﻿<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet href='../xsl/stylers/library_of_actions.xsl' type='text/xsl'?>
<actions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://softwarespecies.com/Personalizer/Schema/LibraryOfActions" xsi:schemaLocation="http://softwarespecies.com/Personalizer/Schema/LibraryOfActions ../schemas/libactions.xsd" revision="1004">
  <div>
    <origin>Core FingerTips Personalizer Framework Library</origin>
    <action class="Maintenance" name="None">
      <desc>Literally means "do nothing." Use this action to temporarily disable bindings or to pause execution of sequences for a certain amount of time.</desc>
    </action>
    <action class="Usage" name="Action">
      <desc>A multipurpose action interpeted depending on the game situation, weapon activated, sequence of actions prior and following the action.</desc>
    </action>
    <action class="Communication" name="Radio">
      <desc>Use radio.</desc>
    </action>
    <action class="Communication" name="Talk">
      <desc>Engage player character in a conversation with an NPC.</desc>
    </action>
    <action class="Communication" name="Affirm">
      <desc>Produce a positive reply to an NPC request or to a message from another game participant.</desc>
    </action>
    <action class="Communication" name="Deny">
      <desc>Produce negative reply to an NPC request or to a message from another game participant.</desc>
    </action>
    <action class="Communication" name="Broadcast">
      <desc>Send a message for all game participants. If the action argument is
	  present it constitutes the message to be sent. Otherwise you have to type the message in.</desc>
    </action>
    <action class="Communication" name="TeamBroadcast">
      <desc>Send a message for all the members of your team. If the action argument is present it constitutes the message to be sent. Otherwise you must type the message in.</desc>
    </action>
    <action class="Communication" name="PrivateBroadcast">
      <desc>Select a game participant to send message to. If the action argument is present it constitutes the message to be sent. Otherwise you must type the message in.</desc>
    </action>
    <action class="Communication" name="GroupBroadcast">
      <desc>Select a group of game participants to send message to. If the action argument is present it constitutes the message to be sent. Otherwise you must type the message in.</desc>
    </action>
    <action class="Communication" name="Follow">
      <desc>Order NPCs or other game participants to follow. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Detach">
      <desc>Order NPCs or other game participants to stop following you and continue acting on their own. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Hold">
      <desc>Order NPCs or other game participants to stop following you and hold positions. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Assault">
      <desc>Order NPCs or other game participants to attack (fire at will). This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Defend">
      <desc>Order NPCs or other game participants to defend current location or locations. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Cease">
      <desc>Order NPCs or other game participants to cease fire. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Retreat">
      <desc>Order NPCs or other game participants to retreat. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Escort">
      <desc>Order NPCs or other game participants to escort target. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="Assist">
      <desc>Order NPCs or other game participants to assist in battle. This may result in an unconditionally performed action (for NPCs), or just in a message transmission (for game participants).</desc>
    </action>
    <action class="Communication" name="SignalLeftTurn">
      <desc>Signal left turn.</desc>
    </action>
    <action class="Communication" name="SignalRightTurn">
      <desc>Signal right turn.</desc>
    </action>
    <action class="Communication" name="SetWaypoint">
      <desc>Set a waypoint.</desc>
    </action>
    <action class="Communication" name="SetFinalWaypoint">
      <desc>Set final waypoint.</desc>
    </action>
    <action class="Communication" name="Cancel">
      <desc>Cancel orders for the selected object(s), or cancel one of the mission elements (such as a waypoint).</desc>
    </action>
    <action class="Communication" name="NextTactics">
      <desc>Select next tactics mode (e.g., from Evasive to Neutral to Aggressive).</desc>
    </action>
    <action class="Communication" name="PreviousTactics">
      <desc>Select previous tactics mode (e.g., from Evasive to Neutral to Aggressive).</desc>
