1
0
Fork 0
mirror of https://github.com/jugeeya/UltimateTrainingModpack.git synced 2024-11-30 22:00:16 +00:00
UltimateTrainingModpack/source/const_value_table.h
2019-05-18 21:16:48 -07:00

15880 lines
1.7 MiB

#ifndef CONST_VALUE_TABLE_H
#define CONST_VALUE_TABLE_H
#define LUA_SCRIPT_LINE_MAX lua_const("LUA_SCRIPT_LINE_MAX")
#define LUA_SCRIPT_LINE_SYSTEM lua_const("LUA_SCRIPT_LINE_SYSTEM")
#define LUA_SCRIPT_LINE_SYSTEM_POST lua_const("LUA_SCRIPT_LINE_SYSTEM_POST")
#define LUA_SCRIPT_LINE_STATUS lua_const("LUA_SCRIPT_LINE_STATUS")
#define LUA_SCRIPT_LINE_STATUS_SYSTEM lua_const("LUA_SCRIPT_LINE_STATUS_SYSTEM")
#define LUA_SCRIPT_LINE_STATUS_END lua_const("LUA_SCRIPT_LINE_STATUS_END")
#define LUA_SCRIPT_LINE_STATUS_SHIFT lua_const("LUA_SCRIPT_LINE_STATUS_SHIFT")
#define LUA_SCRIPT_LINE_FIX_CAMERA lua_const("LUA_SCRIPT_LINE_FIX_CAMERA")
#define LUA_SCRIPT_LINE_MAP_CORRECTION lua_const("LUA_SCRIPT_LINE_MAP_CORRECTION")
#define LUA_SCRIPT_LINE_FIX_POS_SLOW lua_const("LUA_SCRIPT_LINE_FIX_POS_SLOW")
#define LUA_SCRIPT_LINE_WAZA_CUSTOMIZE lua_const("LUA_SCRIPT_LINE_WAZA_CUSTOMIZE")
#define LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS")
#define LUA_SCRIPT_STATUS_FUNC_EXEC_STOP lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STOP")
#define LUA_SCRIPT_STATUS_FUNC_INIT_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_INIT_STATUS")
#define LUA_SCRIPT_STATUS_FUNC_STATUS_PRE lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_PRE")
#define LUA_SCRIPT_STATUS_FUNC_STATUS_MAIN lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_MAIN")
#define LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS_POST lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS_POST")
#define LUA_SCRIPT_STATUS_FUNC_MAP_CORRECTION lua_const("LUA_SCRIPT_STATUS_FUNC_MAP_CORRECTION")
#define LUA_SCRIPT_STATUS_FUNC_FIX_CAMERA lua_const("LUA_SCRIPT_STATUS_FUNC_FIX_CAMERA")
#define LUA_SCRIPT_STATUS_FUNC_FIX_POS_SLOW lua_const("LUA_SCRIPT_STATUS_FUNC_FIX_POS_SLOW")
#define LUA_SCRIPT_STATUS_FUNC_STATUS_END lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_END")
#define LUA_SCRIPT_STATUS_FUNC_EXIT_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_EXIT_STATUS")
#define SITUATION_KIND_GROUND lua_const("SITUATION_KIND_GROUND")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_SPECIAL")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ITEM lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ITEM")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_CATCH lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_CATCH")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ATTACK")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ESCAPE")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_GUARD lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_GUARD")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_JUMP")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LANDING lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LANDING")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_SPECIAL")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ITEM_THROW lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ITEM_THROW")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LASSO lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LASSO")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ESCAPE")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ATTACK")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_TREAD_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_TREAD_JUMP")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_WALL_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_WALL_JUMP")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_JUMP_AERIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_JUMP_AERIAL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER")
#define FIGHTER_STATUS_KIND_HAMMER_FALL lua_const("FIGHTER_STATUS_KIND_HAMMER_FALL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KNOCKOUT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KNOCKOUT")
#define FIGHTER_STATUS_KIND_DOWN_DAMAGE lua_const("FIGHTER_STATUS_KIND_DOWN_DAMAGE")
#define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI")
#define FIGHTER_STATUS_KIND_SPECIAL_HI lua_const("FIGHTER_STATUS_KIND_SPECIAL_HI")
#define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S")
#define FIGHTER_STATUS_KIND_SPECIAL_S lua_const("FIGHTER_STATUS_KIND_SPECIAL_S")
#define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_LW")
#define FIGHTER_STATUS_KIND_SPECIAL_LW lua_const("FIGHTER_STATUS_KIND_SPECIAL_LW")
#define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_FINAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FINAL")
#define FIGHTER_STATUS_KIND_FINAL lua_const("FIGHTER_STATUS_KIND_FINAL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N")
#define FIGHTER_STATUS_KIND_SPECIAL_N lua_const("FIGHTER_STATUS_KIND_SPECIAL_N")
#define FIGHTER_PAD_CMD_CAT1_FLAG_CATCH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_CATCH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE")
#define MA_MSC_ITEM_CHECK_HAVE_ITEM_TRAIT lua_const("MA_MSC_ITEM_CHECK_HAVE_ITEM_TRAIT")
#define ITEM_TRAIT_FLAG_NO_THROW lua_const("ITEM_TRAIT_FLAG_NO_THROW")
#define FIGHTER_STATUS_KIND_ITEM_THROW lua_const("FIGHTER_STATUS_KIND_ITEM_THROW")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_ALL lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_ALL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW")
#define ITEM_TRAIT_FLAG_THROW lua_const("ITEM_TRAIT_FLAG_THROW")
#define ITEM_TRAIT_FLAG_SHOOT lua_const("ITEM_TRAIT_FLAG_SHOOT")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CATCH_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CATCH_FRAME")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH")
#define FIGHTER_STATUS_KIND_CATCH lua_const("FIGHTER_STATUS_KIND_CATCH")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N")
#define ITEM_KIND_SPECIALFLAG lua_const("ITEM_KIND_SPECIALFLAG")
#define ITEM_KIND_BOMBER lua_const("ITEM_KIND_BOMBER")
#define FIGHTER_STATUS_KIND_ITEM_SPECIALFLAG_HOIST lua_const("FIGHTER_STATUS_KIND_ITEM_SPECIALFLAG_HOIST")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S4")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4")
#define ITEM_TRAIT_FLAG_SWING lua_const("ITEM_TRAIT_FLAG_SWING")
#define FIGHTER_STATUS_KIND_ITEM_SWING_S4_START lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4_START")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S4")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_WAIT lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WAIT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_START")
#define FIGHTER_STATUS_KIND_ATTACK_S4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_S4_START")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI4")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_START")
#define FIGHTER_STATUS_KIND_ATTACK_HI4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4_START")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW4")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_START")
#define FIGHTER_STATUS_KIND_ATTACK_LW4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4_START")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI3")
#define FIGHTER_STATUS_KIND_ATTACK_HI3 lua_const("FIGHTER_STATUS_KIND_ATTACK_HI3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_HEAVY lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_HEAVY")
#define MA_MSC_ITEM_IS_PICKABLE_ITEM_HEAVY lua_const("MA_MSC_ITEM_IS_PICKABLE_ITEM_HEAVY")
#define FIGHTER_STATUS_KIND_ITEM_HEAVY_PICKUP lua_const("FIGHTER_STATUS_KIND_ITEM_HEAVY_PICKUP")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_3")
#define FIGHTER_STATUS_KIND_ITEM_SWING_S3 lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S3")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW3")
#define FIGHTER_STATUS_KIND_ATTACK_LW3 lua_const("FIGHTER_STATUS_KIND_ATTACK_LW3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S3")
#define FIGHTER_STATUS_KIND_ATTACK_S3 lua_const("FIGHTER_STATUS_KIND_ATTACK_S3")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_LIGHT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_LIGHT")
#define ITEM_SIZE_LIGHT lua_const("ITEM_SIZE_LIGHT")
#define MA_MSC_CMD_ITEM_IS_GET_PICKABLE_ITEM lua_const("MA_MSC_CMD_ITEM_IS_GET_PICKABLE_ITEM")
#define FIGHTER_STATUS_KIND_ITEM_LIGHT_PICKUP lua_const("FIGHTER_STATUS_KIND_ITEM_LIGHT_PICKUP")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING")
#define FIGHTER_STATUS_KIND_ITEM_SWING lua_const("FIGHTER_STATUS_KIND_ITEM_SWING")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_100 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_100")
#define FIGHTER_COMBO_TYPE_UNIQ_DANCE lua_const("FIGHTER_COMBO_TYPE_UNIQ_DANCE")
#define FIGHTER_STATUS_KIND_ATTACK_100 lua_const("FIGHTER_STATUS_KIND_ATTACK_100")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK")
#define FIGHTER_STATUS_KIND_ATTACK lua_const("FIGHTER_STATUS_KIND_ATTACK")
#define CONTROL_PAD_BUTTON_GUARD lua_const("CONTROL_PAD_BUTTON_GUARD")
#define CONTROL_PAD_BUTTON_SPECIAL lua_const("CONTROL_PAD_BUTTON_SPECIAL")
#define CONTROL_PAD_BUTTON_SPECIAL_RAW lua_const("CONTROL_PAD_BUTTON_SPECIAL_RAW")
#define CONTROL_PAD_BUTTON_GUARD_HOLD lua_const("CONTROL_PAD_BUTTON_GUARD_HOLD")
#define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_ESCAPE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_ESCAPE_FRAME")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE")
#define FIGHTER_STATUS_KIND_ESCAPE lua_const("FIGHTER_STATUS_KIND_ESCAPE")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_F")
#define FIGHTER_STATUS_KIND_ESCAPE_F lua_const("FIGHTER_STATUS_KIND_ESCAPE_F")
#define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_B")
#define FIGHTER_STATUS_KIND_ESCAPE_B lua_const("FIGHTER_STATUS_KIND_ESCAPE_B")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON")
#define FIGHTER_STATUS_KIND_GUARD_ON lua_const("FIGHTER_STATUS_KIND_GUARD_ON")
#define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_GUARD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_GUARD_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD")
#define FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT_BUTTON")
#define FIGHTER_PAD_CMD_CAT1_FLAG_JUMP lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_JUMP")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP")
#define FIGHTER_PAD_COMMAND_CATEGORY1 lua_const("FIGHTER_PAD_COMMAND_CATEGORY1")
#define FIGHTER_PAD_CMD_CAT1_JUMP lua_const("FIGHTER_PAD_CMD_CAT1_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_INT_STICK_JUMP_COMMAND_LIFE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_STICK_JUMP_COMMAND_LIFE")
#define FIGHTER_STATUS_KIND_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_JUMP_SQUAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_NEXT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_NEXT")
#define STATUS_KIND_NONE lua_const("STATUS_KIND_NONE")
#define FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT")
#define FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT_MAX")
#define FIGHTER_STATUS_KIND_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_JUMP_AERIAL")
#define FIGHTER_STATUS_KIND_FLY lua_const("FIGHTER_STATUS_KIND_FLY")
#define FIGHTER_STATUS_JUMP_FLAG_FLY_NEXT lua_const("FIGHTER_STATUS_JUMP_FLAG_FLY_NEXT")
#define CONTROL_PAD_BUTTON_ATTACK lua_const("CONTROL_PAD_BUTTON_ATTACK")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_RESERVE_JUMP_MINI_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RESERVE_JUMP_MINI_ATTACK")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_MINI_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_MINI_ATTACK")
#define FIGHTER_KINETIC_ENERGY_ID_MOTION lua_const("FIGHTER_KINETIC_ENERGY_ID_MOTION")
#define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_HI lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_HI")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_U lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_U")
#define FIGHTER_STATUS_KIND_APPEAL lua_const("FIGHTER_STATUS_KIND_APPEAL")
#define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_LW lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_LW")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_LW")
#define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_L lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_L")
#define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_R lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_R")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_S lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_S")
#define FIGHTER_PAD_CMD_CAT1_FLAG_TURN_DASH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_TURN_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_DASH")
#define FIGHTER_STATUS_KIND_TURN_DASH lua_const("FIGHTER_STATUS_KIND_TURN_DASH")
#define FIGHTER_PAD_CMD_CAT1_FLAG_DASH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH")
#define FIGHTER_STATUS_KIND_DASH lua_const("FIGHTER_STATUS_KIND_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT")
#define FIGHTER_STATUS_KIND_SQUAT lua_const("FIGHTER_STATUS_KIND_SQUAT")
#define FIGHTER_STATUS_KIND_SQUAT_WAIT lua_const("FIGHTER_STATUS_KIND_SQUAT_WAIT")
#define FIGHTER_PAD_CMD_CAT1_FLAG_TURN lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_TURN")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN")
#define FIGHTER_STATUS_KIND_TURN lua_const("FIGHTER_STATUS_KIND_TURN")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_WALK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_WALK")
#define FIGHTER_STATUS_KIND_WALK lua_const("FIGHTER_STATUS_KIND_WALK")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_LIGHT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_LIGHT")
#define FIGHTER_INSTANCE_WORK_ID_INT_SPEED_Y_STABLE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SPEED_Y_STABLE_FRAME")
#define FIGHTER_STATUS_KIND_LANDING_LIGHT lua_const("FIGHTER_STATUS_KIND_LANDING_LIGHT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING")
#define FIGHTER_STATUS_KIND_LANDING lua_const("FIGHTER_STATUS_KIND_LANDING")
#define SITUATION_KIND_AIR lua_const("SITUATION_KIND_AIR")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CLIFF_CATCH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CLIFF_CATCH")
#define FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_NO_CATCH_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_NO_CATCH_FRAME")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CLIFF_CATCH_MOVE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CLIFF_CATCH_MOVE")
#define FIGHTER_STATUS_KIND_CLIFF_CATCH_MOVE lua_const("FIGHTER_STATUS_KIND_CLIFF_CATCH_MOVE")
#define FIGHTER_KIND_BAYONETTA lua_const("FIGHTER_KIND_BAYONETTA")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_ALL lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_ALL")
#define FIGHTER_PAD_CMD_CAT2_FLAG_AIR_LASSO lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_AIR_LASSO")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CAN_SPECIAL_COMMAND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAN_SPECIAL_COMMAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_AIR_LASSO lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_AIR_LASSO")
#define FIGHTER_AIR_LASSO_TYPE_NONE lua_const("FIGHTER_AIR_LASSO_TYPE_NONE")
#define FIGHTER_LINK_NO_CONSTRAINT lua_const("FIGHTER_LINK_NO_CONSTRAINT")
#define FIGHTER_STATUS_KIND_AIR_LASSO lua_const("FIGHTER_STATUS_KIND_AIR_LASSO")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_ESCAPE_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_ESCAPE_AIR")
#define FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR")
#define FIGHTER_STATUS_KIND_ESCAPE_AIR lua_const("FIGHTER_STATUS_KIND_ESCAPE_AIR")
#define FIGHTER_JUMP_AERIAL_TYPE_NORMAL lua_const("FIGHTER_JUMP_AERIAL_TYPE_NORMAL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_AIR lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_AIR")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR")
#define FIGHTER_STATUS_KIND_ATTACK_AIR lua_const("FIGHTER_STATUS_KIND_ATTACK_AIR")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB4")
#define FIGHTER_INSTANCE_WORK_ID_INT_TREAD_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TREAD_JUMP_COUNT")
#define KINETIC_ENERGY_RESERVE_ATTRIBUTE_MAIN lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_MAIN")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME")
#define FIGHTER_STATUS_KIND_TREAD_JUMP lua_const("FIGHTER_STATUS_KIND_TREAD_JUMP")
#define FIGHTER_PAD_FLAG_JUMP_TRIGGER lua_const("FIGHTER_PAD_FLAG_JUMP_TRIGGER")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_NO_TRIGGER lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_NO_TRIGGER")
#define FIGHTER_ATTACH_WALL_TYPE_NORMAL lua_const("FIGHTER_ATTACH_WALL_TYPE_NORMAL")
#define FIGHTER_STATUS_KIND_ATTACH_WALL lua_const("FIGHTER_STATUS_KIND_ATTACH_WALL")
#define FIGHTER_WALL_JUMP_TYPE_NORMAL lua_const("FIGHTER_WALL_JUMP_TYPE_NORMAL")
#define FIGHTER_STATUS_KIND_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_WALL_JUMP")
#define FIGHTER_JUMP_AERIAL_TYPE_FLY lua_const("FIGHTER_JUMP_AERIAL_TYPE_FLY")
#define CONTROL_PAD_BUTTON_JUMP lua_const("CONTROL_PAD_BUTTON_JUMP")
#define FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP_AERIAL")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_FLY lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_FLY")
#define FIGHTER_JUMP_AERIAL_TYPE_FLY_BUTTON lua_const("FIGHTER_JUMP_AERIAL_TYPE_FLY_BUTTON")
#define FIGHTER_PAD_CMD_CAT2_FLAG_SPECIAL_N_REVERSE_LR lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SPECIAL_N_REVERSE_LR")
#define FIGHTER_STATUS_KIND_WARPSTAR lua_const("FIGHTER_STATUS_KIND_WARPSTAR")
#define FIGHTER_STATUS_KIND_DRAGOON_RIDE lua_const("FIGHTER_STATUS_KIND_DRAGOON_RIDE")
#define FIGHTER_STATUS_KIND_GENESIS_GET lua_const("FIGHTER_STATUS_KIND_GENESIS_GET")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_FAIL_IN_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_FAIL_IN_ATTACK")
#define FIGHTER_STATUS_KIND_SLIP lua_const("FIGHTER_STATUS_KIND_SLIP")
#define SITUATION_KIND_CLIFF lua_const("SITUATION_KIND_CLIFF")
#define FIGHTER_STATUS_KIND_FALL_SPECIAL lua_const("FIGHTER_STATUS_KIND_FALL_SPECIAL")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DIVE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DIVE")
#define FIGHTER_KINETIC_ENERGY_ID_GRAVITY lua_const("FIGHTER_KINETIC_ENERGY_ID_GRAVITY")
#define GROUND_TOUCH_FLAG_LEFT lua_const("GROUND_TOUCH_FLAG_LEFT")
#define GROUND_TOUCH_FLAG_RIGHT lua_const("GROUND_TOUCH_FLAG_RIGHT")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_ATTACH_WALL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_ATTACH_WALL_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_WALL_JUMP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_WALL_JUMP_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_WALL_JUMP_DIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_WALL_JUMP_DIR")
#define FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_PAST_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_PAST_FRAME")
#define FIGHTER_KINETIC_ENERGY_ID_JOSTLE lua_const("FIGHTER_KINETIC_ENERGY_ID_JOSTLE")
#define FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_LEFT lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_LEFT")
#define FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_RIGHT lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_RIGHT")
#define GROUND_CLIFF_CHECK_KIND_NONE lua_const("GROUND_CLIFF_CHECK_KIND_NONE")
#define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_CLIFF lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_CLIFF")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_PICKUP_ITEM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_PICKUP_ITEM")
#define FIGHTER_HAVE_ITEM_WORK_MAIN lua_const("FIGHTER_HAVE_ITEM_WORK_MAIN")
#define ITEM_TRAIT_ALL lua_const("ITEM_TRAIT_ALL")
#define QUICK_ITEM_TREAT_TYPE_FORCE_USE lua_const("QUICK_ITEM_TREAT_TYPE_FORCE_USE")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_GET_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_GET_AIR")
#define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_HANG_DATA lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_HANG_DATA")
#define GROUND_CLIFF_CHECK_KIND_ALWAYS lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DROP_ITEM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DROP_ITEM")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP_AIR")
#define MA_MSC_CMD_ITEM_THROW_DROP_ITEM lua_const("MA_MSC_CMD_ITEM_THROW_DROP_ITEM")
#define FIGHTER_ANIMCMD_EXPRESSION lua_const("FIGHTER_ANIMCMD_EXPRESSION")
#define FIGHTER_KINETIC_TYPE_GROUND_STOP lua_const("FIGHTER_KINETIC_TYPE_GROUND_STOP")
#define GROUND_CORRECT_KIND_GROUND lua_const("GROUND_CORRECT_KIND_GROUND")
#define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_KIND lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_KIND")
#define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_FLAG_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_FLAG_MOTION_TRANSITION_TERM_ID_MOT_END")
#define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MTRANS lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MTRANS")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FALL")
#define FIGHTER_KINETIC_TYPE_FALL lua_const("FIGHTER_KINETIC_TYPE_FALL")
#define GROUND_CORRECT_KIND_AIR lua_const("GROUND_CORRECT_KIND_AIR")
#define FIGHTER_STATUS_KIND_CATCH_DASH lua_const("FIGHTER_STATUS_KIND_CATCH_DASH")
#define FIGHTER_STATUS_KIND_CLIFF_ATTACK lua_const("FIGHTER_STATUS_KIND_CLIFF_ATTACK")
#define FIGHTER_STATUS_KIND_GLIDE_ATTACK lua_const("FIGHTER_STATUS_KIND_GLIDE_ATTACK")
#define FIGHTER_STATUS_KIND_SLIP_STAND_ATTACK lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_ATTACK")
#define FIGHTER_STATUS_KIND_ITEM_THROW_DASH lua_const("FIGHTER_STATUS_KIND_ITEM_THROW_DASH")
#define FIGHTER_STATUS_KIND_ITEM_THROW_HEAVY lua_const("FIGHTER_STATUS_KIND_ITEM_THROW_HEAVY")
#define FIGHTER_STATUS_KIND_ITEM_SWING_DASH lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_DASH")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_LANDING lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_LANDING")
#define FIGHTER_STATUS_KIND_FALL lua_const("FIGHTER_STATUS_KIND_FALL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_END_TO_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_END_TO_FALL")
#define BATTLE_OBJECT_CATEGORY_FIGHTER lua_const("BATTLE_OBJECT_CATEGORY_FIGHTER")
#define COLLISION_KIND_HIT lua_const("COLLISION_KIND_HIT")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY_ROLL lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_ROLL")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY_METEOR lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_METEOR")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_CEIL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_CEIL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_FB lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_FB")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE")
#define FIGHTER_STATUS_DAMAGE_DISABLE_CLOUD_THROUGH lua_const("FIGHTER_STATUS_DAMAGE_DISABLE_CLOUD_THROUGH")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME_LAST lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME_LAST")
#define FIGHTER_KINETIC_ENERGY_ID_STOP lua_const("FIGHTER_KINETIC_ENERGY_ID_STOP")
#define ENERGY_STOP_RESET_TYPE_GROUND lua_const("ENERGY_STOP_RESET_TYPE_GROUND")
#define FIGHTER_KINETIC_TYPE_AIR_STOP lua_const("FIGHTER_KINETIC_TYPE_AIR_STOP")
#define ENERGY_STOP_RESET_TYPE_AIR lua_const("ENERGY_STOP_RESET_TYPE_AIR")
#define FIGHTER_KINETIC_ENERGY_ID_CONTROL lua_const("FIGHTER_KINETIC_ENERGY_ID_CONTROL")
#define ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST lua_const("ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST")
#define ENERGY_GRAVITY_RESET_TYPE_GRAVITY lua_const("ENERGY_GRAVITY_RESET_TYPE_GRAVITY")
#define GROUND_CORRECT_KIND_GROUND_CLIFF_STOP lua_const("GROUND_CORRECT_KIND_GROUND_CLIFF_STOP")
#define LINK_NO_CAPTURE lua_const("LINK_NO_CAPTURE")
#define FIGHTER_STATUS_KIND_CATCH_WAIT lua_const("FIGHTER_STATUS_KIND_CATCH_WAIT")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_FRAME")
#define FIGHTER_STATUS_KIND_AIR_LASSO_HANG lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_HANG")
#define CONSTRAINT_FLAG_POSITION lua_const("CONSTRAINT_FLAG_POSITION")
#define CONSTRAINT_FLAG_ORIENTATION lua_const("CONSTRAINT_FLAG_ORIENTATION")
#define CONSTRAINT_FLAG_OFFSET_ROT lua_const("CONSTRAINT_FLAG_OFFSET_ROT")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_INK_PAINT lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_INK_PAINT")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_STOP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_STOP")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_SLOW lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SLOW")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP")
#define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_EXTEND_ARM lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_EXTEND_ARM")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP_MAX lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP_MAX")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_OFFSET lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_OFFSET")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_FLIP lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_FLIP")
#define FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_X lua_const("FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_X")
#define FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_Y lua_const("FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_Y")
#define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_NOT_ARM lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_NOT_ARM")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_ANGLE lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_ANGLE")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_UP_Z lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_UP_Z")
#define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_LANDING lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_LANDING")
#define FIGHTER_STATUS_KIND_CLIFF_WAIT lua_const("FIGHTER_STATUS_KIND_CLIFF_WAIT")
#define FIGHTER_STATUS_KIND_AIR_LASSO_FAILURE lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_FAILURE")
#define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_REWIND_START_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_REWIND_START_FRAME")
#define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_MOTION_KIND")
#define GROUND_TOUCH_FLAG_UP lua_const("GROUND_TOUCH_FLAG_UP")
#define FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_TOUCH")
#define FIGHTER_KINETIC_TYPE_MOTION_FALL lua_const("FIGHTER_KINETIC_TYPE_MOTION_FALL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLOAT")
#define FIGHTER_TREADED_KIND_NO_REAC lua_const("FIGHTER_TREADED_KIND_NO_REAC")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_ATTACK")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_AIR_LASSO lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_AIR_LASSO")
#define FIGHTER_STATUS_ATTR_DISABLE_TURN_DAMAGE lua_const("FIGHTER_STATUS_ATTR_DISABLE_TURN_DAMAGE")
#define FIGHTER_STATUS_ATTR_CLEAR_MOTION_ENERGY lua_const("FIGHTER_STATUS_ATTR_CLEAR_MOTION_ENERGY")
#define FIGHTER_POWER_UP_ATTACK_BIT_CATCH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_CATCH")
#define FIGHTER_STATUS_AIR_LASSO_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_FRAME")
#define FIGHTER_STATUS_AIR_LASSO_FLAG_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_CHECK")
#define FIGHTER_STATUS_AIR_LASSO_FLAG_IS_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_IS_CHECK")
#define FIGHTER_CLIFF_HANG_DATA_DEFAULT lua_const("FIGHTER_CLIFF_HANG_DATA_DEFAULT")
#define FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE_ID")
#define FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE2_ID lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE2_ID")
#define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_LANDING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_LANDING_FRAME")
#define FIGHTER_CLIFF_HANG_DATA_TERM lua_const("FIGHTER_CLIFF_HANG_DATA_TERM")
#define FIGHTER_STATUS_AIR_LASSO_FLAG_LANDING lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_LANDING")
#define FIGHTER_STATUS_KIND_AIR_LASSO_LANDING lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_LANDING")
#define FIGHTER_STATUS_KIND_AIR_LASSO_REACH lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_REACH")
#define COLLISION_KIND_SHIELD lua_const("COLLISION_KIND_SHIELD")
#define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_ARTICLE_ID")
#define WEAPON_LASSO_STATUS_SHOOT_WORK_ID_FLAG_HIT lua_const("WEAPON_LASSO_STATUS_SHOOT_WORK_ID_FLAG_HIT")
#define ARTICLE_ID_NONE lua_const("ARTICLE_ID_NONE")
#define GROUND_CORRECT_KIND_CLIFF lua_const("GROUND_CORRECT_KIND_CLIFF")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLOAT")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_MOTION_KIND_FAILURE lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_MOTION_KIND_FAILURE")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_STATUS lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_STATUS")
#define FIGHTER_STATUS_KIND_LANDING_FALL_SPECIAL lua_const("FIGHTER_STATUS_KIND_LANDING_FALL_SPECIAL")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_ID")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_LANDING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_LANDING_FRAME")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_X lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_X")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_Y lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_Y")
#define FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_RAY_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_RAY_CHECK")
#define GROUND_CORRECT_KIND_KEEP lua_const("GROUND_CORRECT_KIND_KEEP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLOAT")
#define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_FALL_ENABLE lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_FALL_ENABLE")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_ARTICLE_TIP_NODE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_ARTICLE_TIP_NODE_ID")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_CHECK_CLIFF_JOINT_ID lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_CHECK_CLIFF_JOINT_ID")
#define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_COUNT")
#define FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_COUNT")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_X")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_Y")
#define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_ROT_X_PREV lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_ROT_X_PREV")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_DOWN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_DOWN")
#define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_TOUCH")
#define FIGHTER_STATUS_KIND_AIR_LASSO_REWIND lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_REWIND")
#define FIGHTER_LOG_DATA_INT_CLIFF_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_NUM")
#define FIGHTER_IK_SLOT_RIGHT_ARM_CLIFF lua_const("FIGHTER_IK_SLOT_RIGHT_ARM_CLIFF")
#define FIGHTER_IK_SLOT_LEFT_ARM_CLIFF lua_const("FIGHTER_IK_SLOT_LEFT_ARM_CLIFF")
#define FIGHTER_KINETIC_TYPE_RESET lua_const("FIGHTER_KINETIC_TYPE_RESET")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLOAT")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_ARTICLE_ID")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_FRAME")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_MOTION_START_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_MOTION_START_FRAME")
#define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FREE_Y lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FREE_Y")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP_MAX lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP_MAX")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_BODY_ANGLE lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_BODY_ANGLE")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_FLAG_TOUCH")
#define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_UP_Z lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_UP_Z")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLOAT")
#define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_FLAG_REWIND lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_FLAG_REWIND")
#define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_WAIT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_WAIT_FRAME")
#define WEAPON_LASSO_STATUS_REACH_WORK_ID_INT_REWIND_FRAME lua_const("WEAPON_LASSO_STATUS_REACH_WORK_ID_INT_REWIND_FRAME")
#define FIGHTER_TREADED_KIND_ENABLE lua_const("FIGHTER_TREADED_KIND_ENABLE")
#define FIGHTER_STATUS_KIND_WAIT lua_const("FIGHTER_STATUS_KIND_WAIT")
#define FIGHTER_STATUS_ATTACH_WALL_FLAG_STICK_Y_NEUTRAL lua_const("FIGHTER_STATUS_ATTACH_WALL_FLAG_STICK_Y_NEUTRAL")
#define FIGHTER_STATUS_KIND_DETACH_WALL_FALL lua_const("FIGHTER_STATUS_KIND_DETACH_WALL_FALL")
#define FIGHTER_STATUS_ATTACH_WALL_FLAG_MOT_STOP lua_const("FIGHTER_STATUS_ATTACH_WALL_FLAG_MOT_STOP")
#define FIGHTER_STATUS_KIND_ATTACH_WALL_WAIT lua_const("FIGHTER_STATUS_KIND_ATTACH_WALL_WAIT")
#define GROUND_TOUCH_FLAG_DOWN lua_const("GROUND_TOUCH_FLAG_DOWN")
#define FIGHTER_STATUS_ATTACH_WALL_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACH_WALL_WORK_INT_FRAME")
#define FIGHTER_STATUS_KIND_DETACH_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_DETACH_WALL_JUMP")
#define FIGHTER_STATUS_KIND_DETACH_WALL lua_const("FIGHTER_STATUS_KIND_DETACH_WALL")
#define FIGHTER_KINETIC_TYPE_DETACH_WALL lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL")
#define GROUND_CLIFF_CHECK_KIND_ON_DROP_BOTH_SIDES lua_const("GROUND_CLIFF_CHECK_KIND_ON_DROP_BOTH_SIDES")
#define FIGHTER_KINETIC_TYPE_DETACH_WALL_FALL lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL_FALL")
#define GROUND_CLIFF_CHECK_KIND_ON_DROP lua_const("GROUND_CLIFF_CHECK_KIND_ON_DROP")
#define FIGHTER_KINETIC_TYPE_DETACH_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_INFINITY_SMASH_HOLD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INFINITY_SMASH_HOLD")
#define FIGHTER_KINETIC_TYPE_MOTION lua_const("FIGHTER_KINETIC_TYPE_MOTION")
#define GROUND_CORRECT_KIND_GROUND_CLIFF_STOP_ATTACK lua_const("GROUND_CORRECT_KIND_GROUND_CLIFF_STOP_ATTACK")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLOAT")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_KEEP lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_KEEP")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_1 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_1")
#define FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT")
#define FIGHTER_STATUS_ATTACK_WORK_INT_ATTACK11_MOTION lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_ATTACK11_MOTION")
#define FIGHTER_COMBO_TYPE_NONE lua_const("FIGHTER_COMBO_TYPE_NONE")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_RESTART lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_RESTART")
#define FIGHTER_STATUS_ATTACK_FLAG_RESTART lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART")
#define FIGHTER_COMBO_TYPE_HIT lua_const("FIGHTER_COMBO_TYPE_HIT")
#define FIGHTER_COMBO_TYPE_SUCCEED lua_const("FIGHTER_COMBO_TYPE_SUCCEED")
#define FIGHTER_STATUS_ATTACK_WORK_INT_100_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_COUNT")
#define FIGHTER_PAD_FLAG_ATTACK_TRIGGER lua_const("FIGHTER_PAD_FLAG_ATTACK_TRIGGER")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_PRECEDE lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_PRECEDE")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_ATTACK_DISABLE_MINI_JUMP_ATTACK lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_ATTACK_DISABLE_MINI_JUMP_ATTACK")
#define FIGHTER_STATUS_WORK_ID_INT_RESERVE_ATTACK_MINI_JUMP_ATTACK_FRAME lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_ATTACK_MINI_JUMP_ATTACK_FRAME")
#define FIGHTER_STATUS_ATTACK_FLAG_RESTART_ATTACK lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART_ATTACK")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO")
#define FIGHTER_STATUS_ATTACK_FLAG_CONNECT_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_CONNECT_COMBO")
#define FIGHTER_STATUS_ATTACK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_STATUS_ATTACK_FLAG_RELEASE_BUTTON")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO_TRIGGER lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO_TRIGGER")
#define FIGHTER_STATUS_ATTACK_FLAG_RESTART_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART_COMBO")
#define MA_MSC_CMD_CANCEL_UNABLE_CANCEL lua_const("MA_MSC_CMD_CANCEL_UNABLE_CANCEL")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_100 lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_100")
#define FIGHTER_STATUS_WORK_ID_INT_RESERVE_LOG_ATTACK_KIND lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_LOG_ATTACK_KIND")
#define FIGHTER_COMBO_KIND_S1 lua_const("FIGHTER_COMBO_KIND_S1")
#define FIGHTER_KIND_RYU lua_const("FIGHTER_KIND_RYU")
#define FIGHTER_KIND_KEN lua_const("FIGHTER_KIND_KEN")
#define FIGHTER_ATTACK100_TYPE_NONE lua_const("FIGHTER_ATTACK100_TYPE_NONE")
#define BATTLE_OBJECT_CATEGORY_INVALID lua_const("BATTLE_OBJECT_CATEGORY_INVALID")
#define BATTLE_OBJECT_CATEGORY_ITEM lua_const("BATTLE_OBJECT_CATEGORY_ITEM")
#define BATTLE_OBJECT_CATEGORY_WEAPON lua_const("BATTLE_OBJECT_CATEGORY_WEAPON")
#define BATTLE_OBJECT_CATEGORY_ENEMY lua_const("BATTLE_OBJECT_CATEGORY_ENEMY")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_REBOUND_ATTACK_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_REBOUND_ATTACK_SPEED")
#define GROUND_TOUCH_FLAG_SIDE lua_const("GROUND_TOUCH_FLAG_SIDE")
#define FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT_CLIFF_STOP lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT_CLIFF_STOP")
#define FIGHTER_STATUS_ATTACK_100_STEP_START lua_const("FIGHTER_STATUS_ATTACK_100_STEP_START")
#define FIGHTER_STATUS_ATTACK_WORK_INT_100_STEP lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_STEP")
#define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE")
#define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_CHECK lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_CHECK")
#define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_INPUT lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_INPUT")
#define FIGHTER_STATUS_ATTACK_100_STEP_LOOP lua_const("FIGHTER_STATUS_ATTACK_100_STEP_LOOP")
#define FIGHTER_STATUS_ATTACK_100_STEP_END lua_const("FIGHTER_STATUS_ATTACK_100_STEP_END")
#define FIGHTER_LOG_ATTACK_SUB_KIND_UNIQ lua_const("FIGHTER_LOG_ATTACK_SUB_KIND_UNIQ")
#define FIGHTER_INSTANCE_WORK_ID_INT_TRICK_SUB lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TRICK_SUB")
#define FIGHTER_STATUS_ATTACK_FLAG_100_LOOPED lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_LOOPED")
#define FIGHTER_STATUS_ATTACK_FLAG_100_CHECK_COMBO_NUM lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CHECK_COMBO_NUM")
#define FIGHTER_STATUS_ATTACK_WORK_INT_100_CONTINUE_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_CONTINUE_COUNT")
#define FIGHTER_LOG_ATTACK_SUB_KIND_NONE lua_const("FIGHTER_LOG_ATTACK_SUB_KIND_NONE")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DASH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DASH")
#define FIGHTER_STATUS_ATTACK_DASH_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_ATTACK_DASH_WORK_INT_CATCH_FRAME")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_TURN")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_DASH")
#define FIGHTER_STATUS_ATTACK_DASH_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_DASH_WORK_INT_FRAME")
#define FIGHTER_STATUS_ATTACK_DASH_FLAG_ATTACK_HI4_DISABLE lua_const("FIGHTER_STATUS_ATTACK_DASH_FLAG_ATTACK_HI4_DISABLE")
#define FIGHTER_STATUS_KIND_CATCH_TURN lua_const("FIGHTER_STATUS_KIND_CATCH_TURN")
#define FIGHTER_ATTACK_DASH_TYPE_SQUAT_WAIT lua_const("FIGHTER_ATTACK_DASH_TYPE_SQUAT_WAIT")
#define FIGHTER_STATUS_KIND_TURN_RUN lua_const("FIGHTER_STATUS_KIND_TURN_RUN")
#define FIGHTER_KINETIC_TYPE_MOTION_RUN_STOP lua_const("FIGHTER_KINETIC_TYPE_MOTION_RUN_STOP")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_3 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_3")
#define FIGHTER_STATUS_ATTACK_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_FRAME")
#define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_INPUT lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_INPUT")
#define FIGHTER_COMBO_KIND_S3 lua_const("FIGHTER_COMBO_KIND_S3")
#define FIGHTER_COMMAND_ATTACK3_KIND_B lua_const("FIGHTER_COMMAND_ATTACK3_KIND_B")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT_CLIFF_STOP")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLOAT")
#define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_FRAME")
#define MA_MSC_CMD_PHYSICS_STOP_CHARGE lua_const("MA_MSC_CMD_PHYSICS_STOP_CHARGE")
#define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_HOLD_KEEP_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_HOLD_KEEP_FRAME")
#define FIGHTER_STATUS_KIND_ATTACK_S4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_S4_HOLD")
#define FIGHTER_STATUS_KIND_ATTACK_S4 lua_const("FIGHTER_STATUS_KIND_ATTACK_S4")
#define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_PREV_LR lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_PREV_LR")
#define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_TARGET_LR lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_TARGET_LR")
#define FIGHTER_STATUS_KIND_CAPTURE_PULLED lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_HOLD")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4")
#define FIGHTER_STATUS_ATTACK_FLAG_START_SMASH_HOLD lua_const("FIGHTER_STATUS_ATTACK_FLAG_START_SMASH_HOLD")
#define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_RESTART_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_RESTART_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT")
#define FS_SUCCEEDS_KEEP_VISIBILITY lua_const("FS_SUCCEEDS_KEEP_VISIBILITY")
#define FS_SUCCEEDS_KEEP_EFFECT lua_const("FS_SUCCEEDS_KEEP_EFFECT")
#define FS_SUCCEEDS_KEEP_SOUND lua_const("FS_SUCCEEDS_KEEP_SOUND")
#define FS_SUCCEEDS_KEEP_NO_REACTION lua_const("FS_SUCCEEDS_KEEP_NO_REACTION")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S4")
#define FIGHTER_LOG_MASK_FLAG_HAJIKI lua_const("FIGHTER_LOG_MASK_FLAG_HAJIKI")
#define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_BASE_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_BASE_FRAME")
#define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_TOTAL_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_TOTAL_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLOAT")
#define FS_SUCCEEDS_KEEP_HIT lua_const("FS_SUCCEEDS_KEEP_HIT")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_4 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_4")
#define FIGHTER_STATUS_ATTACK_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_ATTACK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK lua_const("FIGHTER_STATUS_ATTACK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK")
#define FIGHTER_COMBO_KIND_S4 lua_const("FIGHTER_COMBO_KIND_S4")
#define FIGHTER_STATUS_KIND_ATTACK_LW4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4_HOLD")
#define FIGHTER_STATUS_KIND_ATTACK_HI4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4_HOLD")
#define FIGHTER_STATUS_KIND_ITEM_SWING_S4_HOLD lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4_HOLD")
#define FIGHTER_STATUS_KIND_ATTACK_LW4 lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4")
#define FIGHTER_STATUS_KIND_ATTACK_HI4 lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4")
#define FIGHTER_STATUS_KIND_ITEM_SWING_S4 lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOLD lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOLD")
#define FIGHTER_STATUS_ATTACK_FLAG_HOLD lua_const("FIGHTER_STATUS_ATTACK_FLAG_HOLD")
#define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_HOLD_RATE lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_HOLD_RATE")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_FRAME")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_TOTAL_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_TOTAL_FRAME")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_BASE_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_BASE_FRAME")
#define ITEM_KIND_CLUB lua_const("ITEM_KIND_CLUB")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_S4_HOLD_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_S4_HOLD_FRAME")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_HOLD")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI4")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_HOLD")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW4")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NONE lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NONE")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_AIR lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_AIR")
#define FIGHTER_STATUS_ATTACK_AIR_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ATTACK_AIR_WORK_INT_MOTION_KIND")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_N lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_N")
#define FIGHTER_LOG_ACTION_CATEGORY_ATTACK lua_const("FIGHTER_LOG_ACTION_CATEGORY_ATTACK")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_N lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_N")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_F lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_F")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_B lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_B")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_B lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_B")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_HI lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_HI")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_HI lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_HI")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_LW lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_LW")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_LW lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_LW")
#define FIGHTER_STATUS_ATTACK_AIR_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_AIR_WORK_INT_FRAME")
#define FIGHTER_STATUS_ATTACK_AIR_FLAG_KEEP_AIR lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_KEEP_AIR")
#define FIGHTER_STATUS_ATTACK_AIR_FLAG_ENABLE_LANDING lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_ENABLE_LANDING")
#define FIGHTER_STATUS_KIND_LANDING_ATTACK_AIR lua_const("FIGHTER_STATUS_KIND_LANDING_ATTACK_AIR")
#define FIGHTER_STATUS_ATTACK_AIR_FLAG_LANDING_CLEAR_SPEED lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_LANDING_CLEAR_SPEED")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_2ND_MOTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_2ND_MOTION")
#define FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION_2ND lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION_2ND")
#define FS_SUCCEEDS_KEEP_COLOR_BLEND lua_const("FS_SUCCEEDS_KEEP_COLOR_BLEND")
#define FS_SUCCEEDS_KEEP_SLOPE lua_const("FS_SUCCEEDS_KEEP_SLOPE")
#define FS_SUCCEEDS_KEEP_ROT_Y_LR lua_const("FS_SUCCEEDS_KEEP_ROT_Y_LR")
#define FIGHTER_KIND_KIRBY lua_const("FIGHTER_KIND_KIRBY")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_TURN")
#define FIGHTER_KIND_LITTLEMAC lua_const("FIGHTER_KIND_LITTLEMAC")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_TURN lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_TURN")
#define SITUATION_KIND_NONE lua_const("SITUATION_KIND_NONE")
#define FIGHTER_KINETIC_TYPE_REBOUND lua_const("FIGHTER_KINETIC_TYPE_REBOUND")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLOAT")
#define FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND lua_const("FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND")
#define FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND_AIR lua_const("FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND_AIR")
#define FIGHTER_STATUS_KIND_REBOUND lua_const("FIGHTER_STATUS_KIND_REBOUND")
#define FIGHTER_STATUS_KIND_REBOUND_JUMP lua_const("FIGHTER_STATUS_KIND_REBOUND_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLOAT")
#define FIGHTER_STATUS_WORK_ID_FLOAT_REBOUND_MOTION_RATE lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_REBOUND_MOTION_RATE")
#define FIGHTER_KINETIC_TYPE_REBOUND_JUMP lua_const("FIGHTER_KINETIC_TYPE_REBOUND_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_JUMP_FLAG")
#define MA_MSC_CMD_PHYSICS_SET_SWING_INTP lua_const("MA_MSC_CMD_PHYSICS_SET_SWING_INTP")
#define FIGHTER_STATUS_REBOUND_JUMP_WORK_INT_CENCEL_FRAME lua_const("FIGHTER_STATUS_REBOUND_JUMP_WORK_INT_CENCEL_FRAME")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK11 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK11")
#define FIGHTER_LOG_MASK_FLAG_ACTION_TRIGGER_ON lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_TRIGGER_ON")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK12 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK12")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK13 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK13")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK100 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK100")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S2")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW3")
