syntax = "proto3"; enum CombatTypeArgument { COMBAT_TYPE_ARGUMENT_NONE = 0; COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT = 1; COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED = 2; COMBAT_TYPE_ARGUMENT_FACE_TO_DIR = 3; COMBAT_TYPE_ARGUMENT_SET_ATTACK_TARGET = 4; COMBAT_TYPE_ARGUMENT_RUSH_MOVE = 5; COMBAT_TYPE_ARGUMENT_ANIMATOR_PARAMETER_CHANGED = 6; COMBAT_TYPE_ARGUMENT_ENTITY_MOVE = 7; COMBAT_TYPE_ARGUMENT_SYNC_ENTITY_POSITION = 8; COMBAT_TYPE_ARGUMENT_STEER_MOTION_INFO = 9; COMBAT_TYPE_ARGUMENT_FORCE_SET_POS_INFO = 10; COMBAT_TYPE_ARGUMENT_COMPENSATE_POS_DIFF = 11; COMBAT_TYPE_ARGUMENT_MONSTER_DO_BLINK = 12; COMBAT_TYPE_ARGUMENT_FIXED_RUSH_MOVE = 13; COMBAT_TYPE_ARGUMENT_SYNC_TRANSFORM = 14; COMBAT_TYPE_ARGUMENT_LIGHT_CORE_MOVE = 15; COMBAT_TYPE_ARGUMENT_BEING_HEALED_NTF = 16; COMBAT_TYPE_ARGUMENT_SKILL_ANCHOR_POSITION_NTF = 17; COMBAT_TYPE_ARGUMENT_GRAPPLING_HOOK_MOVE = 18; }