    </action>
    <action class="Maintenance" name="IncreaseMasterVolume">
      <desc>Increase overall sound volume</desc>
    </action>
    <action class="Maintenance" name="DecreaseMasterVolume">
      <desc>Decrease overall sound volume</desc>
    </action>
    <action class="Maintenance" name="IncreaseMusicVolume">
      <desc>Increase in-game music volume</desc>
    </action>
    <action class="Maintenance" name="DecreaseMusicVolume">
      <desc>Decrease in-game music volume</desc>
    </action>
    <action class="Maintenance" name="IncreaseSoundEffectsVolume">
      <desc>Increase in-game sound effects volume</desc>
    </action>
    <action class="Maintenance" name="DecreaseSoundEffectsVolume">
      <desc>Decrease in-game sound effects volume</desc>
    </action>
    <action class="Maintenance" name="ScreenSize">
      <pattern>\+|-</pattern>
      <desc>Increase or decrease the screen size (viewing port). Action argument '+' increases, while action argument '-' decreases the screen size. When you reach either of the screen size limits further increasing or decreasing is not possible.</desc>
    </action>
    <action class="Maintenance" name="Cheat">
      <desc>Enter a cheat code. Action argument, if present, is taken as the cheat code.</desc>
    </action>
    <action class="Maintenance" name="Pause">
      <desc>Pause and resume the game.</desc>
    </action>
    <action class="Maintenance" name="TakeScreenshot">
      <desc>Take a screenshot, immediately. File name format and directory path are determined either by options ScreenshotNames and ScreenshotPath, respectively, or the game defaults. ScreenshotNames and ScreenshotPath override game defaults. Action argument, if present, specifies the screenshot file name relative to either ScreenshotPath or the game default path for screenshots.</desc>
    </action>
    <action class="Maintenance" name="Confirm">
      <desc>Confirm a game's request or a dialog question.</desc>
    </action>
    <action class="Maintenance" name="Decline">
      <desc>Decline a game's request or a dialog question.</desc>
    </action>
    <action class="Maintenance" name="Escape">
      <desc>Exit the current game screen. This action allows you to move one level up through the game menu, or cancel a dialog and return to gameplay.</desc>
    </action>
    <action class="Maintenance" name="Console">
      <desc>Console operations. Toggles game console visibility or executes a console command. Action argument, if present, is taken as the command to be executed.</desc>
    </action>
    <action class="Maintenance" name="Save">
      <desc>Save current game. Select a slot and (if applicable) enter a saved game name in the game dialog that opens.</desc>
    </action>
    <action class="Maintenance" name="QuickSave">
      <desc>Quick save game. This action saves current game to the default save slot. Use QuickLoad to load from this slot.</desc>
    </action>
    <action class="Maintenance" name="Load">
      <desc>Load a saved game. Select a slot in a game dialog that opens.</desc>
    </action>
    <action class="Maintenance" name="QuickLoad">
      <desc>Quick load game. This action loads a game from the default slot. See also QuickLoad.</desc>
    </action>
    <action class="Maintenance" name="Connect">
      <desc>Connect to a network server. If the server is not specified in the action argument, type it's address (or name) and port (if applicable) at the prompt provided by the game.</desc>
    </action>
    <action class="Maintenance" name="ServerMenu">
      <desc>Open the server selection menu.</desc>
    </action>
    <action class="Maintenance" name="Disconnect">
      <desc>Disconnect from the server.</desc>
    </action>
    <action class="Maintenance" name="Reconnect">
      <desc>Disconnect and connect to the server again.</desc>
    </action>
    <action class="Maintenance" name="DemoRecording">
      <desc>Start or stop recording a game demo.</desc>
    </action>
    <action class="Maintenance" name="ExitGame">
      <pattern>soft|hard</pattern>
      <desc>Quit current game. Action arguments 'soft' and 'hard' instruct the game to either request a confirmation or exit unconditionally.</desc>
    </action>
    <action class="Maintenance" name="ExitSession">
      <pattern>soft|hard</pattern>
      <desc>End this gaming session (exit to Desktop.) Action arguments 'soft' and 'hard' instruct the game to either request a confirmation or exit unconditionally.</desc>
    </action>
    <action class="Maintenance" name="IncreaseAgility">
      <desc>Increase game AI agility. When you have reached the AI agility limit, further change is not possible.</desc>
    </action>