#define GROUND_CORRECT_KIND_NONE lua_const("GROUND_CORRECT_KIND_NONE")
#define FIGHTER_TREADED_KIND_DISABLE lua_const("FIGHTER_TREADED_KIND_DISABLE")
#define FIGHTER_STATUS_ATTR_NO_DROP_ITEM lua_const("FIGHTER_STATUS_ATTR_NO_DROP_ITEM")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE")
#define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_MOTION_SHARE_TYPE_TARO lua_const("FIGHTER_MOTION_SHARE_TYPE_TARO")
#define FIGHTER_MOTION_SHARE_TYPE_BIG lua_const("FIGHTER_MOTION_SHARE_TYPE_BIG")
#define FIGHTER_MOTION_SHARE_TYPE_GIRL lua_const("FIGHTER_MOTION_SHARE_TYPE_GIRL")
#define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_PARENT_SITUATION lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_PARENT_SITUATION")
#define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_RATE_FRAME lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_RATE_FRAME")
#define FIGHTER_STATUS_KIND_BITTEN_WARIO_END lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO_END")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ON_SCALING lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ON_SCALING")
#define FIGHTER_STATUS_KIND_CAPTURE_CUT lua_const("FIGHTER_STATUS_KIND_CAPTURE_CUT")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_COLOR_BLEND lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_COLOR_BLEND")
#define FIGHTER_STATUS_BITTEN_WARIO_WORK_FLOAT_MOTION_END_FRAME lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_FLOAT_MOTION_END_FRAME")
#define FIGHTER_STATUS_KIND_BITTEN_WARIO lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO")
#define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FIX lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FIX")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CALC_CURSOR_POS_FORCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CALC_CURSOR_POS_FORCE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD")
#define FIGHTER_KIND_KOOPAG lua_const("FIGHTER_KIND_KOOPAG")
#define FIGHTER_KIND_KOOPA lua_const("FIGHTER_KIND_KOOPA")
#define FIGHTER_KIND_GANON lua_const("FIGHTER_KIND_GANON")
#define ITEM_KIND_KOOPAG lua_const("ITEM_KIND_KOOPAG")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NAME_CURSOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NAME_CURSOR")
#define FIGHTER_STATUS_BOSS_DEAD_FLAG_CHANGED_MOTION lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_CHANGED_MOTION")
#define FIGHTER_STATUS_BOSS_DEAD_WORK_INT_SITUATION_KIND_PREVIOUS lua_const("FIGHTER_STATUS_BOSS_DEAD_WORK_INT_SITUATION_KIND_PREVIOUS")
#define FIGHTER_STATUS_BOSS_DEAD_FLAG_KEYOFF_BGM lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_KEYOFF_BGM")
#define FIGHTER_STATUS_BOSS_DEAD_FLAG_BOSS_STOP_SE lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_BOSS_STOP_SE")
#define BOSS_COMMON_PARAM_INT_SE_FADE_TIME lua_const("BOSS_COMMON_PARAM_INT_SE_FADE_TIME")
#define FIGHTER_STATUS_BOSS_DEAD_FLAG_FINISH lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_FINISH")
#define FIGHTER_STATUS_DEAD_FLAG_END_ACTION lua_const("FIGHTER_STATUS_DEAD_FLAG_END_ACTION")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_END lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_END")
#define FIGHTER_STATUS_BURY_WORK_INT_MERIKOMI_EFFECT_HANDLE lua_const("FIGHTER_STATUS_BURY_WORK_INT_MERIKOMI_EFFECT_HANDLE")
#define FIGHTER_STATUS_BURY_WORK_FLOAT_START_CLATTER_TIME lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_START_CLATTER_TIME")
#define MA_MSC_EFFECT_SET_POS lua_const("MA_MSC_EFFECT_SET_POS")
#define MA_MSC_EFFECT_SET_ROT lua_const("MA_MSC_EFFECT_SET_ROT")
#define MA_MSC_EFFECT_SET_SCALE lua_const("MA_MSC_EFFECT_SET_SCALE")
#define FIGHTER_STATUS_BURY_WORK_INT_SMOKE_EFFECT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_SMOKE_EFFECT_FRAME")
#define FIGHTER_STATUS_BURY_WORK_INT_SMOKE2_EFFECT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_SMOKE2_EFFECT_FRAME")
#define FIGHTER_STATUS_BURY_WORK_FLAG_FEW_REMAINING_CLATTER_TIME_EFFECT lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_FEW_REMAINING_CLATTER_TIME_EFFECT")
#define FIGHTER_STATUS_BURY_WORK_FLAG_RECOVERY lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_RECOVERY")
#define LUA_SCRIPT_STATUS_FUNC_CHECK_DAMAGE lua_const("LUA_SCRIPT_STATUS_FUNC_CHECK_DAMAGE")
#define FIGHTER_STATUS_KIND_BURY_JUMP lua_const("FIGHTER_STATUS_KIND_BURY_JUMP")
#define FIGHTER_STATUS_BURY_WORK_FLAG_INVALID_NO_REACTION lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_INVALID_NO_REACTION")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DAMGE_TO_BURY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DAMGE_TO_BURY")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_PIT_FALL_TO_DOWN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PIT_FALL_TO_DOWN")
#define FIGHTER_STATUS_KIND_DOWN lua_const("FIGHTER_STATUS_KIND_DOWN")
#define FIGHTER_STATUS_KIND_DOWN_WAIT lua_const("FIGHTER_STATUS_KIND_DOWN_WAIT")
#define FIGHTER_STATUS_KIND_DOWN_WAIT_CONTINUE lua_const("FIGHTER_STATUS_KIND_DOWN_WAIT_CONTINUE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLOAT")
#define FIGHTER_STATUS_BURY_WORK_INT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_BURY_STOP_FRAME_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BURY_STOP_FRAME_COUNTER")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_BURY_R lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BURY_R")
#define PHYSICS_SWING_SPECIAL_STATE_CURVE lua_const("PHYSICS_SWING_SPECIAL_STATE_CURVE")
#define FIGHTER_STATUS_KIND_BURY_WAIT lua_const("FIGHTER_STATUS_KIND_BURY_WAIT")
#define MA_MSC_CMD_SLOPE_SLOPE lua_const("MA_MSC_CMD_SLOPE_SLOPE")
#define MA_MSC_CMD_SLOEP_SLOPE_KIND_NONE lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_NONE")
#define DAMAGE_NO_REACTION_MODE_NORMAL lua_const("DAMAGE_NO_REACTION_MODE_NORMAL")
#define DAMAGE_LEVEL_1 lua_const("DAMAGE_LEVEL_1")
#define HIT_HEIGHT_LOW lua_const("HIT_HEIGHT_LOW")
#define HIT_HEIGHT_CENTER lua_const("HIT_HEIGHT_CENTER")
#define HIT_HEIGHT_HIGH lua_const("HIT_HEIGHT_HIGH")
#define DAMAGE_LEVEL_2 lua_const("DAMAGE_LEVEL_2")
#define DAMAGE_LEVEL_3 lua_const("DAMAGE_LEVEL_3")
#define CONTROL_CLATTER_CAUSE_NONE lua_const("CONTROL_CLATTER_CAUSE_NONE")
#define FIGHTER_STATUS_BURY_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_SPEED_Y")
#define EFFECT_SUB_ATTRIBUTE_NONE lua_const("EFFECT_SUB_ATTRIBUTE_NONE")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BURY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BURY_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_BURY_R_THROW_OPPONENT_OBJECT_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BURY_R_THROW_OPPONENT_OBJECT_ID")
#define FIGHTER_KIND_ROBOT lua_const("FIGHTER_KIND_ROBOT")
#define PHYSICS_SWING_SPECIAL_STATE_BINDPOSE_SKIRT lua_const("PHYSICS_SWING_SPECIAL_STATE_BINDPOSE_SKIRT")
#define FIGHTER_STATUS_BURY_WORK_FLAG_SWING_BINDPOSE_SKIRT lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_SWING_BINDPOSE_SKIRT")
#define FIGHTER_KIND_KOOPAJR lua_const("FIGHTER_KIND_KOOPAJR")
#define FIGHTER_STATUS_BURY_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_OFFSET_Y")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLOAT")
#define FIGHTER_STATUS_BURY_WORK_FLOAT_JUMP_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_JUMP_FRAME")
#define FIGHTER_KINETIC_TYPE_UNIQ lua_const("FIGHTER_KINETIC_TYPE_UNIQ")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CAPTURE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CAPTURE_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CHECK_CATCH lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CHECK_CATCH")
#define FIGHTER_STATUS_KIND_CAPTURE_DAMAGE lua_const("FIGHTER_STATUS_KIND_CAPTURE_DAMAGE")
#define FIGHTER_KIND_SNAKE lua_const("FIGHTER_KIND_SNAKE")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_AIR")
#define FIGHTER_KIND_WIIFIT lua_const("FIGHTER_KIND_WIIFIT")
#define FIGHTER_KIND_ROCKMAN lua_const("FIGHTER_KIND_ROCKMAN")
#define FIGHTER_KIND_GAOGAEN lua_const("FIGHTER_KIND_GAOGAEN")
#define GROUND_TOUCH_FLAG_UP_LEFT lua_const("GROUND_TOUCH_FLAG_UP_LEFT")
#define GROUND_TOUCH_FLAG_DOWN_LEFT lua_const("GROUND_TOUCH_FLAG_DOWN_LEFT")
#define GROUND_TOUCH_FLAG_UP_RIGHT lua_const("GROUND_TOUCH_FLAG_UP_RIGHT")
#define GROUND_TOUCH_FLAG_DOWN_RIGHT lua_const("GROUND_TOUCH_FLAG_DOWN_RIGHT")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_STOP_PULL lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_STOP_PULL")
#define MA_MSC_CMD_CAPTURE_IS_MOTION_HI_LW lua_const("MA_MSC_CMD_CAPTURE_IS_MOTION_HI_LW")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_GET_MOTION_KIND_RESULT lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_GET_MOTION_KIND_RESULT")
#define FIGHTER_STATUS_KIND_CAPTURE_WAIT lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT")
#define FIGHTER_STATUS_KIND_THROWN lua_const("FIGHTER_STATUS_KIND_THROWN")
#define FIGHTER_KINETIC_TYPE_CAPTURE lua_const("FIGHTER_KINETIC_TYPE_CAPTURE")
#define FIGHTER_STATUS_ATTR_KEEP_2NDARY lua_const("FIGHTER_STATUS_ATTR_KEEP_2NDARY")
#define FIGHTER_CAPTURE_MOTION_HEIGHT_HIGH lua_const("FIGHTER_CAPTURE_MOTION_HEIGHT_HIGH")
#define FIGHTER_CAPTURE_MOTION_HEIGHT_LOW lua_const("FIGHTER_CAPTURE_MOTION_HEIGHT_LOW")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CATCHED_BUTTERFLYNET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CATCHED_BUTTERFLYNET")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_KINETIC_ENERGY_ID_STOP_NO_STOP lua_const("FIGHTER_KINETIC_ENERGY_ID_STOP_NO_STOP")
#define ENERGY_STOP_RESET_TYPE_FREE lua_const("ENERGY_STOP_RESET_TYPE_FREE")
#define FL_MA_MSC_CMD_CAPTURE_PARENT_PARAM lua_const("FL_MA_MSC_CMD_CAPTURE_PARENT_PARAM")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET_LW lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET_LW")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_SITUATION")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_WAIT")
#define FIGHTER_KIND_LUIGI lua_const("FIGHTER_KIND_LUIGI")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_CAPTURE_PULLED_SE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_CAPTURE_PULLED_SE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_CANCEL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_CANCEL")
#define FIGHTER_KIND_SZEROSUIT lua_const("FIGHTER_KIND_SZEROSUIT")
#define FIGHTER_KIND_SHEIK lua_const("FIGHTER_KIND_SHEIK")
#define FIGHTER_KIND_WOLF lua_const("FIGHTER_KIND_WOLF")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_FIRST")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_MOTION_END_FLAG lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_MOTION_END_FLAG")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_JUMP lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_JUMP")
#define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_JUMP_BUTTON_COUNT lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_JUMP_BUTTON_COUNT")
#define FIGHTER_STATUS_KIND_CAPTURE_PULLED_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_YOSHI")
#define FIGHTER_STATUS_KIND_CAPTURE_WAIT_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT_YOSHI")
#define FIGHTER_STATUS_KIND_CAPTURE_DAMAGE_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_DAMAGE_YOSHI")
#define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_START lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_START")
#define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY")
#define FIGHTER_STATUS_KIND_CAPTURE_WAIT_OCTOPUS lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT_OCTOPUS")
#define MA_MSC_CMD_CAPTURE_CAPTURE_CUT lua_const("MA_MSC_CMD_CAPTURE_CAPTURE_CUT")
#define FIGHTER_STATUS_KIND_DOWN_SPOT lua_const("FIGHTER_STATUS_KIND_DOWN_SPOT")
#define FIGHTER_STATUS_KIND_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_DAMAGE_FALL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLOAT")
#define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_OFFSET")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_CUT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_CUT")
#define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_SITUATION")
#define FIGHTER_STATUS_KIND_CAPTURE_JUMP lua_const("FIGHTER_STATUS_KIND_CAPTURE_JUMP")
#define FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_AIR")
#define FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_FIRST")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLOAT")
#define FIGHTER_STATUS_ATTR_DAMAGE lua_const("FIGHTER_STATUS_ATTR_DAMAGE")
#define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_OFFSET")
#define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_SITUATION")
#define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_AIR")
#define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_FIRST")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_FORCE_CAPTURE_CUT_SPEED_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FORCE_CAPTURE_CUT_SPEED_X")
#define FIGHTER_STATUS_CAPTURE_CUT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_CUT_WORK_INT_SITUATION")
#define FIGHTER_KINETIC_TYPE_CATCH_CUT lua_const("FIGHTER_KINETIC_TYPE_CATCH_CUT")
#define FIGHTER_KINETIC_TYPE_CAPTURE_JUMP lua_const("FIGHTER_KINETIC_TYPE_CAPTURE_JUMP")
#define FS_SUCCEEDS_KEEP_ATTACK_ABSOLUTE lua_const("FS_SUCCEEDS_KEEP_ATTACK_ABSOLUTE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLAG")
#define FIGHTER_STATUS_KIND_DRAGGED_RIDLEY lua_const("FIGHTER_STATUS_KIND_DRAGGED_RIDLEY")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLOAT")
#define FIGHTER_STATUS_THROWN_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_THROWN_WORK_INT_MOTION_KIND")
#define CONSTRAINT_FLAG_OFFSET_TRANSLATE lua_const("CONSTRAINT_FLAG_OFFSET_TRANSLATE")
#define WEAPON_KIND_PIKMIN_PIKMIN lua_const("WEAPON_KIND_PIKMIN_PIKMIN")
#define FIGHTER_KIND_PIKMIN lua_const("FIGHTER_KIND_PIKMIN")
#define FIGHTER_STATUS_KIND_LAY_DOWN lua_const("FIGHTER_STATUS_KIND_LAY_DOWN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_YOSHI lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_YOSHI")
#define FIGHTER_STATUS_ATTR_DISABLE_ITEM_INTERRUPT lua_const("FIGHTER_STATUS_ATTR_DISABLE_ITEM_INTERRUPT")
#define FIGHTER_STATUS_ATTR_DETACH_PIKMIN lua_const("FIGHTER_STATUS_ATTR_DETACH_PIKMIN")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_SCALE_BACKUP")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_PARAM_SCALING_FRAME lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_PARAM_SCALING_FRAME")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_FRAME_COUNT lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_FRAME_COUNT")
#define HIT_STATUS_XLU lua_const("HIT_STATUS_XLU")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLAG_END lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLAG_END")
#define FIGHTER_KINETIC_ENERGY_ID_DAMAGE lua_const("FIGHTER_KINETIC_ENERGY_ID_DAMAGE")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_X lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_X")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Y lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Y")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Z lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Z")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_INHALE_SPEED lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_INHALE_SPEED")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_CATCH_NODE lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_CATCH_NODE")
#define FIGHTER_STATUS_KIND_CAPTURE_BLACKHOLE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BLACKHOLE")
#define ITEM_KIND_CRAZYHANDGRAVITYBALL lua_const("ITEM_KIND_CRAZYHANDGRAVITYBALL")
#define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_END_INVINCIBLE_FRAME lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_END_INVINCIBLE_FRAME")
#define FIGHTER_STATUS_CAPTURE_MASTERHAND_WORK_FLAG_ENABLE_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_MASTERHAND_WORK_FLAG_ENABLE_CLATTER")
#define FIGHTER_STATUS_KIND_CAPTURE_MASTERHAND lua_const("FIGHTER_STATUS_KIND_CAPTURE_MASTERHAND")
#define FIGHTER_STATUS_KIND_DAMAGE_SONG lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG")
#define FIGHTER_STATUS_KIND_BURY lua_const("FIGHTER_STATUS_KIND_BURY")
#define FIGHTER_STATUS_KIND_FINAL_VISUAL_ATTACK_OTHER lua_const("FIGHTER_STATUS_KIND_FINAL_VISUAL_ATTACK_OTHER")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHECK_DEAD_AREA_FORCE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHECK_DEAD_AREA_FORCE")
#define HIT_STATUS_NORMAL lua_const("HIT_STATUS_NORMAL")
#define FIGHTER_STATUS_KIND_DEAD lua_const("FIGHTER_STATUS_KIND_DEAD")
#define FIGHTER_STATUS_CAPTURE_NABBIT_WORK_INT_INVINCIBLE_FRAME lua_const("FIGHTER_STATUS_CAPTURE_NABBIT_WORK_INT_INVINCIBLE_FRAME")
#define FIGHTER_STATUS_KIND_CAPTURE_NABBIT lua_const("FIGHTER_STATUS_KIND_CAPTURE_NABBIT")
#define DAMAGE_NO_REACTION_MODE_ALWAYS lua_const("DAMAGE_NO_REACTION_MODE_ALWAYS")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_OCTOPUS_CAPTURE_PULLED_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_OCTOPUS_CAPTURE_PULLED_SPEED")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_ATTACK_STOP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_ATTACK_STOP")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_SHAKE lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SHAKE")
#define FIGHTER_STATUS_KIND_YOSHI_EGG lua_const("FIGHTER_STATUS_KIND_YOSHI_EGG")
#define FIGHTER_INSTANCE_WORK_ID_INT_YOSHI_EGG_OBJECT_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_YOSHI_EGG_OBJECT_ID")
#define FIGHTER_UTIL_CHECK_ATTACK_HI4_Y lua_const("FIGHTER_UTIL_CHECK_ATTACK_HI4_Y")
#define FIGHTER_UTIL_CHECK_ATTACK_HI4_X lua_const("FIGHTER_UTIL_CHECK_ATTACK_HI4_X")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_SPEED_UP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_SPEED_UP")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAG lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAG")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CONTROL_ACCEL_MUL lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CONTROL_ACCEL_MUL")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_COUNT_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_COUNT_FRAME")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_SCALE_BACKUP")
#define COLLISION_PART_BODY lua_const("COLLISION_PART_BODY")
#define COLLISION_SHAPE_TYPE_CAPSULE lua_const("COLLISION_SHAPE_TYPE_CAPSULE")
#define HIT_STATUS_OFF lua_const("HIT_STATUS_OFF")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_X lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_X")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_Y lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_Y")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_INT_RECOVER_XLU_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_INT_RECOVER_XLU_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_BADGE_STOP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BADGE_STOP_FRAME")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CLATTER_TIME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CLATTER_TIME")
#define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_ANIM_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_ANIM_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GEKIKARA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GEKIKARA")
#define FIGHTER_KIND_DONKEY lua_const("FIGHTER_KIND_DONKEY")
#define FIGHTER_STATUS_YOSHI_EGG_FLAG_SCALING_END lua_const("FIGHTER_STATUS_YOSHI_EGG_FLAG_SCALING_END")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT_ONCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT_ONCE")
#define ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST_NO_CAP lua_const("ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST_NO_CAP")
#define LINK_EVENT_SEND_ALL lua_const("LINK_EVENT_SEND_ALL")
#define COLLISION_SHAPE_TYPE_SPHERE lua_const("COLLISION_SHAPE_TYPE_SPHERE")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_CATCH lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_CATCH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_F")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_B")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_HI lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_HI")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_LW")
#define FIGHTER_STATUS_CATCH_PULL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CATCH_PULL_WORK_INT_MOTION_KIND")
#define FIGHTER_ANIMCMD_EFFECT lua_const("FIGHTER_ANIMCMD_EFFECT")
#define FIGHTER_STATUS_KIND_CATCH_JUMP lua_const("FIGHTER_STATUS_KIND_CATCH_JUMP")
#define FIGHTER_STATUS_KIND_CATCH_ATTACK lua_const("FIGHTER_STATUS_KIND_CATCH_ATTACK")
#define FIGHTER_STATUS_CATCH_PULL_FLAG_UNNECESSARY_CLEAR_TRANS lua_const("FIGHTER_STATUS_CATCH_PULL_FLAG_UNNECESSARY_CLEAR_TRANS")
#define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_LAST_STRANS lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_LAST_STRANS")
#define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_CATCH_DASH_WORK_INT_CATCH_TURN_FRAME lua_const("FIGHTER_STATUS_CATCH_DASH_WORK_INT_CATCH_TURN_FRAME")
#define FIGHTER_KINETIC_TYPE_CATCH_DASH lua_const("FIGHTER_KINETIC_TYPE_CATCH_DASH")
#define FIGHTER_KINETIC_TYPE_RUN_STOP lua_const("FIGHTER_KINETIC_TYPE_RUN_STOP")
#define FIGHTER_STATUS_KIND_CATCH_PULL lua_const("FIGHTER_STATUS_KIND_CATCH_PULL")
#define FIGHTER_STATUS_KIND_CATCH_DASH_PULL lua_const("FIGHTER_STATUS_KIND_CATCH_DASH_PULL")
#define FIGHTER_CATCH_IK_BOTH lua_const("FIGHTER_CATCH_IK_BOTH")
#define FIGHTER_CATCH_IK_LEFT lua_const("FIGHTER_CATCH_IK_LEFT")
#define FIGHTER_IK_SLOT_LEFT_ARM lua_const("FIGHTER_IK_SLOT_LEFT_ARM")
#define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_LEFT_JOINT_ID lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_LEFT_JOINT_ID")
#define FIGHTER_CATCH_IK_RIGHT lua_const("FIGHTER_CATCH_IK_RIGHT")
#define FIGHTER_IK_SLOT_RIGHT_ARM lua_const("FIGHTER_IK_SLOT_RIGHT_ARM")
#define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_RIGHT_JOINT_ID lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_RIGHT_JOINT_ID")
#define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_F")
#define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_B")
#define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_HI")
#define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_LW lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_LW")
#define FIGHTER_PAD_FLAG_SPECIAL_TRIGGER lua_const("FIGHTER_PAD_FLAG_SPECIAL_TRIGGER")
#define FIGHTER_CATCH_IK_NONE lua_const("FIGHTER_CATCH_IK_NONE")
#define FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_LEFT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_LEFT")
#define FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_RIGHT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_RIGHT")
#define FIGHTER_STATUS_KIND_CATCH_CUT lua_const("FIGHTER_STATUS_KIND_CATCH_CUT")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CATCH_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CATCH_ATTACK")
#define FIGHTER_STATUS_CATCH_CUT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CATCH_CUT_WORK_INT_SITUATION")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLOAT")
#define FIGHTER_LOG_MASK_FLAG_THROW lua_const("FIGHTER_LOG_MASK_FLAG_THROW")
#define FIGHTER_POWER_UP_ATTACK_BIT_THROW lua_const("FIGHTER_POWER_UP_ATTACK_BIT_THROW")
#define FIGHTER_STATUS_THROW_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_STATUS_THROW_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_LOG_ATTACK_KIND_THROW_F lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_F")
#define FIGHTER_LOG_ATTACK_KIND_THROW_B lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_B")
#define FIGHTER_LOG_ATTACK_KIND_THROW_HI lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_HI")
#define FIGHTER_LOG_ATTACK_KIND_THROW_LW lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_LW")
#define MA_MSC_CMD_CATCH_IS_CATCH lua_const("MA_MSC_CMD_CATCH_IS_CATCH")
#define FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP")
#define FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO")
#define FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT")
#define HIT_STATUS_INVINCIBLE lua_const("HIT_STATUS_INVINCIBLE")
#define FIGHTER_STATUS_THROW_FLAG_INVINCIBLE lua_const("FIGHTER_STATUS_THROW_FLAG_INVINCIBLE")
#define BODY_TYPE_MOTION_DX lua_const("BODY_TYPE_MOTION_DX")
#define BODY_TYPE_MOTION_GIRL lua_const("BODY_TYPE_MOTION_GIRL")
#define FIGHTER_STATUS_KIND_CATCHED_AIR_END_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_END_GANON")
#define FIGHTER_STATUS_KIND_CATCHED_CUT_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_CUT_GANON")
#define MA_MSC_CMD_CAPTURE_THROWN lua_const("MA_MSC_CMD_CAPTURE_THROWN")
#define FIGHTER_STATUS_KIND_CATCHED_AIR_FALL_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_FALL_GANON")
#define FIGHTER_STATUS_KIND_CATCHED_AIR_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_GANON")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_AIR")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_GROUND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_GROUND")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y")
#define BODY_TYPE_MOTION_BIG lua_const("BODY_TYPE_MOTION_BIG")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_X")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Y lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Y")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Z lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Z")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_INT_OFFSET_COUNT lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_INT_OFFSET_COUNT")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_SPEED_X")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CATCH")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL")
#define MA_MSC_CMD_CAPTURE_THROWN_CUT lua_const("MA_MSC_CMD_CAPTURE_THROWN_CUT")
#define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_CAPTURE_CUT_SPEED_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_CAPTURE_CUT_SPEED_X")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_F lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_F")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_WALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_WALL")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_CLIFF lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_CLIFF")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_JUMP lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_JUMP")
#define FIGHTER_STATUS_CLIFF_WORK_FLOAT_HIT_NORMAL_FRAME lua_const("FIGHTER_STATUS_CLIFF_WORK_FLOAT_HIT_NORMAL_FRAME")
#define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_MOVE lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_MOVE")
#define FIGHTER_STATUS_CLIFF_CATCH_MOVE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_CLIFF_CATCH_MOVE_WORK_INT_FRAME")
#define FIGHTER_STATUS_KIND_CLIFF_CATCH lua_const("FIGHTER_STATUS_KIND_CLIFF_CATCH")
#define FIGHTER_KINETIC_ENERGY_ID_ENV_WIND lua_const("FIGHTER_KINETIC_ENERGY_ID_ENV_WIND")
#define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FRONT_FIX lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FRONT_FIX")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SUB_FIGHTER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUB_FIGHTER")
#define FIGHTER_KINETIC_TYPE_MOTION_CLIFF lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHANGE_STATUS_DLAY_MOTION lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHANGE_STATUS_DLAY_MOTION")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CLIFF_XLU lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CLIFF_XLU")
#define FIGHTER_STATUS_KIND_CLIFF_CLIMB lua_const("FIGHTER_STATUS_KIND_CLIFF_CLIMB")
#define FIGHTER_STATUS_KIND_CLIFF_ESCAPE lua_const("FIGHTER_STATUS_KIND_CLIFF_ESCAPE")
#define FIGHTER_STATUS_KIND_CLIFF_JUMP1 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP1")
#define FIGHTER_STATUS_CLIFF_WORK_INT_CATCH_REST_TIME lua_const("FIGHTER_STATUS_CLIFF_WORK_INT_CATCH_REST_TIME")
#define FIGHTER_STATUS_KIND_CLIFF_JUMP2 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP2")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CATCH_CLIFF lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CATCH_CLIFF")
#define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_IN_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_IN_AIR")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_STATUS lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_STATUS")
#define FIGHTER_SCALING_STATUS_TO_BIG lua_const("FIGHTER_SCALING_STATUS_TO_BIG")
#define FIGHTER_SCALING_STATUS_TO_SMALL lua_const("FIGHTER_SCALING_STATUS_TO_SMALL")
#define FIGHTER_SCALING_STATUS_END_BIG lua_const("FIGHTER_SCALING_STATUS_END_BIG")
#define FIGHTER_SCALING_STATUS_END_SMALL lua_const("FIGHTER_SCALING_STATUS_END_SMALL")
#define FIGHTER_STATUS_CLIFF_FLAG_NEUTRAL lua_const("FIGHTER_STATUS_CLIFF_FLAG_NEUTRAL")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_JUMP lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_JUMP")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_CLIMB lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_CLIMB")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_RELEASE lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_RELEASE")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_DAMAGE_FALL lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_DAMAGE_FALL")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_GROUND lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_GROUND")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLOAT")
#define FIGHTER_STATUS_ATTR_ENABLE_ROCKETBELT_EJECT lua_const("FIGHTER_STATUS_ATTR_ENABLE_ROCKETBELT_EJECT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ATTACK")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_SPEICAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_SPEICAL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ESCAPE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB")
#define FIGHTER_STATUS_CLIFF_WORK_INT_WAIT_FRAME lua_const("FIGHTER_STATUS_CLIFF_WORK_INT_WAIT_FRAME")
#define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_ANY lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_ANY")
#define FIGHTER_PAD_CMD_CAT2_FLAG_COMMON_GUARD lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_COMMON_GUARD")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_ROB lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_ROB")
#define FIGHTER_STATUS_KIND_CLIFF_ROBBED lua_const("FIGHTER_STATUS_KIND_CLIFF_ROBBED")
#define FIGHTER_STATUS_CLIFF_FLAG_TO_FALL lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_FALL")
#define FIGHTER_LOG_DATA_INT_CLIFF_RELEASE_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_RELEASE_NUM")
#define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_GROUND lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_GROUND")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_CLIFF lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_CLIFF")
#define FIGHTER_LOG_ATTACK_KIND_CLIFF_ATTACK_QUICK lua_const("FIGHTER_LOG_ATTACK_KIND_CLIFF_ATTACK_QUICK")
#define FIGHTER_LOG_DATA_INT_CLIFF_ATTACK_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_ATTACK_NUM")
#define FIGHTER_LOG_DATA_INT_CLIFF_CLIMB_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_CLIMB_NUM")
#define FIGHTER_LOG_DATA_INT_CLIFF_ESCAPE_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_ESCAPE_NUM")
#define FIGHTER_LOG_DATA_INT_CLIFF_JUMP_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_JUMP_NUM")
#define SITUATION_KIND_LADDER lua_const("SITUATION_KIND_LADDER")
#define FIGHTER_KINETIC_TYPE_JUMP_CLIFF lua_const("FIGHTER_KINETIC_TYPE_JUMP_CLIFF")
#define FIGHTER_STATUS_CLIFF_JUMP_WORK_INT_FRAME lua_const("FIGHTER_STATUS_CLIFF_JUMP_WORK_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_JUMP_CLIFF_VERTICAL lua_const("FIGHTER_KINETIC_TYPE_JUMP_CLIFF_VERTICAL")
#define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_ROBBED lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_ROBBED")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLOAT")
#define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_CLIFF_ROBBED lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_CLIFF_ROBBED")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN")
#define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_USE_DX_MOTION lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_USE_DX_MOTION")
#define FIGHTER_KIND_GAMEWATCH lua_const("FIGHTER_KIND_GAMEWATCH")
#define FIGHTER_KIND_PURIN lua_const("FIGHTER_KIND_PURIN")
#define FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID")
#define FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_GROUND lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_GROUND")
#define FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_AIR lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_AIR")
#define FIGHTER_STATUS_KIND_CLUNG_DAMAGE_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_DAMAGE_DIDDY")
#define LINK_NO_CAPTURE_STOP lua_const("LINK_NO_CAPTURE_STOP")
#define FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CLUNG_THROWN_ATTACK_DIDDY lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CLUNG_THROWN_ATTACK_DIDDY")
#define FIGHTER_KINETIC_TYPE_AIR_BRAKE lua_const("FIGHTER_KINETIC_TYPE_AIR_BRAKE")
#define FIGHTER_STATUS_KIND_CLUNG_THROWN_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_THROWN_DIDDY")
#define FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_THROWN_FRAME lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_THROWN_FRAME")
#define FIGHTER_STATUS_KIND_CLUNG_THROWN_BLANK_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_THROWN_BLANK_DIDDY")
#define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CAPTURE_CUT_JUMP lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CAPTURE_CUT_JUMP")
#define FIGHTER_KIND_DUCKHUNT lua_const("FIGHTER_KIND_DUCKHUNT")
#define MOTION_NODE_ROTATE_COMPOSE_BEFORE lua_const("MOTION_NODE_ROTATE_COMPOSE_BEFORE")
#define MOTION_NODE_ROTATE_COMPOSE_AFTER lua_const("MOTION_NODE_ROTATE_COMPOSE_AFTER")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y")
#define FIGHTER_STATUS_DAMAGE_FLAG_ADJUST_VECTOR lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ADJUST_VECTOR")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_CORRECT_DAMAGE_VECTOR_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_CORRECT_DAMAGE_VECTOR_EFFECT_ID")
#define EFFECT_HANDLE_NULL lua_const("EFFECT_HANDLE_NULL")
#define FIGHTER_STATUS_DAMAGE_FLAG_ELEC lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ELEC")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_CORRECT_DAMAGE_VECTOR_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_CORRECT_DAMAGE_VECTOR_ANGLE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAX_MAG lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAX_MAG")
#define FIGHTER_KINETIC_TYPE_DAMAGE_GROUND lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_GROUND")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLOAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FALL")
#define FIGHTER_STATUS_DAMAGE_FLAG_END_REACTION lua_const("FIGHTER_STATUS_DAMAGE_FLAG_END_REACTION")
#define FIGHTER_STATUS_DAMAGE_FLAG_REACTION_CANCEL lua_const("FIGHTER_STATUS_DAMAGE_FLAG_REACTION_CANCEL")
#define FIGHTER_STATUS_KIND_MISS_FOOT lua_const("FIGHTER_STATUS_KIND_MISS_FOOT")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_LR lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_LR")
#define FIGHTER_KINETIC_TYPE_DAMAGE_AIR lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_START_FALL_Y lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_START_FALL_Y")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GENESISSET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GENESISSET")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_STOP_RELEASE_ACTION lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_STOP_RELEASE_ACTION")
#define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_AIR lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_AIR")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FLY_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FLY_AIR")
#define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_NONE lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_NONE")
#define FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT lua_const("FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT")
#define FIGHTER_STATUS_DAMAGE_FLAG_FALLING lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FALLING")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLAG")
#define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_END")
#define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_END")
#define FIGHTER_STATUS_THROWN_WORK_FLAG_DISABLE_PASSIVE lua_const("FIGHTER_STATUS_THROWN_WORK_FLAG_DISABLE_PASSIVE")
#define FIGHTER_STATUS_DAMAGE_FLAG_FLY_DISABLE_PASSIVE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_DISABLE_PASSIVE")
#define FIGHTER_STATUS_KIND_SHEIK_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_SHEIK_FINAL_CAPTURE")
#define FIGHTER_KINETIC_TYPE_DAMAGE_FLY lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_FLY")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLOAT")
#define FIGHTER_STATUS_DAMAGE_FLAG_NO_DROP_ITEM lua_const("FIGHTER_STATUS_DAMAGE_FLAG_NO_DROP_ITEM")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET")
#define MA_MSC_CMD_EFFECT_EFFECT_OFF_KIND lua_const("MA_MSC_CMD_EFFECT_EFFECT_OFF_KIND")
#define MA_MSC_CMD_EFFECT_EFFECT lua_const("MA_MSC_CMD_EFFECT_EFFECT")
#define FIGHTER_STATUS_DAMAGE_FLAG_DEAD_EFFECT lua_const("FIGHTER_STATUS_DAMAGE_FLAG_DEAD_EFFECT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_L lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_L")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_R lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_R")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_U lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_U")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_D lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_D")
#define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_S lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_S")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_FLY_SE_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_FLY_SE_KIND")
#define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_M lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_M")
#define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_L lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_L")
#define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_LL lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_LL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_PACKMAN_EYE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PACKMAN_EYE")
#define FIGHTER_STATUS_KIND_PASSIVE_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_PASSIVE_WALL_JUMP")
#define FIGHTER_STATUS_KIND_PASSIVE_WALL lua_const("FIGHTER_STATUS_KIND_PASSIVE_WALL")
#define FIGHTER_STATUS_KIND_PASSIVE_CEIL lua_const("FIGHTER_STATUS_KIND_PASSIVE_CEIL")
#define FIGHTER_STATUS_DAMAGE_FLY_REFLECT_WORK_FLOAT_REFLECT_CHK_FRAME lua_const("FIGHTER_STATUS_DAMAGE_FLY_REFLECT_WORK_FLOAT_REFLECT_CHK_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_FLY_REFLECT_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FLY_REFLECT_COUNT")
#define FIGHTER_STATUS_WORK_ID_INT_DAMAGE_REFLECT_LAST_DIR lua_const("FIGHTER_STATUS_WORK_ID_INT_DAMAGE_REFLECT_LAST_DIR")
#define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_RIGHT lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_RIGHT")
#define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_LEFT lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_LEFT")
#define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_UP lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_UP")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_U lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_U")
#define KINETIC_ENERGY_RESERVE_ATTRIBUTE_DAMAGE lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_DAMAGE")
#define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_DOWN lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_DOWN")
#define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_D lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_D")
#define FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_DOWN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_DOWN")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_FRAME")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACK_DISABLE_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACK_DISABLE_FRAME")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_ESCAPE_DISABLE_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ESCAPE_DISABLE_FRAME")
#define FIGHTER_STATUS_WORK_ID_INT_RESERVE_DAMAGE_REFLECT_ESCAPE_DISABLE_FRAME lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_DAMAGE_REFLECT_ESCAPE_DISABLE_FRAME")
#define FIGHTER_STATUS_KIND_PASSIVE_FB lua_const("FIGHTER_STATUS_KIND_PASSIVE_FB")
#define FIGHTER_STATUS_KIND_PASSIVE lua_const("FIGHTER_STATUS_KIND_PASSIVE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_TO_PIERCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_TO_PIERCE")
#define FIGHTER_STATUS_DAMAGE_FLAG_GROUND lua_const("FIGHTER_STATUS_DAMAGE_FLAG_GROUND")
#define FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE_FLY")
#define FIGHTER_LINK_NO_FINAL lua_const("FIGHTER_LINK_NO_FINAL")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_DAMAGE_FLAG_PREVIOUS_DOWN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_PREVIOUS_DOWN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND_DAMAGE")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_MOTION_RATE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_MOTION_RATE")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_ROT_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_ROT_ANGLE")
#define FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_SET_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_SET_ANGLE")
#define FIGHTER_INSTANCE_WORK_ID_INT_FORCE_DAMAGE_MOTION_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FORCE_DAMAGE_MOTION_KIND")
#define FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_ANGLE_RETURN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_ANGLE_RETURN")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_ROLL_ANGLE_RETURN_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_ROLL_ANGLE_RETURN_FRAME")
#define FIGHTER_KINETIC_TYPE_DAMAGE_FALL lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_FALL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLOAT")
#define FIGHTER_STATUS_KIND_SAVING_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE_FLY")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_BLACKBALL_AREA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BLACKBALL_AREA")
#define FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_PREV_MOT_RATE lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_PREV_MOT_RATE")
#define FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_MOT_RATE_COUNTER lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_MOT_RATE_COUNTER")
#define FIGHTER_STATUS_DAMAGE_FALL_FLAG_PREV_NO_COMP lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_PREV_NO_COMP")
#define FIGHTER_STATUS_KIND_GIMMICK_BARREL lua_const("FIGHTER_STATUS_KIND_GIMMICK_BARREL")
#define FIGHTER_STATUS_DAMAGE_FALL_FLAG_DISABLE_MOTION_RATE_TRANS lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_DISABLE_MOTION_RATE_TRANS")
#define FIGHTER_STATUS_DAMAGE_FALL_FLAG_REVERSE_MOTION lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_REVERSE_MOTION")
#define FIGHTER_STATUS_DAMAGE_FALL_WORK_INT_NO_TRANSITION_FRAME lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_INT_NO_TRANSITION_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_REFLECT_LR_REVERSE_MOTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REFLECT_LR_REVERSE_MOTION")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FALL_RESERVE_FLIP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FALL_RESERVE_FLIP")
#define FIGHTER_STATUS_KIND_MEWTWO_THROWN lua_const("FIGHTER_STATUS_KIND_MEWTWO_THROWN")
#define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_THROW_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_THROW_COUNTER")
#define FIGHTER_STATUS_DAMAGE_FALL_FLAG_TRANSITION lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_TRANSITION")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLOAT")
#define FIGHTER_STATUS_ATTR_DISABLE_CURRY_SHOT lua_const("FIGHTER_STATUS_ATTR_DISABLE_CURRY_SHOT")
#define FIGHTER_STATUS_ICE_FLAG_MTRANS_AIR lua_const("FIGHTER_STATUS_ICE_FLAG_MTRANS_AIR")
#define FIGHTER_STATUS_ICE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ICE_WORK_INT_FRAME")
#define FIGHTER_STATUS_ICE_WORK_INT_NO_GROUND_FRAME lua_const("FIGHTER_STATUS_ICE_WORK_INT_NO_GROUND_FRAME")
#define FIGHTER_STATUS_KIND_ICE_JUMP lua_const("FIGHTER_STATUS_KIND_ICE_JUMP")
#define FIGHTER_KINETIC_TYPE_FALL_ICE lua_const("FIGHTER_KINETIC_TYPE_FALL_ICE")
#define FIGHTER_STATUS_KIND_ICE lua_const("FIGHTER_STATUS_KIND_ICE")
#define FIGHTER_INSTANCE_WORK_ID_INT_ICE_DAMAGE_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ICE_DAMAGE_COUNT")
#define FIGHTER_STATUS_ICE_WORK_INT_EFFECT lua_const("FIGHTER_STATUS_ICE_WORK_INT_EFFECT")
#define FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X lua_const("FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X")
#define FIGHTER_STATUS_ICE_WORK_INT_PREV_SHAPE_KIND lua_const("FIGHTER_STATUS_ICE_WORK_INT_PREV_SHAPE_KIND")
#define GRCORRECT_SHAPE_RHOMBUS lua_const("GRCORRECT_SHAPE_RHOMBUS")
#define ENERGY_STOP_RESET_TYPE_DAMAGE_GROUND lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_GROUND")
#define ENERGY_STOP_RESET_TYPE_DAMAGE_AIR_ICE lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_AIR_ICE")
#define FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X_SPEED lua_const("FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X_SPEED")
#define FIGHTER_STATUS_ICE_FLAG_TOUCH_GROUND lua_const("FIGHTER_STATUS_ICE_FLAG_TOUCH_GROUND")
#define GROUND_TOUCH_FLAG_ALL lua_const("GROUND_TOUCH_FLAG_ALL")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_ICE_DAMAGE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_ICE_DAMAGE_FRAME")
#define FIGHTER_KINETIC_TYPE_JUMP_ICE lua_const("FIGHTER_KINETIC_TYPE_JUMP_ICE")
#define FIGHTER_KINETIC_TYPE_MOTION_BIND lua_const("FIGHTER_KINETIC_TYPE_MOTION_BIND")
#define FIGHTER_STATUS_KIND_FURAFURA_END lua_const("FIGHTER_STATUS_KIND_FURAFURA_END")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BIND_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BIND_FRAME")
#define FIGHTER_KINETIC_TYPE_PIT_FALL lua_const("FIGHTER_KINETIC_TYPE_PIT_FALL")
#define FIGHTER_STATUS_ATTR_DISABLE_CURRY_FACE lua_const("FIGHTER_STATUS_ATTR_DISABLE_CURRY_FACE")
#define FIGHTER_STATUS_KIND_DAMAGE_SONG_END lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_END")
#define FIGHTER_KINETIC_TYPE_SONG_FALL lua_const("FIGHTER_KINETIC_TYPE_SONG_FALL")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_MOTION_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_MOTION_KIND")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_REACTION_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_REACTION_FRAME")
#define FIGHTER_STATUS_KIND_DAMAGE_SONG_FALL lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_FALL")
#define FIGHTER_STATUS_KIND_DAMAGE lua_const("FIGHTER_STATUS_KIND_DAMAGE")
#define FIGHTER_STATUS_KIND_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_DAMAGE_AIR")
#define FIGHTER_INSTANCE_WORK_ID_INT_BACK_DAMAGE_EFFECTIVE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BACK_DAMAGE_EFFECTIVE_FRAME")
#define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_DAMAGE_LR lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_DAMAGE_LR")
#define FIGHTER_STATUS_DAMAGE_FLAG_NO_SMOKE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_NO_SMOKE")
#define FIGHTER_STATUS_KIND_DOWN_CONTINUE lua_const("FIGHTER_STATUS_KIND_DOWN_CONTINUE")
#define FIGHTER_STATUS_KIND_DOWN_EAT lua_const("FIGHTER_STATUS_KIND_DOWN_EAT")
#define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_PARALYZE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_PARALYZE_FRAME")
#define FIGHTER_STATUS_KIND_FURAFURA lua_const("FIGHTER_STATUS_KIND_FURAFURA")
#define FIGHTER_STATUS_KIND_SHIELD_BREAK_FLY lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_FLY")
#define FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_DAMAGE_SONG lua_const("FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_DAMAGE_SONG")
#define FIGHTER_STATUS_KIND_BIND lua_const("FIGHTER_STATUS_KIND_BIND")
#define FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_BIND lua_const("FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_BIND")
#define FIGHTER_STATUS_KIND_SAVING_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE_AIR")
#define FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_KINE_GRAVITY lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_KINE_GRAVITY")
#define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_GROUND lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_GROUND")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KOZUKATA_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KOZUKATA_DAMAGE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_STOP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_DAMAGE")
