolidFlags
m_iPhysicsMode
m_iPing
m_iPlayerDeathBehavior
m_iPlayerLocked
m_iPlayerShotsFired
m_iPlayerShotsMissed
m_iPortalVersion
m_iPositionInterpolator
m_iPowerupType
m_iPredictedEvent
m_iPreviousDisposition
m_iPreviousRank
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iPriority
m_iPulseOption
m_iQARandomNumber
m_iRadiusOverride
m_iRailBurst
m_iRandomMapSeed
m_iRank
m_iRefName
m_iReloadHudHintCount
m_iRespawnFrames
m_iRetrievePlayer
m_iRetrieveWaitForSpeak
m_iRightFire
m_iRocketsToFire
m_iRopeMaterialModelIndex
m_iRosterSelected
m_iRotationInterpolator
m_iRoundsWon
m_iSaveMissionsComplete
m_iSaveStage
m_iSavedLife
m_iScore
m_iScreenHeight
m_iScreenWidth
m_iSearchType
m_iSecondary
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSensingFlags
m_iSentryAngle
m_iSentryCannonDeployed
m_iSentryFlamerDeployed
m_iSentryFreezeDeployed
m_iSentryGunsDeployed
m_iSentryKills
m_iServerControlPointAssignments
m_iServerFiring
m_iShakeOption
m_iShieldbugKills
m_iShieldbugsKilled
m_iShotsFired
m_iShotsFiredAndHit0
m_iShotsFiredAndHit1
m_iShotsFiredAndHit2
m_iShotsFiredAndHit3
m_iShotsFiredAndHit4
m_iShotsFiredAndHit5
m_iShotsFiredAndHit6
m_iShotsFiredAndHit7
m_iShotsHit
m_iShotsRemaining
m_iShouldCompareToValue
m_iSightMethod
m_iSingleGrenadeKills
m_iSkillLevel
m_iSkillPointsAwarded
m_iSkillSlot0
m_iSkillSlot1
m_iSkillSlot2
m_iSkillSlot3
m_iSkillSlot4
m_iSkillSlotSpare
m_iSlowHealAmount
m_iSolidity
m_iSoundContext
m_iSoundGear
m_iSoundLevel
m_iSoundType
m_iSpeakerDSPPreset
m_iSpecialMode
m_iSpeedModRadius
m_iSpeedModSpeed
m_iSpeedrunTime
m_iSpitNum
m_iSpread
m_iStartAttachment
m_iStartingEquip0
m_iStartingEquip1
m_iStartingEquip2
m_iState
m_iStrictness
m_iStyle
m_iSubType
m_iSuicideCustomKillFlags
m_iSuitPlayNext
m_iTarget
m_iTargetFade
m_iTargetGameMaterial
m_iTargetInput
m_iTargetKills
m_iTargetVolume
m_iTeam
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m_iTeleportStage
m_iTeslaTrapsDeployed
m_iTextureFrameIndex
m_iTimeout
m_iTitleTextInsetXOverride
m_iTitleTextInsetYOverride
m_iTotal
m_iTotalKills
m_iTrack
m_iTrain
m_iTransitionDirection
m_iTrapState
m_iTumblerCorrectNumber
m_iTumblerDirection
m_iTumblerPosition
m_iType
m_iUnlockedModes
m_iUsableItemsOnMeleePress
m_iUseEntities
m_iUseRandomTime
m_iUseTargetName
m_iViewModelIndex
m_iVolume
m_iWPType
m_iWeaponClassAndKills0
m_iWeaponClassAndKills1
m_iWeaponClassAndKills2
m_iWeaponClassAndKills3
m_iWeaponClassAndKills4
m_iWeaponClassAndKills5
m_iWeaponClassAndKills6
m_iWeaponClassAndKills7
m_iWeaponsInSlots
m_iWindSeed
m_iWindowSize
m_iWire1TileLit
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m_iWire2TileLit
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m_iWire2TileType
m_iWire3TileLit
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m_iWire3TileType
m_iWire4TileLit
m_iWire4TilePosition
m_iWire4TileType
m_iWireColumns
m_iWireRows
m_iWorldModelIndex
m_iWounded
m_id
m_idrowndmg
m_idrownrestored
m_impactEnergyScale
m_inSolid
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m_inertiaFactor
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m_initialDelay
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m_integrator
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m_invDecay
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m_isLocal
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m_isRotating
m_istalking
m_iszActivatorCaption
m_iszActor
m_iszAlertExpression
m_iszArrivalConceptModifier
m_iszAttractPlayerConceptModifier
m_iszBasePropData
m_iszBinding
m_iszBounceSound
m_iszBreakEffect
m_iszBreakSound
m_iszBreakableModel
m_iszCameraName
m_iszCampaignNames
m_iszCampaignNames[0]
m_iszCampaignNames[1]
m_iszCampaignNames[2]
m_iszCaption
m_iszChapterTitle
m_iszCombatExpression
m_iszComingBackConceptModifier
m_iszCommentaryFile
m_iszCommentaryFileNoHDR
m_iszConcept
m_iszConceptModifiers
m_iszControlPointNames[0]
m_iszControlPointNames[10]
m_iszControlPointNames[11]
m_iszControlPointNames[12]
m_iszControlPointNames[13]
m_iszControlPointNames[14]
m_iszControlPointNames[15]
m_iszControlPointNames[16]
m_iszControlPointNames[17]
m_iszControlPointNames[18]
m_iszControlPointNames[19]
m_iszControlPointNames[1]
m_iszControlPointNames[20]
m_iszControlPointNames[21]
m_iszControlPointNames[22]
m_iszControlPointNames[23]
m_iszControlPointNames[24]
m_iszControlPointNames[25]
m_iszControlPointNames[26]
m_iszControlPointNames[27]
m_iszControlPointNames[28]
m_iszControlPointNames[29]
m_iszControlPointNames[2]
m_iszControlPointNames[30]
m_iszControlPointNames[31]
m_iszControlPointNames[32]
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m_ragdoll.list[28].parentIndex
m_ragdoll.list[29].originParentSpace
m_ragdoll.list[29].pConstraint
m_ragdoll.list[29].pObject
m_ragdoll.list[29].parentIndex
m_ragdoll.list[2].originParentSpace
m_ragdoll.list[2].pConstraint
m_ragdoll.list[2].pObject
m_ragdoll.list[2].parentIndex
m_ragdoll.list[30].originParentSpace
m_ragdoll.list[30].pConstraint
m_ragdoll.list[30].pObject
m_ragdoll.list[30].parentIndex
m_ragdoll.list[31].originParentSpace
m_ragdoll.list[31].pConstraint
m_ragdoll.list[31].pObject
m_ragdoll.list[3].originParentSpace
m_ragdoll.list[3].pConstraint
m_ragdoll.list[3].pObject
m_ragdoll.list[3].parentIndex
m_ragdoll.list[4].originParentSpace
m_ragdoll.list[4].pConstraint
m_ragdoll.list[4].pObject
m_ragdoll.list[4].parentIndex
m_ragdoll.list[5].originParentSpace
m_ragdoll.list[5].pConstraint
m_ragdoll.list[5].pObject
m_ragdoll.list[5].parentIndex
m_ragdoll.list[6].originParentSpace
m_ragdoll.list[6].pConstraint
m_ragdoll.list[6].pObject
m_ragdoll.list[6].parentIndex
m_ragdoll.list[7].originParentSpace
m_ragdoll.list[7].pConstraint
m_ragdoll.list[7].pObject
m_ragdoll.list[7].parentIndex
m_ragdoll.list[8].originParentSpace
m_ragdoll.list[8].pConstraint
m_ragdoll.list[8].pObject
m_ragdoll.list[8].parentIndex
m_ragdoll.list[9].originParentSpace
m_ragdoll.list[9].pConstraint
m_ragdoll.list[9].pObject
m_ragdoll.list[9].parentIndex
m_ragdoll.pGroup
m_ragdollAttachedObjectIndex
m_ragdollMaxs
m_ragdollMins
m_randomLookQueue
m_rate
m_restistanceDamping
m_restrike
m_retrievedistance
m_returnSpeed
m_rgEntities
m_rgItems
m_rgSuitPlayList
m_rgTriggered
m_rgbTimeBasedDamage
m_rgbaColor
m_rgflCoordinateFrame
m_rgflSuitNoRepeatTime
m_rgiSuitNoRepeat
m_routeStartTime
m_run
m_sExclusivity
m_sFireballSprite
m_sGoalEnt
m_sMaster
m_sNoise
m_sParasiteClass
m_sPath
m_sSourceEntName
m_savedCollisionGroup
m_savedFlags
m_savedViewOffset
m_saved_effects
m_scriptState
m_scrollRate
m_sentence
m_separationDuration
m_sequence
m_sequenceStarted
m_serial
m_shadowColor
m_shadowDirection
m_shakeCallback
m_shutdownTime
m_skybox3d
m_skybox3d.area
m_skybox3d.fog.HDRColorScale
m_skybox3d.fog.blend
m_skybox3d.fog.colorPrimary
m_skybox3d.fog.colorSecondary
m_skybox3d.fog.dirPrimary
m_skybox3d.fog.enable
m_skybox3d.fog.end
m_skybox3d.fog.maxdensity
m_skybox3d.fog.start
m_skybox3d.origin
m_skybox3d.scale
m_skyboxData.area
m_skyboxData.fog.HDRColorScale
m_skyboxData.fog.blend
m_skyboxData.fog.colorPrimary
m_skyboxData.fog.colorSecondary
m_skyboxData.fog.dirPrimary
m_skyboxData.fog.enable
m_skyboxData.fog.end
m_skyboxData.fog.maxdensity
m_skyboxData.fog.start
m_skyboxData.origin
m_skyboxData.scale
m_slideFriction
m_sndCannonCharge
m_solidIndex
m_soundEngine
m_soundPlaying
m_soundStart
m_soundState
m_soundStateStartTime
m_soundStop
m_soundTreads
m_soundlevel
m_sounds
m_soundscapeName