    <action class="Maintenance" name="DecreaseAgility">
      <desc>Decrease game AI agility. When you have reached the AI agility limit, further change is not possible.</desc>
    </action>
    <action class="Maintenance" name="SpeedupTime">
      <desc>Speedup the flow of time for game events. When you have reached the time speed limit, further change is not possible.</desc>
    </action>
    <action class="Maintenance" name="SlowdownTime">
      <desc>Slowdown the flow of time for game events. When you have reached the time speed limit, further change is not possible.</desc>
    </action>
    <action class="Maintenance" name="PageUp">
      <desc>Scroll a page up, or go to the previous page.</desc>
    </action>
    <action class="Maintenance" name="PageDown">
      <desc>Scroll a page down, or go to the next page.</desc>
    </action>
    <action class="Maintenance" name="Home">
      <desc>Go to the first page.</desc>
    </action>
    <action class="Maintenance" name="End">
      <desc>Go to the last page.</desc>
    </action>
    <action class="Maintenance" name="Options">
      <desc>Bring up the Options/Settings section of the game menu.</desc>
    </action>
    <action class="Maintenance" name="Restart">
      <pattern>now</pattern>
      <desc>Restart mission or level you are currently playing. Action argument 'now' restarts unconditionally, otherwise you must confirm the restart action.</desc>
    </action>
    <action class="Maintenance" name="NextMusicTrack">
      <desc>Select next music track.</desc>
    </action>
    <action class="Maintenance" name="PreviousMusicTrack">
      <desc>Select previous music track.</desc>
    </action>
    <action class="Maintenance" name="ChangeTeam">
      <desc>Bring up the team change menu.</desc>
    </action>
    <action class="Orientation" name="TargetNext">
      <pattern>enemy|friend|neutral</pattern>
      <desc>Target next object. Action argument defines the nature of the targeted object ('enemy', 'friend', or 'neutral'.)</desc>
    </action>
    <action class="Orientation" name="TargetPrevious">
      <pattern>enemy|friend|neutral</pattern>
      <desc>Target previous object. Action argument defines the nature of the targeted object ('enemy', 'friend', or 'neutral'.)</desc>
    </action>
    <action class="Orientation" name="TargetNearest">
      <pattern>enemy|friend|neutral</pattern>
      <desc>Target nearest object. Action argument defines the nature of the targeted object ('enemy', 'friend', or 'neutral'.)</desc>
    </action>
    <action class="Orientation" name="LockTarget">
      <desc>Lock aim on selected target.</desc>
    </action>
    <action class="Orientation" name="Help">
      <desc>Display game help.</desc>
    </action>
    <action class="Orientation" name="Hint">
      <desc>Request a game hint.</desc>
    </action>
    <action class="Orientation" name="Objectives">
      <desc>Display mission objectives.</desc>
    </action>
    <action class="Orientation" name="Scores">
      <desc>Display scores (multiplayer scores.)</desc>
    </action>
    <action class="Orientation" name="Map">
      <desc>Display level map (racing circuit, battlefield, etc).</desc>
    </action>
    <action class="Orientation" name="Compass">
      <desc>Access compass control.</desc>
    </action>
    <action class="Orientation" name="Binoculars">
      <desc>Use binoculars.</desc>
    </action>
    <action class="Orientation" name="Flashlight">
      <desc>Use flashlight.</desc>
    </action>
    <action class="Orientation" name="Flare">
      <desc>Use a flare.</desc>
    </action>
    <action class="Orientation" name="Nightvision">
      <desc>Use night vision device.</desc>
    </action>
    <action class="Orientation" name="Radar">
      <desc>Display radar.</desc>
    </action>
    <action class="Orientation" name="PanickButton">
      <desc>Reset position when lost, disoriented or stuck.</desc>
    </action>
    <action class="Usage" name="Reload">
      <desc>Reload unholstered weapon.</desc>
    </action>
    <action class="Usage" name="Holster">
      <desc>Holster/unholster current weapon.</desc>
    </action>
    <action class="Usage" name="Activate">
      <desc>Activate an external object. This is different from using inventory items. See also Use.</desc>
    </action>
    <action class="Usage" name="Detonate">
      <desc>Activate explosives previously set for remote detonation.</desc>
    </action>
    <action class="Usage" name="Pick">
      <desc>Pick an item. The item is added to inventory.</desc>
    </action>
    <action class="Usage" name="Drop">
      <desc>Drop an item or a weapon. Also, drop a block in a logical game, such as Tetris.</desc>
    </action>
    <action class="Usage" name="Build">