#define DAMAGE_LEVEL_FLY lua_const("DAMAGE_LEVEL_FLY")
#define HIT_HEIGHT_TERM lua_const("HIT_HEIGHT_TERM")
#define DAMAGE_LEVEL_AIR_TERM lua_const("DAMAGE_LEVEL_AIR_TERM")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR")
#define FIGHTER_INSTANCE_WORK_ID_INT_CURSOR_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CURSOR_FRAME")
#define FIGHTER_LINK_NO_KAMUI_PIERCE lua_const("FIGHTER_LINK_NO_KAMUI_PIERCE")
#define FIGHTER_STATUS_DAMAGE_FLAG_DAMAGE_REFLECT_STOP lua_const("FIGHTER_STATUS_DAMAGE_FLAG_DAMAGE_REFLECT_STOP")
#define KINETIC_ENERGY_RESERVE_ATTRIBUTE_ALL lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_ALL")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_PACMAN_EYE_END_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_PACMAN_EYE_END_SPEED")
#define FIGHTER_STATUS_KIND_LUIGI_FINAL_SHOOT lua_const("FIGHTER_STATUS_KIND_LUIGI_FINAL_SHOOT")
#define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_LR lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_LR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLOAT")
#define CAMERA_QUAKE_KIND_SMALL lua_const("CAMERA_QUAKE_KIND_SMALL")
#define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_MIN_LR lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_MIN_LR")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_REFLECT_MOTION_RATE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_REFLECT_MOTION_RATE")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_WALL_DAMAGE_REFLECT_MOTION_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_WALL_DAMAGE_REFLECT_MOTION_STOP_FRAME")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_REFLECT_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_REFLECT_STOP_FRAME")
#define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_U lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_U")
#define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_D lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_D")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_MIIFIGHTER_100KICK_SET_REFLECT_ANGLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_MIIFIGHTER_100KICK_SET_REFLECT_ANGLE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_MIIFIGHTER_100KICK_LR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_MIIFIGHTER_100KICK_LR")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_TERM lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_TERM")
#define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_DIST lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_DIST")
#define MA_MSC_EFFECT_REMOVE lua_const("MA_MSC_EFFECT_REMOVE")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACKER_COLOR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACKER_COLOR")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACKER_COLOR lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACKER_COLOR")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_ELEC lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_ELEC")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_EFFECT_ID")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_FRAME")
#define FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_ID")
#define FIGHTER_STATUS_KIND_SAVING_DAMAGE lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_PARALYZE_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_PARALYZE_EFFECT")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SUCCEED_HIT_COUNT_HIT_STOP_DELAY_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SUCCEED_HIT_COUNT_HIT_STOP_DELAY_MUL")
#define FIGHTER_INSTANCE_WORK_ID_INT_SUCCEED_HIT_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SUCCEED_HIT_COUNT")
#define EFFECT_FLIP_NONE lua_const("EFFECT_FLIP_NONE")
#define KINETIC_OUTSIDE_ENERGY_TYPE_DAMAGE_RESERVED lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_DAMAGE_RESERVED")
#define FIGHTER_INSTANCE_WORK_ID_INT_FINISH_CAMERA_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FINISH_CAMERA_COUNTER")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_INITIALIZED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_INITIALIZED")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_FLY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_FLY")
#define FIGHTER_STATUS_DEAD_WORK_INT_FRAME lua_const("FIGHTER_STATUS_DEAD_WORK_INT_FRAME")
#define SITUATION_KIND_OUTFIELD lua_const("SITUATION_KIND_OUTFIELD")
#define FIGHTER_STATUS_ATTR_HIDE_NAME_CURSOR lua_const("FIGHTER_STATUS_ATTR_HIDE_NAME_CURSOR")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_ITEM_ON_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_ITEM_ON_DEAD")
#define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_MODE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_MODE")
#define FIGHTER_DEAD_MODE_DEADUP_GALAGA lua_const("FIGHTER_DEAD_MODE_DEADUP_GALAGA")
#define FIGHTER_LINK_NO_ITEM_TEMPORARY lua_const("FIGHTER_LINK_NO_ITEM_TEMPORARY")
#define FIGHTER_STATUS_KIND_STANDBY lua_const("FIGHTER_STATUS_KIND_STANDBY")
#define FIGHTER_DEAD_MODE_NORMAL lua_const("FIGHTER_DEAD_MODE_NORMAL")
#define FIGHTER_DEAD_MODE_DEADUP_STAR lua_const("FIGHTER_DEAD_MODE_DEADUP_STAR")
#define MA_MSC_CMD_PHYSICS_PH_SWING_OFF lua_const("MA_MSC_CMD_PHYSICS_PH_SWING_OFF")
#define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REASON lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REASON")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_AREA_OUT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_AREA_OUT")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_X")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Y")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Z lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Z")
#define FIGHTER_DEADUP_FALL_POS_UNKNOWN lua_const("FIGHTER_DEADUP_FALL_POS_UNKNOWN")
#define FIGHTER_STATUS_DEAD_WORK_INT_OFFSET_X_FIRST_RAND lua_const("FIGHTER_STATUS_DEAD_WORK_INT_OFFSET_X_FIRST_RAND")
#define FIGHTER_STATUS_DEAD_WORK_INT_ROT_Z_FIRST_RAND lua_const("FIGHTER_STATUS_DEAD_WORK_INT_ROT_Z_FIRST_RAND")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_POS_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_POS_Y")
#define GROUND_DEAD_AREA_CHECK_RESULT_NONE lua_const("GROUND_DEAD_AREA_CHECK_RESULT_NONE")
#define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_UP lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_UP")
#define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_DOWN lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_DOWN")
#define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_LEFT lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_LEFT")
#define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_RIGHT lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_RIGHT")
#define FIGHTER_DEAD_MODE_LOTTERY_CAMERA_HIT lua_const("FIGHTER_DEAD_MODE_LOTTERY_CAMERA_HIT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL_KOOPA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL_KOOPA")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_GALAGA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_GALAGA")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FALL")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_FIRST_DISTANCE lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_FIRST_DISTANCE")
#define FIGHTER_STATUS_DEAD_WORK_INT_FIRST_DISTANCE_GROUP lua_const("FIGHTER_STATUS_DEAD_WORK_INT_FIRST_DISTANCE_GROUP")
#define FIGHTER_DEAD_MODE_DEADUP_FALL lua_const("FIGHTER_DEAD_MODE_DEADUP_FALL")
#define FIGHTER_STATUS_KIND_CAPTURE_BEITCRANE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BEITCRANE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_DEADUP_PRODUCTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_DEADUP_PRODUCTION")
#define FIGHTER_DEAD_MODE_LOTTERY_RANDOM lua_const("FIGHTER_DEAD_MODE_LOTTERY_RANDOM")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FIGHTER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FIGHTER")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_STAR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_STAR")
#define FIGHTER_DEAD_MODE_LOTTERY_NORMAL lua_const("FIGHTER_DEAD_MODE_LOTTERY_NORMAL")
#define FIGHTER_DEAD_MODE_LOTTERY_STAR_FALL lua_const("FIGHTER_DEAD_MODE_LOTTERY_STAR_FALL")
#define FIGHTER_DEAD_REASON_INSTANT_DEATH lua_const("FIGHTER_DEAD_REASON_INSTANT_DEATH")
#define FIGHTER_COMMONSND_DEAD lua_const("FIGHTER_COMMONSND_DEAD")
#define FIGHTER_COMMONSND_DEAD_RARE lua_const("FIGHTER_COMMONSND_DEAD_RARE")
#define CAMERA_QUAKE_KIND_LARGE lua_const("CAMERA_QUAKE_KIND_LARGE")
#define MA_MSC_CMD_CAMERA_SET_TEMPORARY_CAMERA lua_const("MA_MSC_CMD_CAMERA_SET_TEMPORARY_CAMERA")
#define FIGHTER_DEADUP_STAR_STEP_MOVE lua_const("FIGHTER_DEADUP_STAR_STEP_MOVE")
#define FIGHTER_STATUS_DEAD_WORK_INT_DEAD_UP_STEP lua_const("FIGHTER_STATUS_DEAD_WORK_INT_DEAD_UP_STEP")
#define FIGHTER_COMMONSND_HOSHIKIE lua_const("FIGHTER_COMMONSND_HOSHIKIE")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Y")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Z")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SCALE_BACKUP")
#define FIGHTER_DEADUP_FALL_STEP_MOVE lua_const("FIGHTER_DEADUP_FALL_STEP_MOVE")
#define FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW lua_const("FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW")
#define FIGHTER_DEADUP_FALL_POS_LEFT lua_const("FIGHTER_DEADUP_FALL_POS_LEFT")
#define FIGHTER_DEADUP_FALL_POS_CENTER lua_const("FIGHTER_DEADUP_FALL_POS_CENTER")
#define FIGHTER_DEADUP_FALL_POS_RIGHT lua_const("FIGHTER_DEADUP_FALL_POS_RIGHT")
#define FIGHTER_DEADUP_FALL_CAPACITY lua_const("FIGHTER_DEADUP_FALL_CAPACITY")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_Z_RANDOM_OFFSET lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_Z_RANDOM_OFFSET")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_X")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Y")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Z")
#define FIGHTER_STATUS_DEAD_WORK_INT_MOVE_FRAME lua_const("FIGHTER_STATUS_DEAD_WORK_INT_MOVE_FRAME")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_X")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_RADIUS lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_RADIUS")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_DEG lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_DEG")
#define FIGHTER_DEAD_PHASE_ACT lua_const("FIGHTER_DEAD_PHASE_ACT")
#define FIGHTER_STATUS_DEAD_WORK_INT_PHASE lua_const("FIGHTER_STATUS_DEAD_WORK_INT_PHASE")
#define FIGHTER_DEADUP_FALL_STEP_HIT_CAMERA_STOP lua_const("FIGHTER_DEADUP_FALL_STEP_HIT_CAMERA_STOP")
#define CAMERA_QUAKE_KIND_XL lua_const("CAMERA_QUAKE_KIND_XL")
#define FIGHTER_DEADUP_FALL_STEP_FALL lua_const("FIGHTER_DEADUP_FALL_STEP_FALL")
#define MA_MSC_CMD_CAMERA_ENABLE_UPDATE_QUAKE_ONLY lua_const("MA_MSC_CMD_CAMERA_ENABLE_UPDATE_QUAKE_ONLY")
#define FIGHTER_DEADUP_FALL_STEP_END lua_const("FIGHTER_DEADUP_FALL_STEP_END")
#define FIGHTER_DEAD_PHASE_END lua_const("FIGHTER_DEAD_PHASE_END")
#define FIGHTER_DEADUP_STAR_STEP_KIRA lua_const("FIGHTER_DEADUP_STAR_STEP_KIRA")
#define FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW_EXEC lua_const("FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW_EXEC")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_X")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Y")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Z")
#define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X_OFFSET lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X_OFFSET")
#define FIGHTER_STATUS_DEAD_WORK_INT_ICE_EFFECT lua_const("FIGHTER_STATUS_DEAD_WORK_INT_ICE_EFFECT")
#define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REBIRTH_WAIT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REBIRTH_WAIT_FRAME")
#define FIGHTER_KINETIC_TYPE_NONE lua_const("FIGHTER_KINETIC_TYPE_NONE")
#define FIGHTER_STATUS_ATTR_SLOPE_TOP_UNLIMIT lua_const("FIGHTER_STATUS_ATTR_SLOPE_TOP_UNLIMIT")
#define FIGHTER_STATUS_DOWN_WORK_FLOAT_DOWN_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_FLOAT_DOWN_FRAME")
#define FIGHTER_STATUS_DOWN_FLAG_UP lua_const("FIGHTER_STATUS_DOWN_FLAG_UP")
#define FIGHTER_STATUS_DOWN_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_DOWN_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_DOWN_WORK_FLOAT_RAGDOLL_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_FLOAT_RAGDOLL_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLOAT")
#define FIGHTER_STATUS_DOWN_FLAG_PREV_STATUS_DOWN_EAT lua_const("FIGHTER_STATUS_DOWN_FLAG_PREV_STATUS_DOWN_EAT")
#define FIGHTER_STATUS_KIND_GLIDE_LANDING lua_const("FIGHTER_STATUS_KIND_GLIDE_LANDING")
#define FIGHTER_STATUS_ATTR_DISABLE_GROUND_FRICTION lua_const("FIGHTER_STATUS_ATTR_DISABLE_GROUND_FRICTION")
#define FIGHTER_COMMAND_DOWN_STAND_FB_KIND_NONE lua_const("FIGHTER_COMMAND_DOWN_STAND_FB_KIND_NONE")
#define FIGHTER_COMMAND_DOWN_STAND_FB_KIND_FRONT lua_const("FIGHTER_COMMAND_DOWN_STAND_FB_KIND_FRONT")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DOWN_ATTACK_U lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DOWN_ATTACK_U")
#define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DOWN_STAND lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DOWN_STAND")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLOAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_STAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_STAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_WAIT")
#define FIGHTER_STATUS_DOWN_FLAG_DAMAGE_3 lua_const("FIGHTER_STATUS_DOWN_FLAG_DAMAGE_3")
#define MA_MSC_CMD_PHYSICS_SWING_FLOOR_HIT_ALL lua_const("MA_MSC_CMD_PHYSICS_SWING_FLOOR_HIT_ALL")
#define FIGHTER_STATUS_DOWN_DAMAGE_FLAG_START_AIR lua_const("FIGHTER_STATUS_DOWN_DAMAGE_FLAG_START_AIR")
#define FIGHTER_STATUS_KIND_DOWN_STAND lua_const("FIGHTER_STATUS_KIND_DOWN_STAND")
#define FIGHTER_STATUS_DOWN_DAMAGE_FLAG_SITUATION_CHANGE lua_const("FIGHTER_STATUS_DOWN_DAMAGE_FLAG_SITUATION_CHANGE")
#define FIGHTER_STATUS_DOWN_WORK_INT_NO_ACTION_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_INT_NO_ACTION_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLOAT")
#define FIGHTER_STATUS_KIND_DOWN_REFLECT_LR lua_const("FIGHTER_STATUS_KIND_DOWN_REFLECT_LR")
#define FIGHTER_STATUS_KIND_DOWN_STAND_ATTACK lua_const("FIGHTER_STATUS_KIND_DOWN_STAND_ATTACK")
#define FIGHTER_STATUS_KIND_DOWN_STAND_FB lua_const("FIGHTER_STATUS_KIND_DOWN_STAND_FB")
#define FIGHTER_AREA_KIND_ITEM_PICKUP lua_const("FIGHTER_AREA_KIND_ITEM_PICKUP")
#define MA_MSC_ITEM_CHECK_PICKABLE_ITEM_TRAIT lua_const("MA_MSC_ITEM_CHECK_PICKABLE_ITEM_TRAIT")
#define ITEM_TRAIT_FLAG_FOOD lua_const("ITEM_TRAIT_FLAG_FOOD")
#define FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND_FB lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND_FB")
#define FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_L lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_L")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_R lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_R")
#define FIGHTER_KIND_LINK lua_const("FIGHTER_KIND_LINK")
#define FIGHTER_KIND_PEACH lua_const("FIGHTER_KIND_PEACH")
#define FIGHTER_KIND_MARIO lua_const("FIGHTER_KIND_MARIO")
#define FIGHTER_MARIO_GENERATE_ARTICLE_DOKAN lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_DOKAN")
#define FIGHTER_KIND_FOX lua_const("FIGHTER_KIND_FOX")
#define FIGHTER_FOX_GENERATE_ARTICLE_ARWING lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ARWING")
#define FIGHTER_KIND_FALCO lua_const("FIGHTER_KIND_FALCO")
#define FIGHTER_FALCO_GENERATE_ARTICLE_ARWING lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ARWING")
#define FIGHTER_KIND_WARIO lua_const("FIGHTER_KIND_WARIO")
#define FIGHTER_WARIO_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_BIKE_HP lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_BIKE_HP")
#define FIGHTER_WARIO_GENERATE_ARTICLE_WARIOBIKE lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_WARIOBIKE")
#define FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_REMOVE_BIKE lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_REMOVE_BIKE")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_ENTRY lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_ENTRY")
#define FIGHTER_KIND_CAPTAIN lua_const("FIGHTER_KIND_CAPTAIN")
#define FIGHTER_CAPTAIN_GENERATE_ARTICLE_BLUEFALCON lua_const("FIGHTER_CAPTAIN_GENERATE_ARTICLE_BLUEFALCON")
#define FIGHTER_KIND_METAKNIGHT lua_const("FIGHTER_KIND_METAKNIGHT")
#define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_MANTLE lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_MANTLE")
#define FIGHTER_LUIGI_GENERATE_ARTICLE_DOKAN lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_DOKAN")
#define FIGHTER_KIND_SAMUS lua_const("FIGHTER_KIND_SAMUS")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_TRANSPORTATION lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_TRANSPORTATION")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_WARPSTAR lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_WARPSTAR")
#define FIGHTER_KIND_DIDDY lua_const("FIGHTER_KIND_DIDDY")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_DKBARREL lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_DKBARREL")
#define FIGHTER_DONKEY_GENERATE_ARTICLE_DKBARREL lua_const("FIGHTER_DONKEY_GENERATE_ARTICLE_DKBARREL")
#define FIGHTER_KIND_PIKACHU lua_const("FIGHTER_KIND_PIKACHU")
#define FIGHTER_PIKACHU_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_MONSTERBALL")
#define FIGHTER_KIND_PICHU lua_const("FIGHTER_KIND_PICHU")
#define FIGHTER_PICHU_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_MONSTERBALL")
#define FIGHTER_PURIN_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PURIN_GENERATE_ARTICLE_MONSTERBALL")
#define FIGHTER_KIND_GEKKOUGA lua_const("FIGHTER_KIND_GEKKOUGA")
#define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_MONSTERBALL")
#define FIGHTER_GAOGAEN_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_MONSTERBALL")
#define FIGHTER_PEACH_GENERATE_ARTICLE_KASSAR lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KASSAR")
#define FIGHTER_KIND_DAISY lua_const("FIGHTER_KIND_DAISY")
#define FIGHTER_DAISY_GENERATE_ARTICLE_KASSAR lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KASSAR")
#define FIGHTER_KIND_DEDEDE lua_const("FIGHTER_KIND_DEDEDE")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_SHRINE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_SHRINE")
#define FIGHTER_KIND_ROSETTA lua_const("FIGHTER_KIND_ROSETTA")
#define FIGHTER_ROSETTA_GENERATE_ARTICLE_TICO lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_TICO")
#define FIGHTER_KIND_MURABITO lua_const("FIGHTER_KIND_MURABITO")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_HOUSE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_HOUSE")
#define FIGHTER_KIND_PACMAN lua_const("FIGHTER_KIND_PACMAN")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_BIGPACMAN lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_BIGPACMAN")
#define FIGHTER_KIND_PALUTENA lua_const("FIGHTER_KIND_PALUTENA")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_GATE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_GATE")
#define FIGHTER_PIKMIN_GENERATE_ARTICLE_DOLFIN lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_DOLFIN")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_BALANCEBOARD lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_BALANCEBOARD")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIBO lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIBO")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_GUNSHIP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_GUNSHIP")
#define FIGHTER_KIND_MARIOD lua_const("FIGHTER_KIND_MARIOD")
#define FIGHTER_MARIOD_GENERATE_ARTICLE_CAPSULEBLOCK lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_CAPSULEBLOCK")
#define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_SWEATLITTLEMAC lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_SWEATLITTLEMAC")
#define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_THROWSWEAT lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_THROWSWEAT")
#define FIGHTER_KIND_LUCINA lua_const("FIGHTER_KIND_LUCINA")
#define FIGHTER_LUCINA_GENERATE_ARTICLE_MASK lua_const("FIGHTER_LUCINA_GENERATE_ARTICLE_MASK")
#define FIGHTER_KIND_LUCAS lua_const("FIGHTER_KIND_LUCAS")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_DOSEITABLE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_DOSEITABLE")
#define FIGHTER_KIND_ROY lua_const("FIGHTER_KIND_ROY")
#define FIGHTER_ROY_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_ROY_GENERATE_ARTICLE_SWORD")
#define FIGHTER_KIND_CHROM lua_const("FIGHTER_KIND_CHROM")
#define FIGHTER_KIND_SHIZUE lua_const("FIGHTER_KIND_SHIZUE")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_OFFICE lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_OFFICE")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GRASS lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GRASS")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLOAT")
#define FIGHTER_STATUS_ESCAPE_WORK_FLOAT_MOTION_RATE_PENALTY lua_const("FIGHTER_STATUS_ESCAPE_WORK_FLOAT_MOTION_RATE_PENALTY")
#define FIGHTER_STATUS_ESCAPE_WORK_INT_ESCAPE_ATTACK lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_ESCAPE_ATTACK")
#define FIGHTER_ESCAPE_ATTACK_MODE_ENABLE lua_const("FIGHTER_ESCAPE_ATTACK_MODE_ENABLE")
#define FIGHTER_STATUS_ESCAPE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_FRAME")
#define FIGHTER_STATUS_ESCAPE_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_CATCH_FRAME")
#define FIGHTER_ESCAPE_ATTACK_MODE_UNABLE lua_const("FIGHTER_ESCAPE_ATTACK_MODE_UNABLE")
#define FIGHTER_STATUS_KIND_RUN lua_const("FIGHTER_STATUS_KIND_RUN")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE")
#define FIGHTER_STATUS_ESCAPE_AIR_ADD_XLU_START_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_ADD_XLU_START_FRAME")
#define FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_XLU_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_XLU_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_WATER_INOUT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_WATER_INOUT_FRAME")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_GROUND lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_GROUND")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_AIR lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_AIR")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_FRAME")
#define FIGHTER_STATUS_ESCAPE_FLAG_HIT_XLU lua_const("FIGHTER_STATUS_ESCAPE_FLAG_HIT_XLU")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_STIFF lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_STIFF")
#define FIGHTER_STATUS_ESCAPE_AIR_STIFF_START_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_STIFF_START_FRAME")
#define FIGHTER_STATUS_ESCAPE_AIR_STIFF_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_STIFF_FRAME")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_END_STIFF lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_END_STIFF")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_FALL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_FALL")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_KINE_FALL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_KINE_FALL")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_STEP lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_STEP")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_BACK_END_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_BACK_END_FRAME")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_BACK_ACCEL lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_BACK_ACCEL")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_X lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_X")
#define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_Y lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_Y")
#define ENERGY_STOP_RESET_TYPE_ESCAPE_AIR_SLIDE lua_const("ENERGY_STOP_RESET_TYPE_ESCAPE_AIR_SLIDE")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_GRAVITY lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_GRAVITY")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_TURN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_TURN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_LANDING_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_LANDING_CLIFF_STOP")
#define FIGHTER_STATUS_KIND_TREAD_FALL lua_const("FIGHTER_STATUS_KIND_TREAD_FALL")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_F lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_F")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_B lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_B")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_AIR")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ESCAPE_XLU_START_1F lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ESCAPE_XLU_START_1F")
#define FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_NORMAL_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_NORMAL_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_AIR_ESCAPE_ADD_XLU_START_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_ESCAPE_ADD_XLU_START_FRAME")
#define FIGHTER_STATUS_ATTR_INTO_DOOR lua_const("FIGHTER_STATUS_ATTR_INTO_DOOR")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_FALL_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_FALL_SPECIAL")
#define ITEM_KIND_ASSIST lua_const("ITEM_KIND_ASSIST")
#define FIGHTER_KINETIC_TYPE_FREE lua_const("FIGHTER_KINETIC_TYPE_FREE")
#define FIGHTER_STATUS_FREE_MOVE_WORK_FLOAT_FREE_MOVE_ROTATE_Y lua_const("FIGHTER_STATUS_FREE_MOVE_WORK_FLOAT_FREE_MOVE_ROTATE_Y")
#define GIMMICK_EVENT_KIND_DISABLE lua_const("GIMMICK_EVENT_KIND_DISABLE")
#define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SPRING lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SPRING")
#define SITUATION_KIND_RESTRAINT lua_const("SITUATION_KIND_RESTRAINT")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLAG")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_INT")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLOAT")
#define GROUND_TOUCH_FLAG_NONE lua_const("GROUND_TOUCH_FLAG_NONE")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_EFFECT_ID lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_EFFECT_ID")
#define FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_KIND")
#define GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL")
#define FIGHTER_STATUS_GIMMICK_BARREL_STEP_IN lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_IN")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_STEP")
#define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_END_SPEED lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_END_SPEED")
#define GIMMICK_AREA_KIND_BARREL_CANNON_PATH lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_PATH")
#define GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL_AUTO lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL_AUTO")
#define FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT_WAIT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT_WAIT")
#define GIMMICK_AREA_KIND_BARREL_CANNON_PATH_AUTO lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_PATH_AUTO")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR_ON_POSTURE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR_ON_POSTURE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_CURSOR_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CURSOR_OFFSET_Y")
#define FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT")
#define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D")
#define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D_END lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D_END")
#define EFFECT_SUB_ATTRIBUTE_CONCLUDE_STATUS lua_const("EFFECT_SUB_ATTRIBUTE_CONCLUDE_STATUS")
#define EFFECT_SUB_ATTRIBUTE_SYNC_INIT_POS lua_const("EFFECT_SUB_ATTRIBUTE_SYNC_INIT_POS")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_FALL_SPEED lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_FALL_SPEED")
#define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_REMOVE_EFFECT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_REMOVE_EFFECT")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_Z")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_ARRIVAL_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_ARRIVAL_Z")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_HIT_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_HIT_Z")
#define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_UPDATE_DIRECTION lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_UPDATE_DIRECTION")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_SOOT_FRAME lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_SOOT_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_BARREL_SOOT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BARREL_SOOT_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_ID")
#define GIMMICK_BARREL_EVENT_KIND_CROSS lua_const("GIMMICK_BARREL_EVENT_KIND_CROSS")
#define GIMMICK_EVENT_TO_GIMMICK lua_const("GIMMICK_EVENT_TO_GIMMICK")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_DAMAGE_REACTION_FRAME lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_DAMAGE_REACTION_FRAME")
#define GIMMICK_BARREL_EVENT_START lua_const("GIMMICK_BARREL_EVENT_START")
#define GIMMICK_BARREL_EVENT_TERM lua_const("GIMMICK_BARREL_EVENT_TERM")
#define GIMMICK_BARREL_EVENT_KIND_SHOOT lua_const("GIMMICK_BARREL_EVENT_KIND_SHOOT")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_BARREL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_BARREL_FRAME")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_X lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_X")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_Y lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_Y")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_CONTROL lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_CONTROL")
#define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_GROUND_FLAG lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_GROUND_FLAG")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MUL")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MIN lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MIN")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MAX")
#define COLLISION_CATEGORY_MASK_NO_ITEM lua_const("COLLISION_CATEGORY_MASK_NO_ITEM")
#define GIMMICK_BARREL_EVENT_KIND_SET_SPEED lua_const("GIMMICK_BARREL_EVENT_KIND_SET_SPEED")
#define ENERGY_STOP_RESET_TYPE_AIR_BRAKE lua_const("ENERGY_STOP_RESET_TYPE_AIR_BRAKE")
#define ENERGY_CONTROLLER_RESET_TYPE_MOVE_AIR lua_const("ENERGY_CONTROLLER_RESET_TYPE_MOVE_AIR")
#define GIMMICK_BARREL_EVENT_KIND_SET_PATH lua_const("GIMMICK_BARREL_EVENT_KIND_SET_PATH")
#define GIMMICK_BARREL_EVENT_KIND_END_PATH lua_const("GIMMICK_BARREL_EVENT_KIND_END_PATH")
#define GIMMICK_BARREL_EVENT_KIND_POS lua_const("GIMMICK_BARREL_EVENT_KIND_POS")
#define GIMMICK_BARREL_EVENT_KIND_BREAK lua_const("GIMMICK_BARREL_EVENT_KIND_BREAK")
#define GIMMICK_BARREL_EVENT_KIND_SET_RECT lua_const("GIMMICK_BARREL_EVENT_KIND_SET_RECT")
#define GIMMICK_BARREL_EVENT_KIND_HIT lua_const("GIMMICK_BARREL_EVENT_KIND_HIT")
#define GIMMICK_BARREL_EVENT_KIND_EXPLOSION lua_const("GIMMICK_BARREL_EVENT_KIND_EXPLOSION")
#define MA_MSC_CMD_CANCEL_UNABLE_CANCEL_STATUS lua_const("MA_MSC_CMD_CANCEL_UNABLE_CANCEL_STATUS")
#define GIMMICK_AREA_KIND_DOOR lua_const("GIMMICK_AREA_KIND_DOOR")
#define GIMMICK_AREA_KIND_AUTO_DOOR lua_const("GIMMICK_AREA_KIND_AUTO_DOOR")
#define FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_X lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_X")
#define FIGHTER_STATUS_GIMMICK_DOOR_FLAG_NO_INTO lua_const("FIGHTER_STATUS_GIMMICK_DOOR_FLAG_NO_INTO")
#define FIGHTER_STATUS_GIMMICK_DOOR_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_INT_STEP")
#define FIGHTER_KINETIC_TYPE_MOTION_LOOP lua_const("FIGHTER_KINETIC_TYPE_MOTION_LOOP")
#define GIMMICK_AREA_KIND_AIR_DOOR lua_const("GIMMICK_AREA_KIND_AIR_DOOR")
#define FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_Y lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_Y")
#define FIGHTER_STATUS_JUMP_FROM_SPRING lua_const("FIGHTER_STATUS_JUMP_FROM_SPRING")
#define FIGHTER_STATUS_WORK_ID_INT_RESERVE_JUMP_FROM lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_JUMP_FROM")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_SPRING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_SPRING_FRAME")
#define FIGHTER_PAD_CMD_CAT1_JUMP_BUTTON lua_const("FIGHTER_PAD_CMD_CAT1_JUMP_BUTTON")
#define GIMMICK_SPRING_EVENT_START lua_const("GIMMICK_SPRING_EVENT_START")
#define GIMMICK_SPRING_EVENT_TERM lua_const("GIMMICK_SPRING_EVENT_TERM")
#define GIMMICK_SPRING_EVENT_KIND_SHOOT lua_const("GIMMICK_SPRING_EVENT_KIND_SHOOT")
#define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_SPEED_Y lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_SPEED_Y")
#define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_ANGLE lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_ANGLE")
#define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_X lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_X")
#define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_Y lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_Y")
#define FIGHTER_STATUS_GIMMICK_SPRING_FLAG_USE_SAFE_POS lua_const("FIGHTER_STATUS_GIMMICK_SPRING_FLAG_USE_SAFE_POS")
#define FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP_FROM_RING lua_const("FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP_FROM_RING")
#define FIGHTER_STATUS_KIND_GIMMICK_SPRING_JUMP lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING_JUMP")
#define GIMMICK_SPRING_EVENT_KIND_POS lua_const("GIMMICK_SPRING_EVENT_KIND_POS")
#define GIMMICK_SPRING_EVENT_KIND_FALL lua_const("GIMMICK_SPRING_EVENT_KIND_FALL")
#define GIMMICK_SPRING_EVENT_KIND_FALL_SPECIAL lua_const("GIMMICK_SPRING_EVENT_KIND_FALL_SPECIAL")
#define FIGHTER_KINETIC_TYPE_JUMP lua_const("FIGHTER_KINETIC_TYPE_JUMP")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_INT")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLOAT")
#define FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP lua_const("FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP")
#define GIMMICK_CHAPPY_EVENT_START lua_const("GIMMICK_CHAPPY_EVENT_START")
#define GIMMICK_CHAPPY_EVENT_TERM lua_const("GIMMICK_CHAPPY_EVENT_TERM")
#define GIMMICK_CHAPPY_EVENT_KIND_POS lua_const("GIMMICK_CHAPPY_EVENT_KIND_POS")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STEP")
#define FIGHTER_STATUS_GIMMICK_PIPE_STEP_IN lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_IN")
#define FIGHTER_STATUS_GIMMICK_PIPE_STEP_WAIT lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_WAIT")
#define GIMMICK_PIPE_EVENT_KIND_COMMIT_DISAPPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_COMMIT_DISAPPEAR")
#define FIGHTER_STATUS_GIMMICK_PIPE_STEP_OUT lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_OUT")
#define GIMMICK_PIPE_EVENT_KIND_COMMIT_APPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_COMMIT_APPEAR")
#define FIGHTER_STATUS_GIMMICK_PIPE_FLAG_FALL lua_const("FIGHTER_STATUS_GIMMICK_PIPE_FLAG_FALL")
#define FIGHTER_SIZE_L lua_const("FIGHTER_SIZE_L")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_SCALE_FRAME lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_SCALE_FRAME")
#define FIGHTER_STATUS_GIMMICK_PIPE_STEP_START lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_START")
#define GIMMICK_PIPE_EVENT_START lua_const("GIMMICK_PIPE_EVENT_START")
#define GIMMICK_PIPE_EVENT_TERM lua_const("GIMMICK_PIPE_EVENT_TERM")
#define GIMMICK_PIPE_EVENT_KIND_SET_DISAPPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_SET_DISAPPEAR")
#define GIMMICK_PIPE_EVENT_KIND_SET_APPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_SET_APPEAR")
#define GIMMICK_PIPE_EVENT_KIND_CANCEL lua_const("GIMMICK_PIPE_EVENT_KIND_CANCEL")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STOP_FRAME")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_END_CHECK lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_END_CHECK")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_X lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_X")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_Y lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_Y")
#define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_W lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_W")
#define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SCALING lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SCALING")
#define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SUPERSTAR lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SUPERSTAR")
#define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_TOUCH_CHECK_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_TOUCH_CHECK_FRAME")
#define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_SHOOT_LIMIT_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_SHOOT_LIMIT_FRAME")
#define FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_SHOOT lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_SHOOT")
#define ENERGY_STOP_RESET_TYPE_DAMAGE_AIR lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_AIR")
#define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_REACTION_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_REACTION_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_STAR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_STAR")
#define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_FLOAT_ANGLE lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_FLOAT_ANGLE")
#define FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_CHANGE_MOTION lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_CHANGE_MOTION")
#define GIMMICK_TORNADO_EVENT_START lua_const("GIMMICK_TORNADO_EVENT_START")
#define GIMMICK_TORNADO_EVENT_TERM lua_const("GIMMICK_TORNADO_EVENT_TERM")
#define GIMMICK_TORNADO_EVENT_KIND_SHOOT lua_const("GIMMICK_TORNADO_EVENT_KIND_SHOOT")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_JUMP_MINI lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_JUMP_MINI")
#define FIGHTER_STATUS_KIND_JUMP lua_const("FIGHTER_STATUS_KIND_JUMP")
#define GIMMICK_CATCH_EVENT_KIND_GET_INFO lua_const("GIMMICK_CATCH_EVENT_KIND_GET_INFO")
#define FIGHTER_STATUS_DRUM_WORK_FLOAT_CLATTER_TIME lua_const("FIGHTER_STATUS_DRUM_WORK_FLOAT_CLATTER_TIME")
#define FIGHTER_STATUS_DRUM_FLAG_IS_BROKEN_DRUM lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_BROKEN_DRUM")
#define FIGHTER_STATUS_DRUM_FLAG_IS_EXIT_CLATTER lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_EXIT_CLATTER")
#define FIGHTER_STATUS_DRUM_FLAG_IS_NEED_BIND lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_NEED_BIND")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_BIND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_BIND")
#define FIGHTER_STATUS_DRUM_FLAG_IS_HIDE lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_HIDE")
#define GIMMICK_DRUM_EVENT_KIND_CHECK_NEED_LOCK lua_const("GIMMICK_DRUM_EVENT_KIND_CHECK_NEED_LOCK")
#define GIMMICK_DRUM_EVENT_KIND_RELEASE lua_const("GIMMICK_DRUM_EVENT_KIND_RELEASE")
#define GIMMICK_DRUM_EVENT_KIND_POS lua_const("GIMMICK_DRUM_EVENT_KIND_POS")
#define FIGHTER_STATUS_GIMMICK_ODIN_SLASHED_FLAG_EXIT_STATUS lua_const("FIGHTER_STATUS_GIMMICK_ODIN_SLASHED_FLAG_EXIT_STATUS")
#define FIGHTER_STATUS_KIND_GIMMICK_ODIN_SLASHED lua_const("FIGHTER_STATUS_KIND_GIMMICK_ODIN_SLASHED")
#define GIMMICK_SLASH_EVENT_KIND_CHECK_NEED_LOCK lua_const("GIMMICK_SLASH_EVENT_KIND_CHECK_NEED_LOCK")
#define GIMMICK_SLASH_EVENT_TERM lua_const("GIMMICK_SLASH_EVENT_TERM")
#define GIMMICK_SLASH_EVENT_KIND_UNLOCK lua_const("GIMMICK_SLASH_EVENT_KIND_UNLOCK")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MAX")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_SHEILD_COUNT lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_SHEILD_COUNT")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_DELAY_MUL lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_DELAY_MUL")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_DISABLE_HIT_STOP_DELAY_STICK lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_DISABLE_HIT_STOP_DELAY_STICK")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_LANDING_EFFECT_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_LANDING_EFFECT_FRAME")
#define FIGHTER_KINETIC_TYPE_GUARD_ON lua_const("FIGHTER_KINETIC_TYPE_GUARD_ON")
#define FIGHTER_STATUS_ATTR_DISABLE_SHIELD_RECOVERY lua_const("FIGHTER_STATUS_ATTR_DISABLE_SHIELD_RECOVERY")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_GUARD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_GUARD")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_CATCH_FRAME")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_MIN_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_MIN_FRAME")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_EFFECT lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_EFFECT")
#define FIGHTER_STATUS_KIND_GUARD lua_const("FIGHTER_STATUS_KIND_GUARD")
#define FIGHTER_STATUS_KIND_GUARD_DAMAGE lua_const("FIGHTER_STATUS_KIND_GUARD_DAMAGE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD_HOLD_SPECIAL_BUTTON lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD_HOLD_SPECIAL_BUTTON")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_SPECIAL_HI lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_SPECIAL_HI")
#define FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI4")
#define FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI")
#define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE")
#define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_F")
#define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_B")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SHIELD_LOCK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SHIELD_LOCK")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MIN lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MIN")
#define FIGHTER_SHIELD_KIND_GUARD lua_const("FIGHTER_SHIELD_KIND_GUARD")
#define SHIELD_STATUS_NORMAL lua_const("SHIELD_STATUS_NORMAL")
#define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_SHIELD_RECOVERY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_SHIELD_RECOVERY_FRAME")
#define SHIELD_STATUS_NONE lua_const("SHIELD_STATUS_NONE")
#define FIGHTER_PAD_CMD_CAT1_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE")
#define FIGHTER_PAD_CMD_CAT1_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE_F")
#define FIGHTER_PAD_CMD_CAT1_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE_B")
#define FIGHTER_PAD_CMD_CAT1_DASH lua_const("FIGHTER_PAD_CMD_CAT1_DASH")
#define FIGHTER_PAD_CMD_CAT1_TURN_DASH lua_const("FIGHTER_PAD_CMD_CAT1_TURN_DASH")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_X lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_X")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_Y lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_Y")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_X lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_X")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_Y lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_Y")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLOAT")
#define FIGHTER_STATUS_KIND_GUARD_OFF lua_const("FIGHTER_STATUS_KIND_GUARD_OFF")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLOAT")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_FRAME")
#define FIGHTER_STATUS_GUARD_OFF_WORK_INT_CANCEL_FRAME lua_const("FIGHTER_STATUS_GUARD_OFF_WORK_INT_CANCEL_FRAME")
#define FIGHTER_REFLECTOR_GROUP_JUST_SHIELD lua_const("FIGHTER_REFLECTOR_GROUP_JUST_SHIELD")
#define SHIELD_TYPE_JUST_SHIELD lua_const("SHIELD_TYPE_JUST_SHIELD")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLOAT")
#define FS_SUCCEEDS_KEEP_RUMBLE lua_const("FS_SUCCEEDS_KEEP_RUMBLE")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_HIT_XLU lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_HIT_XLU")
#define FIGHTER_LOG_DATA_INT_JUST_SHIELD lua_const("FIGHTER_LOG_DATA_INT_JUST_SHIELD")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLAG_GOLD_EYE lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLAG_GOLD_EYE")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_LR")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_IS_DONE_GUARD_DAMAGE_NUM lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_IS_DONE_GUARD_DAMAGE_NUM")
#define FIGHTER_LOG_DATA_INT_GUARD_DAMAGE_NUM lua_const("FIGHTER_LOG_DATA_INT_GUARD_DAMAGE_NUM")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_PREV_SHIELD lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_PREV_SHIELD")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE2_EFFECT_HANDLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE2_EFFECT_HANDLE")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE_EFFECT_HANDLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE_EFFECT_HANDLE")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_STIFF_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_STIFF_FRAME")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_DAMAGE lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_DAMAGE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_STATUS_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_STATUS_STOP")
#define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD_SLOW_WHOLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD_SLOW_WHOLE")
#define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_JUST_SHIELD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_JUST_SHIELD_FRAME")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_PREV_SHIELD_SCALE_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_PREV_SHIELD_SCALE_FRAME")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_POWER lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_POWER")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_SETOFF_MUL lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_SETOFF_MUL")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_OBJECT_ID lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_OBJECT_ID")
#define MA_MSC_CMD_CAPTURE_SET_IGNORE_OBJECT_ID lua_const("MA_MSC_CMD_CAPTURE_SET_IGNORE_OBJECT_ID")
#define FIGHTER_INSTANCE_WORK_ID_INT_GUARD_INVALID_CAPTURE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GUARD_INVALID_CAPTURE_FRAME")
#define ENERGY_STOP_RESET_TYPE_GUARD_DAMAGE lua_const("ENERGY_STOP_RESET_TYPE_GUARD_DAMAGE")
#define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_HIT_STOP_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_HIT_STOP_FRAME")
#define FIGHTER_STATUS_GUARD_ON_WORK_INT_SCALE_FADE_START_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SCALE_FADE_START_FRAME")
#define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_S_BREAK lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_S_BREAK")
#define FIGHTER_LOG_DATA_INT_SHIELD_BREAK_FLY_NUM lua_const("FIGHTER_LOG_DATA_INT_SHIELD_BREAK_FLY_NUM")
#define FIGHTER_STATUS_KIND_SHIELD_BREAK_FALL lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_FALL")
#define FIGHTER_STATUS_KIND_SHIELD_BREAK_DOWN lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_DOWN")
#define FIGHTER_STATUS_KIND_FURAFURA_STAND lua_const("FIGHTER_STATUS_KIND_FURAFURA_STAND")
#define FIGHTER_STATUS_FURAFURA_STAND_WORK_INT_FRAME_COUNT lua_const("FIGHTER_STATUS_FURAFURA_STAND_WORK_INT_FRAME_COUNT")
#define FIGHTER_STATUS_FURAFURA_STAND_WORK_FLAG_WHOLE_HIT_XLU_END lua_const("FIGHTER_STATUS_FURAFURA_STAND_WORK_FLAG_WHOLE_HIT_XLU_END")
#define ITEM_KIND_KILLER lua_const("ITEM_KIND_KILLER")
#define FIGHTER_STATUS_KIND_KILLER lua_const("FIGHTER_STATUS_KIND_KILLER")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_ITEM lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_ITEM")
#define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_OPPOSITE lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_OPPOSITE")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB4")
#define FIGHTER_COMMAND_ITEM_THROW_KIND_F lua_const("FIGHTER_COMMAND_ITEM_THROW_KIND_F")
#define FIGHTER_STATUS_ITEM_THROW_WORK_FLOAT_LR lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLOAT_LR")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI4")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_THROW_4 lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_THROW_4")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4_AIR")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI4")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_LW lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_LW")
#define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_FROM_TURN_RUN lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_FROM_TURN_RUN")
#define FIGHTER_STATUS_ITEM_THROW_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_SITUATION")
#define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_LOOP_FIRST lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_LOOP_FIRST")
#define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_TMP lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_TMP")
#define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_CONTINUE lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_CONTINUE")
#define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_KILLER lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_KILLER")
#define FIGHTER_STATUS_ITEM_THROW_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_FRAME")
#define ITEM_KIND_GRASS lua_const("ITEM_KIND_GRASS")
#define FIGHTER_STATUS_KIND_ITEM_GRASS_PULL lua_const("FIGHTER_STATUS_KIND_ITEM_GRASS_PULL")