m_spawnEquipment
m_spawnflags
m_speaktime
m_spectators
m_speed
m_spinUp
m_spriteScale
m_spriteTexture
m_start
m_startSoundName
m_startTime
m_state
m_stopTime
m_strAllowUse
m_strCurrentPathName
m_strDestPathName
m_strFocusTargetName
m_strGroupName
m_strHintGroup
m_strHullName
m_strLastPathName
m_strMaterial
m_strMaterialModel
m_strMaterialName
m_strMeasureReference
m_strMeasureTarget
m_strMovieFilename
m_strNewHintGroup
m_strOverlayMaterial
m_strPointCamera
m_strRoleName
m_strRopeMaterialModel
m_strScriptArrivalSequence
m_strSearchName
m_strSeatName
m_strSourceClassName
m_strStatisticName
m_strTarget
m_strTargetNearestPathName
m_strTargetReference
m_succeeded
m_successdistance
m_surfacePropName
m_swapModel
m_swimDepth
m_syntheticLookQueue
m_systemLoadScale
m_szAnimExtension
m_szCurrentVoteCampaignName
m_szCurrentVoteDescription
m_szCurrentVoteMapName
m_szDefaultMusic
m_szDisplayText
m_szEquipClass1
m_szEquipClass2
m_szEquipClass3
m_szGroupName
m_szInstanceFilename
m_szLandmarkName
m_szLastPlaceName
m_szLastSound
m_szMapGenerationStatus
m_szMapName
m_szMatchingRule
m_szMaterialName
m_szMaterialVar
m_szMaterialVarValue
m_szMovieFilename
m_szNetname
m_szNetworkIDString
m_szPanelPropName
m_szRagdollSequence
m_szRemarkContext
m_szResponseName
m_szSlideshowDirectory
m_szSnapshotFileName
m_szTeamname
m_szTemplate
m_szTemplateName
m_takedamage
m_takedamage = %d
m_target
m_targetEntityName
m_targetLevel
m_targetPosition
m_targetSpeed
m_targetState
m_targetTime
m_tbdPrev
m_tempConstant
m_tempDamping
m_tempLength
m_tempRelativeDamping
m_textParms
m_textParms.channel
m_textParms.effect
m_textParms.fadeinTime
m_textParms.fadeoutTime
m_textParms.fxTime
m_textParms.holdTime
m_textParms.x
m_textParms.y
m_throttleActiveTime
m_throttleDisableTime
m_throttleRate
m_throttleStartTime
m_thrust
m_thrustOrigin
m_thrustTime
m_thrustVector
m_thruster
m_time
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_timestamp
m_toggle_state
m_tonemapControllerName
m_torqueLimit
m_torqueVector
m_totalLength
m_touchedPhysObject
m_trackBottom
m_trackBottomName
m_trackTop
m_trackTopName
m_train
m_trainName
m_translatedActivity
m_triggerBloat
m_triggermode
m_turboTimer
m_turnClockwise
m_ubEFNoInterpParity
m_uchBackColor[0]
m_uchBackColor[1]
m_uchBackColor[2]
m_uchFrontColor[0]
m_uchFrontColor[1]
m_uchFrontColor[2]
m_uchShuffleCaseMap
m_unpressedAttack
m_unpressedAttack2
m_unpressedBack
m_unpressedForward
m_unpressedMoveLeft
m_unpressedMoveRight
m_usSolidFlags
m_use
m_usingCustomCollisionBounds
m_vAngles
m_vAngularVelocity
m_vColor
m_vCorner
m_vCurEyeTarget
m_vCurrentAngularVelocity
m_vCurrentBanking
m_vDefaultEyeOffset
m_vDirection
m_vDissolverOrigin
m_vEndPointWorld
m_vEndPosition
m_vEyeLookTarget
m_vFollowMoveAnchor
m_vForceMoveTarget
m_vForceVelocity
m_vFreezingOrigin
m_vFront
m_vInterruptSavePosition
m_vLLVertex
m_vLRVertex
m_vLastPatrolDir
m_vLastPosition
m_vMarineDeathPos
m_vMark
m_vMaxAngVelocity
m_vNewVPhysicsPosition
m_vNewVPhysicsVelocity
m_vNoiseMod
m_vOrigin
m_vOrigin.x
m_vOrigin.y
m_vOrigin.z
m_vOriginalMaxs
m_vOriginalMins
m_vOriginalSpawnAngles
m_vOriginalSpawnOrigin
m_vPos
m_vSaveAngles
m_vSaveOrigin
m_vSavePosition
m_vServerControlPoints
m_vShatterForce
m_vShatterPosition
m_vSpotlightCurrentPos
m_vSpotlightDir
m_vSpotlightOrg
m_vSpotlightTargetPos
m_vStart.x
m_vStart.y
m_vStart.z
m_vSwarmMoveTarget
m_vTargetBanking
m_vULVertex
m_vURVertex
m_vWind
m_value
m_vecAbilityDestination
m_vecAbsOrigin
m_vecAbsVelocity
m_vecAdditionalPVSOrigin
m_vecAlienOrderSpot
m_vecAngAcceleration
m_vecAngVelocity
m_vecAngle1
m_vecAngle2
m_vecAngles
m_vecAngularVelocity
m_vecAtRestOrigin
m_vecAttach
m_vecAttackPosition
m_vecAttackVelocity
m_vecAutoAimPoint
m_vecAxis
m_vecBaseVelocity
m_vecBlockerOrigin
m_vecBoundsMax
m_vecBoundsMin
m_vecBurstDirection
m_vecCameraPVSOrigin
m_vecCenter
m_vecClosedPosition
m_vecColor
m_vecCommandGoal
m_vecCommittedJumpPos
m_vecConstraintCenter
m_vecCrosshairTracePos
m_vecCurrentExitEndPoint
m_vecCurrentSway
m_vecCurrentVelocity
m_vecDamagePosition
m_vecDeathPosition
m_vecDefaultLKP
m_vecDefaultLSP
m_vecDesiredFaceDir
m_vecDesiredPosition
m_vecDesiredVelocity
m_vecDestination
m_vecDir
m_vecDirection
m_vecDismount
m_vecEnd
m_vecEndColor
m_vecEndPoint
m_vecEndPos
m_vecEnemyStandoffPosition
m_vecEyeExitEndpoint
m_vecEyeSpeed
m_vecFacingPointFromServer
m_vecFinalAngle
m_vecFinalDest
m_vecFinishAngles
m_vecFinishOrigin
m_vecForce
m_vecForcePos
m_vecForcedWorldPosition
m_vecForward
m_vecFreeCamOrigin
m_vecGoal
m_vecGoalOrientation
m_vecGunCrosshair
m_vecGunOrigin
m_vecHealPos
m_vecHitPos
m_vecJumpDestination
m_vecKnockbackDir
m_vecLadderDir
m_vecLadderNormal
m_vecLastAngVelocity
m_vecLastClawPos
m_vecLastEyePos
m_vecLastEyeTarget
m_vecLastFacing
m_vecLastGoalCheckPosition
m_vecLastGoodPosition
m_vecLastJumpAttempt
m_vecLastMarineOrigin
m_vecLastPos
m_vecLastPosition
m_vecLastPush
m_vecLastPushAwayOrigin
m_vecLastSafePosition
m_vecLoiterPosition
m_vecMaxs
m_vecMeleeStartPos
m_vecMins
m_vecMoveAng
m_vecMoveDir
m_vecMoveTarget
m_vecMoveToOrderPos
m_vecNormal
m_vecOldPos
m_vecOpenPosition
m_vecOrigin
m_vecOrigin[0]
m_vecOrigin[1]
m_vecOrigin[2]
m_vecOriginalAngles
m_vecOutOfAmmoSpot
m_vecOverViewpoint
m_vecOverkillPos
m_vecPhysReplacementDetatchForce
m_vecPhysicsHitPosition
m_vecPhysicsTargetStartPos
m_vecPlayerMountPositionBottom
m_vecPlayerMountPositionTop
m_vecPoints
m_vecPos
m_vecPosition
m_vecPosition1
m_vecPosition2
m_vecPostPoint
m_vecPostPostPoint
m_vecPrevPoint
m_vecPrevPrevPoint
m_vecPreviouslyPredictedOrigin
m_vecPunchAngle
m_vecPunchAngleVel
m_vecPushDir
m_vecRandomDestinationOffset
m_vecRandomOffset
m_vecReportedPosition
m_vecRopeAnchor
m_vecSaveSpitVelocity
m_vecSavedJump
m_vecSavedVelocity
m_vecSegmentStartPoint
m_vecSegmentStartSplinePoint
m_vecShockPos
m_vecSize
m_vecSkyboxOrigin
m_vecSmoothedVelocity
m_vecSpecifiedSurroundingMaxs
m_vecSpecifiedSurroundingMins
m_vecSprayDir
m_vecSpread
m_vecStandoffGoalPosition
m_vecStart
m_vecStartPoint
m_vecStartSurroundMaxs
m_vecStartSurroundMins
m_vecStartingPosition
m_vecStoredPathGoal
m_vecStoredPosition
m_vecSurroundingMaxs
m_vecSurroundingMins
m_vecTargetOffset
m_vecTargetPathDir
m_vecTargetPathPoint
m_vecTargetPosition
m_vecTargetSpeed
m_vecTeleportOrigin
m_vecVelocity
m_vecVelocity[0]
m_vecVelocity[1]
m_vecVelocity[2]
m_vecViewOffset
m_vecViewOffset[0]
m_vecViewOffset[1]
m_vecViewOffset[2]
m_vecWaterJumpVel
m_vecWheelContactPoints
m_vehicleScript
m_vehicleSounds
m_velocity
m_viewtarget
m_voicePitch
m_volume
m_vphysicsCollisionState
m_waitdistance
m_waitpoint
m_waterLevel
m_waypointTolerance
m_weaponCount
m_weaponNames
m_weaponname
m_wheelBaseHeight
m_wheelCount
m_wheelPosition
m_wheelRotation
m_wheelTotalHeight
m_worldGoalAxis
m_xaxis
m_xfriction
m_xmax
m_xmin
m_yaxis
m_yfriction
m_ymax
m_ymin
m_zfriction
m_zmax
m_zmin
magic
magnetted_objects_t
magnitude
mail option %d/%d is type %d\n
main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n
maintain position along path
making marine CHATTER_DIE %s\n
making marine CHATTER_MARINE_DOWN %s\n
male cat
mamamamamama
map %s campaign %s\n
map/mapcommand
map/mapname
map_background
map_check_version %s %d
mapcycle.txt
mapcyclefile
mapheight
mapmarkings
mapname
maps
maps/
maps/%s
maps/%s%s.bsp
maps/%s.txt
maps/%s_commentary.txt
maps/%s_selected_%4.4d.txt
maps/*.bsp
maps/*_selected_*.txt
maps/graphs
maps/graphs/%s%s.ain
maps\%s.bsp
maps\%s.nav
mapspawn
mapupdate
mapwidth