      <desc>Start construction or upgrade of a unit.</desc>
    </action>
    <action class="Usage" name="ShiftAimLeft">
      <desc>Shift aiming crosshairs left.</desc>
    </action>
    <action class="Usage" name="ShiftAimRight">
      <desc>Shift aiming crosshairs right.</desc>
    </action>
    <action class="Usage" name="ShiftAimUp">
      <desc>Shift aiming crosshairs up.</desc>
    </action>
    <action class="Usage" name="ShiftAimDown">
      <desc>Shift aiming crosshairs down.</desc>
    </action>
    <action class="Usage" name="Sight">
      <desc>Engage or dismiss scope sight.</desc>
    </action>
    <action class="Usage" name="Attack">
      <desc>Use primary weapon or the primary weapon function.</desc>
    </action>
    <action class="Usage" name="AltAttack">
      <desc>Use secondary weapon or the secondary weapon function.</desc>
    </action>
    <action class="Usage" name="AttackMode">
      <desc>Cycle through attack modes.</desc>
    </action>
    <action class="Observation" name="FreeLook">
      <desc>Free look modifier.</desc>
    </action>
    <action class="Observation" name="MouseLook">
      <desc>Mouse look modifier.</desc>
    </action>
    <action class="Observation" name="JoystickLook">
      <desc>Joystick look modifier.</desc>
    </action>
    <action class="Observation" name="Examine">
      <desc>Examine the selected item.</desc>
    </action>
    <action class="Observation" name="NextView">
      <desc>Switch to next view.</desc>
    </action>
    <action class="Observation" name="PreviousView">
      <desc>Switch to previous view.</desc>
    </action>
    <action class="Observation" name="FrontView">
      <desc>Switch to front view. FrontView is equivalent to cockpit view and to first-person view.</desc>
    </action>
    <action class="Observation" name="RearView">
      <desc>Switch to rear view.</desc>
    </action>
    <action class="Observation" name="LeftView">
      <desc>Switch to left view.</desc>
    </action>
    <action class="Observation" name="RightView">
      <desc>Switch to right view.</desc>
    </action>
    <action class="Observation" name="TopView">
      <desc>Switch to top view.</desc>
    </action>
    <action class="Observation" name="BottomView">
      <desc>
      </desc>
    </action>
    <action class="Observation" name="PanoramicView">
      <desc>Switch to panoramic view.</desc>
    </action>
    <action class="Observation" name="ExternalView">
      <desc>Switch to external view. ExternalView is equivalent to third-person view.</desc>
    </action>
    <action class="Observation" name="ToggleView">
      <desc>Switch between front and external views (first-person to third-person and back.)</desc>
    </action>
    <action class="Observation" name="ResetView">
      <desc>Switches to the default view.</desc>
    </action>
    <action class="Observation" name="CenterView">
      <desc>Resets looking direction for the current view.</desc>
    </action>
    <action class="Observation" name="CameraRollLeft">
      <desc>Roll camera counterclockwise.</desc>
    </action>
    <action class="Observation" name="CameraRollRight">
      <desc>Roll camera clockwise.</desc>
    </action>
    <action class="Observation" name="CameraPitchUp">
      <desc>Pitch camera up.</desc>
    </action>
    <action class="Observation" name="CameraPitchDown">
      <desc>Pitch camera down.</desc>
    </action>
    <action class="Observation" name="CameraRotateLeft">
      <desc>Rotate camera left.</desc>
    </action>
    <action class="Observation" name="CameraRotateRight">
      <desc>Rotate camera right.</desc>
    </action>
    <action class="Observation" name="CameraMoveLeft">
      <desc>Move camera left.</desc>
    </action>
    <action class="Observation" name="CameraMoveRight">
      <desc>Move camera right.</desc>
    </action>
    <action class="Observation" name="CameraMoveHigher">
      <desc>Move camera higher.</desc>
    </action>
    <action class="Observation" name="CameraMoveLower">
      <desc>Move camera lower.</desc>
    </action>
    <action class="Observation" name="CameraMoveForward">
      <desc>Move camera forward.</desc>
    </action>
    <action class="Observation" name="CameraMoveBackward">
      <desc>Move camera backward.</desc>
    </action>
    <action class="Observation" name="ZoomIn">
      <desc>Zoom in.</desc>
    </action>
    <action class="Observation" name="ZoomOut">
      <desc>Zoom out.</desc>
    </action>
    <action class="Observation" name="Focus">
      <pattern>\+|-</pattern>
      <desc>Focus and zoom in on an object. By default, the action is performed
	  on the selected object. Action argument '+' focuses on the next object, while action argument