#define ITEM_KIND_SNAKECBOX lua_const("ITEM_KIND_SNAKECBOX")
#define FIGHTER_STATUS_KIND_ITEM_LIFT_WAIT lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_WAIT")
#define FIGHTER_KINETIC_TYPE_TURN lua_const("FIGHTER_KINETIC_TYPE_TURN")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_INT")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLOAT")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_MOTION_FLIP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_MOTION_FLIP")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_INT_STEP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_INT_STEP")
#define FIGHTER_STATUS_KIND_ITEM_LIFT_TURN lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_TURN")
#define FIGHTER_STATUS_KIND_ITEM_LIFT_WALK lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_WALK")
#define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW4")
#define FIGHTER_COMMAND_ITEM_THROW_KIND_B lua_const("FIGHTER_COMMAND_ITEM_THROW_KIND_B")
#define ITEM_SIZE_HEAVY lua_const("ITEM_SIZE_HEAVY")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SCALE lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SCALE")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED_MAX_RATIO")
#define FIGHTER_STATUS_ITEM_ASSIST_HOIST_WORK_FLAG_BORN_ITEM lua_const("FIGHTER_STATUS_ITEM_ASSIST_HOIST_WORK_FLAG_BORN_ITEM")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_WARP_STAR lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_WARP_STAR")
#define FIGHTER_POWER_UP_ATTACK_BIT_ITEM lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM")
#define FIGHTER_STATUS_KIND_WARPSTAR_JUMP lua_const("FIGHTER_STATUS_KIND_WARPSTAR_JUMP")
#define FIGHTER_STATUS_WARPSTAR_FLAG_IS_END lua_const("FIGHTER_STATUS_WARPSTAR_FLAG_IS_END")
#define FIGHTER_HAVE_ITEM_WORK_SPECIAL lua_const("FIGHTER_HAVE_ITEM_WORK_SPECIAL")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DRAGOON lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DRAGOON")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_BACKSHIELD_INVISIBLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BACKSHIELD_INVISIBLE")
#define MA_MSC_CMD_EFFECT_EFFECT_COMMON lua_const("MA_MSC_CMD_EFFECT_EFFECT_COMMON")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLER lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLER")
#define ITEM_KIND_KILLERTRANSFORM lua_const("ITEM_KIND_KILLERTRANSFORM")
#define FIGHTER_STATUS_KIND_KILLER_JUMP lua_const("FIGHTER_STATUS_KIND_KILLER_JUMP")
#define ITEM_KILLERTRANSFORM_ACTION_CANCEL_TRANSFORM lua_const("ITEM_KILLERTRANSFORM_ACTION_CANCEL_TRANSFORM")
#define MA_MSC_LINK_ADJUST_MODEL_CONSTRAINT_POSTURE lua_const("MA_MSC_LINK_ADJUST_MODEL_CONSTRAINT_POSTURE")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLOAT")
#define FIGHTER_STATUS_KILLER_JUMP_WORK_FLOAT_ANGLE lua_const("FIGHTER_STATUS_KILLER_JUMP_WORK_FLOAT_ANGLE")
#define FIGHTER_STATUS_KIND_HAMMER_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_HAMMER_JUMP_SQUAT")
#define FIGHTER_PAD_CMD_CAT2_FLAG_GUARD_TO_PASS lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_GUARD_TO_PASS")
#define FIGHTER_STATUS_HAMMER_INT_MOTION_KIND lua_const("FIGHTER_STATUS_HAMMER_INT_MOTION_KIND")
#define ITEM_KIND_GOLDENHAMMER lua_const("ITEM_KIND_GOLDENHAMMER")
#define FIGHTER_ITEM_HOLD_KIND_GRIP lua_const("FIGHTER_ITEM_HOLD_KIND_GRIP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLOAT")
#define GROUND_CORRECT_KIND_GROUND_OTTOTTO lua_const("GROUND_CORRECT_KIND_GROUND_OTTOTTO")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_HAMMER lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_HAMMER")
#define FIGHTER_STATUS_KIND_HAMMER_TURN lua_const("FIGHTER_STATUS_KIND_HAMMER_TURN")
#define FIGHTER_STATUS_KIND_HAMMER_WALK lua_const("FIGHTER_STATUS_KIND_HAMMER_WALK")
#define FIGHTER_STATUS_KIND_HAMMER_WAIT lua_const("FIGHTER_STATUS_KIND_HAMMER_WAIT")
#define FIGHTER_STATUS_HAMMER_INT_COUNTER lua_const("FIGHTER_STATUS_HAMMER_INT_COUNTER")
#define FIGHTER_STATUS_KIND_HAMMER_JUMP lua_const("FIGHTER_STATUS_KIND_HAMMER_JUMP")
#define FIGHTER_STATUS_HAMMER_FLAG_BUTTON_JUMP lua_const("FIGHTER_STATUS_HAMMER_FLAG_BUTTON_JUMP")
#define FIGHTER_STATUS_KIND_HAMMER_LANDING lua_const("FIGHTER_STATUS_KIND_HAMMER_LANDING")
#define FIGHTER_STATUS_HAMMER_FLAG_BGM_STARTED lua_const("FIGHTER_STATUS_HAMMER_FLAG_BGM_STARTED")
#define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_SE_HANDLE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_SE_HANDLE")
#define ITEM_KIND_HAMMER lua_const("ITEM_KIND_HAMMER")
#define STATUS_BGM_HAMMER lua_const("STATUS_BGM_HAMMER")
#define STATUS_BGM_GOLDENHAMMER lua_const("STATUS_BGM_GOLDENHAMMER")
#define FIGHTER_STATUS_HAMMER_WALK_FLOAT_SPEED lua_const("FIGHTER_STATUS_HAMMER_WALK_FLOAT_SPEED")
#define FIGHTER_STATUS_HAMMER_INT_DRIFT_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_FRAME")
#define FIGHTER_STATUS_HAMMER_INT_DISCONNECT_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DISCONNECT_FRAME")
#define FIGHTER_STATUS_HAMMER_FLAG_CHANGE_COLANIM lua_const("FIGHTER_STATUS_HAMMER_FLAG_CHANGE_COLANIM")
#define ITEM_STATUS_PARAM_INT_RESULT lua_const("ITEM_STATUS_PARAM_INT_RESULT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_ATTACK")
#define ITEM_HAMMER_ACTION_ATTACK_ON lua_const("ITEM_HAMMER_ACTION_ATTACK_ON")
#define ITEM_GOLDENHAMMER_ACTION_ATTACK_ON lua_const("ITEM_GOLDENHAMMER_ACTION_ATTACK_ON")
#define FIGHTER_CONTROLLER_RUMBLE_ID_HAMMER lua_const("FIGHTER_CONTROLLER_RUMBLE_ID_HAMMER")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_DRIFT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_DRIFT")
#define FIGHTER_STATUS_HAMMER_INT_DRIFT_DEC_COUNT lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_DEC_COUNT")
#define FIGHTER_STATUS_HAMMER_INT_DRIFT_PAST_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_PAST_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_COUNTER")
#define ITEM_HAMMER_ACTION_ATTACK_OFF lua_const("ITEM_HAMMER_ACTION_ATTACK_OFF")
#define ITEM_GOLDENHAMMER_ACTION_ATTACK_OFF lua_const("ITEM_GOLDENHAMMER_ACTION_ATTACK_OFF")
#define ITEM_HAMMER_ACTION_DROP_HEAD lua_const("ITEM_HAMMER_ACTION_DROP_HEAD")
#define FIGHTER_LOG_ATTACK_KIND_HAMMER lua_const("FIGHTER_LOG_ATTACK_KIND_HAMMER")
#define MA_MSC_CMD_ITEM_UPDATE_HAVE_ITEM_ACTION_INFO lua_const("MA_MSC_CMD_ITEM_UPDATE_HAVE_ITEM_ACTION_INFO")
#define FIGHTER_MOTION_PART_SET_KIND_UPPER_BODY lua_const("FIGHTER_MOTION_PART_SET_KIND_UPPER_BODY")
#define FIGHTER_STATUS_KIND_FALL_AERIAL lua_const("FIGHTER_STATUS_KIND_FALL_AERIAL")
#define FIGHTER_STATUS_SCALING_WORK_INT_AIR_NEXT_STAUS lua_const("FIGHTER_STATUS_SCALING_WORK_INT_AIR_NEXT_STAUS")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_TOTAL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_TOTAL_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLOAT")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_KIND")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_START_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_START_SCALE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_END_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_END_SCALE")
#define FIGHTER_SCALING_KIND_KINOKO lua_const("FIGHTER_SCALING_KIND_KINOKO")
#define FIGHTER_SCALING_KIND_THUNDER lua_const("FIGHTER_SCALING_KIND_THUNDER")
#define ITEM_EXRES_TO_BIG lua_const("ITEM_EXRES_TO_BIG")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_ANIM_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_ANIM_KIND")
#define FIGHTER_STATUS_SCALING_FLAG_SET_MOTION lua_const("FIGHTER_STATUS_SCALING_FLAG_SET_MOTION")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_SCALE")
#define ITEM_EXRES_TO_SMALL lua_const("ITEM_EXRES_TO_SMALL")
#define FIGHTER_STATUS_KIND_BIG lua_const("FIGHTER_STATUS_KIND_BIG")
#define FIGHTER_STATUS_KIND_SMALL lua_const("FIGHTER_STATUS_KIND_SMALL")
#define FIGHTER_SCALING_STATUS_BIG lua_const("FIGHTER_SCALING_STATUS_BIG")
#define FIGHTER_SCALING_STATUS_SMALL lua_const("FIGHTER_SCALING_STATUS_SMALL")
#define FIGHTER_SCALING_STATUS_NONE lua_const("FIGHTER_SCALING_STATUS_NONE")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_PICKUP_FAILED lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_PICKUP_FAILED")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_STTUS_END_IF_PICKUP_FAILED lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_STTUS_END_IF_PICKUP_FAILED")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT_MAX lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT_MAX")
#define FIGHTER_ITEM_GRASS_PULL_STEP_START lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_START")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_STEP lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_STEP")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_PICKABLE_ITEM_GRASS_OBJECT_ID lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_PICKABLE_ITEM_GRASS_OBJECT_ID")
#define ENERGY_CONTROLLER_RESET_TYPE_MOVE_GROUND lua_const("ENERGY_CONTROLLER_RESET_TYPE_MOVE_GROUND")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_NEXT_STEP lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_NEXT_STEP")
#define FIGHTER_ITEM_GRASS_PULL_STEP_NONE lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_NONE")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_FLOAT_THROW_N_OFFSET_ANIM_START_MOT_FRAME lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_FLOAT_THROW_N_OFFSET_ANIM_START_MOT_FRAME")
#define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_ITEM_POINTER lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_ITEM_POINTER")
#define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_UP lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_UP")
#define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_DOWN lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_DOWN")
#define FIGHTER_ITEM_GRASS_PULL_STEP_PICKUP lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_PICKUP")
#define QUICK_ITEM_TREAT_TYPE_USE_EXCEPT_FOOD lua_const("QUICK_ITEM_TREAT_TYPE_USE_EXCEPT_FOOD")
#define ITEM_PICKUP_SEARCH_MODE_GRASS lua_const("ITEM_PICKUP_SEARCH_MODE_GRASS")
#define FIGHTER_ITEM_GRASS_PULL_STEP_PULL lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_PULL")
#define ITEM_GRASS_ACTION_BEFORE_WEED_OUT lua_const("ITEM_GRASS_ACTION_BEFORE_WEED_OUT")
#define ITEM_COMMON_PARAM_INT_SIZE_KIND lua_const("ITEM_COMMON_PARAM_INT_SIZE_KIND")
#define ITEM_SIZE_KIND_LARGE lua_const("ITEM_SIZE_KIND_LARGE")
#define FIGHTER_ITEM_GRASS_PULL_STEP_END lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_END")
#define FIGHTER_ITEM_GRASS_PULL_STEP_HOIST lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_HOIST")
#define ITEM_GRASS_ACTION_BEFORE_RAISE lua_const("ITEM_GRASS_ACTION_BEFORE_RAISE")
#define ITEM_GRASS_ACTION_AFTER_RAISE lua_const("ITEM_GRASS_ACTION_AFTER_RAISE")
#define ITEM_COMMON_PARAM_INT_MURABITO_GEN lua_const("ITEM_COMMON_PARAM_INT_MURABITO_GEN")
#define ITEM_MURABITO_GEN_HAVE lua_const("ITEM_MURABITO_GEN_HAVE")
#define ITEM_MURABITO_GEN_USE lua_const("ITEM_MURABITO_GEN_USE")
#define ITEM_COMMON_PARAM_INT_HAVE_KIND lua_const("ITEM_COMMON_PARAM_INT_HAVE_KIND")
#define ITEM_HAVE_KIND_GET lua_const("ITEM_HAVE_KIND_GET")
#define ITEM_MURABITO_GEN_EQUIP lua_const("ITEM_MURABITO_GEN_EQUIP")
#define MA_MSC_CMD_GET_CAPTURE_NODE lua_const("MA_MSC_CMD_GET_CAPTURE_NODE")
#define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_INT_CAPTURE_NODE_BACKUP")
#define MA_MSC_CMD_SET_CAPTURE_NODE lua_const("MA_MSC_CMD_SET_CAPTURE_NODE")
#define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLAG_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLAG_CLATTER")
#define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X")
#define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y")
#define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_INT_CAPTURE_NODE_BACKUP")
#define FIGHTER_KINETIC_TYPE_CAPTURE_BEETLE lua_const("FIGHTER_KINETIC_TYPE_CAPTURE_BEETLE")
#define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_REQUEST_START_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_REQUEST_START_CLATTER")
#define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_STARTED_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_STARTED_CLATTER")
#define FIGHTER_STATUS_CAPTURE_BEITCRANE_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BEITCRANE_WORK_ID_INT_CAPTURE_NODE_BACKUP")
#define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_INT_FLY_COUNT lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_INT_FLY_COUNT")
#define FIGHTER_INSTANCE_WORK_ID_INT_ITEM_SENDER_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ITEM_SENDER_ID")
#define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_X lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_X")
#define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Y lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Y")
#define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Z lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Z")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_OFFSET_Y")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_HEIGHT lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_HEIGHT")
#define FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_IN_POT lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_IN_POT")
#define FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_FALL lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_FALL")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_FLY_COUNT lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_FLY_COUNT")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_JOINT_ID lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_JOINT_ID")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_FRAME")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_RECOVERY lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_RECOVERY")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CLATTER_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CLATTER_FRAME")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_X")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_Y")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_X")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Y")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Z lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Z")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DISTANCE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DISTANCE")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_MAX_CHANGE_DEGREE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_MAX_CHANGE_DEGREE")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_SPEED")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_MAX_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_MAX_SPEED")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_ACCEL lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_ACCEL")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_START_ACCEL_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_START_ACCEL_FRAME")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_DEST_DISTANCE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_DEST_DISTANCE")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z_SPEED")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_XLU_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_XLU_FRAME")
#define FIGHTER_SCALING_KIND_ASSIST lua_const("FIGHTER_SCALING_KIND_ASSIST")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_X")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_Y")
#define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DEG lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DEG")
#define ITEM_STATUS_KIND_LOST lua_const("ITEM_STATUS_KIND_LOST")
#define FIGHTER_STATUS_ITEM_DRIVER_FLAG_IN_BUS lua_const("FIGHTER_STATUS_ITEM_DRIVER_FLAG_IN_BUS")
#define ITEM_DRIVER_INSTANCE_WORK_FLOAT_FIGHTER_LR lua_const("ITEM_DRIVER_INSTANCE_WORK_FLOAT_FIGHTER_LR")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_JUMP_ENABLE_CONTROL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_JUMP_ENABLE_CONTROL")
#define FIGHTER_STATUS_ITEM_DRIVER_FLAG_TO_BUS lua_const("FIGHTER_STATUS_ITEM_DRIVER_FLAG_TO_BUS")
#define FIGHTER_STATUS_CAPTURE_MIMIKKYU_WORK_ID_FLAG_CLATTER_END lua_const("FIGHTER_STATUS_CAPTURE_MIMIKKYU_WORK_ID_FLAG_CLATTER_END")
#define FIGHTER_SCALING_KIND_POKEMON lua_const("FIGHTER_SCALING_KIND_POKEMON")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE_DAMAGE")
#define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_WORK_INT_HOVER_FRAME lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_WORK_INT_HOVER_FRAME")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_PUSH_BUTTON lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_PUSH_BUTTON")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_ROCKETBELT_BURNER_ENERGY_VALUE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_ROCKETBELT_BURNER_ENERGY_VALUE")
#define ENERGY_CONTROLLER_RESET_TYPE_FREE lua_const("ENERGY_CONTROLLER_RESET_TYPE_FREE")
#define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER_KEEP lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER_KEEP")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_JET_ON lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_JET_ON")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_ROCKETBELT_REPLACE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_ROCKETBELT_REPLACE")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRE")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_SMOKE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_SMOKE")
#define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRST_SUB_ENERGY lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRST_SUB_ENERGY")
#define ITEM_KIND_ROCKETBELT lua_const("ITEM_KIND_ROCKETBELT")
#define ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_START lua_const("ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_START")
#define ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_END lua_const("ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_END")
#define ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_START lua_const("ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_START")
#define ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_END lua_const("ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_END")
#define GROUND_CLIFF_CHECK_KIND_ALWAYS_BOTH_SIDES lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS_BOTH_SIDES")
#define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_END lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_END")
#define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_START lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_START")
#define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_KEEP lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_KEEP")
#define ITEM_SPECIALFLAG_ACTION_HOIST_START lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_START")
#define ITEM_STATUS_PARAM_BOOL_RESULT lua_const("ITEM_STATUS_PARAM_BOOL_RESULT")
#define ITEM_SPECIALFLAG_ACTION_HOIST_END_SUCCESS lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_END_SUCCESS")
#define FIGHTER_ITEM_HOLD_KIND_HAVE lua_const("FIGHTER_ITEM_HOLD_KIND_HAVE")
#define ITEM_SPECIALFLAG_ACTION_HOIST_END_FAILURE lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_END_FAILURE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WAIT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WAIT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_F")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_F")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_B")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_B")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_F")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_B")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_SQUAT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_SQUAT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_LANDING lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_LANDING")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_AIR lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_AIR")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_AERIAL lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_AERIAL")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_FLY lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_FLY")
#define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_FRAME")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_RATE")
#define FIGHTER_STATUS_JUMP_FROM_SHOOT lua_const("FIGHTER_STATUS_JUMP_FROM_SHOOT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_MINIJUMP_SLOWWALK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_MINIJUMP_SLOWWALK")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_TO_DASH lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_TO_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR_PASS lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR_PASS")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_F")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_B")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_F")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_B")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_PASS lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_PASS")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WAIT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FROM_TURN_RUN lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FROM_TURN_RUN")
#define FIGHTER_KINETIC_TYPE_SHOOT_DASH lua_const("FIGHTER_KINETIC_TYPE_SHOOT_DASH")
#define FIGHTER_KINETIC_TYPE_SHOOT_BACK_DASH lua_const("FIGHTER_KINETIC_TYPE_SHOOT_BACK_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_LANDING")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLAG_BUTTON lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLAG_BUTTON")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLY_NEXT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLY_NEXT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_CANCEL lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_CANCEL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLOAT")
#define FIGHTER_POWER_UP_ATTACK_BIT_ITEM_SHOOT lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM_SHOOT")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_F lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_F")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_B lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_B")
#define ITEM_KIND_RAYGUN lua_const("ITEM_KIND_RAYGUN")
#define ITEM_KIND_FIREFLOWER lua_const("ITEM_KIND_FIREFLOWER")
#define ITEM_KIND_WALKMUSH lua_const("ITEM_KIND_WALKMUSH")
#define ITEM_KIND_SUPERSCOPE lua_const("ITEM_KIND_SUPERSCOPE")
#define ITEM_KIND_GENESISSET lua_const("ITEM_KIND_GENESISSET")
#define ITEM_KIND_DRILL lua_const("ITEM_KIND_DRILL")
#define ITEM_KIND_MAGICPOT lua_const("ITEM_KIND_MAGICPOT")
#define ITEM_KIND_STEELDIVER lua_const("ITEM_KIND_STEELDIVER")
#define FIGHTER_KINETIC_TYPE_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL")
#define FIGHTER_KINETIC_TYPE_FLY lua_const("FIGHTER_KINETIC_TYPE_FLY")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_TURN")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_TURN lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_TURN")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_STEP")
#define FIGHTER_SSCOPE_STEP_HOLD_FIRE lua_const("FIGHTER_SSCOPE_STEP_HOLD_FIRE")
#define FIGHTER_STATUS_KIND_GENESIS_SHOOT_START lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT_START")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_STEP")
#define FIGHTER_MAGICPOT_STEP_END lua_const("FIGHTER_MAGICPOT_STEP_END")
#define FIGHTER_STATUS_GENESIS_GET_WORK_INT_FRAME lua_const("FIGHTER_STATUS_GENESIS_GET_WORK_INT_FRAME")
#define FIGHTER_STATUS_GENESIS_GET_FLAG_FIRST lua_const("FIGHTER_STATUS_GENESIS_GET_FLAG_FIRST")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_GENESIS_SHOOT lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_GENESIS_SHOOT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_SPEED_OPERATION_CHK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_SPEED_OPERATION_CHK")
#define ITEM_GENESISSET_ACTION_BEFORE_RADIATING lua_const("ITEM_GENESISSET_ACTION_BEFORE_RADIATING")
#define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_TURN lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_TURN")
#define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_FIRST lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_FIRST")
#define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_REQUEST_RADIATING lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_REQUEST_RADIATING")
#define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_RADIATING lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_RADIATING")
#define ITEM_GENESISSET_ACTION_RADIATING lua_const("ITEM_GENESISSET_ACTION_RADIATING")
#define FIGHTER_STATUS_GENESIS_SHOOT_WORK_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_GENESIS_SHOOT_WORK_INT_SHOOT_FRAME")
#define FIGHTER_LOG_DATA_INT_SHOOT_NUM lua_const("FIGHTER_LOG_DATA_INT_SHOOT_NUM")
#define FIGHTER_STATUS_KIND_GENESIS_SHOOT lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT")
#define FIGHTER_KINETIC_TYPE_MOTION_AIR lua_const("FIGHTER_KINETIC_TYPE_MOTION_AIR")
#define FIGHTER_STATUS_KIND_GENESIS_SHOOT_END lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT_END")
#define ITEM_GENESISSET_ACTION_AFTER_RADIATING lua_const("ITEM_GENESISSET_ACTION_AFTER_RADIATING")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_F lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_F")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_B lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_B")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_SQUAT")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_AERIAL")
#define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_FAST_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_FAST_RATIO")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_ITEM_KIND lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_ITEM_KIND")
#define ITEM_KIND_STAFF lua_const("ITEM_KIND_STAFF")
#define ITEM_KIND_REVENGESHOOTER lua_const("ITEM_KIND_REVENGESHOOTER")
#define FIGHTER_STATUS_KIND_NONE lua_const("FIGHTER_STATUS_KIND_NONE")
#define FIGHTER_STATUS_KIND_ITEM_SHOOT_TURN lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_TURN")
#define FIGHTER_LOG_ATTACK_KIND_RAY_GUN_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_RAY_GUN_SHOOT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_SHOOT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_SHOOT")
#define FIGHTER_FFLOWER_STEP_START lua_const("FIGHTER_FFLOWER_STEP_START")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_STEP")
#define FIGHTER_LOG_ATTACK_KIND_FIRE_FLOWER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_FIRE_FLOWER_SHOOT")
#define FIGHTER_FFLOWER_STEP_HOLD lua_const("FIGHTER_FFLOWER_STEP_HOLD")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_RELEASE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_SHOOT_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_SHOOT_COUNT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_COUNTER")
#define MA_MSC_CMD_EFFECT_FOOT_EFFECT lua_const("MA_MSC_CMD_EFFECT_FOOT_EFFECT")
#define ITEM_FIREFLOWER_ACTION_CLOSE lua_const("ITEM_FIREFLOWER_ACTION_CLOSE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_HOLD_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_HOLD_FRAME")
#define FIGHTER_FFLOWER_STEP_END lua_const("FIGHTER_FFLOWER_STEP_END")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_RELEASE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_SHOOT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_SHOOT")
#define FIGHTER_SSCOPE_STEP_START lua_const("FIGHTER_SSCOPE_STEP_START")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_BULLET lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_BULLET")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_CHARGE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_CHARGE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_EFFECT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_EFFECT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_SOUND lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_SOUND")
#define FIGHTER_SSCOPE_STEP_RAPID lua_const("FIGHTER_SSCOPE_STEP_RAPID")
#define FIGHTER_SSCOPE_STEP_HOLD lua_const("FIGHTER_SSCOPE_STEP_HOLD")
#define ITEM_SUPERSCOPE_ACTION_CHARGE_END lua_const("ITEM_SUPERSCOPE_ACTION_CHARGE_END")
#define FIGHTER_SSCOPE_STEP_END lua_const("FIGHTER_SSCOPE_STEP_END")
#define ITEM_SUPERSCOPE_ACTION_CHARGE_START lua_const("ITEM_SUPERSCOPE_ACTION_CHARGE_START")
#define FIGHTER_LOG_ATTACK_KIND_SCOPE_FIRE lua_const("FIGHTER_LOG_ATTACK_KIND_SCOPE_FIRE")
#define FIGHTER_LOG_ATTACK_KIND_SCOPE_RAPID lua_const("FIGHTER_LOG_ATTACK_KIND_SCOPE_RAPID")
#define FIGHTER_LOG_ATTACK_KIND_DRILL_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_DRILL_SHOOT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_MAGICPOT_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_MAGICPOT_RELEASE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FIRST_SMOKE_EFFECT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FIRST_SMOKE_EFFECT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_EFFECT_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_EFFECT_COUNTER")
#define FIGHTER_MAGICPOT_STEP_START lua_const("FIGHTER_MAGICPOT_STEP_START")
#define FIGHTER_MAGICPOT_STEP_HOLD lua_const("FIGHTER_MAGICPOT_STEP_HOLD")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_SHOOT_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_SHOOT_COUNT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_COUNTER")
#define ITEM_MAGICPOT_ACTION_AIRFLOW_END lua_const("ITEM_MAGICPOT_ACTION_AIRFLOW_END")
#define ITEM_MAGICPOT_ACTION_AIRFLOW_START lua_const("ITEM_MAGICPOT_ACTION_AIRFLOW_START")
#define FIGHTER_LOG_ATTACK_KIND_MAGICPOT_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_MAGICPOT_SHOOT")
#define FIGHTER_LOG_ATTACK_KIND_STEEL_DIVER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_STEEL_DIVER_SHOOT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_NO_STOP_ONCE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_NO_STOP_ONCE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_STOP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_STOP")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME_COUNT")
#define FIGHTER_LOG_ATTACK_KIND_STAFF_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_STAFF_SHOOT")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_MOTION_RATE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_STAFF_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_STAFF_MOTION_RATE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_REVENGESHOOTER_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_REVENGESHOOTER_MOTION_RATE")
#define FIGHTER_LOG_ATTACK_KIND_REVENGESHOOTER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_REVENGESHOOTER_SHOOT")
#define ITEM_REVENGESHOOTER_STATUS_PARAM_FLOAT_SHOOT_MOTION_RATE lua_const("ITEM_REVENGESHOOTER_STATUS_PARAM_FLOAT_SHOOT_MOTION_RATE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MIN_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MIN_MOTION_RATE")
#define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MAX_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MAX_MOTION_RATE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KO_SURVIVE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KO_SURVIVE")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_X lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_X")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_Y")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_INHALE_SPEED lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_INHALE_SPEED")
#define GROUND_CORRECT_KIND_AIR_PASSABLE_OFF lua_const("GROUND_CORRECT_KIND_AIR_PASSABLE_OFF")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_GROUND_SAFE_POS_OFFSET_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_GROUND_SAFE_POS_OFFSET_Y")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_X lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_X")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_Y")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_PASSABLE_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_PASSABLE_FRAME")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_ANGLE lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_ANGLE")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_INHALE_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_INHALE_FRAME")
#define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_FRAME")
#define ITEM_STATUS_PARAM_FLOAT_RESULT lua_const("ITEM_STATUS_PARAM_FLOAT_RESULT")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_CLUB_REPRODUCTION_SPEED lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_CLUB_REPRODUCTION_SPEED")
#define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_1 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_1")
#define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_3 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_3")
#define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_4 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_4")
#define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_DASH lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_DASH")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_FRAME")
#define ITEM_SWING_ACTION_END lua_const("ITEM_SWING_ACTION_END")
#define ITEM_KIND_BEAMSWORD lua_const("ITEM_KIND_BEAMSWORD")
#define ITEM_KIND_KILLSWORD lua_const("ITEM_KIND_KILLSWORD")
#define ITEM_KIND_HOMERUNBAT lua_const("ITEM_KIND_HOMERUNBAT")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_MOTION_KIND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4_HOLD")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_START_SMASH_HOLD lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_START_SMASH_HOLD")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_SMASH_RESTART_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_SMASH_RESTART_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_INT")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT")
#define ITEM_KIND_DEATHSCYTHE lua_const("ITEM_KIND_DEATHSCYTHE")
#define FS_SUCCEEDS_KEEP_SEARCH lua_const("FS_SUCCEEDS_KEEP_SEARCH")
#define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_HOLD_KEEP_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_HOLD_KEEP_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLOAT")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK")
#define FIGHTER_LOG_ATTACK_KIND_BAT_SWING4 lua_const("FIGHTER_LOG_ATTACK_KIND_BAT_SWING4")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_CHECK_MTRANS lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_CHECK_MTRANS")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_RELEASE_BUTTON")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_TRIGGER_BUTTON lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_TRIGGER_BUTTON")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_S4_CONTINE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_S4_CONTINE")
#define FIGHTER_POWER_UP_ATTACK_BIT_ITEM_DASH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM_DASH")
#define FIGHTER_INSTANCE_WORK_ID_INT_ITEM_FIREBAR_BALL_NUM lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ITEM_FIREBAR_BALL_NUM")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOMERUNCONTEST lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOMERUNCONTEST")
#define ITEM_KIND_FIREBAR lua_const("ITEM_KIND_FIREBAR")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_SWING_ACTION_BEGIN lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_SWING_ACTION_BEGIN")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_UPDATED_ATTACK lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_UPDATED_ATTACK")
#define ITEM_FIREBAR_ACTION_SWINGHIT lua_const("ITEM_FIREBAR_ACTION_SWINGHIT")
#define FIGHTER_SWING_ITEM_NO_SWORD lua_const("FIGHTER_SWING_ITEM_NO_SWORD")
#define FIGHTER_SWING_ITEM_NO_BAT lua_const("FIGHTER_SWING_ITEM_NO_BAT")
#define FIGHTER_SWING_ITEM_NO_STARROD lua_const("FIGHTER_SWING_ITEM_NO_STARROD")
#define FIGHTER_SWING_ITEM_NO_LIPSTICK lua_const("FIGHTER_SWING_ITEM_NO_LIPSTICK")
#define FIGHTER_SWING_ITEM_NO_FIREBAR lua_const("FIGHTER_SWING_ITEM_NO_FIREBAR")
#define FIGHTER_SWING_ITEM_NO_CLUB lua_const("FIGHTER_SWING_ITEM_NO_CLUB")
#define FIGHTER_SWING_ITEM_NO_KILLSWORD lua_const("FIGHTER_SWING_ITEM_NO_KILLSWORD")
#define FIGHTER_SWING_ITEM_NO_DEATHSCYTHE lua_const("FIGHTER_SWING_ITEM_NO_DEATHSCYTHE")
#define ITEM_KIND_STARROD lua_const("ITEM_KIND_STARROD")
#define ITEM_KIND_RIPSTICK lua_const("ITEM_KIND_RIPSTICK")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING_DASH")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING1")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING4")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING_DASH")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SCREW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SCREW")
#define FIGHTER_INSTANCE_WORK_ID_INT_SCREW_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCREW_JUMP_COUNT")
#define FIGHTER_STATUS_SCREW_JUMP_COUNT_MAX lua_const("FIGHTER_STATUS_SCREW_JUMP_COUNT_MAX")
#define FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLOAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT")
#define FIGHTER_KINETIC_TYPE_GLIDE_START lua_const("FIGHTER_KINETIC_TYPE_GLIDE_START")
#define FIGHTER_KINETIC_TYPE_GLIDE_LANDING_STOP lua_const("FIGHTER_KINETIC_TYPE_GLIDE_LANDING_STOP")
#define FIGHTER_STATUS_JUMP_FLAG_BUTTON lua_const("FIGHTER_STATUS_JUMP_FLAG_BUTTON")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_JUMP_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_JUMP_START")
#define FIGHTER_STATUS_JUMP_FLAG_RESERVE_ATTACK_BUTTON_ON lua_const("FIGHTER_STATUS_JUMP_FLAG_RESERVE_ATTACK_BUTTON_ON")
#define CONTROL_PAD_BUTTON_CSTICK_ON lua_const("CONTROL_PAD_BUTTON_CSTICK_ON")
#define FIGHTER_PAD_CMD_CAT2_FLAG_ATTACK_DASH_ATTACK_HI4 lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_ATTACK_DASH_ATTACK_HI4")
#define FIGHTER_STATUS_JUMP_FROM_SQUAT lua_const("FIGHTER_STATUS_JUMP_FROM_SQUAT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_POWBLOCK_QUAKE_JUMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_POWBLOCK_QUAKE_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_RABBIT_CAP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RABBIT_CAP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ROCKETBELT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ROCKETBELT")
#define ITEM_ROCKETBELT_ACTION_JUMP_JET_FIRE lua_const("ITEM_ROCKETBELT_ACTION_JUMP_JET_FIRE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_RUN_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RUN_FALL")
#define FIGHTER_STATUS_FALL_FLAG_DISABLE_MOTION_INTP lua_const("FIGHTER_STATUS_FALL_FLAG_DISABLE_MOTION_INTP")
#define FIGHTER_PAD_CMD_CAT1_AIR_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_AIR_ESCAPE")
#define FIGHTER_STATUS_FALL_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FALL_WORK_INT_FRAME")
#define FIGHTER_STATUS_FALL_FLAG_FROM_GROUND lua_const("FIGHTER_STATUS_FALL_FLAG_FROM_GROUND")
#define FIGHTER_PAD_CMD_CAT2_FLAG_FALL_JUMP lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_FALL_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON_EXHAUST lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON_EXHAUST")
#define FIGHTER_STATUS_KIND_METAMON_OUT lua_const("FIGHTER_STATUS_KIND_METAMON_OUT")
#define FIGHTER_STATUS_LANDING_WORK_FLOAT_STIFFNESS_FRAME lua_const("FIGHTER_STATUS_LANDING_WORK_FLOAT_STIFFNESS_FRAME")
#define FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL_CONT lua_const("FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL_CONT")
#define FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL lua_const("FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL")
#define FIGHTER_STATUS_LANDING_FLAG_SLIP lua_const("FIGHTER_STATUS_LANDING_FLAG_SLIP")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_SLIP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_SLIP")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_LANDING_ATTACK_AIR_SQUAT lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_LANDING_ATTACK_AIR_SQUAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE_LANDING")
#define FIGHTER_STATUS_KIND_GLIDE lua_const("FIGHTER_STATUS_KIND_GLIDE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_GLIDE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_GLIDE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GLIDE_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GLIDE_ATTACK")
#define FIGHTER_STATUS_GLIDE_FLAG_STOP lua_const("FIGHTER_STATUS_GLIDE_FLAG_STOP")
#define FIGHTER_STATUS_KIND_GLIDE_END lua_const("FIGHTER_STATUS_KIND_GLIDE_END")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_MINI_JUMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_MINI_JUMP")
#define FIGHTER_STATUS_JUMP_WORK_INT_BUTTON_ON_FRAME lua_const("FIGHTER_STATUS_JUMP_WORK_INT_BUTTON_ON_FRAME")
#define FIGHTER_STATUS_JUMP_FLAG_AVAILABLE_GLIDE lua_const("FIGHTER_STATUS_JUMP_FLAG_AVAILABLE_GLIDE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SUPERLEAF lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUPERLEAF")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_FALL_SLOWLY lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_FALL_SLOWLY")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SPIRITS_MACH_STAMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPIRITS_MACH_STAMP")
#define EFFECT_SUB_ATTRIBUTE_UNSYNC_VIS_WHOLE lua_const("EFFECT_SUB_ATTRIBUTE_UNSYNC_VIS_WHOLE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_DIVE_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_DIVE_EFFECT")
#define FIGHTER_INSTANCE_WORK_ID_INT_SUPERLEAF_FALL_SLOWLY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SUPERLEAF_FALL_SLOWLY_FRAME")
#define FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT_BACK lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT_BACK")
#define FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT")
#define FIGHTER_KINETIC_TYPE_MOTION_IGNORE_NORMAL lua_const("FIGHTER_KINETIC_TYPE_MOTION_IGNORE_NORMAL")
#define FIGHTER_STATUS_LANDING_FLAG_SQUAT_WAIT lua_const("FIGHTER_STATUS_LANDING_FLAG_SQUAT_WAIT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_WAIT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_STOP_CEIL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_STOP_CEIL")
#define FIGHTER_STATUS_KIND_STOP_CEIL lua_const("FIGHTER_STATUS_KIND_STOP_CEIL")
#define FIGHTER_STATUS_JUMP_FLAG_GLIDE_ENABLE lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_ENABLE")
#define FIGHTER_STATUS_KIND_GLIDE_START lua_const("FIGHTER_STATUS_KIND_GLIDE_START")
#define FIGHTER_KINETIC_TYPE_SCREW_JUMP lua_const("FIGHTER_KINETIC_TYPE_SCREW_JUMP")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SCREW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SCREW")
#define FIGHTER_STATUS_KIND_ITEM_SCREW_FALL lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_FALL")
#define FIGHTER_KINETIC_TYPE_SCREW_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_SCREW_JUMP_AERIAL")
#define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_F lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_F")
#define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_B lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_B")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FALL_HOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FALL_HOP")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_HOP_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_HOP_Y")
#define MA_MSC_FIGHTER_AUDIENCE_CHECK_TUMULT_FALL_SPECIAL lua_const("MA_MSC_FIGHTER_AUDIENCE_CHECK_TUMULT_FALL_SPECIAL")
#define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_2ND lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_2ND")
#define FIGHTER_STATUS_FALL_WORK_FLOAT_MOTION_VALUE lua_const("FIGHTER_STATUS_FALL_WORK_FLOAT_MOTION_VALUE")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_ACCEL_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_ACCEL_MUL")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_MAX_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_MAX_MUL")
#define MA_MSC_EFFECT_SET_DISABLE_LANDING_EFFECT lua_const("MA_MSC_EFFECT_SET_DISABLE_LANDING_EFFECT")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_RUN_FALL lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_RUN_FALL")
#define FIGHTER_STATUS_LANDING_FLAG_PROG_TURN_RESERVE lua_const("FIGHTER_STATUS_LANDING_FLAG_PROG_TURN_RESERVE")
#define ENERGY_CONTROLLER_RESET_TYPE_TURN lua_const("ENERGY_CONTROLLER_RESET_TYPE_TURN")
#define FIGHTER_STATUS_LANDING_FLAG_PROG_TURN lua_const("FIGHTER_STATUS_LANDING_FLAG_PROG_TURN")
#define FIGHTER_STATUS_LANDING_WORK_INT_FRAME lua_const("FIGHTER_STATUS_LANDING_WORK_INT_FRAME")
#define FIGHTER_FACIAL_DAMAGE lua_const("FIGHTER_FACIAL_DAMAGE")
#define FIGHTER_MOTION_PART_SET_KIND_FACIAL lua_const("FIGHTER_MOTION_PART_SET_KIND_FACIAL")
#define FIGHTER_KINETIC_TYPE_FINAL_END_JUMP lua_const("FIGHTER_KINETIC_TYPE_FINAL_END_JUMP")
#define FIGHTER_STATUS_FINAL_JUMP_END_FLAG_ENABLE_LANDING lua_const("FIGHTER_STATUS_FINAL_JUMP_END_FLAG_ENABLE_LANDING")
#define FIGHTER_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("FIGHTER_KINETIC_ENERGY_ID_GROUND_MOVEMENT")
#define FIGHTER_STATUS_KAMUI_PIERCE_FLAG_UNLINK lua_const("FIGHTER_STATUS_KAMUI_PIERCE_FLAG_UNLINK")
#define CAMERA_UPDATE_POS_XYZ lua_const("CAMERA_UPDATE_POS_XYZ")
#define FIGHTER_STATUS_KOOPA_DIVED_WORK_FLOAT_INIT_Y lua_const("FIGHTER_STATUS_KOOPA_DIVED_WORK_FLOAT_INIT_Y")
#define MA_MSC_CMD_CAMERA_INTERPORATE_TEMPORARY_CAMERA lua_const("MA_MSC_CMD_CAMERA_INTERPORATE_TEMPORARY_CAMERA")
#define FIGHTER_STATUS_KOOPA_DIVED_WORK_FLAG_CAMERA_UPDATE_POS lua_const("FIGHTER_STATUS_KOOPA_DIVED_WORK_FLAG_CAMERA_UPDATE_POS")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLAG")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_INT")
#define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLOAT")
#define FIGHTER_STATUS_KIND_LADDER lua_const("FIGHTER_STATUS_KIND_LADDER")
#define FIGHTER_STATUS_LADDER_FLAG_INHERIT_MOTION lua_const("FIGHTER_STATUS_LADDER_FLAG_INHERIT_MOTION")
#define FIGHTER_KINETIC_TYPE_MOTION_LADDER lua_const("FIGHTER_KINETIC_TYPE_MOTION_LADDER")
#define FIGHTER_KINETIC_TYPE_LADDER lua_const("FIGHTER_KINETIC_TYPE_LADDER")
#define FIGHTER_STATUS_JUMP_FROM_LADDER lua_const("FIGHTER_STATUS_JUMP_FROM_LADDER")
#define FIGHTER_STATUS_LADDER_WORK_INT_STICK_X lua_const("FIGHTER_STATUS_LADDER_WORK_INT_STICK_X")
#define FIGHTER_STATUS_LADDER_FLAG_FALL lua_const("FIGHTER_STATUS_LADDER_FLAG_FALL")
#define FIGHTER_STATUS_KIND_LADDER_ATTACK lua_const("FIGHTER_STATUS_KIND_LADDER_ATTACK")
#define FIGHTER_KINETIC_TYPE_LADDER_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LADDER_ATTACK")
#define FIGHTER_STATUS_LADDER_FLAG_ATTACK_FALL lua_const("FIGHTER_STATUS_LADDER_FLAG_ATTACK_FALL")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_X")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_Y")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_X")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_Y")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_X")
#define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_Y")
#define FIGHTER_STATUS_KIND_LADDER_END lua_const("FIGHTER_STATUS_KIND_LADDER_END")
#define GIMMICK_LADDER_EVENT_KIND_GET_INFO lua_const("GIMMICK_LADDER_EVENT_KIND_GET_INFO")
#define FIGHTER_STATUS_KIND_LADDER_CATCH lua_const("FIGHTER_STATUS_KIND_LADDER_CATCH")
#define FIGHTER_STATUS_KIND_LADDER_CATCH_BOTTOM lua_const("FIGHTER_STATUS_KIND_LADDER_CATCH_BOTTOM")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_LADDER_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_LADDER_FRAME")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_THROW_MEWTWO lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_THROW_MEWTWO")
#define MA_MSC_CMD_LINK_PLAY_SE_PARENT lua_const("MA_MSC_CMD_LINK_PLAY_SE_PARENT")
#define ATTACK_ABSOLUTE_KIND_INVALID lua_const("ATTACK_ABSOLUTE_KIND_INVALID")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_FLOAT_THROWN_POS_ADD_SPEED_Y lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_FLOAT_THROWN_POS_ADD_SPEED_Y")
#define FIGHTER_STATUS_MEWTWO_THROWN_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_MEWTWO_THROWN_WORK_FLOAT_SPEED_Y")
#define FIGHTER_STATUS_MIIFIGHTER_THROWN_WORK_INT_OPPONENT_OBJCET_ID lua_const("FIGHTER_STATUS_MIIFIGHTER_THROWN_WORK_INT_OPPONENT_OBJCET_ID")
#define FIGHTER_INSTANCE_WORK_ID_INT_COLOR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_COLOR")
#define FIGHTER_KIND_REFLET lua_const("FIGHTER_KIND_REFLET")
#define FIGHTER_KIND_KAMUI lua_const("FIGHTER_KIND_KAMUI")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_FALL")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_FALL lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_FALL")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_LANDING lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_LANDING")
#define FIGHTER_KINETIC_TYPE_RESET_NORMAL lua_const("FIGHTER_KINETIC_TYPE_RESET_NORMAL")
#define FIGHTER_STATUS_KIND_OTTOTTO_WAIT lua_const("FIGHTER_STATUS_KIND_OTTOTTO_WAIT")
#define FIGHTER_STATUS_KIND_OTTOTTO lua_const("FIGHTER_STATUS_KIND_OTTOTTO")
#define FIGHTER_STATUS_OTTOTTO_WORK_INT_FRAME lua_const("FIGHTER_STATUS_OTTOTTO_WORK_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_PASSIVE_GROUND lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_GROUND")
