Name,Tag,DevComment
Framework_Combat_Damage_Physical,Framework.Combat.Damage.Physical,Physical/blunt damage type
Framework_Combat_Damage_Arcane,Framework.Combat.Damage.Arcane,Arcane/magic damage type
Framework_Combat_Damage_Fire,Framework.Combat.Damage.Fire,Fire damage type
Framework_Combat_Damage_Poison,Framework.Combat.Damage.Poison,Poison damage type
Framework_Combat_Damage_Fear,Framework.Combat.Damage.Fear,Fear/psychological damage type
Framework_Combat_Damage_Environmental,Framework.Combat.Damage.Environmental,Environmental hazard damage
Framework_Combat_Damage_True,Framework.Combat.Damage.True,True damage (bypasses all resistance)
Framework_Combat_Weapon_Firearm,Framework.Combat.Weapon.Firearm,Firearm weapon type
Framework_Combat_Weapon_Melee,Framework.Combat.Weapon.Melee,Melee weapon type
Framework_Combat_Weapon_Throwable,Framework.Combat.Weapon.Throwable,Throwable weapon
Framework_Combat_Ammo_Pistol,Framework.Combat.Ammo.Pistol,Pistol ammunition
Framework_Combat_Ammo_Rifle,Framework.Combat.Ammo.Rifle,Rifle ammunition
Framework_Combat_Ammo_Shotgun,Framework.Combat.Ammo.Shotgun,Shotgun shells
Framework_Combat_Ammo_Energy,Framework.Combat.Ammo.Energy,Energy cells
Framework_Combat_FireMode_SemiAuto,Framework.Combat.FireMode.SemiAuto,One shot per trigger press
Framework_Combat_FireMode_FullAuto,Framework.Combat.FireMode.FullAuto,Continuous fire while held
Framework_Combat_FireMode_Burst,Framework.Combat.FireMode.Burst,Fixed burst count
Framework_Combat_FireMode_Charge,Framework.Combat.FireMode.Charge,Hold to charge release
Framework_Combat_HitReaction_Flinch,Framework.Combat.HitReaction.Flinch,Minor directional flinch
Framework_Combat_HitReaction_Stagger,Framework.Combat.HitReaction.Stagger,Heavy stagger
Framework_Combat_HitReaction_Knockdown,Framework.Combat.HitReaction.Knockdown,Knocked to ground
Framework_Combat_HitReaction_Ragdoll,Framework.Combat.HitReaction.Ragdoll,Full ragdoll on death
Framework_Combat_Feedback_HitMarker,Framework.Combat.Feedback.HitMarker,Hit marker UI element
Framework_Combat_Feedback_KillConfirm,Framework.Combat.Feedback.KillConfirm,Kill confirm UI element
Framework_Combat_Shield_Active,Framework.Combat.Shield.Active,Shield is blocking
Framework_Combat_Shield_Broken,Framework.Combat.Shield.Broken,Shield durability zero
Framework_Combat_Shield_Recharging,Framework.Combat.Shield.Recharging,Shield recharging