marine infest gibbed at loc %f, %f, %f\n
marine took damage %f (total taken %f, ff taken %f)\n
marine_bloodsplat_heavy
marine_bloodsplat_light
marine_death_ragdoll
marine_deploy_%d
marine_dispcoll_drawplane
marine_extinguished
marine_gib
marine_hit_blood
marine_hit_blood_ff
marine_hurt
marine_ignited
marine_infested
marine_infested_cured
marine_infested_killed
marine_no_ammo
marine_resurrection
marine_selected
marinephysicsshadowupdate_render
mark end of pathfinding test
mark start of pathfinding test
mass %.1f
mass ratio %.4f:%.4f\n
massScale
massoverride
massscale
master
matDesiredLocalToWorld
matEntityToTemplate
matSave
mat_hdr_manual_tonemap_rate
mat_hdr_tonemapscale
mat_queue_mode
matched, weight %4.2f (s %4.2f x c %4.2f)
matchonce
material
materialName
materialVar
material_modify_control
materials/%s
materials/effects/bluelaser2.vmt
materials/swarm/effects/greenlaser1.vmt
materials/vgui/%s/%s
materials/vgui/%s/*.vmt
materialtable
math_colorblend
math_counter
math_remap
matrix
matrix_array
max ragdoll count: %d
max speed: %g
maxRange
maxShots
maxState
maxThenAnyDispatchDist
maxTimeShots
max_backoff
max_buildup_time
max_damage
max_distance
max_frozen_time
max_health
max_particles
max_projectiles
max_range
max_speed
max_time
max_val
max_velocity
max_wait
max_yaw
maxburstdelay
maxburstsize
maxchars
maxcpulevel
maxdensity
maxdensityLerpTo
maxdirectedspeed
maxdist
maxfalloff
maxgpulevel
maxgust
maxgustdelay
maximum critters the harvester can spawn
maximum draw distance
maximum sim tick rate
maximum time step
maxobjects
maxoccludeearea
maxpieces
maxpropscreenwidth
maxs
maxslidetime
maxspeed
maxweight
maxwind
measuretarget
medium car
melee_hit
melee_hit_world
melee_immune
melee_kick
melee_miss
melee_stun
members/numSlots
menuselect
message
messageattenuation
messagesound
messagevolume
metal
method
minLinks = %d\n
minRange
minShots
minState
minStateTime
minTimeShots
min_backoff
min_damage
min_distance
min_speed
min_speed_change
min_time
min_velocity
min_wait
min_yaw
minangle
minburstdelay
minburstsize
mincpulevel
mindirectedspeed
mindist
mine_fire
minfalloff
mingpulevel
mingust
mingustdelay
minhealthdmg
minimum CPU level
minimum GPU level
minimum free particles to aggregate
minimum rendered frames
minimum sim tick rate
minimum simulation time step
mining_laser_beam
minlength
minoccluderarea
minpropscreenwidth
mins
minslidetime
minspeed
minwind
misc1
misc2
misc3
misc4
miscsequence=%d\n
missed (curtime=%f last shotjunktime=%f lastshotalientime=%f\n
mission_success
missionchooser
mm_max_players
mm_swarm_state
mmamammmmammamamaaamammma
mmmaaaabcdefgmmmmaaaammmaamm
mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
mmmmmaaaaammmmmaaaaaabcdefgabcdefg
mmnmmommommnonmmonqnmmo
mmnnmmnnnmmnn
mod_load_showstall
model
modelName
modelindex
modelname
models
models/
models/%s
models/%s.mdl
models/airboat.mdl
models/aliens/Shieldbug/Shieldbug.mdl
models/aliens/biomass/biomasshelix.mdl
models/aliens/biomass/biomassl.mdl
models/aliens/biomass/biomasss.mdl
models/aliens/biomass/biomassu.mdl
models/aliens/boomer/boomer.mdl
models/aliens/boomer/boomerLegA.mdl
models/aliens/boomer/boomerLegB.mdl
models/aliens/boomer/boomerLegC.mdl
models/aliens/buzzer/buzzer.mdl
models/aliens/drone/drone.mdl
models/aliens/drone/ragdoll_leg.mdl
models/aliens/drone/ragdoll_leg_r.mdl
models/aliens/drone/ragdoll_tail.mdl
models/aliens/drone/ragdoll_uparm.mdl
models/aliens/drone/ragdoll_uparm_r.mdl
models/aliens/egg/egg.mdl
models/aliens/egg/egggib_1.mdl
models/aliens/egg/egggib_2.mdl
models/aliens/egg/egggib_3.mdl
models/aliens/harvester/harvester.mdl
models/aliens/mortar/mortar.mdl
models/aliens/parasite/parasite.mdl
models/aliens/rangerSpit/rangerspit.mdl
models/aliens/sack/sack.mdl
models/aliens/shaman/shaman.mdl
models/aliens/shieldbug/gib_back_leg.mdl
models/aliens/shieldbug/gib_leg_claw.mdl
models/aliens/shieldbug/gib_leg_l.mdl
models/aliens/shieldbug/gib_leg_middle.mdl
models/aliens/shieldbug/gib_leg_r.mdl
models/aliens/shieldbug/gib_leg_upper.mdl
models/blackout.mdl
models/brokenglass/glassbroken_01a
models/brokenglass/glassbroken_01b
models/brokenglass/glassbroken_01c
models/brokenglass/glassbroken_01d
models/brokenglass/glassbroken_02a
models/brokenglass/glassbroken_02b
models/brokenglass/glassbroken_02c
models/brokenglass/glassbroken_02d
models/brokenglass/glassbroken_03a
models/brokenglass/glassbroken_03b
models/brokenglass/glassbroken_03c
models/brokenglass/glassbroken_03d
models/brokenglass/glassbroken_solid
models/brokenglass_piece.mdl
models/brokentile/tilebroken_01a
models/brokentile/tilebroken_01b
models/brokentile/tilebroken_01c
models/brokentile/tilebroken_01d
models/brokentile/tilebroken_02a
models/brokentile/tilebroken_02b
models/brokentile/tilebroken_02c
models/brokentile/tilebroken_02d
models/brokentile/tilebroken_03a
models/brokentile/tilebroken_03b
models/brokentile/tilebroken_03c
models/brokentile/tilebroken_03d
models/buggy.mdl
models/can.mdl
models/combine_helicopter.mdl
models/combine_helicopter/helicopter_bomb01.mdl
models/combine_soldier.mdl
models/error.mdl
models/extras/info_speech.mdl
models/germangibs.mdl
models/germanygibs.mdl
models/gibs/agibs.mdl
models/gibs/helicopter_brokenpiece_01.mdl
models/gibs/helicopter_brokenpiece_02.mdl
models/gibs/helicopter_brokenpiece_03.mdl
models/gibs/helicopter_brokenpiece_04_cockpit.mdl
models/gibs/helicopter_brokenpiece_05_tailfan.mdl
models/gibs/helicopter_brokenpiece_06_body.mdl
models/gibs/hgibs.mdl
models/gibs/hgibs_scapula.mdl
models/gibs/hgibs_spine.mdl
models/gunship.mdl
models/holo.mdl
models/items/Ammobag/AmmoBag.mdl
models/items/ItemBox/ItemBoxLarge.mdl
models/items/Mine/mine.mdl
models/items/itembox/itemboxsmall.mdl
models/items/teslaCoil/teslacoil.mdl
models/mymodel.mdl
models/player.mdl
models/props/crates/supplycrate.mdl
models/props/doors/heavy_doors/doorright.mdl
models/props/furniture/misc/Fridge.mdl
models/props_c17/door01_left.mdl
models/roller_vehicledriver.mdl
models/sentry_gun/flame_top.mdl
models/sentry_gun/freeze_top.mdl
models/sentry_gun/grenade_top.mdl
models/sentry_gun/machinegun_top.mdl
models/sentry_gun/sentry_base.mdl
models/swarm/Ammo/ammobattery.mdl
models/swarm/Ammo/ammoflamer.mdl
models/swarm/Ammo/ammopdw.mdl
models/swarm/Ammo/ammopistol.mdl
models/swarm/Ammo/ammorailgun.mdl
models/swarm/Ammo/ammoshotgun.mdl
models/swarm/Ammo/ammovindicator.mdl
models/swarm/Bayonet/bayonet.mdl
models/swarm/Colonist/Male/MaleColonist.mdl
models/swarm/DroneGibs/dronepart01.mdl
models/swarm/DroneGibs/dronepart20.mdl
models/swarm/DroneGibs/dronepart29.mdl
models/swarm/DroneGibs/dronepart31.mdl
models/swarm/DroneGibs/dronepart32.mdl
models/swarm/DroneGibs/dronepart44.mdl
models/swarm/DroneGibs/dronepart45.mdl
models/swarm/DroneGibs/dronepart47.mdl
models/swarm/DroneGibs/dronepart49.mdl
models/swarm/DroneGibs/dronepart50.mdl
models/swarm/DroneGibs/dronepart53.mdl
models/swarm/DroneGibs/dronepart54.mdl
models/swarm/DroneGibs/dronepart56.mdl
models/swarm/DroneGibs/dronepart57.mdl
models/swarm/DroneGibs/dronepart58.mdl
models/swarm/DroneGibs/dronepart59.mdl
models/swarm/FireExt/fireextpickup.mdl
models/swarm/Flare/flareweapon.mdl
models/swarm/Grubs/Grub.mdl
models/swarm/MiniRocket/MiniRocket.mdl
models/swarm/MortarBugProjectile/MortarBugProjectile.mdl
models/swarm/OrderArrow/OrderArrow.mdl
models/swarm/Queen/Queen.mdl
models/swarm/Queen/QueenDivers.mdl
models/swarm/Queen/QueenGrabber.mdl
models/swarm/SentryGun/remoteturret.mdl