#define FIGHTER_KINETIC_TYPE_PASSIVE_GROUND_MOTION lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_GROUND_MOTION")
#define FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_COUNT")
#define FIGHTER_STATUS_PASSIVE_WALL_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_PASSIVE_WALL_WORK_INT_STOP_FRAME")
#define FIGHTER_KINETIC_TYPE_PASSIVE_WALL lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_WALL")
#define FIGHTER_KINETIC_TYPE_PASSIVE_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_WALL_JUMP")
#define FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_WALL_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_WALL_COUNT")
#define FIGHTER_STATUS_KIND_STOP_WALL lua_const("FIGHTER_STATUS_KIND_STOP_WALL")
#define FIGHTER_STATUS_PASSIVE_WORK_FLOAT_WALL_ANGLE lua_const("FIGHTER_STATUS_PASSIVE_WORK_FLOAT_WALL_ANGLE")
#define FIGHTER_STATUS_PASSIVE_WORK_FLOAT_TOUCH_ANGLE lua_const("FIGHTER_STATUS_PASSIVE_WORK_FLOAT_TOUCH_ANGLE")
#define FIGHTER_STATUS_REBIRTH_WORK_INT_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_FRAME")
#define FIGHTER_STATUS_REBIRTH_FLAG_AUTO_FALL lua_const("FIGHTER_STATUS_REBIRTH_FLAG_AUTO_FALL")
#define FIGHTER_STATUS_REBIRTH_FLAG_MOVE_END lua_const("FIGHTER_STATUS_REBIRTH_FLAG_MOVE_END")
#define FIGHTER_STATUS_REBIRTH_FLAG_ENABLE_STRANS lua_const("FIGHTER_STATUS_REBIRTH_FLAG_ENABLE_STRANS")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_REBIRTH_NO_MOVE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REBIRTH_NO_MOVE")
#define FIGHTER_STATUS_REBIRTH_FLAG_DROP_DRAGOON lua_const("FIGHTER_STATUS_REBIRTH_FLAG_DROP_DRAGOON")
#define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_ELAPSED_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_ELAPSED_FRAME")
#define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_TOTAL_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_TOTAL_FRAME")
#define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_END_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_END_FRAME")
#define FIGHTER_STATUS_REBIRTH_FLAG_NO_MOVE lua_const("FIGHTER_STATUS_REBIRTH_FLAG_NO_MOVE")
#define FIGHTER_STATUS_REBIRTH_FLAG_MOVE_POS lua_const("FIGHTER_STATUS_REBIRTH_FLAG_MOVE_POS")
#define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_X lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_X")
#define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_Y lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_Y")
#define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_X")
#define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_Y")
#define FIGHTER_STATUS_KIND_PLATE_WAIT lua_const("FIGHTER_STATUS_KIND_PLATE_WAIT")
#define FIGHTER_LOG_ATTACK_KIND_NONE lua_const("FIGHTER_LOG_ATTACK_KIND_NONE")
#define FIGHTER_LOG_DATA_INT_DAMAGE_TRICK lua_const("FIGHTER_LOG_DATA_INT_DAMAGE_TRICK")
#define FIGHTER_STATUS_REBIRTH_WORK_INT_PLATE_EFF_ID lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_PLATE_EFF_ID")
#define FIGHTER_STATUS_REBIRTH_FLAG_USE_EFFECT_REBIRTH lua_const("FIGHTER_STATUS_REBIRTH_FLAG_USE_EFFECT_REBIRTH")
#define FIGHTER_STATUS_REBIRTH_FLAG_HAS_EFFECT_REBIRTH lua_const("FIGHTER_STATUS_REBIRTH_FLAG_HAS_EFFECT_REBIRTH")
#define FIGHTER_STATUS_KIND_REBIRTH lua_const("FIGHTER_STATUS_KIND_REBIRTH")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_IS_DISCRETION_FINAL_USED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IS_DISCRETION_FINAL_USED")
#define FIGHTER_LOG_ATTACK_KIND_FINAL lua_const("FIGHTER_LOG_ATTACK_KIND_FINAL")
#define FIGHTER_LOG_ATTACK_KIND_FINAL2 lua_const("FIGHTER_LOG_ATTACK_KIND_FINAL2")
#define FIGHTER_STATUS_ROULETTE_WORK_INT_STEP lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_STEP")
#define MA_MSC_CMD_ITEM_WAIT_MOTION_KIND lua_const("MA_MSC_CMD_ITEM_WAIT_MOTION_KIND")
#define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOTABLE lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOTABLE")
#define FIGHTER_STATUS_ROULETTE_STEP_START lua_const("FIGHTER_STATUS_ROULETTE_STEP_START")
#define FIGHTER_STATUS_ROULETTE_STEP_NONE lua_const("FIGHTER_STATUS_ROULETTE_STEP_NONE")
#define FIGHTER_STATUS_ROULETTE_WORK_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_SHOOT_FRAME")
#define FIGHTER_STATUS_ROULETTE_STEP_FALL lua_const("FIGHTER_STATUS_ROULETTE_STEP_FALL")
#define FIGHTER_KIND_TOONLINK lua_const("FIGHTER_KIND_TOONLINK")
#define FIGHTER_KIND_YOUNGLINK lua_const("FIGHTER_KIND_YOUNGLINK")
#define FIGHTER_STATUS_ROULETTE_STEP_LANDING lua_const("FIGHTER_STATUS_ROULETTE_STEP_LANDING")
#define FIGHTER_STATUS_ROULETTE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_FRAME")
#define FIGHTER_STATUS_ROULETTE_STEP_WAIT lua_const("FIGHTER_STATUS_ROULETTE_STEP_WAIT")
#define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT")
#define ITEM_STAFF_ACTION_ROULETTE_SHOOT_PRE lua_const("ITEM_STAFF_ACTION_ROULETTE_SHOOT_PRE")
#define FIGHTER_STATUS_ROULETTE_STEP_SHOOTING lua_const("FIGHTER_STATUS_ROULETTE_STEP_SHOOTING")
#define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT_END lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT_END")
#define FIGHTER_STATUS_ROULETTE_STEP_END lua_const("FIGHTER_STATUS_ROULETTE_STEP_END")
#define FIGHTER_STATUS_ROULETTE_WORK_FLAG_CONTINUE lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_CONTINUE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SUPPRESS_WEAKEN_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUPPRESS_WEAKEN_EFFECT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_SYS_HIT_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_SYS_HIT_DEAD")
#define FIGHTER_KIND_MIIFIGHTER lua_const("FIGHTER_KIND_MIIFIGHTER")
#define FIGHTER_KIND_MIIGUNNER lua_const("FIGHTER_KIND_MIIGUNNER")
#define FIGHTER_KIND_MIISWORDSMAN lua_const("FIGHTER_KIND_MIISWORDSMAN")
#define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT")
#define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW")
#define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START")
#define FIGHTER_STATUS_SAVING_DAMAGE_WORK_INT_STUN_FRAME lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_INT_STUN_FRAME")
#define FIGHTER_STATUS_SHOULDERED_DONKEY_WORK_INT_START_LR lua_const("FIGHTER_STATUS_SHOULDERED_DONKEY_WORK_INT_START_LR")
#define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_THROWN lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_THROWN")
#define FIGHTER_STATUS_KIND_SLIP_WAIT lua_const("FIGHTER_STATUS_KIND_SLIP_WAIT")
#define FIGHTER_KINETIC_TYPE_SLIP lua_const("FIGHTER_KINETIC_TYPE_SLIP")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_SLIP lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_SLIP")
#define FIGHTER_INSTANCE_WORK_ID_INT_NO_DAMAGE_SLIP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_DAMAGE_SLIP_FRAME")
#define FIGHTER_STATUS_SLIP_WORK_INT_DOWN_FRAME lua_const("FIGHTER_STATUS_SLIP_WORK_INT_DOWN_FRAME")
#define FIGHTER_STATUS_KIND_SLIP_STAND_F lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_F")
#define FIGHTER_STATUS_KIND_SLIP_STAND_B lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_B")
#define FIGHTER_STATUS_KIND_SLIP_STAND lua_const("FIGHTER_STATUS_KIND_SLIP_STAND")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SLIP_STAND_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SLIP_STAND_ATTACK")
#define FIGHTER_STATUS_KIND_ITEM_ASSIST_HOIST lua_const("FIGHTER_STATUS_KIND_ITEM_ASSIST_HOIST")
#define FIGHTER_STATUS_ATTR_INHERIT_CURSOR lua_const("FIGHTER_STATUS_ATTR_INHERIT_CURSOR")
#define FIGHTER_STATUS_SQUAT_WORK_INT_COUNT lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_COUNT")
#define FIGHTER_STATUS_SQUAT_WORK_INT_FRAME lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_FRAME")
#define FIGHTER_STATUS_KIND_PASS lua_const("FIGHTER_STATUS_KIND_PASS")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_RV lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_RV")
#define FIGHTER_SQUAT_WALK_TYPE_SQUAT_WALK lua_const("FIGHTER_SQUAT_WALK_TYPE_SQUAT_WALK")
#define FIGHTER_STATUS_KIND_SQUAT_RV lua_const("FIGHTER_STATUS_KIND_SQUAT_RV")
#define FIGHTER_STATUS_SQUAT_FLAG_ENABLE_PASS lua_const("FIGHTER_STATUS_SQUAT_FLAG_ENABLE_PASS")
#define MA_MSC_CMD_ITEM_SQUAT_WAIT_MOTION_KIND lua_const("MA_MSC_CMD_ITEM_SQUAT_WAIT_MOTION_KIND")
#define ITEM_KIND_BOOMERANG lua_const("ITEM_KIND_BOOMERANG")
#define HIT_STOP_MUL_TARGET_ALL lua_const("HIT_STOP_MUL_TARGET_ALL")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_F")
#define FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_F")
#define FIGHTER_STATUS_KIND_SQUAT_F lua_const("FIGHTER_STATUS_KIND_SQUAT_F")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_B")
#define FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_B")
#define FIGHTER_STATUS_KIND_SQUAT_B lua_const("FIGHTER_STATUS_KIND_SQUAT_B")
#define FIGHTER_STATUS_SQUAT_FLAG_REQUEST_SQUAT_SE lua_const("FIGHTER_STATUS_SQUAT_FLAG_REQUEST_SQUAT_SE")
#define FIGHTER_STATUS_SQUAT_WORK_INT_ADD_SQUAT_PASS_FRAME lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_ADD_SQUAT_PASS_FRAME")
#define FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED")
#define FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED_MAX_RATIO")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_FORWARD_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_FORWARD_MAX")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_BACK_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_BACK_MAX")
#define FIGHTER_STATUS_STABBED_DAMAGE_WORK_INT_STUN_FRAME lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_INT_STUN_FRAME")
#define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT")
#define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW")
#define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START")
#define FIGHTER_MOTION_SHARE_TYPE_SMALL lua_const("FIGHTER_MOTION_SHARE_TYPE_SMALL")
#define BODY_TYPE_MOTION_SMALL lua_const("BODY_TYPE_MOTION_SMALL")
#define FIGHTER_KINETIC_TYPE_STOP_CEIL lua_const("FIGHTER_KINETIC_TYPE_STOP_CEIL")
#define FIGHTER_STATUS_STOP_CEIL_WORK_INT_FALL_FRAME lua_const("FIGHTER_STATUS_STOP_CEIL_WORK_INT_FALL_FRAME")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_MOVE_TRANS lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_MOVE_TRANS")
#define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR_TRANS lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR_TRANS")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_NO_SET_CLIFF_CHECK lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_NO_SET_CLIFF_CHECK")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_X_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_Y_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_Y_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_REVERSE_LR lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_REVERSE_LR")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_LR_STICK_X lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_LR_STICK_X")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_FALL_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_FALL_X_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_CONST_LANDING_FRAME lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_CONST_LANDING_FRAME")
#define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND")
#define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_AIR_MOTION lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_AIR_MOTION")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_STATUS_KIND_END lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_STATUS_KIND_END")
#define FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_KIND lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_KIND")
#define FIGHTER_KIND_KROOL lua_const("FIGHTER_KIND_KROOL")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_KROOL lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_KROOL")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_THROW_CUT_DAMAGE lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_THROW_CUT_DAMAGE")
#define FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_TASK_ID lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_TASK_ID")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_DEDEDE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_DEDEDE")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_DEDEDE lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_DEDEDE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_KROOL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_KROOL")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_X")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_Y")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_UP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_UP")
#define FIGHTER_STATUS_SWALLOWED_WORK_INT_SWALLOWED_MOTION lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_SWALLOWED_MOTION")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_ARRIVAL lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_ARRIVAL")
#define FIGHTER_STATUS_KIND_SWALLOWED_DRINK lua_const("FIGHTER_STATUS_KIND_SWALLOWED_DRINK")
#define FIGHTER_STATUS_KIND_SWALLOWED_CAPTURE lua_const("FIGHTER_STATUS_KIND_SWALLOWED_CAPTURE")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_PARTNER_LR lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_PARTNER_LR")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_SPIT_START lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_SPIT_START")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y")
#define FIGHTER_STATUS_KIND_SWALLOWED_CANCEL lua_const("FIGHTER_STATUS_KIND_SWALLOWED_CANCEL")
#define FIGHTER_STATUS_KIND_SWALLOWED_THROWN_STAR lua_const("FIGHTER_STATUS_KIND_SWALLOWED_THROWN_STAR")
#define FIGHTER_STATUS_SWALLOWED_FLAG_THROWN_COPY lua_const("FIGHTER_STATUS_SWALLOWED_FLAG_THROWN_COPY")
#define FIGHTER_STATUS_SWALLOWED_WORK_INT_STAR_TASK_ID lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_STAR_TASK_ID")
#define FIGHTER_STATUS_KIND_SWALLOWED_THROWN lua_const("FIGHTER_STATUS_KIND_SWALLOWED_THROWN")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_X lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_X")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_Y lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_Y")
#define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_WALL_REFLECTION_LR lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_WALL_REFLECTION_LR")
#define SITUATION_KIND_WATER lua_const("SITUATION_KIND_WATER")
#define FIGHTER_KINETIC_TYPE_SWIM_DIVE lua_const("FIGHTER_KINETIC_TYPE_SWIM_DIVE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLOAT")
#define FS_SUCCEEDS_KEEP_SITUATION lua_const("FS_SUCCEEDS_KEEP_SITUATION")
#define FIGHTER_LOG_MASK_FLAG_DIST_MEASURE_SWIM lua_const("FIGHTER_LOG_MASK_FLAG_DIST_MEASURE_SWIM")
#define FIGHTER_KINETIC_TYPE_SWIM_RISE lua_const("FIGHTER_KINETIC_TYPE_SWIM_RISE")
#define FIGHTER_KINETIC_TYPE_SWIM_STOP lua_const("FIGHTER_KINETIC_TYPE_SWIM_STOP")
#define FIGHTER_STATUS_SWIM_FLAG_DAMAGE lua_const("FIGHTER_STATUS_SWIM_FLAG_DAMAGE")
#define FIGHTER_STATUS_KIND_SWIM_WAIT lua_const("FIGHTER_STATUS_KIND_SWIM_WAIT")
#define FIGHTER_STATUS_KIND_SWIM_TURN lua_const("FIGHTER_STATUS_KIND_SWIM_TURN")
#define FIGHTER_STATUS_KIND_SWIM lua_const("FIGHTER_STATUS_KIND_SWIM")
#define FIGHTER_KINETIC_TYPE_SWIM lua_const("FIGHTER_KINETIC_TYPE_SWIM")
#define FIGHTER_STATUS_KIND_SWIM_END lua_const("FIGHTER_STATUS_KIND_SWIM_END")
#define FIGHTER_KINETIC_TYPE_SWIM_JUMP_CHARGE lua_const("FIGHTER_KINETIC_TYPE_SWIM_JUMP_CHARGE")
#define FIGHTER_STATUS_SWIM_WORK_INT_COUNTER lua_const("FIGHTER_STATUS_SWIM_WORK_INT_COUNTER")
#define FIGHTER_INSTANCE_WORK_ID_INT_WATER_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WATER_JUMP_COUNT")
#define FIGHTER_STATUS_JUMP_FROM_WATER lua_const("FIGHTER_STATUS_JUMP_FROM_WATER")
#define FIGHTER_KINETIC_TYPE_SWIM_DROWN lua_const("FIGHTER_KINETIC_TYPE_SWIM_DROWN")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_DROWN lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_DROWN")
#define FIGHTER_STATUS_KIND_SWIM_DROWN_OUT lua_const("FIGHTER_STATUS_KIND_SWIM_DROWN_OUT")
#define FIGHTER_KINETIC_TYPE_SWIM_DROWN_OUT lua_const("FIGHTER_KINETIC_TYPE_SWIM_DROWN_OUT")
#define ITEM_KIND_LINKBOMB lua_const("ITEM_KIND_LINKBOMB")
#define ITEM_KIND_TOONLINKBOMB lua_const("ITEM_KIND_TOONLINKBOMB")
#define ITEM_KIND_YOUNGLINKBOMB lua_const("ITEM_KIND_YOUNGLINKBOMB")
#define ITEM_KIND_BOMBHEI lua_const("ITEM_KIND_BOMBHEI")
#define ITEM_KIND_SMOKESCREEN lua_const("ITEM_KIND_SMOKESCREEN")
#define FIGHTER_STATUS_KIND_SWIM_JUMP lua_const("FIGHTER_STATUS_KIND_SWIM_JUMP")
#define FIGHTER_STATUS_SWIM_WORK_INT_DROWN_FRAME lua_const("FIGHTER_STATUS_SWIM_WORK_INT_DROWN_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_WATER_INTO_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WATER_INTO_FRAME")
#define FIGHTER_STATUS_KIND_SWIM_DROWN lua_const("FIGHTER_STATUS_KIND_SWIM_DROWN")
#define FIGHTER_STATUS_KIND_SWIM_DIVE lua_const("FIGHTER_STATUS_KIND_SWIM_DIVE")
#define FIGHTER_STATUS_KIND_SWIM_RISE lua_const("FIGHTER_STATUS_KIND_SWIM_RISE")
#define FIGHTER_STATUS_KIND_SWIM_UP lua_const("FIGHTER_STATUS_KIND_SWIM_UP")
#define FIGHTER_STATUS_SWIM_WORK_INT_WATER_TASK_ID lua_const("FIGHTER_STATUS_SWIM_WORK_INT_WATER_TASK_ID")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_INVALID_DROWNED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INVALID_DROWNED")
#define FIGHTER_AREA_KIND_BODY_WATER lua_const("FIGHTER_AREA_KIND_BODY_WATER")
#define AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS lua_const("AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS")
#define FIGHTER_INSTANCE_WORK_ID_INT_SWIM_EFFECT_HANDLE_1ST lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SWIM_EFFECT_HANDLE_1ST")
#define KINETIC_OUTSIDE_ENERGY_TYPE_WATER lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_WATER")
#define FIGHTER_STATUS_SWIM_WORK_INT_EFF_COUNTER lua_const("FIGHTER_STATUS_SWIM_WORK_INT_EFF_COUNTER")
#define AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS_UPPER lua_const("AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS_UPPER")
#define FIGHTER_STATUS_SWIM_WORK_INT_NO_WATER_FRAME lua_const("FIGHTER_STATUS_SWIM_WORK_INT_NO_WATER_FRAME")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_ROPE_X lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_ROPE_X")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_GENERATED_ROPE lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_GENERATED_ROPE")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_ROPE lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_ROPE")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_POS_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_POS_X")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_INVALID_CAPTURE_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_INVALID_CAPTURE_FRAME")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_MOVE_CANCEL_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_MOVE_CANCEL_FRAME")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_THROWN_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_THROWN_SPEED_X")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_RETURN_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_RETURN_SPEED_X")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_OVER_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_OVER_SPEED_X")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_THROWN_AIR_MOTION_FRAME_FIX lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_THROWN_AIR_MOTION_FRAME_FIX")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_RETURN_AIR_MOTION_FRAME_FIX lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_RETURN_AIR_MOTION_FRAME_FIX")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_FRAME")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DAMAGE_MUL_FRAME_ADD lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DAMAGE_MUL_FRAME_ADD")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DEC_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DEC_FRAME")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_THROWN lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_THROWN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_STAGE_GRAVITY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_STAGE_GRAVITY")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_ATTACH_ROPE lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_ATTACH_ROPE")
#define CONSTRAINT_FLAG_FLIP_ROT_Y lua_const("CONSTRAINT_FLAG_FLIP_ROT_Y")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_RETURN lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_RETURN")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_LARIAT lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_LARIAT")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_SHOULDER lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_SHOULDER")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_FAILURE lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_FAILURE")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_LARIAT lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_LARIAT")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_SHOULDER lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_SHOULDER")
#define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_FAILURE lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_FAILURE")
#define FIGHTER_KIND_INKLING lua_const("FIGHTER_KIND_INKLING")
#define PHYSICS_SWING_SPECIAL_STATE_CURVE_SKIRT lua_const("PHYSICS_SWING_SPECIAL_STATE_CURVE_SKIRT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_THROW_KIRBY_GROUND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_THROW_KIRBY_GROUND")
#define FIGHTER_STATUS_THROW_FLAG_START_AIR lua_const("FIGHTER_STATUS_THROW_FLAG_START_AIR")
#define FIGHTER_KINETIC_TYPE_MOTION_AIR_ANGLE lua_const("FIGHTER_KINETIC_TYPE_MOTION_AIR_ANGLE")
#define ENERGY_MOTION_RESET_TYPE_GROUND_TRANS lua_const("ENERGY_MOTION_RESET_TYPE_GROUND_TRANS")
#define ENERGY_MOTION_RESET_TYPE_AIR_TRANS lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS")
#define FIGHTER_STATUS_THROW_FLAG_STOP lua_const("FIGHTER_STATUS_THROW_FLAG_STOP")
#define FIGHTER_STATUS_THROW_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_THROW_WORK_INT_STOP_FRAME")
#define FIGHTER_STATUS_KIND_TREAD_DAMAGE_RV lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE_RV")
#define FIGHTER_STATUS_TREAD_FLAG_RECOVERY lua_const("FIGHTER_STATUS_TREAD_FLAG_RECOVERY")
#define FIGHTER_STATUS_TREAD_WORK_INT_RECOVERY_FRAME lua_const("FIGHTER_STATUS_TREAD_WORK_INT_RECOVERY_FRAME")
#define FIGHTER_STATUS_TREAD_FLAG_NO_REACTION lua_const("FIGHTER_STATUS_TREAD_FLAG_NO_REACTION")
#define FIGHTER_STATUS_TREAD_FLAG_BUTTON lua_const("FIGHTER_STATUS_TREAD_FLAG_BUTTON")
#define FIGHTER_STATUS_JUMP_FROM_TREAD lua_const("FIGHTER_STATUS_JUMP_FROM_TREAD")
#define FIGHTER_STATUS_TREAD_WORK_FLOAT_ATTACK_FRAME lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_ATTACK_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_TREAD_TARGET_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TREAD_TARGET_ID")
#define MA_MSC_LINK_SEND_EVENT_PARENTS lua_const("MA_MSC_LINK_SEND_EVENT_PARENTS")
#define FIGHTER_STATUS_TREAD_WORK_INT_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_WORK_INT_LINK_EVENT_RESULT_0")
#define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_0")
#define FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_0")
#define CONSTRAINT_FLAG_ORIENTATION_POSTURE_ROT lua_const("CONSTRAINT_FLAG_ORIENTATION_POSTURE_ROT")
#define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_1 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_1")
#define FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_1 lua_const("FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_1")
#define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_2 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_2")
#define FIGHTER_STATUS_TREAD_WORK_FLOAT_JUMP_SPEED_MUL lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_JUMP_SPEED_MUL")
#define FIGHTER_STATUS_PASS_FLAG_IS_SET_PASS lua_const("FIGHTER_STATUS_PASS_FLAG_IS_SET_PASS")
#define FIGHTER_STATUS_PASS_WORK_INT_FRAME lua_const("FIGHTER_STATUS_PASS_WORK_INT_FRAME")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLOAT")
#define FIGHTER_APPEAL_KIND_U lua_const("FIGHTER_APPEAL_KIND_U")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_APPEAL_RANDOM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_APPEAL_RANDOM")
#define FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_R lua_const("FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_R")
#define FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_L lua_const("FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_L")
#define FIGHTER_APPEAL_KIND_D lua_const("FIGHTER_APPEAL_KIND_D")
#define FIGHTER_APPEAL_KIND_L lua_const("FIGHTER_APPEAL_KIND_L")
#define FIGHTER_APPEAL_KIND_R lua_const("FIGHTER_APPEAL_KIND_R")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_APPEAL_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_APPEAL_ATTACK")
#define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_SMASH lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_SMASH")
#define FIGHTER_STATUS_KIND_SMASH_APPEAL lua_const("FIGHTER_STATUS_KIND_SMASH_APPEAL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_OTTOTTO lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_OTTOTTO")
#define FIGHTER_SPECIFIC_STATUS_SCALE lua_const("FIGHTER_SPECIFIC_STATUS_SCALE")
#define FIGHTER_SPECIFIC_STATUS_BACK_SHIELD lua_const("FIGHTER_SPECIFIC_STATUS_BACK_SHIELD")
#define FIGHTER_SPECIFIC_STATUS_CURRY lua_const("FIGHTER_SPECIFIC_STATUS_CURRY")
#define FIGHTER_SPECIFIC_STATUS_SLOW lua_const("FIGHTER_SPECIFIC_STATUS_SLOW")
#define WEAPON_ANIMCMD_GAME lua_const("WEAPON_ANIMCMD_GAME")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_TURN_ATTACK_S4_REV_PAD lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_TURN_ATTACK_S4_REV_PAD")
#define FIGHTER_STATUS_KIND_RUN_BRAKE lua_const("FIGHTER_STATUS_KIND_RUN_BRAKE")
#define FIGHTER_STATUS_RUN_BRAKE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_DASH lua_const("FIGHTER_KINETIC_TYPE_DASH")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_RUN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_RUN_FLOAT")
#define FIGHTER_STATUS_TURN_FLAG_NO_TURN_TO_ESCAPE lua_const("FIGHTER_STATUS_TURN_FLAG_NO_TURN_TO_ESCAPE")
#define FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_F")
#define FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_B")
#define FIGHTER_KINETIC_TYPE_TURN_RUN lua_const("FIGHTER_KINETIC_TYPE_TURN_RUN")
#define FIGHTER_STATUS_WALK_FLAG_SLIP lua_const("FIGHTER_STATUS_WALK_FLAG_SLIP")
#define FIGHTER_STATUS_KIND_WALK_BRAKE lua_const("FIGHTER_STATUS_KIND_WALK_BRAKE")
#define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_MIDDLE_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_MIDDLE_RATIO")
#define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_SLOW_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_SLOW_RATIO")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N_COMMAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N2_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N2_COMMAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S_COMMAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI_COMMAND")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_COMMAND1 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_COMMAND1")
#define FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FRAME")
#define FIGHTER_STATUS_DASH_WORK_INT_RETRY_TURN_DASH_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_RETRY_TURN_DASH_FRAME")
#define FIGHTER_STATUS_DASH_WORK_INT_ENABLE_ATTACK_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_ENABLE_ATTACK_FRAME")
#define FIGHTER_STATUS_DASH_WORK_INT_INVALID_ATTACK_ESCAPE_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_INVALID_ATTACK_ESCAPE_FRAME")
#define FIGHTER_STATUS_DASH_FLAG_NO_S4 lua_const("FIGHTER_STATUS_DASH_FLAG_NO_S4")
#define FIGHTER_STATUS_DASH_FLAG_NO_ESCAPE lua_const("FIGHTER_STATUS_DASH_FLAG_NO_ESCAPE")
#define FIGHTER_PAD_CMD_CAT2_FLAG_DASH_ATTACK_S4 lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DASH_ATTACK_S4")
#define FIGHTER_STATUS_KIND_ATTACK_DASH lua_const("FIGHTER_STATUS_KIND_ATTACK_DASH")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_DASH_TO_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DASH_TO_RUN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_RUN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_RUN")
#define FIGHTER_STATUS_RUN_WORK_FLOAT_START_FRAME lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_START_FRAME")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_RUN")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_GEKIKARA_RUN_BRAKE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_GEKIKARA_RUN_BRAKE")
#define FIGHTER_STATUS_RUN_WORK_FLOAT_RUN_FRAME lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_RUN_FRAME")
#define FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED_MAX_RATIO")
#define FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_START_SPEED lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_START_SPEED")
#define FIGHTER_INSTANCE_WORK_ID_INT_RUN_BRAKE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_RUN_BRAKE_FRAME")
#define FIGHTER_STATUS_RUN_BRAKE_FLAG_ATTACK_DASH_STRANS_OFF lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_ATTACK_DASH_STRANS_OFF")
#define FIGHTER_STATUS_RUN_BRAKE_FLAG_TURN_RUN lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_TURN_RUN")
#define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_SHAKE lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_SHAKE")
#define FIGHTER_STATUS_TURN_FLAG_DASH lua_const("FIGHTER_STATUS_TURN_FLAG_DASH")
#define FIGHTER_STATUS_TURN_WORK_FLOAT_LR lua_const("FIGHTER_STATUS_TURN_WORK_FLOAT_LR")
#define FIGHTER_STATUS_DASH_FLAG_TURN_DASH lua_const("FIGHTER_STATUS_DASH_FLAG_TURN_DASH")
#define FIGHTER_STATUS_DASH_FLAG_TURN_DASH_ON lua_const("FIGHTER_STATUS_DASH_FLAG_TURN_DASH_ON")
#define FIGHTER_STATUS_TURN_RUN_WORK_INT_TURN_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_TURN_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_RUN_TURN lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_RUN_TURN")
#define FIGHTER_STATUS_TURN_RUN_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_CATCH_FRAME")
#define FIGHTER_STATUS_TURN_RUN_WORK_INT_RUN_BRAKE_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_RUN_BRAKE_FRAME")
#define FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_START_SPEED lua_const("FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_START_SPEED")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_ITEM_THROW_COMMAND_LR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_ITEM_THROW_COMMAND_LR")
#define FIGHTER_STATUS_TURN_RUN_FLAG_TO_RUN lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_TO_RUN")
#define FIGHTER_STATUS_TURN_RUN_FLAG_STOP_START lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP_START")
#define FIGHTER_STATUS_TURN_RUN_FLAG_STOP lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP")
#define FIGHTER_STATUS_KIND_TURN_RUN_BRAKE lua_const("FIGHTER_STATUS_KIND_TURN_RUN_BRAKE")
#define FIGHTER_STATUS_TURN_RUN_FLAG_STOP_SHAKE lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP_SHAKE")
#define FIGHTER_STATUS_DASH_WORK_INT_DASH_TO_RUN_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_DASH_TO_RUN_FRAME")
#define FIGHTER_STATUS_DASH_WORK_INT_COUNT lua_const("FIGHTER_STATUS_DASH_WORK_INT_COUNT")
#define FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FROM_DASH_COUNT lua_const("FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FROM_DASH_COUNT")
#define FIGHTER_STATUS_DASH_FLAG_NO_SLIP lua_const("FIGHTER_STATUS_DASH_FLAG_NO_SLIP")
#define FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_JOSTLE_SPEED_ATTENUATION_RATE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_JOSTLE_SPEED_ATTENUATION_RATE")
#define FIGHTER_KINETIC_TYPE_GEKIKARA_RUN lua_const("FIGHTER_KINETIC_TYPE_GEKIKARA_RUN")
#define FIGHTER_STATUS_RUN_FLAG_INIT_SPEED lua_const("FIGHTER_STATUS_RUN_FLAG_INIT_SPEED")
#define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_START lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_START")
#define FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_FRAME lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_FRAME")
#define FIGHTER_STATUS_TURN_WORK_FLOAT_TURN_FRAME lua_const("FIGHTER_STATUS_TURN_WORK_FLOAT_TURN_FRAME")
#define FIGHTER_STATUS_TURN_FLAG_TURN lua_const("FIGHTER_STATUS_TURN_FLAG_TURN")
#define FIGHTER_STATUS_TURN_FLAG_REVERSE lua_const("FIGHTER_STATUS_TURN_FLAG_REVERSE")
#define FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_TURN_LR lua_const("FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_TURN_LR")
#define FIGHTER_STATUS_WALK_FLAG_MOTION_BLEND_MIDDLE_FAST lua_const("FIGHTER_STATUS_WALK_FLAG_MOTION_BLEND_MIDDLE_FAST")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_WALK_SPEED_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_WALK_SPEED_MUL")
#define FIGHTER_STATUS_WALK_BRAKE_FLAG_STOP_START lua_const("FIGHTER_STATUS_WALK_BRAKE_FLAG_STOP_START")
#define FIGHTER_STATUS_WALL_JUMP_WORK_INT_DISABLE_CONT_FRAME lua_const("FIGHTER_STATUS_WALL_JUMP_WORK_INT_DISABLE_CONT_FRAME")
#define FIGHTER_KINETIC_TYPE_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_WALL_JUMP")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DISABLE_OUTSIDE_ENERGY lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DISABLE_OUTSIDE_ENERGY")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_VOICE_MUTE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_VOICE_MUTE")
#define FIGHTER_KINETIC_TYPE_AIR_ESCAPE lua_const("FIGHTER_KINETIC_TYPE_AIR_ESCAPE")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_MOTION_FRAME lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_MOTION_FRAME")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_KIND lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_KIND")
#define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_SCENE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_SCENE")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_PHASE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_PHASE")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_FRAME lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_FRAME")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_NO lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_NO")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_X lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_X")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Y lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Y")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Z lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Z")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION")
#define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_BATTLE_OBJECT_ID_GOMORRAH lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_BATTLE_OBJECT_ID_GOMORRAH")
#define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE2 lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE2")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FURAFURA_VOICE_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FURAFURA_VOICE_FINAL")
#define FIGHTER_CAPTAIN_FINAL_TARGET_WORK_FLAG_MOT_WAIT lua_const("FIGHTER_CAPTAIN_FINAL_TARGET_WORK_FLAG_MOT_WAIT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLOAT")
#define FIGHTER_STATUS_ATTR_FINAL_DAMAGE lua_const("FIGHTER_STATUS_ATTR_FINAL_DAMAGE")
#define FIGHTER_INSTANCE_WORK_ID_INT_FINAL_CHROM_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FINAL_CHROM_ID")
#define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VX")
#define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VY")
#define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VX")
#define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VY")
#define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_STATUS_ATTR_IGNORE_SPEED_LIMIT lua_const("FIGHTER_STATUS_ATTR_IGNORE_SPEED_LIMIT")
#define FIGHTER_STATUS_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_FINAL_WORK_INT_MOTION_KIND")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SPEED_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPEED_DAMAGE")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_SPEED")
#define FIGHTER_STATUS_FINAL_FLAG_PREV_NO_COMP lua_const("FIGHTER_STATUS_FINAL_FLAG_PREV_NO_COMP")
#define FIGHTER_STATUS_FINAL_WORK_INT_MOTION_COMP_FRAME lua_const("FIGHTER_STATUS_FINAL_WORK_INT_MOTION_COMP_FRAME")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_X")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_Y")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_X")
#define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_Y")
#define FIGHTER_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_STATUS_FINAL_FLAG_FINISH")
#define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FALL")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_MOVE_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_MOVE_FRAME")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM1 lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM1")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM2 lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM2")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_X lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_X")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_Y lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_Y")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_FRAME")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_CHANGE_MOTION lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_CHANGE_MOTION")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_ARRIVAL lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_ARRIVAL")
#define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FALL")
#define FIGHTER_STATUS_FINAL_DAMAGE_FLY_KOOPA_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_KOOPA_WORK_INT_FRAME")
#define FIGHTER_DEAD_REASON_OUTSIDE_UP lua_const("FIGHTER_DEAD_REASON_OUTSIDE_UP")
#define FIGHTER_INSTANCE_WORK_ID_INT_RESERVE_DEAD_AREA lua_const("FIGHTER_INSTANCE_WORK_ID_INT_RESERVE_DEAD_AREA")
#define FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_X lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_X")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_Y lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_Y")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_HIT")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_2 lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_2")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_FINISH lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_FINISH")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_RETURN lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_RETURN")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_END")
#define FIGHTER_SPECIFIC_STATUS_METAL lua_const("FIGHTER_SPECIFIC_STATUS_METAL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLOAT")
#define FIGHTER_KIND_SONIC lua_const("FIGHTER_KIND_SONIC")
#define FIGHTER_STATUS_FINAL_DAMAGE_RYU_FLAG_SHINSYOURYUKEN lua_const("FIGHTER_STATUS_FINAL_DAMAGE_RYU_FLAG_SHINSYOURYUKEN")
#define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_1 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_1")
#define FIGHTER_RYU_FINAL_TARGET_WORK_INT_FRAME lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_FRAME")
#define FIGHTER_RYU_FINAL_TARGET_WORK_INT_STEP lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_STEP")
#define FIGHTER_RYU_FINAL_TARGET_WORK_INT_DAMAGE2_START_FRAME lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_DAMAGE2_START_FRAME")
#define FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE")
#define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_2 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_2")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_X")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_Y")
#define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_3 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_3")
#define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FALL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_INSTANT_DEATH_RESERVED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INSTANT_DEATH_RESERVED")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_DEATHSCYTHE_CUT_IN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_DEATHSCYTHE_CUT_IN")
#define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_FLAG_STOP lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_FLAG_STOP")
#define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_NAME_CURSOR lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_NAME_CURSOR")
#define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_PREV_NAME_CURSOR lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_PREV_NAME_CURSOR")
#define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VX")
#define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VY")
#define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_GAOGAEN_FINAL_TARGET_WORK_INT_PARENT_OBJECT_ID lua_const("FIGHTER_GAOGAEN_FINAL_TARGET_WORK_INT_PARENT_OBJECT_ID")
#define CONSTRAINT_FLAG_DISABLE_RESTRICT_Z lua_const("CONSTRAINT_FLAG_DISABLE_RESTRICT_Z")
#define CONSTRAINT_FLAG_MTX lua_const("CONSTRAINT_FLAG_MTX")
#define FIGHTER_GAOGAEN_FINAL_TARGET_WORK_FLOAT_SCALE lua_const("FIGHTER_GAOGAEN_FINAL_TARGET_WORK_FLOAT_SCALE")
#define FIGHTER_STATUS_FINAL_WORK_INT_SMOKE_EFFECT_HANDLE lua_const("FIGHTER_STATUS_FINAL_WORK_INT_SMOKE_EFFECT_HANDLE")
#define MA_MSC_EFFECT_REQUEST_FOLLOW lua_const("MA_MSC_EFFECT_REQUEST_FOLLOW")
#define FIGHTER_KAMUI_FINAL_TARGET_WORK_FLAG_EFFECT_ON lua_const("FIGHTER_KAMUI_FINAL_TARGET_WORK_FLAG_EFFECT_ON")
#define FIGHTER_KAMUI_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_KAMUI_FINAL_TARGET_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_KROOL_FINAL_TARGET_WORK_INT_POS_OBJECT_ID lua_const("FIGHTER_KROOL_FINAL_TARGET_WORK_INT_POS_OBJECT_ID")
#define FIGHTER_KROOL_FINAL_TARGET_WORK_FLOAT_ORIGINAL_SCALE lua_const("FIGHTER_KROOL_FINAL_TARGET_WORK_FLOAT_ORIGINAL_SCALE")
#define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_X lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_X")
#define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_Y lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_Y")
#define FIGHTER_ANIMCMD_GAME lua_const("FIGHTER_ANIMCMD_GAME")
#define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLAG_INDIRECT_CHANGED lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLAG_INDIRECT_CHANGED")
#define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_INIT_POWER lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_INIT_POWER")
#define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TARGET_MOTION_RATE lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TARGET_MOTION_RATE")
#define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FALL")
#define FIGHTER_INSTANCE_WORK_ID_INT_PACMAN_EYE_DIR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_PACMAN_EYE_DIR")
#define WEAPON_PACMAN_BIGPACMAN_DIRECTION_LEFT lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_LEFT")
#define WEAPON_PACMAN_BIGPACMAN_DIRECTION_RIGHT lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_RIGHT")
#define WEAPON_PACMAN_BIGPACMAN_DIRECTION_UP lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_UP")
#define FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_EXIST lua_const("FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_EXIST")
#define FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_ATTACK_HIT lua_const("FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_ATTACK_HIT")
#define CAMERA_QUAKE_KIND_MIDDLE lua_const("CAMERA_QUAKE_KIND_MIDDLE")
#define FIGHTER_KIND_ZELDA lua_const("FIGHTER_KIND_ZELDA")
#define FIGHTER_ROCKMAN_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION lua_const("FIGHTER_ROCKMAN_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION")
#define FIGHTER_STATUS_KIND_LINK_FINAL lua_const("FIGHTER_STATUS_KIND_LINK_FINAL")
#define FIGHTER_STATUS_LINK_FINAL_FLAG_ANIM_CMD_RUN lua_const("FIGHTER_STATUS_LINK_FINAL_FLAG_ANIM_CMD_RUN")
#define FIGHTER_STATUS_LINK_FINAL_FLAG_ABORT lua_const("FIGHTER_STATUS_LINK_FINAL_FLAG_ABORT")
#define FIGHTER_STATUS_LINK_FINAL_WORK_INT_PHASE lua_const("FIGHTER_STATUS_LINK_FINAL_WORK_INT_PHASE")
#define FIGHTER_STATUS_LINK_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_LINK_FINAL_WORK_INT_MOTION_KIND")
#define MA_MSC_CMD_SET_SEND_CUT_EVENT lua_const("MA_MSC_CMD_SET_SEND_CUT_EVENT")
#define FIGHTER_WARIO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_WARIO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_FLAG_SUSPEND lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_FLAG_SUSPEND")
#define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_X lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_X")
#define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_Y lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_Y")
#define EFFECT_SUB_ATTRIBUTE_STATIONAL lua_const("EFFECT_SUB_ATTRIBUTE_STATIONAL")
#define FIGHTER_STATUS_KIND_CATCHED_REFLET lua_const("FIGHTER_STATUS_KIND_CATCHED_REFLET")
#define FIGHTER_STATUS_KIND_GIMMICK_EATEN lua_const("FIGHTER_STATUS_KIND_GIMMICK_EATEN")
#define FIGHTER_STATUS_KIND_GIMMICK_PIPE lua_const("FIGHTER_STATUS_KIND_GIMMICK_PIPE")
#define FIGHTER_STATUS_KIND_GIMMICK_TORNADO lua_const("FIGHTER_STATUS_KIND_GIMMICK_TORNADO")
#define FIGHTER_STATUS_KIND_PACMAN_FINAL_EATEN lua_const("FIGHTER_STATUS_KIND_PACMAN_FINAL_EATEN")
#define FIGHTER_STATUS_KIND_GIMMICK_FISH_CAPTURE lua_const("FIGHTER_STATUS_KIND_GIMMICK_FISH_CAPTURE")
#define FIGHTER_STATUS_KIND_GIMMICK_DRUM lua_const("FIGHTER_STATUS_KIND_GIMMICK_DRUM")
#define FIGHTER_STATUS_KIND_MURABITO_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_MURABITO_FINAL_CAPTURE")
#define FIGHTER_STATUS_KIND_PALUTENA_FINAL_BLACKHOLE lua_const("FIGHTER_STATUS_KIND_PALUTENA_FINAL_BLACKHOLE")
#define FIGHTER_STATUS_KIND_LUIGI_FINAL_VACUUM lua_const("FIGHTER_STATUS_KIND_LUIGI_FINAL_VACUUM")
#define FIGHTER_STATUS_KIND_ITEM_STARRING lua_const("FIGHTER_STATUS_KIND_ITEM_STARRING")
#define FIGHTER_STATUS_KIND_ITEM_STARRING_SHOOT lua_const("FIGHTER_STATUS_KIND_ITEM_STARRING_SHOOT")
#define FIGHTER_STATUS_KIND_FINAL_JUMP_END lua_const("FIGHTER_STATUS_KIND_FINAL_JUMP_END")
#define FIGHTER_STATUS_KIND_ROULETTE lua_const("FIGHTER_STATUS_KIND_ROULETTE")
#define FIGHTER_STATUS_KIND_ROULETTE_FURAFURA lua_const("FIGHTER_STATUS_KIND_ROULETTE_FURAFURA")
#define FIGHTER_STATUS_KIND_REBOUND_STOP lua_const("FIGHTER_STATUS_KIND_REBOUND_STOP")
#define FIGHTER_STATUS_KIND_SUICIDE_BOMB lua_const("FIGHTER_STATUS_KIND_SUICIDE_BOMB")
#define FIGHTER_STATUS_KIND_BOSS_ENTRY lua_const("FIGHTER_STATUS_KIND_BOSS_ENTRY")
#define FIGHTER_STATUS_KIND_BOSS_DEAD lua_const("FIGHTER_STATUS_KIND_BOSS_DEAD")
#define FIGHTER_STATUS_KIND_PACKUN_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_PACKUN_FINAL_CAPTURE")
#define FIGHTER_STATUS_KIND_DAMAGE_SONG_START lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_START")
#define FIGHTER_STATUS_KIND_CLIFF_JUMP3 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP3")
#define FIGHTER_STATUS_KIND_SLIP_DAMAGE lua_const("FIGHTER_STATUS_KIND_SLIP_DAMAGE")
#define FIGHTER_STATUS_KIND_THROW lua_const("FIGHTER_STATUS_KIND_THROW")
#define FIGHTER_STATUS_KIND_TREAD_DAMAGE lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE")
#define FIGHTER_STATUS_KIND_TREAD_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE_AIR")
#define FIGHTER_STATUS_KIND_LINK_FINAL_ARROW_HIT lua_const("FIGHTER_STATUS_KIND_LINK_FINAL_ARROW_HIT")
#define FIGHTER_STATUS_KIND_PIT_FALL lua_const("FIGHTER_STATUS_KIND_PIT_FALL")
#define FIGHTER_STATUS_KIND_ENTRY lua_const("FIGHTER_STATUS_KIND_ENTRY")
#define FIGHTER_STATUS_KIND_CLUNG_GANON lua_const("FIGHTER_STATUS_KIND_CLUNG_GANON")
#define FIGHTER_STATUS_KIND_CATCHED_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_GANON")
#define FIGHTER_STATUS_KIND_CLUNG_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_DIDDY")
#define FIGHTER_STATUS_KIND_CATCHED_RIDLEY lua_const("FIGHTER_STATUS_KIND_CATCHED_RIDLEY")
#define FIGHTER_STATUS_KIND_STABBED_RIDLEY lua_const("FIGHTER_STATUS_KIND_STABBED_RIDLEY")
#define FIGHTER_STATUS_KIND_STABBED_DAMAGE lua_const("FIGHTER_STATUS_KIND_STABBED_DAMAGE")
#define FIGHTER_STATUS_KIND_CLUNG_CAPTAIN lua_const("FIGHTER_STATUS_KIND_CLUNG_CAPTAIN")
#define FIGHTER_STATUS_KIND_KOOPA_DIVED lua_const("FIGHTER_STATUS_KIND_KOOPA_DIVED")
#define FIGHTER_STATUS_KIND_SWING_GAOGAEN_CATCHED lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_CATCHED")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_THROWN lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_THROWN")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_CAPTURED lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_CAPTURED")
#define FIGHTER_STATUS_KIND_MIISWORDSMAN_COUNTER_DAMAGE lua_const("FIGHTER_STATUS_KIND_MIISWORDSMAN_COUNTER_DAMAGE")
#define FIGHTER_STATUS_KIND_CAPTURE_PULLED_FISHINGROD lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_FISHINGROD")
#define FIGHTER_STATUS_KIND_SWALLOWED lua_const("FIGHTER_STATUS_KIND_SWALLOWED")
#define FIGHTER_STATUS_KIND_GIMMICK_DOOR lua_const("FIGHTER_STATUS_KIND_GIMMICK_DOOR")
#define FIGHTER_STATUS_KIND_GIMMICK_SPRING lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING")
#define FIGHTER_STATUS_KIND_GIMMICK_SPRING_BACK lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING_BACK")