	  '-' focuses on the previous object.</desc>
    </action>
    <action class="Observation" name="NextCamera">
      <desc>Selects next observation camera.</desc>
    </action>
    <action class="Observation" name="PreviousCamera">
      <desc>Selects previous observation camera.</desc>
    </action>
    <action class="Observation" name="FixedCamera">
      <desc>Selects fixed observation camera.</desc>
    </action>
    <action class="Observation" name="FriendlyCamera">
      <desc>Selects friendly observation camera.</desc>
    </action>
    <action class="Observation" name="EnemyCamera">
      <desc>Selects enemy observation camera.</desc>
    </action>
    <action class="Observation" name="MissileCamera">
      <desc>Selects missile observation camera.</desc>
    </action>
    <action class="Observation" name="TargetCamera">
      <desc>Selects target observation camera.</desc>
    </action>
    <action class="Observation" name="TVCamera">
      <desc>Selects tV observation camera.</desc>
    </action>
    <action class="Observation" name="ResetCamera">
      <desc>Selects the default observation camera.</desc>
    </action>
    <action class="Observation" name="LookAround">
      <desc>The player character looks around to assess the surroundings. Note, this is not the same as FreeLook.</desc>
    </action>
    <action class="Observation" name="LookUp">
      <desc>Look up.</desc>
    </action>
    <action class="Observation" name="LookDown">
      <desc>Look down.</desc>
    </action>
    <action class="Observation" name="LookLeft">
      <desc>Look left.</desc>
    </action>
    <action class="Observation" name="LookRight">
      <desc>Look right.</desc>
    </action>
    <action class="Observation" name="LookForward">
      <desc>Look forward.</desc>
    </action>
    <action class="Observation" name="LookBack">
      <desc>Look back.</desc>
    </action>
    <action class="Observation" name="LookRightBack">
      <desc>Look right-back.</desc>
    </action>
    <action class="Observation" name="LookLeftBack">
      <desc>Look left-back.</desc>
    </action>
    <action class="Observation" name="LookRightForward">
      <desc>Look right-forward.</desc>
    </action>
    <action class="Observation" name="LookLeftForward">
      <desc>Look left-forward.</desc>
    </action>
    <action class="Observation" name="HUDMode">
      <desc>Change mode for the heads up display. Typically, cycles through the possible modes.</desc>
    </action>
    <action class="Observation" name="AimingMode">
      <desc>Change the weapon control mode and sight presentation.</desc>
    </action>
    <action class="Motion" name="MatchSpeed">
      <desc>Match speed of the targeted object. See also Target.</desc>
    </action>
    <action class="Motion" name="Sneak">
      <desc>Toggle sneak (stealth) mode for the player character.</desc>
    </action>
    <action class="Motion" name="Peek">
      <desc>Toggle peek (look around the corner) mode for the player character.</desc>
    </action>
    <action class="Motion" name="Altitude">
      <desc>Change to a preset altitude and maintain the craft altitude automatically. Action argument specifies a preset altitude (either hardcoded in the game, or configurable using appropriate menu). Action argument '+' changes to the next fixed altitude, while '-' changes to the previous fixed altitude. In absence of action argument, the altitude menu shows up. Values of altitude presets can be imperial, metric, or even imaginary system.</desc>
    </action>
    <action class="Motion" name="Forward">
      <desc>Move forward. Interpretation depends on the game genre; in a side-scroller, moves player character up.</desc>
    </action>
    <action class="Motion" name="Backward">
      <desc>Move backward. Interpretation depends on the game genre; in a side-scroller, moves player character down.</desc>
    </action>
    <action class="Motion" name="Ascend">
      <desc>Ascend.</desc>
    </action>
    <action class="Motion" name="Descend">
      <desc>Descend.</desc>
    </action>
    <action class="Motion" name="Left">
      <desc>Slide player character to the left. Interpretation depends on the game genre.</desc>
    </action>
    <action class="Motion" name="Right">
      <desc>Slide player character to the right. Interpretation depends on the game genre.</desc>
    </action>
    <action class="Motion" name="TurnLeft">
      <pattern>\d{1,3}</pattern>
      <desc>Rotate player character to the left. Interpretation depends on the
	  game genre. Action argument defines rotation angle.</desc>
    </action>
    <action class="Motion" name="TurnRight">
      <pattern>\d{1,3}</pattern>
      <desc>Rotate player character to the right. Interpretation depends on the
