Name,Tag,DevComment
Framework_State_Action_Fire,Framework.State.Action.Fire,Firing a weapon
Framework_State_Action_Reload,Framework.State.Action.Reload,Reloading a weapon
Framework_State_Action_Melee,Framework.State.Action.Melee,Melee attack
Framework_State_Action_UseItem,Framework.State.Action.UseItem,Using an item
Framework_State_Action_Interact,Framework.State.Action.Interact,Interacting with world object
Framework_State_Action_OpenMenu,Framework.State.Action.OpenMenu,Opening a menu
Framework_State_Action_Hide,Framework.State.Action.Hide,Entering/occupying hiding spot
Framework_State_Action_Peek,Framework.State.Action.Peek,Peeking from hiding
Framework_State_Action_Sprint,Framework.State.Action.Sprint,Sprinting
Framework_State_Action_Jump,Framework.State.Action.Jump,Jumping
Framework_State_Action_Dodge,Framework.State.Action.Dodge,Dodging/evading
Framework_State_Action_Climb,Framework.State.Action.Climb,Climbing/vaulting
Framework_State_Action_Slide,Framework.State.Action.Slide,Sliding
Framework_State_Action_Squeeze,Framework.State.Action.Squeeze,Squeezing through gap
Framework_State_Action_Grab,Framework.State.Action.Grab,Grabbing a physics object
Framework_State_Action_Throw,Framework.State.Action.Throw,Throwing a held object
Framework_State_Action_Aim,Framework.State.Action.Aim,Aiming down sights
Framework_State_Action_Equip,Framework.State.Action.Equip,Equipping a weapon/item
Framework_State_Action_Holster,Framework.State.Action.Holster,Holstering a weapon
Framework_State_Action_Consume,Framework.State.Action.Consume,Consuming a consumable
Framework_State_Action_Inspect,Framework.State.Action.Inspect,Inspecting an object
Framework_State_Action_ReadDocument,Framework.State.Action.ReadDocument,Reading a document
Framework_State_Action_Dialogue,Framework.State.Action.Dialogue,In dialogue
Framework_State_Action_Choosing,Framework.State.Action.Choosing,Making a dialogue choice
Framework_State_Action_Cutscene,Framework.State.Action.Cutscene,In a cutscene
Framework_State_Overlay_Menu,Framework.State.Overlay.Menu,Menu overlay active
Framework_State_Overlay_Inventory,Framework.State.Overlay.Inventory,Inventory screen open
Framework_State_Overlay_Journal,Framework.State.Overlay.Journal,Journal screen open
Framework_State_Overlay_Map,Framework.State.Overlay.Map,Map screen open
Framework_State_Overlay_Settings,Framework.State.Overlay.Settings,Settings screen open
Framework_State_Overlay_Dialogue,Framework.State.Overlay.Dialogue,Dialogue overlay active
Framework_State_Overlay_Death,Framework.State.Overlay.Death,Death overlay active
Framework_State_Overlay_Loading,Framework.State.Overlay.Loading,Loading screen active
Framework_State_Vital_Health,Framework.State.Vital.Health,Health vital signal
Framework_State_Vital_Stamina,Framework.State.Vital.Stamina,Stamina vital signal
Framework_State_Vital_Stress,Framework.State.Vital.Stress,Stress vital signal
Framework_State_Vital_Fear,Framework.State.Vital.Fear,Fear vital signal
Framework_State_Gating_BlockSprint,Framework.State.Gating.BlockSprint,Gate: sprint blocked
Framework_State_Gating_BlockJump,Framework.State.Gating.BlockJump,Gate: jump blocked
Framework_State_Gating_BlockInteract,Framework.State.Gating.BlockInteract,Gate: interaction blocked
Framework_State_Gating_BlockFire,Framework.State.Gating.BlockFire,Gate: fire blocked
Framework_State_Gating_BlockReload,Framework.State.Gating.BlockReload,Gate: reload blocked