#define FIGHTER_STATUS_KIND_BITTEN_WARIO_START lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO_START")
#define FIGHTER_STATUS_KIND_CAPTURE_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_YOSHI")
#define FIGHTER_STATUS_KIND_CAPTURE_PULLED_OCTOPUS lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_OCTOPUS")
#define FIGHTER_STATUS_KIND_DEMO lua_const("FIGHTER_STATUS_KIND_DEMO")
#define FIGHTER_STATUS_KIND_CAPTURE_ITEM lua_const("FIGHTER_STATUS_KIND_CAPTURE_ITEM")
#define FIGHTER_STATUS_KIND_CAPTURE_BEETLE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BEETLE")
#define FIGHTER_STATUS_KIND_CAPTURE_BOSSGALAGA lua_const("FIGHTER_STATUS_KIND_CAPTURE_BOSSGALAGA")
#define FIGHTER_STATUS_KIND_CAPTURE_KAWASAKI lua_const("FIGHTER_STATUS_KIND_CAPTURE_KAWASAKI")
#define FIGHTER_STATUS_KIND_CAPTURE_DRIVER lua_const("FIGHTER_STATUS_KIND_CAPTURE_DRIVER")
#define FIGHTER_STATUS_KIND_CAPTURE_MIMIKKYU lua_const("FIGHTER_STATUS_KIND_CAPTURE_MIMIKKYU")
#define FIGHTER_STATUS_KIND_CAPTURE_CLAPTRAP lua_const("FIGHTER_STATUS_KIND_CAPTURE_CLAPTRAP")
#define FIGHTER_STATUS_KIND_KASEY_WARP lua_const("FIGHTER_STATUS_KIND_KASEY_WARP")
#define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOP lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOP")
#define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FALL")
#define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FALL")
#define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE")
#define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FALL")
#define FIGHTER_STATUS_KIND_CAPTURE_MASTERCORE lua_const("FIGHTER_STATUS_KIND_CAPTURE_MASTERCORE")
#define FIGHTER_STATUS_KIND_KIRBY_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_KIRBY_FINAL_CAPTURE")
#define FIGHTER_STATUS_KIND_PSYCHOBREAK lua_const("FIGHTER_STATUS_KIND_PSYCHOBREAK")
#define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_KAMUI_PIERCE lua_const("FIGHTER_STATUS_KIND_KAMUI_PIERCE")
#define FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_KOOPA_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_KOOPA_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_PIKACHU_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_PIKACHU_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FLY")
#define FIGHTER_STATUS_KIND_CHROM_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_CHROM_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_START lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_START")
#define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_FURAFURA")
#define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_CLASH lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_CLASH")
#define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_END lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_END")
#define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_START lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_START")
#define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_FURAFURA")
#define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_END lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_END")
#define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE01 lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE01")
#define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE02 lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE02")
#define FIGHTER_STATUS_KIND_SHULK_FINAL_START lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_START")
#define FIGHTER_STATUS_KIND_SHULK_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_FURAFURA")
#define FIGHTER_STATUS_KIND_SHULK_FINAL_END lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_END")
#define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START2 lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START2")
#define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_DAMAGE")
#define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_START")
#define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_DAMAGE")
#define LUA_SCRIPT_STATUS_FUNC_CHECK_ATTACK lua_const("LUA_SCRIPT_STATUS_FUNC_CHECK_ATTACK")
#define LUA_SCRIPT_STATUS_FUNC_ON_CHANGE_LR lua_const("LUA_SCRIPT_STATUS_FUNC_ON_CHANGE_LR")
#define LUA_SCRIPT_STATUS_FUNC_LEAVE_STOP lua_const("LUA_SCRIPT_STATUS_FUNC_LEAVE_STOP")
#define LUA_SCRIPT_STATUS_FUNC_NOTIFY_EVENT_GIMMICK lua_const("LUA_SCRIPT_STATUS_FUNC_NOTIFY_EVENT_GIMMICK")
#define LUA_SCRIPT_STATUS_FUNC_CALC_PARAM lua_const("LUA_SCRIPT_STATUS_FUNC_CALC_PARAM")
#define FIGHTER_MARIO_STATUS_KIND_NUM lua_const("FIGHTER_MARIO_STATUS_KIND_NUM")
#define FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_CHARGE")
#define FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_SHOOT")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S")
#define FIGHTER_STATUS_ATTR_START_TURN lua_const("FIGHTER_STATUS_ATTR_START_TURN")
#define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_S lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_S")
#define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_LW lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_LW")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_LW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_LW")
#define FIGHTER_LOG_MASK_FLAG_SHOOT lua_const("FIGHTER_LOG_MASK_FLAG_SHOOT")
#define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NO_ATTACK_SPECIAL lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NO_ATTACK_SPECIAL")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL")
#define FIGHTER_STATUS_ATTR_FINAL lua_const("FIGHTER_STATUS_ATTR_FINAL")
#define FIGHTER_POWER_UP_ATTACK_BIT_FINAL lua_const("FIGHTER_POWER_UP_ATTACK_BIT_FINAL")
#define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_CONTINUE")
#define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_HOP")
#define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL")
#define FIGHTER_MARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP")
#define FIGHTER_MARIO_GENERATE_ARTICLE_PUMP lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_PUMP")
#define WEAPON_MARIO_PUMP_STATUS_KIND_WAIT lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_WAIT")
#define FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_REMOVE lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_REMOVE")
#define FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE")
#define FIGHTER_MARIO_STATUS_PUMP_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_FLAG_FIRST")
#define FIGHTER_MARIO_STATUS_PUMP_CHARGE_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_CHARGE_FLAG_FIRST")
#define FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_FALL")
#define FIGHTER_ANIMCMD_SOUND lua_const("FIGHTER_ANIMCMD_SOUND")
#define FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND")
#define FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND_AIR")
#define WEAPON_MARIO_PUMP_STATUS_KIND_SHOOT lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_SHOOT")
#define FIGHTER_MARIO_STATUS_PUMP_SHOOT_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_FLAG_FIRST")
#define FIGHTER_MARIO_STATUS_FINAL_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_FINAL_FLAG_FIRST")
#define FIGHTER_MARIO_GENERATE_ARTICLE_MANTLE lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_MANTLE")
#define MA_MSC_CMD_EFFECT_EFFECT_REMOVE_COMMON lua_const("MA_MSC_CMD_EFFECT_EFFECT_REMOVE_COMMON")
#define FIGHTER_MARIO_GENERATE_ARTICLE_HUGE_FLAME lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_HUGE_FLAME")
#define ARTICLE_OPE_TARGET_ALL lua_const("ARTICLE_OPE_TARGET_ALL")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI")
#define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_HI lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_HI")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_STICK_X lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_STICK_X")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_PASS_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_PASS_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_ACCEL_Y lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_ACCEL_Y")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_START_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_START_X_MUL")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_PASS_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_PASS_MUL")
#define FIGHTER_MARIO_STATUS_SPECIAL_HI_FLAG_CAPPY lua_const("FIGHTER_MARIO_STATUS_SPECIAL_HI_FLAG_CAPPY")
#define FIGHTER_MARIO_GENERATE_ARTICLE_CAPPY lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_CAPPY")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N")
#define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_N lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_N")
#define FIGHTER_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_STATUS_SPECIAL_N_FLAG_FIRST")
#define WEAPON_MARIO_FIREBALL_STATUS_KIND_NUM lua_const("WEAPON_MARIO_FIREBALL_STATUS_KIND_NUM")
#define WEAPON_MARIO_FIREBALL_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_FIREBALL_STATUS_KIND_REGULAR")
#define WEAPON_KINETIC_TYPE_NORMAL lua_const("WEAPON_KINETIC_TYPE_NORMAL")
#define WEAPON_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_ANIMCMD_EFFECT lua_const("WEAPON_ANIMCMD_EFFECT")
#define WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_NUM lua_const("WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_NUM")
#define WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_REGULAR")
#define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_X lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_X")
#define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_Y lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_Y")
#define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_X lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_X")
#define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_Y lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_Y")
#define WEAPON_MARIO_PUMP_STATUS_KIND_TERM lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_TERM")
#define WEAPON_MARIO_PUMP_STATUS_KIND_END lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_END")
#define WEAPON_KINETIC_TYPE_NONE lua_const("WEAPON_KINETIC_TYPE_NONE")
#define WEAPON_LINK_NO_CONSTRAINT lua_const("WEAPON_LINK_NO_CONSTRAINT")
#define WEAPON_MARIO_PUMP_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_MARIO_PUMP_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SHOOT_NUM lua_const("WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SHOOT_NUM")
#define WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SPAN_FRAME lua_const("WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SPAN_FRAME")
#define WEAPON_MARIO_PUMP_GENERATE_ARTICLE_WATER lua_const("WEAPON_MARIO_PUMP_GENERATE_ARTICLE_WATER")
#define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_TERM lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_TERM")
#define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_REGULAR")
#define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_CLASH lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_CLASH")
#define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_DIE lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_DIE")
#define WEAPON_MARIO_PUMP_WATER_INSTANCE_WORK_ID_FLAG_CLASH_GROUND lua_const("WEAPON_MARIO_PUMP_WATER_INSTANCE_WORK_ID_FLAG_CLASH_GROUND")
#define WEAPON_KINETIC_ENERGY_RESERVE_ID_NORMAL lua_const("WEAPON_KINETIC_ENERGY_RESERVE_ID_NORMAL")
#define WEAPON_KINETIC_TYPE_RESET lua_const("WEAPON_KINETIC_TYPE_RESET")
#define FIGHTER_DONKEY_STATUS_KIND_MAX lua_const("FIGHTER_DONKEY_STATUS_KIND_MAX")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_START lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_START")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WAIT lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WAIT")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WALK lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WALK")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_TURN lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_TURN")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT_B lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT_B")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_FALL lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_FALL")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_LANDING lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_LANDING")
#define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_PASS lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_PASS")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WAIT lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WAIT")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WALK lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WALK")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_TURN lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_TURN")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT_B lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT_B")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_FALL lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_FALL")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_LANDING lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_LANDING")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_PASS lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_PASS")
#define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_END")
#define FIGHTER_DONKEY_STATUS_KIND_THROW_F_F lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_F")
#define FIGHTER_DONKEY_STATUS_KIND_THROW_F_B lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_B")
#define FIGHTER_DONKEY_STATUS_KIND_THROW_F_HI lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_HI")
#define FIGHTER_DONKEY_STATUS_KIND_THROW_F_LW lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_LW")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_LOOP lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_LOOP")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_ATTACK lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_ATTACK")
#define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_DONKEY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_DONKEY_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_DONKEY_STATUS_KIND_FINAL_END lua_const("FIGHTER_DONKEY_STATUS_KIND_FINAL_END")
#define FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_DONKEY_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_MOT_CHANGE")
#define FIGHTER_DONKEY_STATUS_FINAL_FLAG_TO_ATTACK lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_TO_ATTACK")
#define FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FS_SUCCEEDS_KEEP_ATTACK lua_const("FS_SUCCEEDS_KEEP_ATTACK")
#define FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_X lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_X")
#define FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y")
#define FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_END_HIT")
#define MA_MSC_SET_IGNORE_CATCHING lua_const("MA_MSC_SET_IGNORE_CATCHING")
#define FIGHTER_LOG_DATA_INT_ATTACK_NUM_KIND lua_const("FIGHTER_LOG_DATA_INT_ATTACK_NUM_KIND")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_01 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_01")
#define FIGHTER_PAD_CMD_CAT1_FLAG_WALK lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALK")
#define FIGHTER_DONKEY_STATUS_SHOULDER_START_FLAG_SHOULDER_WAIT lua_const("FIGHTER_DONKEY_STATUS_SHOULDER_START_FLAG_SHOULDER_WAIT")
#define FIGHTER_STATUS_ATTR_SCALE_KINETIC_ENERGY lua_const("FIGHTER_STATUS_ATTR_SCALE_KINETIC_ENERGY")
#define ENERGY_CONTROLLER_RESET_TYPE_DASH lua_const("ENERGY_CONTROLLER_RESET_TYPE_DASH")
#define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_YACL_DEFAULT lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_YACL_DEFAULT")
#define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_SPINEND lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_SPINEND")
#define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_HI_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_HI_NO")
#define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK")
#define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_MOT_FRAME lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_MOT_FRAME")
#define FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_LOOP lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_LOOP")
#define FIGHTER_LOG_ATTACK_KIND_SPECIAL_LW lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_LW")
#define FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_ATTACK lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_ATTACK")
#define FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT lua_const("FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_POWER_ADD lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_POWER_ADD")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_0 lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_0")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_1 lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_1")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_PUNCH_COUNT lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_PUNCH_COUNT")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_PAD_FLAG_GUARD_TRIGGER lua_const("FIGHTER_PAD_FLAG_GUARD_TRIGGER")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE")
#define FIGHTER_FACIAL_SPECIAL lua_const("FIGHTER_FACIAL_SPECIAL")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_JUMP lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_JUMP")
#define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_NONE")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_CANCEL_FACE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_CANCEL_FACE")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MAX lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MAX")
#define FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_FALL_START lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_FALL_START")
#define FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_MOT_CHANGE")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_F lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_F")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_B lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_B")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_HI lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_HI")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_LW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_LW")
#define WEAPON_LINK_ANCIENTBOW_STATUS_KIND_NUM lua_const("WEAPON_LINK_ANCIENTBOW_STATUS_KIND_NUM")
#define WEAPON_LINK_ANCIENTBOW_STATUS_KIND_HAVE lua_const("WEAPON_LINK_ANCIENTBOW_STATUS_KIND_HAVE")
#define WEAPON_INSTANCE_WORK_ID_INT_LINK_OWNER lua_const("WEAPON_INSTANCE_WORK_ID_INT_LINK_OWNER")
#define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_NUM lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_NUM")
#define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_HAVE lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_HAVE")
#define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_FLY lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_FLY")
#define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK")
#define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK_WALL lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK_WALL")
#define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLOAT_DIST lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLOAT_DIST")
#define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLAG_WALL_HIT lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLAG_WALL_HIT")
#define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_STICK_LIFE lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_STICK_LIFE")
#define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_HIT_OBJECT_ID lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_HIT_OBJECT_ID")
#define FIGHTER_LINK_STATUS_KIND_NUM lua_const("FIGHTER_LINK_STATUS_KIND_NUM")
#define FIGHTER_LINK_STATUS_KIND_SHIELD_GUARD lua_const("FIGHTER_LINK_STATUS_KIND_SHIELD_GUARD")
#define FIGHTER_LINK_STATUS_KIND_SPECIAL_LW_BLAST lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_LW_BLAST")
#define FIGHTER_LINK_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_S2")
#define FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_HOLD")
#define FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_LINK_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_LINK_STATUS_KIND_FINAL_DASH")
#define FIGHTER_LINK_STATUS_KIND_FINAL_COMBO lua_const("FIGHTER_LINK_STATUS_KIND_FINAL_COMBO")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_CLEAR lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_CLEAR")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW2_BLANK_TIME lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW2_BLANK_TIME")
#define FIGHTER_LINK_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_HIT_COUNT lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_HIT_COUNT")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_SET_ATTACK lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_SET_ATTACK")
#define FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOMB_OBJECT_ID lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOMB_OBJECT_ID")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_PULL lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_PULL")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT_HAND lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT_HAND")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT_HAND lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT_HAND")
#define FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REACH lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REACH")
#define FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_HANG_REWIND lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_HANG_REWIND")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REWIND lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REWIND")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_EXHAUST lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_EXHAUST")
#define FIGHTER_LINK_INSTANCE_WORK_ID_INT_LANDING_PREV_MOTION_KIND lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_LANDING_PREV_MOTION_KIND")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_LANDING_PREV_MOTION_FRAME lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_LANDING_PREV_MOTION_FRAME")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_MOT_INHERIT lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_MOT_INHERIT")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DX lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DX")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DY lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DY")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_BOOMERANG lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_BOOMERANG")
#define FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_FALL")
#define FIGHTER_KINETIC_TYPE_LINK_FINAL_DASH lua_const("FIGHTER_KINETIC_TYPE_LINK_FINAL_DASH")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_FRAME lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_FRAME")
#define FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE_TO_DESTINATION lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE_TO_DESTINATION")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_WAIT_DASH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_WAIT_DASH")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_FAILED lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_FAILED")
#define FIGHTER_KINETIC_TYPE_LINK_FINAL_COMBO lua_const("FIGHTER_KINETIC_TYPE_LINK_FINAL_COMBO")
#define FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOW")
#define FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOWARROW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOWARROW")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLOAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLOAT")
#define FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD lua_const("FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD")
#define FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_END lua_const("FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_END")
#define FIGHTER_LINK_STATUS_RSLASH_WORK_HOLD_FRAME lua_const("FIGHTER_LINK_STATUS_RSLASH_WORK_HOLD_FRAME")
#define FIGHTER_LINK_STATUS_RSLASH_FLAG_GROUND lua_const("FIGHTER_LINK_STATUS_RSLASH_FLAG_GROUND")
#define FIGHTER_KINETIC_TYPE_LINK_SPECIAL_AIR_HI lua_const("FIGHTER_KINETIC_TYPE_LINK_SPECIAL_AIR_HI")
#define FIGHTER_LINK_STATUS_RSLASH_FLAG_RESET_SPEED_MAX_X lua_const("FIGHTER_LINK_STATUS_RSLASH_FLAG_RESET_SPEED_MAX_X")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_FALL_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FALL_SPECIAL")
#define FIGHTER_LINK_STATUS_RSLASH_END_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_RSLASH_END_FLAG_FIRST")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_ALREADY_GENERATED lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_ALREADY_GENERATED")
#define FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_FALL")
#define FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_GROUND lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_GROUND")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_AIR lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_AIR")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_MOT_INHERIT lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_MOT_INHERIT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_ITEM_NO_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_ITEM_NO_COUNT")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_SET_ITEM_HOLD_ANIM lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_SET_ITEM_HOLD_ANIM")
#define FIGHTER_LINK_GENERATE_ARTICLE_LINKBOMB lua_const("FIGHTER_LINK_GENERATE_ARTICLE_LINKBOMB")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_TOONLINKBOMB lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_TOONLINKBOMB")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_YOUNGLINKBOMB lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_YOUNGLINKBOMB")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_GENERATE_LINKBOMB lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_GENERATE_LINKBOMB")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOTION lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOTION")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_BLAST lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_BLAST")
#define FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE")
#define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_START lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_START")
#define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE")
#define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_END lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_END")
#define FIGHTER_LINK_STATUS_BOW_FLAG_DOUBLE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_DOUBLE")
#define FIGHTER_LINK_STATUS_BOW_STEP_START lua_const("FIGHTER_LINK_STATUS_BOW_STEP_START")
#define FIGHTER_LINK_STATUS_BOW_WORK_INT_STEP lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_STEP")
#define FIGHTER_LINK_STATUS_BOW_WORK_INT_SHOOT_NUM lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_SHOOT_NUM")
#define FIGHTER_LINK_STATUS_BOW_WORK_INT_DOUBLE_COUNT lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_DOUBLE_COUNT")
#define FIGHTER_LINK_STATUS_BOW_WORK_INT_MAX_HOLD_COUNT lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_MAX_HOLD_COUNT")
#define FIGHTER_LINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOW")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_COPY_CHARA lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_COPY_CHARA")
#define WN_LINK_BOW_STATUS_KIND_HAVE lua_const("WN_LINK_BOW_STATUS_KIND_HAVE")
#define ITEM_KIND_LINKARROW lua_const("ITEM_KIND_LINKARROW")
#define FIGHTER_LINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOWARROW")
#define FIGHTER_LINK_STATUS_BOW_STEP_HOLD lua_const("FIGHTER_LINK_STATUS_BOW_STEP_HOLD")
#define FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE_MAX lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE_MAX")
#define FIGHTER_LINK_STATUS_BOW_STEP_END lua_const("FIGHTER_LINK_STATUS_BOW_STEP_END")
#define FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOW_ARTICLE_ID lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOW_ARTICLE_ID")
#define WN_LINK_BOW_STATUS_KIND_BACK lua_const("WN_LINK_BOW_STATUS_KIND_BACK")
#define ARTICLE_OPE_TARGET_FIRST lua_const("ARTICLE_OPE_TARGET_FIRST")
#define FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION lua_const("FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION")
#define FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION_AIR lua_const("FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION_AIR")
#define FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FIRST")
#define FIGHTER_LINK_STATUS_BOOMERANG_CATCH_INT_MTRANS lua_const("FIGHTER_LINK_STATUS_BOOMERANG_CATCH_INT_MTRANS")
#define FIGHTER_LINK_STATUS_BOOMERANG_CATCH_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_BOOMERANG_CATCH_FLAG_FIRST")
#define FIGHTER_LINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOOMERANG")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE_BREAK lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE_BREAK")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_REQ_CATCH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_REQ_CATCH")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RESPOND_CATCH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RESPOND_CATCH")
#define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_TARGET_TASK_ID lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_TARGET_TASK_ID")
#define FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_CATCH_SUCCESS lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_CATCH_SUCCESS")
#define MA_MSC_CMD_SEARCH_SEARCH_FP lua_const("MA_MSC_CMD_SEARCH_SEARCH_FP")
#define COLLISION_KIND_MASK_HIT lua_const("COLLISION_KIND_MASK_HIT")
#define COLLISION_CATEGORY_MASK_FIGHTER lua_const("COLLISION_CATEGORY_MASK_FIGHTER")
#define COLLISION_SITUATION_MASK_ALL lua_const("COLLISION_SITUATION_MASK_ALL")
#define COLLISION_PART_MASK_ALL lua_const("COLLISION_PART_MASK_ALL")
#define HIT_STATUS_MASK_NORMAL lua_const("HIT_STATUS_MASK_NORMAL")
#define FIGHTER_STATUS_LINK_FINAL_MSG_MOT_PLAY lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_MOT_PLAY")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RAISE_ONOFF lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RAISE_ONOFF")
#define MA_MSC_CMD_EFFECT_EFFECT_OFF_HANDLE lua_const("MA_MSC_CMD_EFFECT_EFFECT_OFF_HANDLE")
#define FIGHTER_STATUS_LINK_FINAL_MSG_STOP lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_STOP")
#define FIGHTER_STATUS_LINK_FINAL_MSG_MOT_STOP lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_MOT_STOP")
#define FIGHTER_LINK_STATUS_RSLASH_END_WORK_HOLD_FRAME lua_const("FIGHTER_LINK_STATUS_RSLASH_END_WORK_HOLD_FRAME")
#define FIGHTER_LINK_STATUS_BOW_WORK_FLOAT_CHARGE lua_const("FIGHTER_LINK_STATUS_BOW_WORK_FLOAT_CHARGE")
#define FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FLICK lua_const("FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FLICK")
#define FIGHTER_LOG_DATA_INT_HAJIKI_NUM lua_const("FIGHTER_LOG_DATA_INT_HAJIKI_NUM")
#define WN_LINK_BOOMERANG_STATUS_KIND_NUM lua_const("WN_LINK_BOOMERANG_STATUS_KIND_NUM")
#define WN_LINK_BOOMERANG_STATUS_KIND_START lua_const("WN_LINK_BOOMERANG_STATUS_KIND_START")
#define WN_LINK_BOOMERANG_STATUS_KIND_HAVED lua_const("WN_LINK_BOOMERANG_STATUS_KIND_HAVED")
#define WN_LINK_BOOMERANG_STATUS_KIND_FLY lua_const("WN_LINK_BOOMERANG_STATUS_KIND_FLY")
#define WN_LINK_BOOMERANG_STATUS_KIND_TURN lua_const("WN_LINK_BOOMERANG_STATUS_KIND_TURN")
#define WN_LINK_BOOMERANG_STATUS_KIND_HOP lua_const("WN_LINK_BOOMERANG_STATUS_KIND_HOP")
#define WN_LINK_BOOMERANG_STATUS_KIND_SWALLOWED lua_const("WN_LINK_BOOMERANG_STATUS_KIND_SWALLOWED")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLOAT")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REMOVE_SELF lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REMOVE_SELF")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_INFLICTION lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_INFLICTION")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_TO_HOP lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_TO_HOP")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_APPLY_FLY_SPEED lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_APPLY_FLY_SPEED")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_INT_LIFE lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_KINETIC_ENERGY_RESERVE_ID_ROT_NORMAL lua_const("WEAPON_KINETIC_ENERGY_RESERVE_ID_ROT_NORMAL")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_FLICK")
#define WN_LINK_BOOMERANG_TURN_WORK_INT_FOLLOW_FRAME lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_FOLLOW_FRAME")
#define WN_LINK_BOOMERANG_POSTURE_ROT_NODE_TOPN lua_const("WN_LINK_BOOMERANG_POSTURE_ROT_NODE_TOPN")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_TURN_DIST lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_TURN_DIST")
#define WN_LINK_BOOMERANG_TURN_WORK_INT_BACK_ROT_FRAME lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_BACK_ROT_FRAME")
#define LINK_NO_ARTICLE lua_const("LINK_NO_ARTICLE")
#define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REFLECT")
#define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_X lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_X")
#define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Y lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Y")
#define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Z lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Z")
#define WN_LINK_BOOMERANG_TURN_WORK_INT_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_LINK_EVENT_RESULT_01")
#define WN_LINK_BOOMERANG_TURN_WORK_FLOAT_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_FLOAT_LINK_EVENT_RESULT_01")
#define WN_LINK_BOOMERANG_TURN_WORK_FLAG_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_FLAG_LINK_EVENT_RESULT_01")
#define WN_LINK_BOOMERANG_POSTURE_ROT_NODE_ROTN lua_const("WN_LINK_BOOMERANG_POSTURE_ROT_NODE_ROTN")
#define WN_LINK_BOW_STATUS_KIND_NUM lua_const("WN_LINK_BOW_STATUS_KIND_NUM")
#define WN_LINK_BOWARROW_STATUS_KIND_NUM lua_const("WN_LINK_BOWARROW_STATUS_KIND_NUM")
#define WN_LINK_BOWARROW_STATUS_KIND_HAVED lua_const("WN_LINK_BOWARROW_STATUS_KIND_HAVED")
#define WN_LINK_BOWARROW_STATUS_KIND_FLY lua_const("WN_LINK_BOWARROW_STATUS_KIND_FLY")
#define WN_LINK_BOWARROW_STATUS_KIND_STICK lua_const("WN_LINK_BOWARROW_STATUS_KIND_STICK")
#define WN_LINK_BOWARROW_STATUS_KIND_HIT_STICK lua_const("WN_LINK_BOWARROW_STATUS_KIND_HIT_STICK")
#define WN_LINK_BOWARROW_STATUS_FLY_WORK_INT_ATTACK_POWER lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_INT_ATTACK_POWER")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_ANGLE_RAND lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_ANGLE_RAND")
#define WN_LINK_BOWARROW_STATUS_STICK_WORK_FLOAT_RAND lua_const("WN_LINK_BOWARROW_STATUS_STICK_WORK_FLOAT_RAND")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_X lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_X")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Y lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Y")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Z lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Z")
#define WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_Z lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_Z")
#define WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_SPEED lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_SPEED")
#define WN_LINK_BOWARROW_STATUS_TURN_WORK_INT_STAY_COUNT lua_const("WN_LINK_BOWARROW_STATUS_TURN_WORK_INT_STAY_COUNT")
#define WEAPON_KIND_LINK_BOWARROW lua_const("WEAPON_KIND_LINK_BOWARROW")
#define WEAPON_INSTANCE_WORK_ID_INT_INIT_LIFE lua_const("WEAPON_INSTANCE_WORK_ID_INT_INIT_LIFE")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_CHARGE")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_SHOT_ANGLE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_SHOT_ANGLE")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_DOUBLE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_DOUBLE")
#define WEAPON_KIND_TOONLINK_BOWARROW lua_const("WEAPON_KIND_TOONLINK_BOWARROW")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_INT_SHOOT_NUM")
#define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_STICK_HEAD lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_STICK_HEAD")
#define WEAPON_LINK_SWORDBEAM_STATUS_KIND_NUM lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_NUM")
#define WEAPON_LINK_SWORDBEAM_STATUS_KIND_FLY lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_FLY")
#define WEAPON_LINK_SWORDBEAM_STATUS_KIND_VANISH lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_VANISH")
#define WEAPON_LINK_SWORDBEAM_STATUS_KIND_HIT lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_HIT")
#define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE")
#define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLAG_HIT")
#define FIGHTER_SAMUS_STATUS_KIND_NUM lua_const("FIGHTER_SAMUS_STATUS_KIND_NUM")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_H lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_H")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_C lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_C")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_F lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_F")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_E lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_E")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1G lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1G")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1A lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1A")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2G lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2G")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2A lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2A")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_GROUND_LW lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_GROUND_LW")
#define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_AIR_LW lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_AIR_LW")
#define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP")
#define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_G lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_G")
#define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_A lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_A")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_START_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_START_G")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_START_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_START_A")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_G")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_A")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_END_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_END_G")
#define FIGHTER_SAMUS_STATUS_KIND_FINAL_END_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_END_A")
#define FIGHTER_KIND_SAMUSD lua_const("FIGHTER_KIND_SAMUSD")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ST_INIT")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_GBEAM lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_GBEAM")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_GBEAM lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_GBEAM")
#define FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_REACH lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_REACH")
#define FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_GUN lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_GUN")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_GUN lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_GUN")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_HANG_REWIND")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_REWIND lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_REWIND")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_EXHAUST lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_EXHAUST")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_PULL lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_PULL")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_SUPERMISSILE")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_SUPERMISSILE")
#define FIGHTER_SAMUS_MOTION_PART_SET_KIND_VISOR lua_const("FIGHTER_SAMUS_MOTION_PART_SET_KIND_VISOR")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_FINAL_EXEC lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_FINAL_EXEC")
#define FIGHTER_SAMUS_STATUS_FINAL_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_FINAL_FLAG_MOT_RESTART")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_GUN_ID lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_GUN_ID")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_LASER_C lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_LASER_C")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_MOT2ND")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_LASER lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_LASER")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_LASER2 lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_LASER2")
#define FIGHTER_SAMUS_SCREW_ATTACK_TRANSITION_TERM_ID_ENABLE_FALL_SPECIAL lua_const("FIGHTER_SAMUS_SCREW_ATTACK_TRANSITION_TERM_ID_ENABLE_FALL_SPECIAL")
#define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_MOTION_SPEED_MUL lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_MOTION_SPEED_MUL")
#define MA_MSC_CMD_ITEM_SET_CHANGE_STATUS_EVENT lua_const("MA_MSC_CMD_ITEM_SET_CHANGE_STATUS_EVENT")
#define MA_MSC_CMD_SLOEP_SLOPE_KIND_LR lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_LR")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MOT_RESTART")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_LW_BODY lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_LW_BODY")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_MOT_RESTART")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_NONE")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR")
#define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_COUNT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_COUNT")
#define FIGHTER_PAD_CMD_CAT3_FLAG_SPECIAL_S_SMASH_DASH lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_SPECIAL_S_SMASH_DASH")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MOT_RESTART")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL_DONE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL_DONE")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MATERIAL_MOTION lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MATERIAL_MOTION")
#define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_WAIT_TAKEOFF lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_WAIT_TAKEOFF")
#define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_ACC_X lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_ACC_X")
#define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_DISABLE_LR lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_DISABLE_LR")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV_CONT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV_CONT")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_JUMP")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_CHK_CROUCH lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_CHK_CROUCH")
#define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_WEAPON lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_WEAPON")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_BOMB lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_BOMB")
#define WORK_KIND_STATUS_WORK lua_const("WORK_KIND_STATUS_WORK")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_BOMBJUMP_ANG lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_BOMBJUMP_ANG")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_CSHOT lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_CSHOT")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_AIR_START lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_AIR_START")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_INT_ITEM_HOLD_KIND_BACKUP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_INT_ITEM_HOLD_KIND_BACKUP")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_SMASH lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_SMASH")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON_GENERATED lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON_GENERATED")
#define FIGHTER_SAMUS_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_MISSILE")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_MISSILE")
#define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_GENERATE_SUCCESS lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_GENERATE_SUCCESS")
#define WEAPON_SAMUS_BOMB_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_NUM")
#define WEAPON_SAMUS_BOMB_STATUS_KIND_FALL lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_FALL")
#define WEAPON_SAMUS_BOMB_STATUS_KIND_BURST_ATTACK lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_BURST_ATTACK")
#define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_BOMBJUMP lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_BOMBJUMP")
#define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z")
#define WEAPON_SAMUS_CSHOT_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_NUM")
#define WEAPON_SAMUS_CSHOT_STATUS_KIND_CHARGE lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_CHARGE")
#define WEAPON_SAMUS_CSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_SHOOT")
#define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_CHARGE")
#define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET")
#define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW")
#define WEAPON_INSTANCE_WORK_ID_FLAG_SWALLOWED lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_SWALLOWED")
#define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_SHOOT_LR lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_SHOOT_LR")
#define WEAPON_KIND_SAMUSD_CSHOT lua_const("WEAPON_KIND_SAMUSD_CSHOT")
#define MA_MSC_EFFECT_GET_LAST_HANDLE lua_const("MA_MSC_EFFECT_GET_LAST_HANDLE")
#define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW_SUB lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW_SUB")
#define WEAPON_KIND_SAMUS_CSHOT lua_const("WEAPON_KIND_SAMUS_CSHOT")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_NUM")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_WAIT lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_WAIT")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLAG")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_INT")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT")
#define WEAPON_SAMUS_GBEAM_INSTANCE_WORK_ID_MOTION_WHOLE_RATE lua_const("WEAPON_SAMUS_GBEAM_INSTANCE_WORK_ID_MOTION_WHOLE_RATE")
#define WEAPON_SAMUS_GUN_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_NUM")
#define WEAPON_SAMUS_GUN_STATUS_KIND_FINAL lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_FINAL")
#define WEAPON_SAMUS_GUN_STATUS_KIND_S4S lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_S4S")
#define WEAPON_SAMUS_LASER_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_NUM")
#define WEAPON_SAMUS_LASER_STATUS_KIND_CHARGE lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_CHARGE")
#define WEAPON_SAMUS_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_SHOOT")
#define WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_FLOAT_DST")
#define WEAPON_SAMUS_LASER2_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_NUM")
#define WEAPON_SAMUS_LASER2_STATUS_KIND_UPPER lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_UPPER")
#define WEAPON_SAMUS_LASER2_STATUS_KIND_LOWER lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_LOWER")
#define WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_FLOAT_DST")
#define WEAPON_SAMUS_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_NUM")
#define WEAPON_SAMUS_MISSILE_STATUS_KIND_HOMING lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_HOMING")
#define WEAPON_SAMUS_MISSILE_STATUS_KIND_H_BURST lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_H_BURST")
#define WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_SAMUS_MISSILE_WORK_FLOAT_GRAVITY_ANGLE lua_const("WEAPON_SAMUS_MISSILE_WORK_FLOAT_GRAVITY_ANGLE")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_NUM")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_READY lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_READY")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_STRAIGHT lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_STRAIGHT")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_S_BURST lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_S_BURST")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_WIN lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_WIN")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_READY_WORK_ID_INT_FRAME lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_READY_WORK_ID_INT_FRAME")