	  game genre. Action argument defines rotation angle.</desc>
    </action>
    <action class="Motion" name="Slide">
      <desc>Slide modifier. When Slide is active, TurnLeft and TurnRight function
	  as Left and Right.</desc>
    </action>
    <action class="Motion" name="LeanLeft">
      <desc>Lean left.</desc>
    </action>
    <action class="Motion" name="LeanRight">
      <desc>Lean right.</desc>
    </action>
    <action class="Motion" name="LeanForward">
      <desc>Lean forward.</desc>
    </action>
    <action class="Motion" name="LeanBackward">
      <desc>Lean backward.</desc>
    </action>
    <action class="Motion" name="TurnAround">
      <desc>Change the direction of movement to the opposite. May not affect object's inertia.</desc>
    </action>
    <action class="Motion" name="Jump">
      <desc>Make the player character quickly jump.</desc>
    </action>
    <action class="Motion" name="RunWalk">
      <desc>Toggle run to walk and backwards.</desc>
    </action>
    <action class="Motion" name="PitchUp">
      <pattern>\d{1,3}</pattern>
      <desc>Lift object's nose up. The nature of motion alteration depends on characteristics of the player character. Action argument, if present, defines relative pitch angle.</desc>
    </action>
    <action class="Motion" name="PitchDown">
      <pattern>\d{1,3}</pattern>
      <desc>Push object's nose down. The nature of motion alteration depends on characteristics of the player character. Action argument, if present, defines relative pitch angle.</desc>
    </action>
    <action class="Motion" name="RollLeft">
      <pattern>\d{1,3}</pattern>
      <desc>Roll counterclockwise. Action argument, if present, defines relative roll angle.</desc>
    </action>
    <action class="Motion" name="RollRight">
      <pattern>\d{1,3}</pattern>
      <desc>Roll clockwise. Action argument, if present, defines relative roll angle.</desc>
    </action>
    <action class="Motion" name="YawLeft">
      <pattern>\d{1,3}</pattern>
      <desc>Yaw left. Action argument, if present, defines relative yaw angle.</desc>
    </action>
    <action class="Motion" name="YawRight">
      <pattern>\d{1,3}</pattern>
      <desc>Yaw right. Action argument, if present, defines relative yaw angle.</desc>
    </action>
    <action class="Motion" name="Brake">
      <desc>Engage brakes.</desc>
    </action>
    <action class="Motion" name="Stunt">
      <desc>Perform a predefined context-dependent motion-related trick.</desc>
    </action>
    <action class="Motion" name="Torso">
      <desc>Torso control modifier. When Torso is active, appropriate motion actions, such as TurnLeft, affect only torso, not the entire player character.</desc>
    </action>
    <action class="Geometry" name="Eject">
      <desc>Abandon vehicle/aircraft in emergency.</desc>
    </action>
    <action class="Geometry" name="Emerge">
      <desc>Abandon vehicle/aircraft normally.</desc>
    </action>
    <action class="Geometry" name="Block">
      <desc>Assume position to block an enemy attack.</desc>
    </action>
    <action class="Geometry" name="Crouch">
      <desc>Crouch.</desc>
    </action>
    <action class="Geometry" name="Stand">
      <desc>Stand.</desc>
    </action>
    <action class="Geometry" name="Prone">
      <desc>Prone.</desc>
    </action>
    <action class="Geometry" name="Kneel">
      <desc>Kneel.</desc>
    </action>
    <action class="Geometry" name="Cloak">
      <desc>Engage/disengage stealth shield.</desc>
    </action>
    <action class="Geometry" name="Equip">
      <desc>Access equipment menu. Action argument 'weapons' accesses the weapons menu, while action argument 'equipment' accesses equipment menu. The default (no action argument) is to access the equipment menu.</desc>
    </action>
    <action class="Geometry" name="Suicide">
      <desc>Commit suicide or self-destruct.</desc>
    </action>
    <action class="Geometry" name="NextCharacter">
      <desc>Switches to next player character.</desc>
    </action>
    <action class="Geometry" name="PreviousCharacter">
      <desc>Switches to previous player character.</desc>
    </action>
    <action class="Geometry" name="Shield">
      <desc>Activate/deactivate protection shields.</desc>
    </action>
    <action class="Geometry" name="Magneto">
      <desc>Switch between various magneto positions. Turn on and switches between various magneto positions. In simplest cases, works as a the "master switch" for the engine and/or entire player character.</desc>
    </action>
    <action class="Geometry" name="Starter">
      <desc>Starts and shuts the engine.</desc>
    </action>
    <action class="Geometry" name="EngineSelect">
      <desc>Select engine to control (on multi-engine vehicles).</desc>
