moveStart moveStop BeginWeaponDraw BeginWeaponSheathe weaponSheathe attackStop weapEquip weapEquipOut weapUnequip weapUnequipOut attackStartAttack1 attackPowerStartPower1 weaponDraw preHitFrame HitFrame attackPowerStartForward1 staggerStop staggerStart recoilStop recoilStart bashStop blockHitStop blockHitStart blockStart blockStop bashStart bashPowerStart SyncRight SyncLeft FootRight FootLeft turnLeft turnStop turnRight arrowDetach bowDrawn attackRelease AttackWinStart AttackWinEnd BowDraw SoundStop.WPNBowPullLPM SoundPlay.WPNBowNock arrowAttach SoundPlay.WPNBowPullLPM recoilLargeStart bowAttackStart SoundPlay.WPNBowFire arrowRelease SoundPlay SoundStop WeapForceEquip SoundPlay.NPCFalmerAttack attackStartAttack2 SpellRelease SpellInterupt MLh_SpellFire_Event spellStop SyncPoint SpellReady MLh_SpellAimStart MLh_SpellSelfStart MLh_SpellConcentrationSelfStart MLh_SpellConcentrationAimStart MLh_Equipped_Event BeginCastLeft attackStartH2HAttack1 attackStartH2HAttack2 weaponSwing InterruptCast attackStartAttack3 attackStartAttack4 aggroWarningStop AggroWarning State_to_1HM Idle Sate aggroWarningStart AggroWarning State_to_1HM Readied State PickNewIdle BowRelease bowReset NextClip Land idleSleepPodEnterInstant IdleBedGetUp idleSleepPodExitStart idleBedSleeping idleChairSitting CyclicFreeze CyclicCrossBlend Detection State_to_1HM Readied State detectionStop detectionStart DeathAnimation Ragdoll AddRagdollToWorld GetUpStart GetUpBegin GetUpEnd AddCharacterControllerToWorld Reanimated Getup RemoveCharacterControllerFromWorld GetUpFromRagdoll to FalmerRoot Fall PodState to Falmer Base State returnToDefault RagdollInstant standingIdleStop standingIdleStart HeadTrackingOff 2_KillMoveStart 2_KillMoveEnd 2_KillActor PairEnd 2_PairEnd 2_DeathEmote KillActor DeathEmote KillMoveStart KillMoveEnd KillMove1HMFalmerA KillMove1HMFalmerB KillMove1HMFalmerC KillMove2HMFalmerA KillMove2HMFalmerB KillMove2HWFalmerA swimStop swimStart idleStop idleScratchStart idleSquatStart enter1HM enter1HM_Magic enter1HM_Shield initWinBegin idleStopSquatting enterH2H_Magic enterH2H_Solo EnableBumper DisableBumper walkStart runStart 2_SoundPlay.NPCFalmerAttackSD 2_SoundPlay.NPCFalmerInjuredSD SoundPlay.NPCFalmerAttackSD SoundPlay.NPCFalmerInjuredSD pairedStop 2_pairedStop attackStart1HMRunThrust attackStart1HMBackStepSlash attackStart1HMX3 enterStaff enterStaffMagic MRh_SpellConcentrationAimStart MRh_SpellFireForgetAimStart MRh_Equipped_Event MRh_SpellFire_Event BeginCastRight idleSleepFrozenEnterInstant idleSleepFrozenExitStart iSyncIdleLocomotion iSyncTurnState Speed blendDefault Direction bEquipOK iRightHandType iWantBlock iLeftHandType iEquippedItemState IsAttackReady IsRecoiling IsStaggering bWeapReady IsAttacking currentDefaultState blendFast bAnimationDriven staggerMagnitude bAllowRotation bHeadTracking TargetLocation bHeadTrackingOn bCanHeadTrack IsBlocking iBlockState iSyncAttackStance IsBashing FootIKEnable m_onOffGain m_groundAscendingGain m_groundDescendingGain m_footPlantedGain m_footRaisedGain m_footUnlockGain m_worldFromModeFeedbackGain m_errorUpDownBias m_alignWorldFromModelGain m_hipOrientationGain m_footPlantedAnkleHeightMS m_footRaisedAnkleHeightMS m_maxAnkleHeightMS m_minAnkleHeightMS m_footEndLS iState SpeedDamped TurnDelta IsFiringBow Pitch SpeedSampled IsCasting bWantCastLeft bMLh_Ready iState_FalmerDefault TurnSpeedMult IsUnequipping IsBleedingOut camerafromx camerafromy camerafromz iGetUpType bIsSynced staggerDirection iState_FalmerBowDrawn IsSquatting iCombatState iLeftHandEquipped iStateRunWalk iStateCurrent iState_Falmer1HMRun iState_Falmer1HMWalk bNoRecoil bNoStagger UCAddAnim Int8Variable bWantCastRight bMRh_Ready UpperBody StaffMagicNode