models/swarm/Shieldbug/Shieldbug.mdl
models/swarm/Shotgun/ShotgunPellet.mdl
models/swarm/Welder/Welder.mdl
models/swarm/ammo/ammoautogun.mdl
models/swarm/colonist/male/malecolonist.mdl
models/swarm/doors/swarm_singledoor.mdl
models/swarm/doors/swarm_singledoor_fallen_padding.mdl
models/swarm/doors/swarm_singledoor_flipped.mdl
models/swarm/doors/swarm_singledoor_padding.mdl
models/swarm/drone/Drone.mdl
models/swarm/flashlight/flashlightpickup.mdl
models/swarm/grenades/HandGrenadeProjectile.mdl
models/swarm/grenades/RifleGrenadeProjectile.mdl
models/swarm/grenades/StunGrenadeProjectile.mdl
models/swarm/grenades/VindicatorGrenadeProjectile.mdl
models/swarm/grenades/grenadebox.mdl
models/swarm/harvester/Harvester.mdl
models/swarm/marine/Marine.mdl
models/swarm/marine/marine.mdl
models/swarm/mortarbugprojectile/mortarbugprojectile.mdl
models/swarm/shouldercone/lasersight.mdl
models/swarm/shouldercone/shouldercone.mdl
models/swarmprops/Vehicles/BloodhoundMesh.mdl
models/swarmprops/barrelsandcrates/cardbox1breakable.mdl
models/swarmprops/miscdeco/bridgeexplosivesmesh.mdl
models/weapons/Chainsaw/Chainsaw.mdl
models/weapons/MiningLaser/MiningLaser.mdl
models/weapons/Prototype/prototyperifle.mdl
models/weapons/Railgun/Railgun.mdl
models/weapons/Shotgun/Shotgun.mdl
models/weapons/autogun/autogun.mdl
models/weapons/flamethrower/flamethrower.mdl
models/weapons/pdw/pdw.mdl
models/weapons/pistol/Pistol.mdl
models/weapons/vindicator/vindicator.mdl
models/weapons/w_bullet.mdl
modelsounds.cache
modf
modifiedconvars_t
modify
modify_entity
momentary_door
momentary_rot_button
monster_furniture
monster_generic
mortar_explosion
mortar_grenade_main_trail
mortar_grenade_open
mortar_launch
mortar_shell_aura
motd
motd.txt
motdfile
motiondisabled
mouth
move
moveTolerance
move_keyframed
move_rope
move_rope has TextureScale greater than 10 at (%2.2f, %2.2f, %2.2f)\n
move_rope has TextureScale less than 0.1 at (%2.2f, %2.2f, %2.2f)\n
move_x
movecollide
moved down a stair %f\n
movedir
movementsound
moveparent
moveto
movetype
movie_display_screen
moviefilename
mp_allowNPCs
mp_allowspectators
mp_autocrosshair
mp_chattime
mp_clan_ready_signal
mp_clan_readyrestart
mp_defaultteam
mp_disable_autokick
mp_facefronttime
mp_fadetoblack
mp_falldamage
mp_feetyawrate
mp_flashlight
mp_footsteps
mp_forcecamera
mp_forcerespawn
mp_fraglimit
mp_friendlyfire
mp_gamemode
mp_ik
mp_restartgame
mp_teamlist
mp_teamoverride
mp_teamplay
mp_timelimit
mp_waitingforplayers_cancel
mp_waitingforplayers_restart
mp_waitingforplayers_time
mp_weaponstay
mr_timelines
mscoree.dll
multi_manager
multiplayer_break
multisource
music
mustreachfront
muzzle
muzzleflash_grenadelauncher_main
nFaction
nHintType
nNodeID
nObjects
nRadius
nSaved
nSkillSlot out of bounds\n
nTargetWCNodeID
nWCNodeID
name
name "%s"
nameindex
navDown
navLeft
navRight
navUp
nav_add_to_selected_set
nav_add_to_selected_set_by_id
nav_analyze
nav_analyze_scripted
nav_area_bgcolor
nav_area_max_size
nav_avoid
nav_begin_area
nav_begin_deselecting
nav_begin_drag_deselecting
nav_begin_drag_selecting
nav_begin_selecting
nav_begin_shift_xy
nav_blocked
nav_build_ladder
nav_check_file_consistency
nav_check_floor
nav_check_floor took %2.2f ms\n
nav_check_stairs
nav_chop_selected
nav_clear_attribute
nav_clear_selected_set
nav_clear_walkable_marks
nav_compress_id
nav_connect
nav_coplanar_slope_limit_displacement
nav_corner_adjust_adjacent
nav_corner_lower
nav_corner_place_on_ground
nav_corner_raise
nav_corner_select
nav_create_area_at_feet
nav_create_place_on_ground
nav_crouch
nav_debug_blocked
nav_delete
nav_delete_marked
nav_disconnect
nav_displacement_test
nav_dont_hide
nav_drag_selection_volume_zmax_offset
nav_drag_selection_volume_zmin_offset
nav_draw_limit
nav_edit
nav_end_area
nav_end_deselecting
nav_end_drag_deselecting
nav_end_drag_selecting
nav_end_selecting
nav_end_shift_xy
nav_flood_select
nav_gen_cliffs_approx
nav_generate
nav_generate_fencetops
nav_generate_fixup_jump_areas
nav_generate_incremental
nav_generate_incremental_range
nav_generate_incremental_tolerance
nav_jump
nav_ladder_flip
nav_load
nav_lower_drag_volume_max
nav_lower_drag_volume_min
nav_make_sniper_spots
nav_mark
nav_mark_attribute
nav_mark_unnamed
nav_mark_walkable
nav_max_view_distance
nav_max_vis_delta_list_length
nav_merge
nav_merge_mesh
nav_merge_mesh: Out of memory\n
nav_no_hostages
nav_no_jump
nav_place_floodfill
nav_place_list
nav_place_pick
nav_place_replace
nav_place_set
nav_potentially_visible_dot_tolerance
nav_precise
nav_quicksave
nav_raise_drag_volume_max
nav_raise_drag_volume_min
nav_recall_selected_set
nav_remove_from_selected_set
nav_remove_jump_areas
nav_run
nav_save
nav_save_selected
nav_select_blocked_areas
nav_select_damaging_areas
nav_select_half_space
nav_select_invalid_areas
nav_select_obstructed_areas
nav_select_overlapping
nav_select_radius
nav_select_stairs
nav_selected_set_border_color
nav_selected_set_color
nav_set_place_mode
nav_shift
nav_show_approach_points
nav_show_area_info
nav_show_compass
nav_show_continguous
nav_show_danger
nav_show_light_intensity
nav_show_node_grid
nav_show_node_id
nav_show_player_counts
nav_show_potentially_visible
nav_simplify_selected
nav_simplify_selected only works on the selected set\n
nav_slope_limit
nav_slope_tolerance
nav_snap_to_grid
nav_solid_props
nav_splice
nav_split
nav_split_place_on_ground
nav_stand
nav_stop
nav_store_selected_set
nav_strip
nav_subdivide
nav_test_node
nav_test_node_crouch
nav_test_node_crouch_dir
nav_test_stairs
nav_toggle_deselecting
nav_toggle_in_selected_set
nav_toggle_place_mode
nav_toggle_place_painting
nav_toggle_selected_set
nav_toggle_selecting
nav_transient
nav_unmark
nav_unmark; nav_mark %d; nav_warp_to_mark;\n
nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n
nav_update_blocked
nav_update_blocked took %2.2f ms\n
nav_update_lighting
nav_update_visibility_on_edit
nav_use_place
nav_use_place 
nav_walk
nav_warp_to_mark
nav_world_center
navprop
near_blur
near_focus
near_radius
nearest
nearz
neck_trans
needs_weapon
networkid
nevertimeout
new-zealand
newDifficulty
newPanel
new_index
new_marine
newname
newtarget
newunit
nextassaultpoint
nextlevel
nextthink
nmonqnmomnmomomno
no area, so mail option returning -1\n
no such entity %s\n
no usable entity found
no-one
noclip
noclip OFF\n
noclip ON\n
noclip_fixup
nodamageforces
node01
node02
node03
node04
node05
node06
node07
node08
node09
node10
node11
node12
node13
node14
node15
node16
node17
node18
node19
node20
nodeFOV
node_create %s %d %g %g %g
node_delete %d
node_exit
node_viewer_fly
node_viewer_human
node_viewer_large
nodeid
nodelay
nodelink_create %d %d
nodelink_delete %d %d
nodmgforce
nogibshadows
noise
noise1
noise2
nolistrepeats
non-entity blocked area %d\n
none
nopower
nopowermessage
norepeat
normal
north
north-east
north-west
northeast
northoffset
northwest
norwegian
norwegian-bokmal
norwegian-nynorsk
noscene
noslow.BulletTimeIn
noslow.BulletTimeOut
noslow.SingleBreath
not all players are ready!\n
not in combat
notarget
notarget OFF\n
notarget ON\n
notconnected
notify
notifynavfailblocked
notsolid
nozzle
np?z 
npc_ally_deathmessage
npc_ammo_deplete
npc_antlionguard
npc_bipass
npc_bullseye
npc_combat
npc_combinegunship
npc_conditions
npc_create
npc_create_aimed
npc_create_equipment
npc_destroy
npc_destroy_unselected
npc_enemies
npc_enemyfinder
npc_enemyfinder_combinecannon
npc_focus
npc_freeze
npc_freeze_unselected
npc_furniture