    </action>
    <action class="Geometry" name="Boost">
      <desc>Engage/cancel engine boost mode.</desc>
    </action>
    <action class="Geometry" name="HandBrake">
      <desc>Engage/disengage parking brakes that prevent vehicle from moving.</desc>
    </action>
    <action class="Geometry" name="AirBrakes">
      <desc>Engage/disengage air-brakes.</desc>
    </action>
    <action class="Geometry" name="ThrustReverse">
      <desc>Engage/disengage reverse thrust.</desc>
    </action>
    <action class="Geometry" name="IncreasePropellerPitch">
      <desc>Increase propeller's pitch angle.</desc>
    </action>
    <action class="Geometry" name="DecreasePropellerPitch">
      <desc>Decrease propeller's pitch angle.</desc>
    </action>
    <action class="Geometry" name="RaiseFlaps">
      <desc>Modify wing profile, raise flaps.</desc>
    </action>
    <action class="Geometry" name="LowerFlaps">
      <desc>Modify wing profile, lower flaps.</desc>
    </action>
    <action class="Geometry" name="IncreaseSweep">
      <desc>Increase sweep of wings a step.</desc>
    </action>
    <action class="Geometry" name="DecreaseSweep">
      <desc>Decrease sweep of wings a step.</desc>
    </action>
    <action class="Geometry" name="BrakeChute">
      <desc>Deploy parachute brake.</desc>
    </action>
    <action class="Motion" name="PowerUp">
      <pattern>\d{1,3}</pattern>
      <desc>Increases power output of the engine. Does not necessarily imply motion. Action argument from '0' to '100' sets a desired power level for the engine.</desc>
    </action>
    <action class="Motion" name="PowerDown">
      <pattern>\d{1,3}</pattern>
      <desc>Decreases power ouput of the engine. Action argument from '0' to '100' sets a desired power level for the engine.</desc>
    </action>
    <action class="Geometry" name="GearUp">
      <desc>Manual transmission control. Step up the transmission.</desc>
    </action>
    <action class="Geometry" name="GearDown">
      <desc>Manual transmission control. Step down the transmission.</desc>
    </action>
    <action class="Geometry" name="ReverseGear">
      <desc>Manual transmission control. Shift shift transmission to reverse.</desc>
    </action>
    <action class="Geometry" name="NeutralGear">
      <desc>Manual transmission control. Shift transmission to neutral position.</desc>
    </action>
    <action class="Geometry" name="FirstGear">
      <desc>Manual transmission control. Shift transmission to first gear.</desc>
    </action>
    <action class="Geometry" name="SecondGear">
      <desc>Manual transmission control. Shift transmission to second gear.</desc>
    </action>
    <action class="Geometry" name="ThirdGear">
      <desc>Manual transmission control. Shift transmission to third gear.</desc>
    </action>
    <action class="Geometry" name="FourthGear">
      <desc>Manual transmission control. Shift transmission to fourth gear.</desc>
    </action>
    <action class="Geometry" name="FifthGear">
      <desc>Manual transmission control. Shift transmission to fifth gear.</desc>
    </action>
    <action class="Geometry" name="SixthGear">
      <desc>Manual transmission control. Shift transmission to sixth gear.</desc>
    </action>
    <action class="Geometry" name="SeventhGear">
      <desc>Manual transmission control. Shift transmission to seventh gear.</desc>
    </action>
    <action class="Geometry" name="Chassis">
      <desc>Retract or deploy the landing gear.</desc>
    </action>
    <action class="Geometry" name="SlipBlock">
      <desc>Change orientation of wheels to prevent the vehicle from moving sideways.</desc>
    </action>
    <action class="Geometry" name="InflateTires">
      <desc>Inflate tires. This action gradually changes pressure of low-pressure tires. One keypress corresponds to one step of pressure change.</desc>
    </action>
    <action class="Geometry" name="DeflateTires">
      <desc>Deflate tires. This action gradually changes pressure of low-pressure tires. One keypress corresponds to one step of pressure change.</desc>
    </action>
    <action class="Geometry" name="WinchTow">
      <desc>Engage winch towing.</desc>
    </action>
    <action class="Geometry" name="WinchRelease">
      <desc>Release winch.</desc>
    </action>
    <action class="Geometry" name="TransmissionAux">
      <desc>Engage or disengage auxiliary transmission.</desc>
    </action>
    <action class="Geometry" name="EngineAux">
      <desc>Engage extra engine of different type and service on the same vehicle.</desc>
    </action>
    <action class="Geometry" name="AccelerateAux">
      <desc>Accelerate using extra engine.</desc>
    </action>
    <action class="Geometry" name="DecelerateAux">