#define WEAPON_SAMUS_SUPERMISSILE_STATUS_STRAIGHT_WORK_ID_INT_FRAME lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_STRAIGHT_WORK_ID_INT_FRAME")
#define WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_NUM")
#define WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_DUMMY lua_const("WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_DUMMY")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_AERIAL_TURN_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_AERIAL_TURN_COUNT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE")
#define FIGHTER_YOSHI_STATUS_KIND_NUM lua_const("FIGHTER_YOSHI_STATUS_KIND_NUM")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_1 lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_1")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_2 lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_2")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_LOOP")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_TURN")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_S_JUMP lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_S_JUMP")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_TO_AIR lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_TO_AIR")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_LW lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_LW")
#define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH")
#define FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_YOSHI_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_HIT")
#define FIGHTER_YOSHI_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_YOSHI_STATUS_KIND_FINAL_END lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_END")
#define DAMAGE_NO_REACTION_MODE_REACTION_VALUE lua_const("DAMAGE_NO_REACTION_MODE_REACTION_VALUE")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_AERIAL_DAMAGE_REACTION lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_AERIAL_DAMAGE_REACTION")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_JUMP_AERIAL_ARMOR lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_JUMP_AERIAL_ARMOR")
#define FIGHTER_YOSHI_STATUS_THROW_FLAG_THROWN_VISIBLE lua_const("FIGHTER_YOSHI_STATUS_THROW_FLAG_THROWN_VISIBLE")
#define FIGHTER_YOSHI_STATUS_FINAL_FLAG_DASH_HIT lua_const("FIGHTER_YOSHI_STATUS_FINAL_FLAG_DASH_HIT")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_VISUAL_SCENE_MODULE_START_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_START_INIT")
#define FIGHTER_VISUAL_SCENE_MODULE_START_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_START_EXIT")
#define FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_SLOW lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_SLOW")
#define FIGHTER_YOSHI_STATUS_FINAL_FLAG_TO_VISUAL_SCENE lua_const("FIGHTER_YOSHI_STATUS_FINAL_FLAG_TO_VISUAL_SCENE")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_X")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_Y")
#define FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_ATTACK lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_ATTACK")
#define FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT_PRE lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT_PRE")
#define FIGHTER_VISUAL_SCENE_MODULE_READY_EXEC lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXEC")
#define FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_CHANGE_MOTION_TARGET lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_CHANGE_MOTION_TARGET")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_CHANGE_SCALE_TARGET lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_CHANGE_SCALE_TARGET")
#define FIGHTER_KIND_YOSHI lua_const("FIGHTER_KIND_YOSHI")
#define FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIMOB lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIMOB")
#define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_INIT")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE")
#define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXEC_STATUS lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXEC_STATUS")
#define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXIT")
#define FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIBG01 lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIBG01")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_OWNER_SCALE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_OWNER_SCALE")
#define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_VISUAL_SCENE_MODULE_END_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_INIT")
#define FIGHTER_VISUAL_SCENE_MODULE_END_EXEC lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_EXEC")
#define FIGHTER_VISUAL_SCENE_MODULE_END_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_EXIT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_LW_WORK_INT_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_WORK_INT_COUNT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_FALL lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_FALL")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED")
#define FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_AIR lua_const("FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_AIR")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_NEXT_STATUS lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_NEXT_STATUS")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_RESERVE_DIR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_RESERVE_DIR")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_TURN_FLAG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_TURN_FLAG")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ANGLE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ANGLE")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_SCALE_INDEX lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_SCALE_INDEX")
#define FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_APPEAR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_APPEAR")
#define FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_SHOOT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_SHOOT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_HI_WORK_INT_EGG_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_WORK_INT_EGG_COUNT")
#define FIGHTER_YOSHI_GENERATE_ARTICLE_TAMAGO lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_TAMAGO")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_HOP_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_HOP_COUNT")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_HOP_SPEED lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_HOP_SPEED")
#define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_LW_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_LW_NO")
#define FIGHTER_YOSHI_GENERATE_ARTICLE_STAR lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_STAR")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPITED lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPITED")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SWALLOW lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SWALLOW")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPIT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_CATCH lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_CATCH")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_THROW lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_THROW")
#define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_2 lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_2")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_MOT_CHANGE")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_COUNT")
#define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_S_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_S_NO")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_LIFE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_LIFE")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_DISP_INDEX lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_DISP_INDEX")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_COUNT")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_EFFECT_FRAME")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_GROUP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_GROUP")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_TOUCH_WALL lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_TOUCH_WALL")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_WAIT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_WAIT")
#define FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_GROUND lua_const("FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_GROUND")
#define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_GROUND_ANGLE lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_GROUND_ANGLE")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_BACKUP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_BACKUP")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ACCEL lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ACCEL")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_DISP_EGG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_DISP_EGG")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_HIDE_EGG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_HIDE_EGG")
#define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_CHANGE_STEP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_CHANGE_STEP")
#define WEAPON_YOSHI_STAR_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_STAR_STATUS_KIND_NUM")
#define WEAPON_YOSHI_STAR_STATUS_KIND_MOVE lua_const("WEAPON_YOSHI_STAR_STATUS_KIND_MOVE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLOAT")
#define WEAPON_YOSHI_STAR_STATUS_WORK_FLAG_REMOVE lua_const("WEAPON_YOSHI_STAR_STATUS_WORK_FLAG_REMOVE")
#define WEAPON_YOSHI_TAMAGO_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_NUM")
#define WEAPON_YOSHI_TAMAGO_STATUS_KIND_THROWED lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_THROWED")
#define WEAPON_YOSHI_TAMAGO_STATUS_KIND_BURST lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_BURST")
#define WEAPON_YOSHI_TAMAGO_STATUS_KIND_SPIT lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_SPIT")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_BOUND_NUM")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLOAT")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BURST_FRAME lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BURST_FRAME")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLAG_EVENT lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLAG_EVENT")
#define WEAPON_YOSHI_TAMAGO_STATUS_SPIT_WORK_INT_GROUND_CORRECT_SHAPE_TYPE_BACKUP lua_const("WEAPON_YOSHI_TAMAGO_STATUS_SPIT_WORK_INT_GROUND_CORRECT_SHAPE_TYPE_BACKUP")
#define WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_NUM")
#define WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_RUN lua_const("WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_RUN")
#define FIGHTER_KIRBY_STATUS_KIND_NUM lua_const("FIGHTER_KIRBY_STATUS_KIND_NUM")
#define FIGHTER_STATUS_KIND_THROW_KIRBY lua_const("FIGHTER_STATUS_KIND_THROW_KIRBY")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WALK")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP1")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP2")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_FALL")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_PASS")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK_ITEM")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SPIT")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI2 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI2")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI3 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI3")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI4 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI4")
#define FIGHTER_KIRBY_STATUS_KIND_STONE_STONE lua_const("FIGHTER_KIRBY_STATUS_KIND_STONE_STONE")
#define FIGHTER_KIRBY_STATUS_KIND_STONE_END lua_const("FIGHTER_KIRBY_STATUS_KIND_STONE_END")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WALK")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP_SQUAT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP_SQUAT")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_PASS")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_FALL")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_KIRBY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_KIRBY_STATUS_KIND_MIIFIGHTER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIFIGHTER_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MIISWORDSMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIISWORDSMAN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_START lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_START")
#define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_FIRE")
#define FIGHTER_KIRBY_STATUS_KIND_MARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARIO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_ATTACK")
#define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_LINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LINK_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_H")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_C lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_C")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_F")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_E lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_E")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_H")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_C lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_C")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_F")
#define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_E lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_E")
#define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_1 lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_1")
#define FIGHTER_KIRBY_STATUS_KIND_FOX_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_FOX_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PIKACHU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIKACHU_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PICHU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PICHU_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LUIGI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUIGI_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_FIRE")
#define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N_HIT")
#define FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N_HIT")
#define FIGHTER_KIRBY_STATUS_KIND_KOOPA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_ZELDA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ZELDA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_GAMEWATCH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GAMEWATCH_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_FALCO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_FALCO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_OPEN_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_OPEN_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_START lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_START")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_END")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_ITEM")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_FOOD lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_FOOD")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BOMB lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BOMB")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_LARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_LARGE")
#define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_EAT lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_EAT")
#define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_SPIN lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_SPIN")
#define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_DIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_DIR")
#define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT_H")
#define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_PIKMIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIKMIN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_DANGER lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_DANGER")
#define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_BLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_BLOW")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_JUMP")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_FALL")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WALK")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP1")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP2")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_FALL")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_PASS")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_PASS")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN_AIR")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_DRINK_ITEM")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SPIT")
#define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SHOT_OBJECT_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SHOT_OBJECT_HIT")
#define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MDL lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MDL")
#define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_ROBOT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROBOT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_TOONLINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_TOONLINK_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_YOUNGLINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_YOUNGLINK_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_PLIZARDON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PLIZARDON_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING_START lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING_START")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_FAIL lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_FAIL")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_REBOUND lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_REBOUND")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HIT")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL_AIR")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HIT_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HIT_END")
#define FIGHTER_KIRBY_STATUS_KIND_MARIOD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARIOD_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_DIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_DIR")
#define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_RETURN lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_RETURN")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_START lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_START")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_END")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N2 lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N2")
#define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_SEARCH lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_SEARCH")
#define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_POCKET lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_POCKET")
#define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_FAILURE")
#define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_TAKE_OUT")
#define FIGHTER_KIRBY_STATUS_KIND_PALUTENA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PALUTENA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_START lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_START")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_END lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_END")
#define FIGHTER_KIRBY_STATUS_KIND_DUCKHUNT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DUCKHUNT_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N_ACTION lua_const("FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N_ACTION")
#define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_SHOT lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_SHOT")
#define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_START lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_START")
#define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_SHOT lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_SHOT")
#define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_ROCKMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROCKMAN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_CANCEL")
#define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N_COMMAND")
#define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N2_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N2_COMMAND")
#define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N_COMMAND")
#define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N2_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N2_COMMAND")
#define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_FIRE")
#define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_TURN")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END2 lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END2")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END3 lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END3")
#define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END2 lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END2")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END3 lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END3")
#define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END_MAX")
#define FIGHTER_KIRBY_STATUS_KIND_CLOUD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CLOUD_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_FIRE")
#define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_HOLD")
#define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_BITE lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_BITE")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_F")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_B")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_F")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_B")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_F")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_B")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_SQUAT lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_SQUAT")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_AERIAL lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_AERIAL")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_AIR")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_LANDING")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_THROW lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_THROW")
#define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_EAR_CLOSE lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_EAR_CLOSE")
#define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_CHARGE")
#define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_FAILURE")
#define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SUCTION lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SUCTION")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SWALLOW")
#define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SPIT")
#define FIGHTER_KIRBY_STATUS_KIND_GAOGAEN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GAOGAEN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_POPO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_POPO_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_NANA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_NANA_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_WOLF_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WOLF_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_SEARCH lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_SEARCH")
#define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_POCKET lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_POCKET")
#define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_FAILURE")
#define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_TAKE_OUT")
#define FIGHTER_KIRBY_STATUS_KIND_SIMON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SIMON_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_RICHTER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RICHTER_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_LOOP")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_WAIT")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_SHOOT")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_END")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_HIT_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_HIT_END")
#define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_FAILURE")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_WINDUMMY lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_WINDUMMY")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_HIT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_NUM lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_NUM")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_ID_1 lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_ID_1")
#define FIGHTER_KIRBY_LINK_NO_FINAL lua_const("FIGHTER_KIRBY_LINK_NO_FINAL")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORD lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORD")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORDHAT lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORDHAT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_MOT_FRAME_INHERIT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_MOT_FRAME_INHERIT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_GROUND_MOT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_GROUND_MOT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_AIR_MOT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_AIR_MOT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTER lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTER")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLOAT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_HIT_NUM lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_HIT_NUM")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_TARGET_ID lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_TARGET_ID")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_CANCEL lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_CANCEL")
#define MA_MSC_CMD_EFFECT_AFTER_IMAGE_OFF lua_const("MA_MSC_CMD_EFFECT_AFTER_IMAGE_OFF")
#define FIGHTER_KIRBY_ARCHIVE_GROUP_SPECIAL_HI_METEOR_HIT_MAX lua_const("FIGHTER_KIRBY_ARCHIVE_GROUP_SPECIAL_HI_METEOR_HIT_MAX")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_START_SITUATION lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_START_SITUATION")
#define ENERGY_CONTROLLER_RESET_TYPE_FLY_ADJUST lua_const("ENERGY_CONTROLLER_RESET_TYPE_FLY_ADJUST")
#define EFFECT_SUB_ATTRIBUTE_SYNC_STOP lua_const("EFFECT_SUB_ATTRIBUTE_SYNC_STOP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FORCE_LOUPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FORCE_LOUPE")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_STONE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_STONE")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_FALL_MIN_CANCEL_FRAME lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_FALL_MIN_CANCEL_FRAME")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_HOLD_FRAME lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_HOLD_FRAME")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_PREV_SITUATION lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_PREV_SITUATION")
#define FIGHTER_KIRBY_STONE_KIND_TERM lua_const("FIGHTER_KIRBY_STONE_KIND_TERM")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_PREV_STONE lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_PREV_STONE")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_EFFECT_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_EFFECT_ONOFF")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_EFFECT_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_EFFECT_ONOFF")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_EFFECT_HANDLE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_EFFECT_HANDLE")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_BLINK_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_BLINK_ONOFF")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_ONOFF")
#define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_BLINK_COUNTER lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_BLINK_COUNTER")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_TABLE_SELECT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_TABLE_SELECT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLOAT_2ND_DAMAGE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLOAT_2ND_DAMAGE")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY")
#define FIGHTER_KIND_PIT lua_const("FIGHTER_KIND_PIT")
#define FIGHTER_KIND_PITB lua_const("FIGHTER_KIND_PITB")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY_STRANS_OFF lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY_STRANS_OFF")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_ROSETTA_SPECIAL_N_INTERVAL lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_ROSETTA_SPECIAL_N_INTERVAL")
#define FIGHTER_KIND_SHULK lua_const("FIGHTER_KIND_SHULK")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SELECT lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SELECT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK")
#define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_N_FALL lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_N_FALL")
#define FIGHTER_KIND_NESS lua_const("FIGHTER_KIND_NESS")
#define FIGHTER_KIND_MARTH lua_const("FIGHTER_KIND_MARTH")
#define FIGHTER_KIND_IKE lua_const("FIGHTER_KIND_IKE")
#define FIGHTER_KIND_LUCARIO lua_const("FIGHTER_KIND_LUCARIO")
#define FIGHTER_KIND_PZENIGAME lua_const("FIGHTER_KIND_PZENIGAME")
#define FIGHTER_KIND_PLIZARDON lua_const("FIGHTER_KIND_PLIZARDON")
#define FIGHTER_KIND_PFUSHIGISOU lua_const("FIGHTER_KIND_PFUSHIGISOU")
#define FIGHTER_KIND_MEWTWO lua_const("FIGHTER_KIND_MEWTWO")
#define FIGHTER_KIND_CLOUD lua_const("FIGHTER_KIND_CLOUD")
#define FIGHTER_KIND_RIDLEY lua_const("FIGHTER_KIND_RIDLEY")
#define FIGHTER_KIND_POPO lua_const("FIGHTER_KIND_POPO")
#define FIGHTER_KIND_NANA lua_const("FIGHTER_KIND_NANA")
#define FIGHTER_KIND_SIMON lua_const("FIGHTER_KIND_SIMON")
#define FIGHTER_KIND_RICHTER lua_const("FIGHTER_KIND_RICHTER")
#define FIGHTER_KIND_PACKUN lua_const("FIGHTER_KIND_PACKUN")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_NUM lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_NUM")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_FRAME lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_FRAME")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_ID lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_ID")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_INHALE_WEAPON_SIZE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_INHALE_WEAPON_SIZE")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_WEAPON_ID lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_WEAPON_ID")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_WEAPON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_WEAPON")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS")
#define KINETIC_ENERGY_RESERVE_ID_NONE lua_const("KINETIC_ENERGY_RESERVE_ID_NONE")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_BOMB lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_BOMB")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_DRAGOON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_DRAGOON")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_GENESIS lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_GENESIS")
#define FIGHTER_KIRBY_HAVE_ITEM_WORK_0 lua_const("FIGHTER_KIRBY_HAVE_ITEM_WORK_0")
#define FIGHTER_KIRBY_HAVE_ITEM_WORK_TERM lua_const("FIGHTER_KIRBY_HAVE_ITEM_WORK_TERM")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_USE")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_WEAPON_HOLD_FRAME lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_WEAPON_HOLD_FRAME")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR")
#define FIGHTER_KIRBY_AREA_KIND_EAT_ITEM lua_const("FIGHTER_KIRBY_AREA_KIND_EAT_ITEM")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_INHALE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_INHALE")
#define COLLISION_CATEGORY_ITEM lua_const("COLLISION_CATEGORY_ITEM")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_COUNT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_COUNT")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_FRAME lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_FRAME")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_X")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_Y")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED_MAX_RATIO lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED_MAX_RATIO")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_SWALLOWED_FLICK_TIMER lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_SWALLOWED_FLICK_TIMER")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X_PREV lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X_PREV")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y_PREV lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y_PREV")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOWED_STICK_ON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOWED_STICK_ON")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_X lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_X")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_Y lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_Y")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_DRINK_WEAPON_KIND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_DRINK_WEAPON_KIND")
#define FIGHTER_KIRBY_EAT_WEAPON_KIND_LARGE lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_LARGE")
#define FIGHTER_KIRBY_EAT_WEAPON_KIND_MISSILE lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_MISSILE")
#define FIGHTER_KIRBY_EAT_WEAPON_KIND_BOMB lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_BOMB")
#define ITEM_TRAIT_FLAG_BOMB lua_const("ITEM_TRAIT_FLAG_BOMB")
#define ITEM_TRAIT_FLAG_RECOVER lua_const("ITEM_TRAIT_FLAG_RECOVER")
#define ITEM_TRAIT_FLAG_QUICK lua_const("ITEM_TRAIT_FLAG_QUICK")
#define ITEM_TRAIT_FLAG_TOUCH lua_const("ITEM_TRAIT_FLAG_TOUCH")
#define ITEM_KIND_KROOLCROWN lua_const("ITEM_KIND_KROOLCROWN")
#define ITEM_KROOLCROWN_ACTION_EATEN lua_const("ITEM_KROOLCROWN_ACTION_EATEN")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_COPY lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_COPY")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_COPY lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_COPY")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_KIND lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_KIND")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_END lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_END")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_STARMISSILE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_STARMISSILE")
#define FIGHTER_KIND_NONE lua_const("FIGHTER_KIND_NONE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_MASTERCORE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_MASTERCORE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_TASK_ID lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_TASK_ID")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_NORMAL lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_NORMAL")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT1 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT1")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_NO_MAX_ATTACK_EFFECT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_NO_MAX_ATTACK_EFFECT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_NO_CHANGE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_NO_CHANGE")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_HAMMER lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_HAMMER")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT2 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT2")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT3 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT3")
#define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_SQUAT lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_SQUAT")
#define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_AIR")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_COUNT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_GROUND_KILL_EFFECT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_GROUND_KILL_EFFECT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_QUARTER lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_QUARTER")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DARK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DARK")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_START lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_START")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CHANGE_SE_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CHANGE_SE_HOLD_MAX")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX_CHK_END lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX_CHK_END")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_COUNT")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_VALUE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_VALUE")
#define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_SE_HANDLE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_SE_HANDLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_FOOT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_FOOT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_RELEASE_BUTTON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_RELEASE_BUTTON")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_EFFECT_OFF lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_EFFECT_OFF")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_SPECIAL_LANDING_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_SPECIAL_LANDING_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_G lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_G")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_A lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_A")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_RATE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_RATE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FOOT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FOOT")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LANDING_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LANDING_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLOAT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CANCEL_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CHARGE_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CHARGE_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_STEP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_CHARGE_MAX lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_CHARGE_MAX")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_ADD_FIRE_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_ADD_FIRE_COUNT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REQ_REMOVE_BULLETCLIMAX_CIRCLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REQ_REMOVE_BULLETCLIMAX_CIRCLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REMOVE_BULLETCLIMAX_CIRCLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REMOVE_BULLETCLIMAX_CIRCLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_TRIGGER_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_TRIGGER_COUNT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE_END lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE_END")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_AIR_PHASE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_AIR_PHASE")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_BRAKE_FALL lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_BRAKE_FALL")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_NORMAL_FALL lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_NORMAL_FALL")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_GENERATE_BIRD lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_GENERATE_BIRD")
#define FIGHTER_CAPTAIN_GENERATE_ARTICLE_FALCONPUNCH lua_const("FIGHTER_CAPTAIN_GENERATE_ARTICLE_FALCONPUNCH")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_VISIBLE_BIRD lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_VISIBLE_BIRD")
#define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_AIR_PHASE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_AIR_PHASE")
#define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_TURN lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_TURN")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_CHECK_END lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_CHECK_END")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_PUNCH_START_CHARA_DIR lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_PUNCH_START_CHARA_DIR")
#define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N_TURN lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_SITUATION")
#define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK_SPECIAL lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK_SPECIAL")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_02 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_02")
#define FIGHTER_CLOUD_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL lua_const("FIGHTER_CLOUD_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLOAT")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SEARCH_WEAPON_CHK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SEARCH_WEAPON_CHK")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SCALE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SCALE")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SPEED lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SPEED")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_ID lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_ID")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SEARCH_WEAPON_ID lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SEARCH_WEAPON_ID")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SPIT_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SPIT_COUNT")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_FRAME lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_FRAME")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIDDEN lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIDDEN")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_SHOOT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_SHOOT")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_DANGER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_DANGER")
#define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE_DANGER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE_DANGER")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_GUN lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_GUN")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_RETICLE")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CAN")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CAN lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CAN")
#define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FALCO_BLASTER_STEP_START lua_const("FIGHTER_FALCO_BLASTER_STEP_START")
#define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP")
#define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP_PREV")
#define FIGHTER_FALCO_BLASTER_STEP_SHOT lua_const("FIGHTER_FALCO_BLASTER_STEP_SHOT")
#define FIGHTER_FALCO_BLASTER_STEP_END lua_const("FIGHTER_FALCO_BLASTER_STEP_END")
#define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP")
#define FIGHTER_LOG_ATTACK_KIND_SPECIAL_N lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_N")
#define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT")
#define FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER")
#define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FOX_BLASTER_STEP_START lua_const("FIGHTER_FOX_BLASTER_STEP_START")
#define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP")
#define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP_PREV")
#define FIGHTER_FOX_BLASTER_STEP_SHOT lua_const("FIGHTER_FOX_BLASTER_STEP_SHOT")
#define FIGHTER_FOX_BLASTER_STEP_END lua_const("FIGHTER_FOX_BLASTER_STEP_END")
#define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP")
#define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT")
#define FIGHTER_FOX_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_FOX_GENERATE_ARTICLE_BLASTER")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_MTRANS lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_MTRANS")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_CHECK")
#define FIGHTER_LOG_DATA_INT_ATTACK_NUM lua_const("FIGHTER_LOG_DATA_INT_ATTACK_NUM")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_FOOD lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_FOOD")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_ENABLE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_TRIGGER_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_TRIGGER_COUNT")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_LOOP_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_LOOP_CHECK")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_RAPID_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_RAPID_CHECK")
#define FIGHTER_GANON_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_GANON_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_GANON_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_AIR_PHASE lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_AIR_PHASE")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_PREV_AIR_PHASE lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_PREV_AIR_PHASE")
#define FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_GROUND_END lua_const("FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_GROUND_END")
#define FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_AIR_END lua_const("FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_AIR_END")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_TURN lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_TURN")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_CHECK_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_CHECK_END")
#define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_PUNCH_START_CHARA_DIR lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_PUNCH_START_CHARA_DIR")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_BRAKE_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_BRAKE_FALL")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_NORMAL_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_NORMAL_FALL")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE_END")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_GRAVITY_DEFAULT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_GRAVITY_DEFAULT")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_START_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_START_ROTATION")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_ROTATION")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_END_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_END_ROTATION")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_REQUEST_GRAVITY_DEFAULT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_REQUEST_GRAVITY_DEFAULT")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_N_SPPED_Y lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_N_SPPED_Y")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND_AIR lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND_AIR")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_RELEASE_HOLD_BUTTON lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_RELEASE_HOLD_BUTTON")
#define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_SHURIKEN lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_SHURIKEN")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLAG lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLAG")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_INT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_INT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLOAT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLOAT")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_PARAM_MOTION_RATE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_PARAM_MOTION_RATE")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_HOLD lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_HOLD")