npc_go
npc_go_do_run
npc_go_random
npc_heal
npc_height_adjust
npc_heli_avoidbox
npc_heli_avoidsphere
npc_heli_nobomb
npc_helicopter
npc_kill
npc_maker
npc_monk
npc_nearest
npc_newnpc
npc_relationships
npc_reset
npc_route
npc_select
npc_sentences
npc_set_freeze
npc_set_freeze_unselected
npc_speakall
npc_squads
npc_steering
npc_steering_all
npc_task_text
npc_tasks
npc_teleport
npc_template_maker
npc_template_maker %s has no template NPC!\n
npc_template_maker %s: template NPC %s not found!\n
npc_thinknow
npc_vehicledriver
npc_vehicledriver %s couldn't find entity named %s\n
npc_vehicledriver %s couldn't find his vehicle named %s.\n
npc_vehicledriver %s doesn't know how to drive vehicle %s.\n
npc_vehicledriver %s has no vehicle to drive.\n
npc_viewcone
npc_vphysics
npcstate
num_pellets
numadvanced
numblocks
numflexsettings
numindexes
numkeys
numsettings
numwires
n}in
o3fW
objectivedescription1
objectivedescription2
objectivedescription3
objectivedescription4
objectiveicon
objectiveimage
objectiveinfoicon1
objectiveinfoicon2
objectiveinfoicon3
objectiveinfoicon4
objectiveinfoicon5
objectivemarkername
objectivename
objectivetitle
obsolete1
obsolete2
occludernumber
oddsCover
offhand
offline
offset
oldDifficulty
old_index
old_marine
old_radiusdamage
oldname
oldtall
oldteam
oldwide
on_damage
on_flashlight_illum
onbreak
onfirstimpact
onlaunch
onpickup
onplayerdeath
onworldimpact
opacity
open
opendir
opening
operator
operators
option_duck_method
orientationtype
origin
origin_max_delta
origin_relative
original
oscillate_scalar
oscillate_vector
out of order tags : %s : (%s:%s:%s)\n
out1
out2
outoffocus_bgcolor_override
output: (%s,%s) -> (%s,%s)\n
output: (%s,%s) -> (%s,%s,%.1f)\n
outro_
overlay_vars
overlaycolor
overlaymaterial
overlaysize
overrideChildPanelWidth
overridescript
overview
pAm_vCurrentVelocity
pConstraint
pGears
pWorldObject
pack_range
pain
paintbackground
paintborder
paintsplat
panel
panel name
panelName
panelPtr
panel_test_title_safe
panelname
panelpropname
param
param2
param3
parentattachment
parentname
particle/SmokeStack.vmt
particle/particle_noisesphere
particle/particle_smokegrenade
particle/sparkles
particleSystemDefinitions
particle_system
particle_test_attach_attachment
particle_test_attach_mode
particle_test_file
particle_test_start
particle_test_stop
particles/particles_manifest.txt
path_corner
path_corner_crash
path_track
path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1.\n
pattern
peekEyeDist
peekEyeDistZ
peekTime
peekTimeAfterDamage
penny
permitrepeats
permitresponses
phoneme
phonemes
phonemes_strong
phonemes_weak
phys_ballsocket
phys_bone_follower
phys_constraint
phys_constraintsystem
phys_convert
phys_hinge
phys_impactforcescale
phys_keepupright
phys_lengthconstraint
phys_magnet
phys_motor
phys_motor %s does not have a valid axis helper, and self-destructed!\n
phys_penetration_error_time
phys_pulleyconstraint
phys_pushscale
phys_ragdollconstraint
phys_ragdollmagnet
phys_slideconstraint
phys_speeds
phys_spring
phys_stressbodyweights
phys_thruster
phys_timescale
phys_torque
phys_upimpactforcescale
physdamagescale
physfollower_t
physgun_interactions
physgun_notify_children
physics_budget
physics_cannister
physics_constraints
physics_debug_entity
physics_entity_solver
physics_gamesounds
physics_highlight_active
physics_melee
physics_npc_solver
physics_prop
physics_prop_ragdoll
physics_prop_statue
physics_report_active
physics_select
physics_visible
physicsmode
physicsprop
physicsshadowupdate_render
picker
pickup
piercing_spark
pin corner
pin delta x
pin delta y
pin_corner_to_sibling
pin_to_sibling
pin_to_sibling_corner
ping-pong ball
pitch
pitch min/max( %f %f )\n
pitchstart
placementOrigin
placementattachment
placementbone
plat_trigger
playback_time
playbackrate
player
player_
player_activate
player_alt_fire
player_array_element
player_changename
player_chat
player_command_follow
player_command_hold
player_commanding
player_connect
player_crouch
player_death
player_debug_print_damage
player_deploy_ammo
player_disconnect
player_dropped_weapon
player_fullyjoined
player_give_ammo
player_heal
player_hurt
player_info
player_loadsaved
player_manager
player_old_armor
player_regenerates_health
player_say
player_shoot
player_should_switch
player_spawn
player_speedmod
player_squad
player_stand
player_team
player_vehicle
player_weaponstrip
playeractivity
playerhealth
playerhealthfrac
playermodel
playermodel_skin
playerperf
playerspeed
playersrequired
playerweapon
playing_commentary
playoverscript
playvideo_exitcommand
playvideo_exitcommand_nointerrupt
pmaterial
pnJ=
point0
point1
point_anglesensor
point_angularvelocitysensor
point_bonusmaps_accessor
point_broadcastclientcommand
point_camera
point_clientcommand
point_commentary_node
point_commentary_viewpoint
point_devshot_camera
point_enable_motion_fixup
point_entity_finder
point_event_proxy
point_gamestats_counter
point_hurt
point_message
point_playermoveconstraint
point_posecontroller
point_proximity_sensor
point_push
point_servercommand
point_spotlight
point_teleport
point_template
point_template %s failed to add template.\n
point_tesla
point_velocitysensor
point_viewcontrol
point_viewcontrol_multiplayer
points
port
portalnumber
portuguese-brazilian
pos: (%f, %f, %f)\n
pose: %s\n
position
position0
position1
position2
position3
position4
position5
position6
position7
position_offset_random
position_warp_random
position_within_box
position_within_sphere
postcommands
postion_lock_to_controlpoint
postprocess_controller
posx
posy
posz
pounce_damage
pounce_distance
pounce_interval
powerup_chemical_bullets
powerup_electric_bullets
powerup_explosive_bullets
powerup_fire_bullets
powerup_freeze_bullets
powerup_increased_speed
powerup_pickup_generic
pr china
pr-china
preciptype
preciseMovement
precommands
predelay
predicted_viewmodel
preferredcarryangles
prepare_radius_max
prepare_radius_min
prepend
preserveAspectRatio
preset
prevX=%f prevY=%f\n
preventNameBasedLookup
prevent_movement
prifle_grenade_fx
primary
primary_ammo
print soundscapes
printname
priority
progress
projection_rotation
projection_size
prop
prop %s at %.0f %.0f %0.f missing modelname\n
prop_active_gib_limit
prop_active_gib_max_fade_time
prop_combine_ball
prop_contexts
prop_debug
prop_door
prop_door with no model at %.2f %.2f %.2f\n
prop_door*
prop_door_rotating
prop_dynamic
prop_dynamic_create
prop_dynamic_ornament
prop_dynamic_override
prop_hallucination
prop_physics
prop_physics_create
prop_physics_multiplayer
prop_physics_override
prop_physics_respawnable
prop_ragdoll
prop_ragdoll_attached
prop_sphere
prop_static
prop_talker
prop_vehicle
prop_vehicle_airboat
prop_vehicle_driveable
prop_vehicle_jeep
propdata
propel_distance
propel_height
proportionalToParent
proportional_float
proportional_int
proportional_xpos
proportional_ypos
props_break_max_pieces
props_break_max_pieces_perframe
pszConvar
pszCurrentValue
pszOrgValue
puerto-rico
pump
punch
punch_angle
punch_velocity
punchangle
puntsound
pushdir
pushing entity (%s) that has parent (%s)!\n
pvsplayer
python
p}?CWeaponList
qangle
qangle_array
quaternion
quaternion_array
queenname
quickstart
quit\n
r7Yr7=
r\nly
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_JeepFOV
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_VehicleViewDampen
r_vehicleBrakeRate
r_visualizetraces
race horse
radius
radius used to raise/lower corners in nearby areas when raising/lowering corners.