      <desc>Decelerate using extra engine.</desc>
    </action>
    <action class="Geometry" name="Headlights">
      <desc>Cycle through headlights modes (e.g. Off to Dimmed to Full.)</desc>
    </action>
    <action class="Geometry" name="InteriorLights">
      <desc>Turn interior lights on or off.</desc>
    </action>
    <action class="Geometry" name="Illuminate">
      <desc>Turn exterior object illumination on or off.</desc>
    </action>
    <action class="Geometry" name="Searchlight">
      <desc>Turn searchlight on or off.</desc>
    </action>
    <action class="Geometry" name="BeamLeft">
      <desc>Move searchlight beam left.</desc>
    </action>
    <action class="Geometry" name="BeamRight">
      <desc>Move searchlight beam right.</desc>
    </action>
    <action class="Geometry" name="BeamUp">
      <desc>Move searchlight beam up.</desc>
    </action>
    <action class="Geometry" name="BeamDown">
      <desc>Move searchlight beam down.</desc>
    </action>
    <action class="Geometry" name="Horn">
      <desc>Use vehicle's horn.</desc>
    </action>
    <action class="Geometry" name="Sirens">
      <desc>Turn the siren on or off.</desc>
    </action>
    <action class="Geometry" name="Wiper">
      <desc>Clean vehicle's windshields using available wipers.</desc>
    </action>
    <action class="Geometry" name="Trails">
      <desc>Deploy visible trails, marking object's trajectory.</desc>
    </action>
    <action class="Geometry" name="Doors">
      <desc>Open or close vehicle's doors.</desc>
    </action>
    <action class="Geometry" name="Firefight">
      <desc>Control object's firefighting equipment.</desc>
    </action>
    <action class="Geometry" name="Chaff">
      <desc>Use anti-radar systems.</desc>
    </action>
    <action class="Geometry" name="IRFlare">
      <desc>Use anti-IR systems.</desc>
    </action>
    <action class="Geometry" name="Decoy">
      <desc>Deploy decoy.</desc>
    </action>
    <action class="Geometry" name="Transform">
      <desc>Control object's exterior transformations.</desc>
    </action>
    <action class="Geometry" name="Differential">
      <desc>Engage/disengage differential transmission link.</desc>
    </action>
    <action class="Geometry" name="DumpFuel">
      <desc>Dump fuel. Used for an emergency landing.</desc>
    </action>
    <action class="Geometry" name="Refuel">
      <desc>Refuel vehicle/aircraft. Used at service stations.</desc>
    </action>
    <action class="Inventory" name="Inventory">
      <desc>Access the list of inventory items.</desc>
    </action>
    <action class="Inventory" name="NextWeapon">
      <desc>Unholster/select next weapon.</desc>
    </action>
    <action class="Inventory" name="PreviousWeapon">
      <desc>Unholster/select previous weapon.</desc>
    </action>
    <action class="Inventory" name="PrimaryWeapon">
      <desc>Unholster/select primary weapon.</desc>
    </action>
    <action class="Inventory" name="SecondaryWeapon">
      <desc>Unholster/select secondary weapon.</desc>
    </action>
    <action class="Inventory" name="Use">
      <desc>Use/activate an inventory item. This is different from activating an external object. See also Activate.</desc>
    </action>
    <action class="Inventory" name="SelectItem">
      <desc>Interactively select an item from the inventory listing. Typically,
	  the selected item becomes active. To immediately use/activate the item, employ the Use action.
	  See also Inventory.</desc>
    </action>
    <action class="Inventory" name="ClearItem">
      <desc>Return the currently active item back into inventory.</desc>
    </action>
    <action class="Inventory" name="NextItem">
      <desc>Select next item from the inventory. The selected item becomes active. To use/activate the item, employ the Use action.</desc>
    </action>
    <action class="Inventory" name="PreviousItem">
      <desc>Select previous item from the inventory. The selected item becomes active. To use/activate the item, employ the Use action.</desc>
    </action>
    <action class="Inventory" name="SelectWeapon">
      <desc>Select a weapon to use from an inventory menu.</desc>
    </action>
    <action class="Inventory" name="Group">
      <desc>Group selected objects into a unit. This universal action applies to either inventory items, or units you command.</desc>
    </action>
    <action class="Inventory" name="Ungroup">
      <desc>Ungroup selected objects.</desc>
    </action>
    <action class="Inventory" name="SelectNextGroup">
      <desc>Select next group of objects.</desc>
    </action>
    <action class="Inventory" name="SelectPreviousGroup">
      <desc>Select previous group of objects.</desc>
    </action>
  </div>
</actions>
