# FSM states for the human entity

FSM state names follow the pattern `<Position>_<Action>`, with optional modifiers to specify details of the action.

**Positions**

* `stand` — actions while standing
* `lie` — actions while lying down
* `squat` — actions while crouching
* `snipe` — peeking from behind cover
* `swim` — swimming
* `look` — peeking around a wall
* `peep` — stealth peeking

**Actions**

* `pick` / `pickup` — pick up from the ground
* `drop` — place on the ground
* `reload` — reload a weapon
* `unload` — unload a weapon
* `aim_prepare` — transition into aiming
* `recoil` — recoil from firing
* `dying` — dying animation
* `knock_down` — loses consciousness
* `belt_in` — hand moves to belt
* `belt_out` — hand returns from belt
* `inventory_in` — hand moves into inventory
* `inventory_out` — hand leaves inventory
* `breath` — breathing
* `idle` — idle animation
* `holdback_in` — pull weapon away from wall
* `holdback_out` — return weapon to position
* `rotate` — rotate in place
* `throw_begin` — start of a throw
* `throw_end` — end of a throw
* `healing` — self-bandaging
* `repair` — vehicle repair
* `hide_in` — hide behind cover
* `hide_out` — peek out from cover
* `step_aside` — step to the side
* `kick` — reaction to a hit (actual hit animations are defined in melee combat)
* `from` — position change


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