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Requires GameDir >= r2467. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8662 3b4a5df2-a311-0410-b5c6-a8a6f20db521
231 lines
4.5 KiB
C
231 lines
4.5 KiB
C
#ifndef _INIT_H
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#define _INIT_H
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UINT32 InitializeJA2( );
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void ShutdownJA2( );
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BOOLEAN LoadExternalGameplayData(STR directoryName);
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void SetupMaxActionPointsAnimation();
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//This is an enum to reference to array of ints that holds the values for all these constants. Gotthard 1/18/07
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enum {
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AP_MAXIMUM,
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AP_MINIMUM,
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MIN_APS_TO_INTERRUPT,
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AP_MONSTER_MAXIMUM,
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AP_VEHICLE_MAXIMUM,
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MAX_AP_CARRIED,
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AP_YOUNG_MONST_FACTOR,
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AP_MONST_FRENZY_FACTOR,
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AP_CLAUSTROPHOBE,
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AP_AFRAID_OF_INSECTS,
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AP_EXCHANGE_PLACES,
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AP_REVERSE_MODIFIER,
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AP_STEALTH_MODIFIER,
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AP_STEAL_ITEM,
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AP_TAKE_BLOOD,
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AP_TALK,
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AP_MOVEMENT_FLAT,
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AP_MOVEMENT_GRASS,
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AP_MOVEMENT_BUSH,
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AP_MOVEMENT_RUBBLE,
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AP_MOVEMENT_SHORE,
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AP_MOVEMENT_LAKE,
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AP_MOVEMENT_OCEAN,
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AP_MODIFIER_RUN,
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AP_MODIFIER_WALK,
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AP_MODIFIER_SWAT,
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AP_MODIFIER_CRAWL,
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AP_MODIFIER_PACK,
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AP_MODIFIER_READY,
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AP_CHANGE_FACING,
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AP_CHANGE_TARGET,
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AP_TOSS_ITEM,
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AP_REFUEL_VEHICLE,
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AP_RADIO,
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AP_CROUCH,
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AP_PRONE,
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AP_LOOK_STANDING,
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AP_LOOK_CROUCHED,
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AP_LOOK_PRONE,
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AP_READY_KNIFE,
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AP_READY_DUAL,
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AP_MIN_AIM_ATTACK,
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AP_DROP_BOMB,
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AP_RELOAD_GUN,
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AP_START_FIRST_AID,
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AP_START_REPAIR,
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AP_GET_WOUNDED_DIVISOR,
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AP_FALL_DOWN,
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AP_OPEN_DOOR,
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AP_PICKLOCK,
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AP_EXAMINE_DOOR,
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AP_BOOT_DOOR,
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AP_USE_CROWBAR,
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AP_UNLOCK_DOOR,
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AP_LOCK_DOOR,
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AP_EXPLODE_DOOR,
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AP_UNTRAP_DOOR,
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AP_USEWIRECUTTERS,
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AP_CLIMBROOF,
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AP_CLIMBOFFROOF,
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AP_JUMPFENCE,
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AP_JUMPFENCEBPACK,
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AP_USE_REMOTE,
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AP_PULL_TRIGGER,
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AP_PUNCH,
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AP_PICKUP_ITEM,
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AP_GIVE_ITEM,
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AP_BURY_MINE,
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AP_DISARM_MINE,
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AP_DRINK,
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AP_CAMOFLAGE,
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AP_START_RUN_COST,
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AP_ATTACH_CAN,
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AP_JUMP_OVER,
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AP_BACK_PACK,
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AP_OPEN_ZIPPER,
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AP_CLOSE_ZIPPER,
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AP_CLICK_AIM,
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// HEADROCK HAM 3.1: Eight different settings for each aiming click with a scope.
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AP_FIRST_CLICK_AIM_SCOPE,
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AP_SECOND_CLICK_AIM_SCOPE,
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AP_THIRD_CLICK_AIM_SCOPE,
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AP_FOURTH_CLICK_AIM_SCOPE,
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AP_FIFTH_CLICK_AIM_SCOPE,
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AP_SIXTH_CLICK_AIM_SCOPE,
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AP_SEVENTH_CLICK_AIM_SCOPE,
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AP_EIGHTH_CLICK_AIM_SCOPE,
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AP_RELOAD_LOOSE,
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AP_UNJAM,
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AP_GRENADE_MODE,
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AP_JUMPWINDOW, //WANNE: jump window APs
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AP_WRONG_MAG,
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AP_MAX_SUPPRESSED,
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AP_MAX_TURN_SUPPRESSED,
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AP_MIN_LIMIT,
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AP_LOST_PER_MORALE_DROP,
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AP_SUPPRESSION_MOD,
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// HEADROCK HAM 3.5: Ratio of AP loss to Suppression Shock gain.