radius_attack
radius_random
radius_scale
ragdoll
ragdoll_dissolved
ragdollconstraint
ragdollsequence
raggib
rallypoint
rallysequence
ramp
random float is %f shouldflinch = %d\n
random position along path
random position on model
random yaw
randomnum
range
ranger_projectile_hit
ranger_projectile_main_trail
rank
rate
rateoffire
raytrace_fl
raytrace_fr
raytrace_rl
raytrace_rr
reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format!\n
ready
really freaking heavy
reason
reciprocal
ref_aim_
ref_shoot_
referencename
refillRate
refire
refire interval: %.2f sec
refrigerator
relativedamping
relativetag
reload
reload\n
reload_fail
reload_npc
reload_time
reloading=%d MiscOnlyWhenStill=%d MiscNoOverride=%d\n
reloads
remap_scalar
remove 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
removing %d (%d): %s : %5.3f (%.3f)\n
renderamt
rendercolor
rendercolor32
renderers
renderfx
rendermode
repathOnRouteTolerance
replace
replaceSelection
replicated
report_entities
report_simthinklist
report_soundpatch
report_touchlinks
reports sound patch count
required
requires_param
reserved
resize delta x
resize delta y
reslists
reslists\%s.snd
resolution
resource/Equipment.res
resource/ParticleEmitters.txt
resource/Profiles.res
resource/campaigns/%s.txt
resource/closecaption_%s.dat
resource/gameevents.res
resource/hltvevents.res
resource/holdout/%s.txt
resource/melee_attacks.txt
respawn_entities
respeakdelay
response
response %s = '%s'\n
response entry '%s' with unknown command '%s'\n
response entry '%s' with unknown response type '%s'\n
restartcount
result
resumecondition
retract
retry_charge_chance
returndelay
returns network id
returnspeed
reusing computer with show option %d\n
rgbaVal
rifle_grenade_fx
right
right_
right_cheek_raiser
right_corner_puller
right_funneler
right_inner_raiser
right_lid_droop
right_lid_raiser
right_lid_tightener
right_lowerer
right_mouth_drop
right_outer_raiser
right_puckerer
right_upper_raiser
rightclaw
rightedge
rocket_trail_small
room_type
rotation
rotation_movement
rotation_random
rotation_speed
rotation_speed_random
rotation_spin
rotation_spin yaw
rotortime
rotortimevariance
round_end
round_start
round_start_pre_entity
rpg_missile D_HT 99
rpg_round
rr_debug_qa
rr_debugresponseconcept
rr_debugresponseconcept_exclude
rr_debugresponses
rr_debugrule
rr_dumpresponses
rr_followup_maxdist
rr_forceconcept
rr_reloadresponsesystems
rr_remarkable_max_distance
rr_remarkable_world_entities_replay_limit
rr_remarkables_enabled
rr_thenany_score_slop
rule
rulescript
rumble
run_aiming_all
run_idle
runtime error 
sLockedSentence
sLockedSound
sPhases
sU0&?W
sUnlockedSentence
sUnlockedSound
s\rLI
sack_
samples_use_time
save%d.campaignsave
save/%s
save/save%d.campaignsave
saveentityindex
say_team
scale
scaleAmount
scaleImage
scalesettings
scanner_important
scene0
scene1
scene10
scene11
scene12
scene13
scene14
scene15
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene:%s
scene_async_prefetch_spew
scene_clamplookat
scene_clientflex
scene_clientplayback
scene_flatturn
scene_flush
scene_forcecombined
scene_manager
scene_maxcaptionradius
scene_playvcd
scene_print
scene_ramp
scene_showfaceto
scene_showlook
scene_showmoveto
scene_showunlock
scenefilecache
scenes/%s%s*.*
scenes/%s.vcd
scheduleCrc
schedule_chance
schedule_chance_rate
scores
screen space effect
screenblurstrength
screenx
screeny
script
script "%s" kicking script "%s" out of the queue\n
script_debug
script_dump_all
script_execute
script_help
script_reload_code
script_reload_entity_code
script_reload_think
scripted_scene
scripted_schedule "%s" can't find NPC "%s"\n
scripted_schedule "%s" using NPC "%s"(%s)\n
scripted_sentence
scripted_sequence
scripted_sequence %d:"%s" can't find NPC "%s"\n
scripted_sequence %d:"%s" using NPC %d:"%s"(%s)\n
scripted_sequence %d:%s - restarting dormant entity %d:%s : %.1f:%.1f\n
scripted_target
scriptfile
scripts/%s
scripts/actbusy.txt
scripts/asw_credits
scripts/asw_speech_count_%s.txt
scripts/asw_speech_duration_%s.txt
scripts/asw_weapon_ammo_bag.txt
scripts/asw_weapon_ammo_satchel.txt
scripts/asw_weapon_autogun.txt
scripts/asw_weapon_blink.txt
scripts/asw_weapon_buff_grenade.txt
scripts/asw_weapon_chainsaw.txt
scripts/asw_weapon_electrified_armor.txt
scripts/asw_weapon_fire_extinguisher.txt
scripts/asw_weapon_fist.txt
scripts/asw_weapon_flamer.txt
scripts/asw_weapon_flares.txt
scripts/asw_weapon_flashlight.txt
scripts/asw_weapon_freeze_grenades.txt
scripts/asw_weapon_grenade_launcher.txt
scripts/asw_weapon_grenades.txt
scripts/asw_weapon_heal_grenade.txt
scripts/asw_weapon_heal_gun.txt
scripts/asw_weapon_hornet_barrage.txt
scripts/asw_weapon_jump_jet.txt
scripts/asw_weapon_laser_mines.txt
scripts/asw_weapon_medical_satchel.txt
scripts/asw_weapon_medkit.txt
scripts/asw_weapon_mines.txt
scripts/asw_weapon_minigun.txt
scripts/asw_weapon_mining_laser.txt
scripts/asw_weapon_night_vision.txt
scripts/asw_weapon_normal_armor.txt
scripts/asw_weapon_pdw.txt
scripts/asw_weapon_pistol.txt
scripts/asw_weapon_prifle.txt
scripts/asw_weapon_railgun.txt
scripts/asw_weapon_rifle.txt
scripts/asw_weapon_sentry.txt
scripts/asw_weapon_sentry_cannon.txt
scripts/asw_weapon_sentry_flamer.txt
scripts/asw_weapon_sentry_freeze.txt
scripts/asw_weapon_shotgun.txt
scripts/asw_weapon_smart_bomb.txt
scripts/asw_weapon_sniper_rifle.txt
scripts/asw_weapon_stim.txt
scripts/asw_weapon_tesla_gun.txt
scripts/asw_weapon_tesla_trap.txt
scripts/asw_weapon_vindicator.txt
scripts/asw_weapon_welder.txt
scripts/decals_subrect.txt
scripts/instructor_lessons.txt
scripts/mod_lessons.txt
scripts/propdata.txt
scripts/soundscapes_%s.txt
scripts/soundscapes_manifest.txt
scripts/surfaceproperties_manifest.txt
scripts/talker/response_rules.txt
scripts/vehicles/airboat.txt
scripts/vehicles/jeep_test.txt
scripts/voicecommands.txt
scripts/vscripts/%s
scripts/vscripts/%s%s
scripts/weapon_manifest.txt
scriptsound
scrollbar
sdk_team_manager
second_sequence_random
secondary
secondary_ammo
secondary_melee
section
see:
seenbyplayer
seeplayer
selected
self
selfDroppable
sending command: %s\n
sentence
sentry_complete
sentry_dismantled
sentry_placed
sentry_rotated
sentry_stop_building
sequence
sequence_number
sequence_number 1
sequence_random
sequenceduration
sequential
sequential position along path
serer radius is %f\n
server
server.cfg
server.dll
server_
server_can_execute
server_cvar
server_game_time
server_spawn
serveranimdata
servercfgfile
session_begin %s %d
session_end
set camera's current fov in integer degrees and fov change rate as float
setChildPanelWidth
setang
setang_exact
setmodel
setpos
setpos into world, use noclip to unstick yourself!\n
setpos_exact
setpos_player
settingindex
settitlebarvisible
sg pellet testing colgroup %d vs %d\n
shadow_control
shadowcastdist
shadowquality
shake
shards
shared
sheetsequencepicker
sheetsequencepicker_second
shield_open
shieldbug_brain_explode
shieldbug_fountain
shieldpos %f\n
shifted_time
shootmodel
shootsound
shootsounds
shotloc:arm
shotloc:gut
shotloc:leg
should PostActionSignals
should_never_see_this
showScrollBar
show_subtitle
showhitlocation
showsonscanner
showtriggers
showtriggers_toggle
showusagehint
sightmethod
signal_halt
silent
simple_cubic
simple_physics_brush
simple_physics_prop
simpleprojection
single_mission
single_shot
single_shot_npc
singleplayer
sinh
size
sk_ally_regen_time
sk_asw_buzzer_melee_dmg
sk_asw_buzzer_melee_interval
sk_asw_buzzer_v2
sk_asw_drone_damage
sk_asw_shieldbug_damage
sk_autoaim_mode
sk_bullseye_health
sk_gunship_burst_dist
sk_gunship_burst_min
sk_gunship_burst_size
sk_gunship_health_increments
sk_helicopter_burstcount
sk_helicopter_drone_speed
sk_helicopter_firingcone
sk_helicopter_grenade_puntscale
sk_helicopter_grenadedamage
sk_helicopter_grenadeforce
sk_helicopter_grenaderadius
sk_helicopter_health
sk_helicopter_num_bombs1
sk_helicopter_num_bombs2
sk_helicopter_num_bombs3
sk_helicopter_roundsperburst
sk_max_asw_ag
sk_max_asw_asg
sk_max_asw_cs
sk_max_asw_ext
sk_max_asw_f
sk_max_asw_flares
sk_max_asw_gl
sk_max_asw_hg
sk_max_asw_medkit
sk_max_asw_medsat
sk_max_asw_medself
sk_max_asw_mines
sk_max_asw_ml
sk_max_asw_p
sk_max_asw_pdw
sk_max_asw_r
sk_max_asw_r_g
sk_max_asw_rg
sk_max_asw_sg
sk_max_asw_sniper
sk_max_asw_stim
sk_max_asw_tg
sk_max_asw_welder
sk_npc_arm
sk_npc_chest
sk_npc_dmg_asw_ag
sk_npc_dmg_asw_asg
sk_npc_dmg_asw_cs
sk_npc_dmg_asw_ext
sk_npc_dmg_asw_f
sk_npc_dmg_asw_flares
sk_npc_dmg_asw_gl
sk_npc_dmg_asw_hg
sk_npc_dmg_asw_medkit
sk_npc_dmg_asw_medsat
sk_npc_dmg_asw_medself
sk_npc_dmg_asw_mines
sk_npc_dmg_asw_ml
sk_npc_dmg_asw_p
sk_npc_dmg_asw_pdw
sk_npc_dmg_asw_r
sk_npc_dmg_asw_r_g
sk_npc_dmg_asw_rg
sk_npc_dmg_asw_sg
sk_npc_dmg_asw_sniper
sk_npc_dmg_asw_stim
sk_npc_dmg_asw_tg
sk_npc_dmg_asw_welder
sk_npc_dmg_helicopter
sk_npc_dmg_helicopter_to_plr
sk_npc_head
sk_npc_leg
sk_npc_stomach
sk_player_arm
sk_player_chest
sk_player_head
sk_player_leg
sk_player_stomach
sk_plr_dmg_asw_ag
sk_plr_dmg_asw_asg
sk_plr_dmg_asw_cs
sk_plr_dmg_asw_ext
sk_plr_dmg_asw_f
sk_plr_dmg_asw_flares
sk_plr_dmg_asw_medkit
sk_plr_dmg_asw_medsat
sk_plr_dmg_asw_medself
sk_plr_dmg_asw_mines
sk_plr_dmg_asw_ml
sk_plr_dmg_asw_p
sk_plr_dmg_asw_pdw
sk_plr_dmg_asw_r
sk_plr_dmg_asw_r_g
sk_plr_dmg_asw_rg
sk_plr_dmg_asw_sg
sk_plr_dmg_asw_stim
sk_plr_dmg_asw_tg
sk_plr_dmg_asw_welder
skid_highfriction
skid_lowfriction
skid_normalfriction
skill
skill.cfg
skin
skin%d
sky3dparams_t
sky_camera
sky_urb01
skybox/%s%s
skybox_swapper
skybox_swapper (%s) has no skybox specified!\n
skybox_swapper (%s) trigger input failed - cannot find 'sv_skyname' convar!\n
skyname
slavename
sleepstate
slideangle
slideaxis
slidefriction
slideshow_display_screen
slime_splash_01
slime_splash_02
slime_splash_03
slot
slots
slovak
small car
small_fire_burst
smallsplat
smg1_grenade
smokegrenade_detonate
smoothstairs
snap
snapshot_file
snaptoent
snd_mixahead
snowDustAmt
snowflake
so new total is %f (%d/%d) %d lost\n
solid
solid { 
solidbsp
sound
sound_armed
sound_depressed
sound_released
soundcloseoverride
soundcontext
soundemitterbase->Connect
soundemittersystem
soundent
soundlevel
soundlockedoverride
soundmoveoverride
soundopenoverride
soundpatch_captionlength
sounds
soundscape
soundscapeIndex
soundscape_debug
soundscape_flush
soundtype
soundunlockedoverride
source
south
south africa
south korea
south-africa
south-east
south-korea
south-west
southeast
southwest
space shuttle
spanish-argentina
spanish-bolivia
spanish-chile
spanish-colombia
spanish-costa rica
spanish-dominican republic
spanish-ecuador
spanish-el salvador
spanish-guatemala
spanish-honduras
spanish-mexican
spanish-modern
spanish-nicaragua
spanish-panama
spanish-paraguay
spanish-peru
spanish-puerto rico
spanish-uruguay
spanish-venezuela
spark_shower
spawnflags
spawnobject
spawnpos
spawnradius
spawnrate
speak
speaker
speaker_dsp_preset
speakers
speakonce
spec_freeze_time
spec_freeze_traveltime
spec_goto
spec_mode
spec_next
spec_player
spec_prev
specgui
special1
special2
special3
specmenu
spectate
speechtarget
speechtargetname
speed
speed_approach_factor
speedfactor
speedruntime
sphere.radius
spin_none
spin_zaxis
spindown
spine_yaw
spinup
spotlight
spotlight_radius
spraycan
spraydir
spread
springaxis
sprite
spritename
sprites/blueglow1.vmt
sprites/bluelaser1.vmt
sprites/bubble.vmt
sprites/chargeball2.vmt
sprites/fire_floor.vmt
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare6.vmt
sprites/glow01.vmt
sprites/glow_test02.vmt
sprites/gunsmoke.vmt
sprites/heatwave
sprites/laserbeam.vmt
sprites/lgtning.vmt
sprites/light_glow02_add_noz.vmt
sprites/light_glow03.vmt
sprites/physbeam.vmt
sprites/plasma1.vmt
sprites/purpleglow1.vmt
sprites/purplelaser1.vmt
sprites/redglow1.vmt
sprites/steam1.vmt
sprites/zerogxplode.vmt
sqrt
squadname
squadslot
squirrel
src_corner_height
src_corner_width
srcid
ss_added
start
start %f %f %f
start: (%.2f,%.2f,%.2f)
startLerpTo
start_active
start_at_attachment
start_at_customorigin
start_at_origin
start_disabled
startburrowed
startclosesound
startcolor
startdark
startdisabled
startloop
startnode
starton
startsize
startsound
startspeed
startvalue
startwidth
state
staticsolid
stats.txt
steam_api.dll
steamworks_immediate_upload
steamworks_server_sessionid
steamworks_show_uploads
steamworks_stats_disable
step_spline
stick
still
stop
stop_on_nonidle
stopfollowonkill
stoppoint
strDifficulty
strEntityName
strGroup
strMapName
strafe_factor
strict
string
string fieldName, int xpos, int ypos, int wide, int tall, bool visible, bool enabled, int tabPosition, corner pinCorner, autoresize autoResize, string tooltiptext
string too long
string_array
stuck
style
subFocus
subject
subjectclass
subscene
suicide
suitvolume
sunlight_shadow_control
supply horde size!\n
surfaceprop
surfaceprops::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
surfacetype
sv_accelerate
sv_airaccelerate
sv_allchat
sv_alltalk
sv_alternateticks
sv_autosave
sv_backspeed
sv_benchmark := %.2f\n
sv_benchmark_autovprofrecord
sv_benchmark_force_start
sv_benchmark_numticks
sv_benchmark_results.txt
sv_bonus_challenge
sv_bounce
sv_cheats
sv_cheats 1
sv_client_max_interp_ratio
sv_client_min_interp_ratio
sv_clockcorrection_msecs
sv_debug_player_use
sv_disable_querycache
sv_findsoundname
sv_footsteps
sv_force_transmit_ents
sv_friction
sv_gravity
sv_infinite_ammo
sv_lagcompensationforcerestore
sv_lagflushbonecache
sv_lagpushticks
sv_massreport
sv_maxreplay
sv_maxspeed
sv_maxunlag
sv_maxupdaterate
sv_maxvelocity
sv_minupdaterate
sv_netvisdist
sv_noclipaccelerate
sv_noclipduringpause
sv_noclipspeed
sv_npc_talker_maxdist
sv_optimizedmovement
sv_playerperfhistorycount
sv_pushaway_clientside
sv_pushaway_clientside_size
sv_pushaway_max_force
sv_pushaway_max_player_force
sv_pushaway_min_player_speed
sv_pushaway_player_force
sv_pvsskipanimation
sv_querycache_stats
sv_regeneration_force_on
sv_regeneration_wait_time
sv_rollangle
sv_rollspeed
sv_script_think_interval
sv_showanimstate
sv_showanimstate_activities
sv_showanimstate_log
sv_showhitboxes
sv_showladders
sv_showlagcompensation
sv_skyname
sv_soundemitter_filecheck
sv_soundemitter_flush
sv_soundemitter_spew
sv_soundemitter_trace
sv_soundscape_printdebuginfo
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_stepsize
sv_stopspeed
sv_strict_notarget
sv_suppress_viewpunch
sv_tags
sv_test_scripted_sequences
sv_teststepsimulation
sv_thinktimecheck
sv_threaded_init
sv_timeout_when_fully_connected
sv_turbophysics
sv_unlag
sv_unlag_alien_projectiles
sv_unlag_debug
sv_unlag_fixstuck
sv_unlockedchapters
sv_vehicle_autoaim_scale
sv_vote_kick_ban_duration
sv_wateraccelerate
sv_waterdist
sv_waterfriction
swapmodel
swarm/SkillButtons/Accuracy
swarm/SkillButtons/Agility
swarm/SkillButtons/Autogun
swarm/SkillButtons/Drugs
swarm/SkillButtons/Engineering
swarm/SkillButtons/Grenade
swarm/SkillButtons/Hacking
swarm/SkillButtons/Healing
swarm/SkillButtons/Health
swarm/SkillButtons/Leadership
swarm/SkillButtons/Melee
swarm/SkillButtons/Piercing
swarm/SkillButtons/Scanner