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AP_SUPPRESSION_SHOCK_DIVISOR,
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// HEADROCK HAM 3.3: AP loss per point of damage, inflicted when a character is knocked down by a hit to the legs.
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AP_LOSS_PER_LEGSHOT_DAMAGE,
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AUTOFIRE_SHOTS_AP_VALUE,
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BAD_AP_COST,
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//Cost to take item from position
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AP_INV_FROM_NONE,
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AP_INV_FROM_HANDS,
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AP_INV_FROM_EQUIPMENT,
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AP_INV_FROM_VEST,
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AP_INV_FROM_RIG,
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AP_INV_FROM_CPACK,
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AP_INV_FROM_BPACK,
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AP_INV_FROM_SLING,
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AP_INV_FROM_KNIFE,
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AP_INV_FROM_FACE,
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AP_INV_FROM_BIG_POCKET,
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AP_INV_FROM_SMALL_POCKET,
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//Cost to move item to position
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AP_INV_TO_NONE,
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AP_INV_TO_HANDS,
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AP_INV_TO_EQUIPMENT,
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AP_INV_TO_VEST,
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AP_INV_TO_RIG,
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AP_INV_TO_CPACK,
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AP_INV_TO_BPACK,
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AP_INV_TO_SLING,
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AP_INV_TO_KNIFE,
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AP_INV_TO_FACE,
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AP_INV_TO_BIG_POCKET,
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AP_INV_TO_SMALL_POCKET,
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//Max inventory cost
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AP_INV_MAX_COST,
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AP_JUMPWALL,
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AP_JUMPOFFWALL,
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AP_FORTIFICATION,
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AP_REMOVE_FORTIFICATION,
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AP_EAT,
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AP_CLEANINGKIT,
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AP_DISGUISE,
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AP_HANDCUFF,
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AP_APPLYITEM,
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AP_INVENTORY_ARM,
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AP_SPOTTER,
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AP_HACK,
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AP_READFILE,
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AP_WATERTAP,
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AP_SODAMACHINE,
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AP_CAMERA,
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AP_FILLBLOODBAG,
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AP_ENTER_VEHICLE,
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AP_EXIT_VEHICLE,
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AP_CHANGE_SEAT_VEHICLE,
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DEFAULT_APS,
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DEFAULT_AIMSKILL,
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BP_RATIO_RED_PTS_TO_NORMAL,
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BP_RT_BREATH_RECOVER_MODIFIER, // modifies breath regeneration during realtime mode
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BP_RT_BREATH_DEDUCT_MODIFIER, // modifies breath drain for all movement during realtime mode
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BP_RUN_ENERGYCOSTFACTOR,
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BP_WALK_ENERGYCOSTFACTOR,
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BP_SWAT_ENERGYCOSTFACTOR,
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BP_CRAWL_ENERGYCOSTFACTOR,
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BP_RADIO,
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BP_USE_DETONATOR,
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BP_PER_AP_NO_EFFORT,
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BP_PER_AP_MIN_EFFORT,
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BP_PER_AP_LT_EFFORT,
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BP_PER_AP_MOD_EFFORT,
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BP_MOVEMENT_FLAT,
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BP_MOVEMENT_GRASS,
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BP_MOVEMENT_BUSH,
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BP_MOVEMENT_RUBBLE,
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BP_MOVEMENT_SHORE,
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BP_MOVEMENT_LAKE,
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BP_MOVEMENT_OCEAN,
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BP_MOVEMENT_READY,
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BP_CROUCH,
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BP_PRONE,
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BP_CLIMBROOF,
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BP_CLIMBOFFROOF,
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BP_JUMPFENCE,
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BP_JUMPFENCEBPACK,
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BP_STEAL_ITEM,
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BP_START_FIRST_AID,
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BP_GET_HIT,
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BP_GET_WOUNDED,
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BP_FALL_DOWN,
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BP_OPEN_DOOR,
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BP_PICKLOCK,
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BP_EXAMINE_DOOR,
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BP_BOOT_DOOR,
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BP_USE_CROWBAR,
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BP_UNLOCK_DOOR,
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BP_EXPLODE_DOOR,
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BP_UNTRAP_DOOR,
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BP_LOCK_DOOR,
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BP_USEWIRECUTTERS,
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BP_DROP_BOMB,
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BP_BURY_MINE,
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BP_DISARM_MINE,
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BP_JUMP_OVER,
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BP_BACK_PACK,
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BP_WORK_ZIPPER,
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BP_UNJAM,
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BP_JUMPOFFWALL,
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BP_JUMPWALL,
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BP_FORTIFICATION,
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BP_REMOVE_FORTIFICATION,
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BP_HANDCUFF,
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BP_APPLYITEM,
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BP_INVENTORY_ARM,
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BP_FILLBLOODBAG,
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TOTAL_APBP_VALUES
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};
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#endif
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