swarm/SkillButtons/Secondary
swarm/SkillButtons/SkillReload
swarm/SkillButtons/Spare
swarm/SkillButtons/Vindicator
swarm/SkillButtons/Xenowound
swarm/effects/bluemuzzle_nocull.vmt
swarm/effects/electrostunbeam.vmt
swarm/effects/railgun.vmt
swarm/marine/marine.mdl
swarm/sprites/mlaserbeam.vmt
swarm/sprites/mlaserspark.vmt
swarm/sprites/whiteglow1.vmt
swedish-finland
swiss
synctofollowinggesture
system/network
systemloadscale
szFailSchedule
szIdealSchedule
szName
szSchedule
szSequence
s{c|H
t-rex
tLVv
tZ:<<null>>
tab position
tabPosition
tabposition
tags
tall
tanh
tanktrain_ai
tanktrain_aitarget
target
target1
target2
target3
target4
target5
target6
target7
target8
targetMoveTolerance
target_attachment
target_cdaudio
target_changegravity
targetattachment
targetclass
targetentityname
targetpoint
task
taskFailureCode
tau_levitate
taunt
te_tester
team
teamToBlock
team_
team_manager
teamnumber
teamplay_round_start
teamplay_round_win
teleport_origin
teleportfollowdistance
template
template_debug
template_t
test_dispatcheffect
test_effect
test_entity_blocker
test_outtro_stats
test_proxytoggle
test_traceline
testpos %f %f %f
texframeindex
text
textAlignment
textHidden
textfile
textinsetx
textinsety
texture
textureframe
textureid
texturename
texturescale
tf_escort_score_rate
the Earth
them
then
theta
thick_max
thick_min
think_limit
think_trace_limit
thinkfunc_t
thinkfunction
thinktime %f, %i entities\n
thorns_marine_buff
threshold
thrust
tier0.dll
tightener
tileHorizontally
tileImage
tileVertically
tilttime
time
time to sleep when not drawn
timeAtFirstHand
timeCurTaskStarted
timeFirstSeen
timeLastReacquired
timeLastReceivedDamageFrom
timeLastSeen
timeSpoken
timeStarted
timeToTrigger
timeValidEnemy
time_array
time_to_assemble_wire = %f\n
timeofday
timeout
timesincecombat
timesinceseenplayer
title
title_font
titlebarbgcolor_override
titlebardisabledbgcolor_override
titlebardisabledfgcolor_override
titlebarfgcolor_override
titletextinsetX
titletextinsetY
toggles whether the server allows spectator mode or not
tolerance
tolerance ang (dot): %.2f (%f)
too close
too far
too near pos history %d distsq %f\n
tooclose
tooltip
tooltiptext
toptrack
torquelimit
total
totalsealtime
touchStamp
trace_report
traceline_spin
tracertype
track
trackinfo
trail
trail_length_random
train
trigger
trigger_asw_button_area
trigger_asw_chance
trigger_asw_computer_area
trigger_asw_door_area
trigger_asw_jump
trigger_asw_marine_knockback
trigger_asw_marine_position
trigger_asw_random_target
trigger_asw_supplies_chatter
trigger_asw_synup_chatter
trigger_asw_trigger_area
trigger_auto_crouch
trigger_autosave
trigger_brush
trigger_cdaudio
trigger_changelevel
trigger_changelevel to %s doesn't have a landmark
trigger_changelevel to map %s has a landmark embedded in solid!\nThis will break level transitions!\n
trigger_fog
trigger_gravity
trigger_hierarchy
trigger_hurt
trigger_impact
trigger_look
trigger_multiple
trigger_once
trigger_playermovement
trigger_proximity
trigger_push
trigger_remove
trigger_serverragdoll
trigger_soundscape
trigger_teleport
trigger_togglesave
trigger_tonemap
trigger_transition
trigger_vphysics_motion
trigger_wind
trinidad & tobago
true
tutorial
tv_allow_camera_man
tv_allow_static_shots
tv_delay
tv_delaymapchange
type
u+E6
u=g_pGameSaveRestoreBlockSet
u>ASW_Railgun.Single
u?^p?o4
uXO=
uZEeu
unable to create world_item %d\n
unhandled input: (%s) -> (%s), from (%s,%s); target entity not found\n
unhandled input: (%s) -> (%s,%s)\n
unichar
unicode
united-kingdom
united-states
unknown
unknown type %d in ProcessSceneEvent()\n
unlocked
unlocked_sentence
unlocked_sound
unnamed
unspecified
unused
unused (?] 15
unused (?] 19
unused (item_smg1_grenade) 13
unused (weapon_ar1) 17
unused (weapon_molotov) 25
unused (weapon_slam) 23
unused (weapon_smg2) 22
updatechildren
upper_raiser
upperleft
upperright
upsidedown
urgent
url 
use scheme colors
use_angles
use_automovement
useafterhack
useairlinkradius
used weapon: 
usehelper
user
userid
usetargetname
v@ai_debug_follow
vLastKnownLocation
vLastSeenLocation
vLocationWhenUnreachable
v_angle
value1
value2
value3
valve_hint_reload
variable
variant
vban
vcd error, gesture %s of model %s is marked as STUDIO_LOOPING!\n
vcollide_wireframe
vdisp_%04d
vecAngleDiffMin
vecAngleDiffSaved
vecAnglesSaved
vecLocation
vecOriginSaved
vecRelativeOrigin
vecRelativeVelocity
vecSave
vecThrust = %s\n
vector
vector noise
vector2
vector2_array
vector3
vector3_array
vector4
vector4_array
vehicle
vehicleRole
vehicle_action
vehicle_crashsound_t
vehicle_driver_exit
vehicle_driver_eyes
vehicle_engine
vehicle_entry
vehicle_escape_exit
vehicle_exit
vehicle_feet_passenger%d
vehicle_feet_passenger0
vehicle_flushscript
vehicle_gear_t
vehicle_npc_passengers
vehicle_steer
vehicle_weapon_pitch
vehicle_weapon_yaw
vehicle_wheel_fl_height
vehicle_wheel_fl_spin
vehicle_wheel_fr_height
vehicle_wheel_fr_spin
vehicle_wheel_rl_height
vehicle_wheel_rl_spin
vehicle_wheel_rr_height
vehicle_wheel_rr_spin
vehiclescript
vehiclesounds_t
vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f
velocity
velocity_random
velocity_relative
velocitytype
version
vgui/
vgui/%s
vgui/%s/%s
vgui/hud/800corner1
vgui/hud/800corner2
vgui/hud/800corner3
vgui/hud/800corner4
vgui/white
vgui::
vgui::HFont
vgui_controls is missing a required interface!\n
vgui_movie_display
vgui_resource
vgui_screen
vgui_screen_team
vgui_slideshow_display
victim
video_display_screen
view model effect
view_ofs
viewlimits
viewmodel
viewposition
viewtarget
vignetteblurstrength
vignetteend
vignettestart
violence_ablood
violence_agibs
violence_hblood
violence_hgibs
virtualterrain
vis_force
visible
visibleonly
visiblewhenasleep
vismon_poll_frequency
vismon_trace_limit
vmtPicker
voice_player_speaking_delay_threshold
voice_serverdebug
voicemenu
void
volley1
volley_type
volstart
volume
vote_no
vote_yes
voxeltree_box
voxeltree_playerview
voxeltree_sphere
voxeltree_view
vprof_record_start benchmark\n
vprof_record_stop\n
vprof_scope_entity_gamephys
vprof_scope_entity_thinks
vscripts
vslider
vstdlib.dll
vtune
w7H-
wade
wait
wakeradius
wakesquad
walk
walkTolerance
wanderers
washentity_t
water_lod_control
waterbullet
waterlevel
waterripple
watersplash
wc_air_edit_further
wc_air_edit_nearer
wc_air_node_edit
wc_create
wc_destroy
wc_destroy_undo
wc_edit_emitter
wc_link_edit
weapon
weapon_
weapon_*
weapon_357
weapon_ar2
weapon_bugbait
weapon_crossbow
weapon_crowbar
weapon_cubemap
weapon_fire
weapon_frag
weapon_mine
weapon_offhanded
weapon_physcannon
weapon_pistol
weapon_pitch
weapon_reload
weapon_rpg
weapon_shotgun
weapon_showproficiency
weapon_smg1
weapon_stunstick
weapon_theirs
weapon_tracers
weapon_yaw
weapondelay
weaponname
weaponscripts
weight
welding_door_cut
welding_door_seal
west
wheel_fl
wheel_fr
wheel_rl
wheel_rr
wheels
wide
width
window_pane
wipe_nav_attributes
wirecolumns
wirerows
wn>Jj
wood
world
world_interactions
world_items
world_maxs
world_mins
world_origin
worldspawn
wrap
wrinkler
wsprintfA
wy<CYO[Y
xBComputed lighting for %d/%d areas\n
xbox_autothrottle
xbox_steering_deadzone
xbox_throttlebias
xbox_throttlespoof
xc_crouch_debounce
xfriction
xmax
xmin
xpos
xppwpp
xpxxxx
yDNoteSpeaking( %f, %f ) (stop at %f)\n
yaw: %f
yes - via input
yfriction
ymax
ymin
ypos
yx|o
z'gN
z1}B
z?aUY
zDInputForgetEntity does not support wildcards\n
zc%C1
zfriction
zipline
zmax
zmin
zpos
zt?Climb start\n
zt?RebuildThink
zt?m_flJumpTime
zyC7
{4Wf
|Bm_iszOverlayNames
|W8A=
}6lw
}Tw5
~?m_flStartupTime