#define ARTICLE_OPE_TARGET_LAST lua_const("ARTICLE_OPE_TARGET_LAST")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_FRAME_MAX lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_FRAME_MAX")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_SHURIKEN_SHOOT lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_SHURIKEN_SHOOT")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOP lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOP")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MIDDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MIDDLE")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MDL_DAMAGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MDL_DAMAGE")
#define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL")
#define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_MAX_CHARGE_SOUND_DONE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_MAX_CHARGE_SOUND_DONE")
#define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE")
#define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV")
#define FIGHTER_INKLING_MOTION_PART_SET_KIND_TANK lua_const("FIGHTER_INKLING_MOTION_PART_SET_KIND_TANK")
#define FIGHTER_INKLING_STATUS_SPECIAL_N_FLAG_CAN_CHANGE_ANGLE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_FLAG_CAN_CHANGE_ANGLE")
#define FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGGUN lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGGUN")
#define FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGTANK lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGTANK")
#define FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_INT_BULLET_NUM lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_INT_BULLET_NUM")
#define FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_DEGREE")
#define FIGHTER_INKLING_GENERATE_ARTICLE_INKBULLET lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_INKBULLET")
#define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_N_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_N_NO")
#define FIGHTER_COMMAND_TURN_LR_RIGHT lua_const("FIGHTER_COMMAND_TURN_LR_RIGHT")
#define FIGHTER_COMMAND_TURN_LR_LEFT lua_const("FIGHTER_COMMAND_TURN_LR_LEFT")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_KEEP_ESCAPE_PENALTY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KEEP_ESCAPE_PENALTY_FRAME")
#define FIGHTER_KAMUI_GENERATE_ARTICLE_DRAGONHAND lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_DRAGONHAND")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_END_HOLD lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_END_HOLD")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_FRAME lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_FRAME")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_INT_FRAME_PREVIOUS_INPUT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_INT_FRAME_PREVIOUS_INPUT")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_SHOT_MOTION_FRAME lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_SHOT_MOTION_FRAME")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_BITE_HOLD_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_BITE_HOLD_RATE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_RATE")
#define FIGHTER_KAMUI_GENERATE_ARTICLE_RYUSENSYA lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_RYUSENSYA")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_AIR_CONTROL")
#define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_MOTION_END2 lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_MOTION_END2")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY_BITE lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY_BITE")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_MAIN_COUNT lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_MAIN_COUNT")
#define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_START lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_START")
#define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE")
#define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_END lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_END")
#define FIGHTER_KOOPA_STATUS_BREATH_STEP_START lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_START")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_STEP lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_STEP")
#define FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_FALL")
#define FIGHTER_KOOPA_STATUS_BREATH_STEP_LOOP lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_LOOP")
#define FIGHTER_KOOPA_STATUS_BREATH_STEP_END lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_END")
#define FIGHTER_KOOPA_STATUS_BREATH_FLAG_GENE_BREATH lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_GENE_BREATH")
#define FIGHTER_KOOPA_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_KOOPA_GENERATE_ARTICLE_BREATH")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_HEAD_NODE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_HEAD_NODE")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_STEP lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_STEP")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE1_HANDLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE1_HANDLE")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_HANDLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_HANDLE")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_ID lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_ID")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE")
#define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_GENERATE_COUNT lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_GENERATE_COUNT")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL")
#define CAMERA_QUAKE_KIND_SMALL_HF lua_const("CAMERA_QUAKE_KIND_SMALL_HF")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SKIP_HOLD lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SKIP_HOLD")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_CANNONBALL lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_CANNONBALL")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_FAIL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_FAIL")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_N")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_N")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLOAT_CHARGE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLOAT_CHARGE")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_FIRST")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_BLUNDERBUSS lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_BLUNDERBUSS")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SPITBALL lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SPITBALL")
#define FIGHTER_KROOL_GENERATE_ARTICLE_PIRATEHAT lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_PIRATEHAT")
#define FIGHTER_KROOL_GENERATE_ARTICLE_BLUNDERBUSS lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_BLUNDERBUSS")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_FIRE lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_FIRE")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SUCTION_IRONBALL lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SUCTION_IRONBALL")
#define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_NONE lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_NONE")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_SPECIAL_N_SPIT_TYPE lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_SPECIAL_N_SPIT_TYPE")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_CATCH_CUT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_CATCH_CUT")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL_END")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL")
#define FIGHTER_KROOL_GENERATE_ARTICLE_IRONBALL lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_IRONBALL")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_IRONBALL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_IRONBALL")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_CANCEL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_CANCEL")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_CANCEL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_CANCEL")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SUCTION lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SUCTION")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_LOOP lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_LOOP")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_START_SWALLOW lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_START_SWALLOW")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_END lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_END")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SWALLOW lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SWALLOW")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SPIT lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SPIT")
#define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_F lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_F")
#define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_HI lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_HI")
#define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_B lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_B")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_2ND_WAIGHT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_2ND_WAIGHT")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_TYPE_DECIDE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_TYPE_DECIDE")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_END")
#define FIGHTER_KROOL_GENERATE_ARTICLE_SPITBALL lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_SPITBALL")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_DROP_CROWN lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_DROP_CROWN")
#define DAMAGE_NO_REACTION_MODE_DAMAGE_POWER lua_const("DAMAGE_NO_REACTION_MODE_DAMAGE_POWER")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_CHARGE_FRAME lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_CHARGE_FRAME")
#define FIGHTER_LITTLEMAC_STATUS_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_LITTLEMAC_STATUS_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_CLIFF_STOP")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_MAX_TURN_DASH_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_MAX_TURN_DASH_START")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_TURN_DASH_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_TURN_DASH_START")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_KO_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_KO_COUNT")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY_END lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY_END")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_KO_GAGE_MAX_KEEP_FRAME lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_KO_GAGE_MAX_KEEP_FRAME")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_REQUEST_KO_GAUGE_MAX_EFFECT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_REQUEST_KO_GAUGE_MAX_EFFECT")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_CHARGE_RATE lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_CHARGE_RATE")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MIN lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MIN")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MAX lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MAX")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME")
#define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX")
#define FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_HOLD lua_const("FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_HOLD")
#define FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_SHOOT lua_const("FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_SHOOT")
#define FIGHTER_LUCARIO_GENERATE_ARTICLE_AURABALL lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_AURABALL")
#define WEAPON_LUCARIO_AURABALL_STATUS_KIND_CHARGE lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_CHARGE")
#define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_SPECIAL_N")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FREEZE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FREEZE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME")
#define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NO_BANG lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NO_BANG")
#define FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_0")
#define FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_1")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_SPECIAL_AIR_END_MOTION lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_SPECIAL_AIR_END_MOTION")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS")
#define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_LUIGI_STATUS_SPECIAL_N_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_N_INT_MTRANS")
#define FIGHTER_LUIGI_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_N_FLAG_FIRST")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CHARGE_MAX")
#define FIGHTER_INSTANCE_WORK_ID_INT_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_KIND")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_MOTION lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_MOTION")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_AIR_MOTION lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_AIR_MOTION")
#define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT")
#define MA_MSC_COLOR_BLEND_SET_FLASH_SPEED_RATE lua_const("MA_MSC_COLOR_BLEND_SET_FLASH_SPEED_RATE")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_N")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_START_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_START_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_KIND")
#define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_ATTACK_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_ATTACK_COUNTER")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_N")
#define FIGHTER_METAKNIGHT_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_METAKNIGHT_MOTION_TRANSITION_TERM_ID_MOT_END")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_REMOVE_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_REMOVE_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_REMOVE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_REMOVE")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_HANDLE")
#define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MTRANS lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MTRANS")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_UNABLE_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_UNABLE_COUNTER")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_FLOAT_GROUND_EFFECT_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_FLOAT_GROUND_EFFECT_COUNTER")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_HOP_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_HOP_COUNT")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE_COUNTER")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_ON")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_ADD_ATTACK_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_ADD_ATTACK_ON")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_ATTACK_ID_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_ATTACK_ID_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_BUTTON_SPECIAL_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_BUTTON_SPECIAL_ON")
#define FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT")
#define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_HOLD lua_const("FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_HOLD")
#define FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_SHOOT lua_const("FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_SHOOT")
#define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME")
#define FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX")
#define FIGHTER_MEWTWO_GENERATE_ARTICLE_SHADOWBALL lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_SHADOWBALL")
#define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_CHARGE lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_CHARGE")
#define FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS lua_const("FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS")
#define FIGHTER_MIIFIGHTER_GENERATE_ARTICLE_IRONBALL lua_const("FIGHTER_MIIFIGHTER_GENERATE_ARTICLE_IRONBALL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_IRONBALL_FLAG_FIRST lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_IRONBALL_FLAG_FIRST")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_ST_INIT")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT")
#define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_CANCEL_STATUS lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_CANCEL_STATUS")
#define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_COUNT lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_COUNT")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GUNNERCHARGE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GUNNERCHARGE")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX")
#define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_SHOOT lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_SHOOT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_0 lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_0")
#define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_1 lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_1")
#define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_WORK_INT_RECOVER_GRAVITY_COUNTER")
#define FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_N1 lua_const("FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_N1")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT_INPUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT_INPUT")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_ATTACK_OBJECT_ID lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_ATTACK_OBJECT_ID")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_STATUS_ATTR lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_STATUS_ATTR")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_OBJECT_CATEGORY lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_OBJECT_CATEGORY")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_PULL_SPEED lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_PULL_SPEED")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCHING lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCHING")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_FRAME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_FRAME")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCH lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCH")
#define FIGHTER_KIRBY_MURABITO_AREA_KIND_SEARCH_ITEM lua_const("FIGHTER_KIRBY_MURABITO_AREA_KIND_SEARCH_ITEM")
#define MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR_ALL lua_const("MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR_ALL")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_STEP lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_STEP")
#define MA_MSC_CMD_SEARCH_SEARCH lua_const("MA_MSC_CMD_SEARCH_SEARCH")
#define COLLISION_KIND_MASK_ATTACK lua_const("COLLISION_KIND_MASK_ATTACK")
#define COLLISION_CATEGORY_MASK_ITEM lua_const("COLLISION_CATEGORY_MASK_ITEM")
#define COLLISION_CATEGORY_MASK_ITEM_E lua_const("COLLISION_CATEGORY_MASK_ITEM_E")
#define COLLISION_SITUATION_MASK_GA lua_const("COLLISION_SITUATION_MASK_GA")
#define HIT_STATUS_MASK_ALL lua_const("HIT_STATUS_MASK_ALL")
#define MA_MSC_CMD_SEARCH_SET_OPPONENT lua_const("MA_MSC_CMD_SEARCH_SET_OPPONENT")
#define COLLISION_TARGET_PROPERTY lua_const("COLLISION_TARGET_PROPERTY")
#define COLLISION_PROPERTY_MASK_REFLECT lua_const("COLLISION_PROPERTY_MASK_REFLECT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ORIGINAL_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ORIGINAL_SCALE")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_TARGET_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_TARGET_SCALE")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ADD_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ADD_SCALE")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_REQUEST_TAKEOUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_REQUEST_TAKEOUT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_REQUEST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_REQUEST")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_POCKET lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_POCKET")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_BUFFER lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_BUFFER")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_TRAIT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_TRAIT")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_TIME_LIMIT lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_TIME_LIMIT")
#define FIGHTER_MURABITO_SPECIAL_N_TRAIT_FIRE lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_FIRE")
#define FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_HEAVY lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_HEAVY")
#define FIGHTER_LOG_ATTACK_KIND_THROW_ITEM lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_ITEM")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_SCALE")
#define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_HAVE_NO lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_HAVE_NO")
#define FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_LIGHT lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_LIGHT")
#define FIGHTER_MURABITO_SPECIAL_N_TRAIT_USE lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_USE")
#define FIGHTER_MURABITO_SPECIAL_N_TRAIT_EQUIP lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_EQUIP")
#define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_SPECIAL_N")
#define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE")
#define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED")
#define FIGHTER_NESS_GENERATE_ARTICLE_PK_FLASH lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_FLASH")
#define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME")
#define WEAPON_NESS_PK_FLASH_STATUS_KIND_NO_BANG lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_NO_BANG")
#define FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_0")
#define FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_1")
#define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS")
#define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_PACKUN_GENERATE_ARTICLE_SPIKEBALL lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_SPIKEBALL")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_START_SCALE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_START_SCALE")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLOAT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_LOOP lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_LOOP")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_FRONT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_FRONT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_WAIT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_WAIT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLOAT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_SPIKEBALL_SPEED_MUL lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_SPIKEBALL_SPEED_MUL")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_PREVIOUS_WAIT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_PREVIOUS_WAIT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_X")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_Y")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_DISTANCE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_DISTANCE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLAG_END_PREVIOUS_SHOOT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLAG_END_PREVIOUS_SHOOT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_END lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_END")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK")
#define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_CHARGE_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_CHARGE_FRAME")
#define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS")
#define PACMAN_SPECIAL_N_RANK_MAX lua_const("PACMAN_SPECIAL_N_RANK_MAX")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM")
#define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_TARGET_NUM lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_TARGET_NUM")
#define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_MAX_HOLD_COUNT lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_MAX_HOLD_COUNT")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_PULL_THROW lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_PULL_THROW")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_REMOVE_ITEM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_REMOVE_ITEM")
#define PACMAN_SPECIAL_N_RANK_MIN lua_const("PACMAN_SPECIAL_N_RANK_MIN")
#define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_FLAG_THROW lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_FLAG_THROW")
#define FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING lua_const("FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_HAS_TARGET_ARTICLE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_HAS_TARGET_ARTICLE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_INT_TARGET_CATEGORY lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_INT_TARGET_CATEGORY")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_TARGET_EXIST lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_TARGET_EXIST")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTORETICLE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTORETICLE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_1ST_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_1ST_DONE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_2ND_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_2ND_DONE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_3RD_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_3RD_DONE")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTOAIMBULLET lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTOAIMBULLET")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SIGHT_EFFECT_ON lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SIGHT_EFFECT_ON")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_X")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Y")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Z lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Z")
#define FIGHTER_PEACH_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MOT_KIND")
#define FIGHTER_PEACH_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_PEACH_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_PEACH_MOTION_TRANSITION_TERM_ID_MOT_END")
#define FIGHTER_PEACH_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE")
#define FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIO lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIO")
#define FIGHTER_PEACH_STATUS_WORK_INT_MTRANS lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MTRANS")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLOAT")
#define FIGHTER_PEACH_STATUS_SPECIAL_N_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_PEACH_STATUS_SPECIAL_N_WORK_FLOAT_SHIELD_LR")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_N_INT_LOOP lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_N_INT_LOOP")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MOT_INHERIT")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_0 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_0")
#define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_1 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_1")
#define FIGHTER_PIKMIN_GENERATE_ARTICLE_PIKMIN lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_PIKMIN")
#define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SHOOT_PIKMIN lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SHOOT_PIKMIN")
#define FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_DIR_S lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_DIR_S")
#define FIGHTER_PIT_GENERATE_ARTICLE_BOW lua_const("FIGHTER_PIT_GENERATE_ARTICLE_BOW")
#define FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_FIRST")
#define FIGHTER_KINETIC_TYPE_PIT_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_PIT_SPECIAL_AIR_N")
#define FIGHTER_PIT_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_PIT_GENERATE_ARTICLE_BOWARROW")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLOAT")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_CHARGE lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_CHARGE")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_DIR_S lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_DIR_S")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION_AIR")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION_AIR")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_CHARGE_MAX lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_CHARGE_MAX")
#define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_FIRST")
#define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_FLAG_FIRST")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLOAT")
#define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION")
#define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION_AIR")
#define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION")
#define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION_AIR")
#define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_START lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_START")
#define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_END lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_END")
#define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_START lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_START")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_STEP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_STEP")
#define FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_FALL")
#define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_GENE_BREATH lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_GENE_BREATH")
#define FIGHTER_PLIZARDON_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_BREATH")
#define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL")
#define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_LOOP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_LOOP")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_MAIN_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_MAIN_COUNT")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_HEAD_NODE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_HEAD_NODE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_X lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_X")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Y lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Y")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Z lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Z")
#define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_END lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_END")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_LOOP_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_LOOP_COUNT")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_STEP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_STEP")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_HANDLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_HANDLE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_HANDLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_HANDLE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_ID lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_ID")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_ID lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_ID")
#define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE")
#define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_GENERATE_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_GENERATE_COUNT")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_N")
#define FIGHTER_POPO_STATUS_SPECIAL_N_WORK_INT_SITUATION lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_WORK_INT_SITUATION")
#define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE")
#define FIGHTER_POPO_GENERATE_ARTICLE_ICESHOT lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICESHOT")
#define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE_SUCCESS lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE_SUCCESS")
#define WEAPON_POPO_ICESHOT_STATUS_KIND_REMOVE lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_REMOVE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_LIFE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_LIFE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOVE_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOVE_DIR")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_STICK lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_STICK")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_START_TURN_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_START_TURN_FRAME")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_START_LR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_START_LR")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_TURN lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_TURN")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SITUATION_PRE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SITUATION_PRE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CROWN_EFFECT_ENABLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CROWN_EFFECT_ENABLE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT5 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT5")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_RESERVE_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_RESERVE_DIR")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_START_TURN lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_START_TURN")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_MAX_FLAG lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_MAX_FLAG")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT1 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT1")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT2 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT2")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT3 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT3")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT4 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT4")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ADD_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ADD_ANGLE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_END lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_END")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_STATUS lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_STATUS")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_CONTROL_RUMBLE_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_CONTROL_RUMBLE_COUNT")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED_BACKUP lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED_BACKUP")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ACCEL lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ACCEL")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_FRAME")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_ROLL_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_ROLL_DIR")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_SPEED_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_SPEED_GROUND")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_STATUS_PRE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_STATUS_PRE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_HIT_END_DEGREE_SPEED lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_HIT_END_DEGREE_SPEED")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SCALE_IDX lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SCALE_IDX")
#define CAMERA_QUAKE_KIND_M lua_const("CAMERA_QUAKE_KIND_M")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_X lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_X")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Y lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Y")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Z lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Z")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_DISP_IDX lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_DISP_IDX")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE_NEXT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE_NEXT")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_PREV_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_PREV_ANGLE")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_GROUP lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_GROUP")
#define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_FLUSHING_EFFECT_ON lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_FLUSHING_EFFECT_ON")
#define FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE lua_const("FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_CHARGE_MAX")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_SHOOT_ANGLE_ENABLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_SHOOT_ANGLE_ENABLE")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_NODE_ANGLE_SET lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_NODE_ANGLE_SET")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_NODE_ANGLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_NODE_ANGLE")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_ANGLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_ANGLE")
#define FIGHTER_REFLET_MAGIC_KIND_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_THUNDER")
#define FIGHTER_REFLET_MAGIC_KIND_EL_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_EL_THUNDER")
#define FIGHTER_REFLET_MAGIC_KIND_GIGA_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_GIGA_THUNDER")
#define FIGHTER_REFLET_MAGIC_KIND_TRON lua_const("FIGHTER_REFLET_MAGIC_KIND_TRON")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_LAST_USED_MAGIC_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_LAST_USED_MAGIC_KIND")
#define FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_GROUND")
#define FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_AIR")
#define FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_GROUND")
#define FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_AIR")
#define FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_GROUND")
#define FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_AIR")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_NEXT_STATUS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_NEXT_STATUS")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_COUNT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_COUNT")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_SPECIAL_N_CHARGE_RATE")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_CURRENT_POINT")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_SHOOT_OK lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_SHOOT_OK")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THROWAWAY_TABLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THROWAWAY_TABLE")
#define FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_SHOOT_OK lua_const("FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_SHOOT_OK")
#define FIGHTER_REFLET_STATUS_COMMON_FLAG_MAGIC_EMPTY_EFFECT_DONE lua_const("FIGHTER_REFLET_STATUS_COMMON_FLAG_MAGIC_EMPTY_EFFECT_DONE")
#define MA_MSC_CMD_EFFECT_EFFECT_FOLLOW lua_const("MA_MSC_CMD_EFFECT_EFFECT_FOLLOW")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_TRY lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_TRY")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_TEMP_MAGIC_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_TEMP_MAGIC_KIND")
#define FIGHTER_REFLET_GENERATE_ARTICLE_THUNDER lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_THUNDER")
#define MA_MSC_EFFECT_REMOVE_COMMON lua_const("MA_MSC_EFFECT_REMOVE_COMMON")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_INT_COUNT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_INT_COUNT")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_FLAG_LETS_TERMINATE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_FLAG_LETS_TERMINATE")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_THUNDER_SWORD_ON lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_THUNDER_SWORD_ON")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE2 lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE2")
#define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE3 lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE3")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_FLOAT_WEAK_SIZE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_FLOAT_WEAK_SIZE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_NUM lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_NUM")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_FRAME_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_FRAME_COUNT")
#define FIGHTER_RIDLEY_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_RIDLEY_GENERATE_ARTICLE_BREATH")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_CONTINUE lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_CONTINUE")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_WAIT lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_WAIT")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_FALL lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_FALL")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE")
#define FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_ENERGY_VALUE lua_const("FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_ENERGY_VALUE")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_SHOOT lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_SHOOT")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_BEAM lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_BEAM")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_CONTROL lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_CONTROL")
#define FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_RETURN lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_RETURN")
#define FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_NECK_ANG lua_const("FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_NECK_ANG")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_METALBLADE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_METALBLADE")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_ALREADY_EXIST_METALBLADE lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_ALREADY_EXIST_METALBLADE")
#define FIGHTER_INSTANCE_WORK_ID_INT_STATUS_START_TURN_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_STATUS_START_TURN_FRAME")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_FRAME_END lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_FRAME_END")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_ACCEPT lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_ACCEPT")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_TURN_MOTION lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_TURN_MOTION")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_X lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_X")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_Y lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_Y")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_FIRST")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ATTACK_HI3_LANDING lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ATTACK_HI3_LANDING")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_INT_METALBLADE_ID lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_INT_METALBLADE_ID")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_ROSETTATICOMISSILE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ROSETTATICOMISSILE")
#define FIGHTER_ROSETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_MOTION_RATE lua_const("FIGHTER_ROSETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_MOTION_RATE")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE_SKIP lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE_SKIP")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_MOTION_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_MOTION_FRAME")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_N")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_N")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_GROUND lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_GROUND")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_CHARGE_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_CHARGE_FRAME")
#define KINETIC_TYPE_NONE lua_const("KINETIC_TYPE_NONE")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOTED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOTED")
#define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT")
#define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_AFTER_TURN lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_AFTER_TURN")
#define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX")
#define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT")
#define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE")
#define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE")
#define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX")
#define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL")
#define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FAILED lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FAILED")
#define FIGHTER_RYU_GENERATE_ARTICLE_HADOKEN lua_const("FIGHTER_RYU_GENERATE_ARTICLE_HADOKEN")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FIRED lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FIRED")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_AIR")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_BUTTON_ON_TIMER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_BUTTON_ON_TIMER")
#define FIGHTER_RYU_STRENGTH_S lua_const("FIGHTER_RYU_STRENGTH_S")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_STRENGTH lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_STRENGTH")
#define WEAPON_RYU_HADOKEN_TYPE_NORMAL lua_const("WEAPON_RYU_HADOKEN_TYPE_NORMAL")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_TYPE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_TYPE")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N_COMMAND")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N2_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N2_COMMAND")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_COMMAND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_COMMAND")
#define WEAPON_RYU_HADOKEN_TYPE_SYAKUNETU lua_const("WEAPON_RYU_HADOKEN_TYPE_SYAKUNETU")
#define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N2_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N2_COMMAND")
#define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N_COMMAND")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_LADDER_CATCH_BOTTOM_CANCEL_FRAME lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_LADDER_CATCH_BOTTOM_CANCEL_FRAME")
#define FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT")
#define FT_SHEIK_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING_DISGUISE lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING_DISGUISE")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_AIR lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_AIR")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_GROUND lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_GROUND")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_CHARGE_MAX")
#define FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_CANCEL_STATUS lua_const("FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_CANCEL_STATUS")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_GROUND lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_GROUND")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_TEMP_0 lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_TEMP_0")
#define FT_SHEIK_STATUS_SPECIAL_N_FLAG_INTERRUPT lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_INTERRUPT")
#define FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLE")
#define FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT lua_const("FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT")
#define FT_SHEIK_STATUS_SPECIAL_N_FLAG_EFFECT lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_EFFECT")
#define FIGHTER_SHULK_STATUS_SPECIAL_N_FLAG_END lua_const("FIGHTER_SHULK_STATUS_SPECIAL_N_FLAG_END")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_N_TYPE lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_N_TYPE")
#define FIGHTER_SHULK_MONAD_TYPE_JUMP lua_const("FIGHTER_SHULK_MONAD_TYPE_JUMP")
#define FIGHTER_SHULK_MONAD_TYPE_SPEED lua_const("FIGHTER_SHULK_MONAD_TYPE_SPEED")
#define FIGHTER_SHULK_MONAD_TYPE_SHIELD lua_const("FIGHTER_SHULK_MONAD_TYPE_SHIELD")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_03 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_03")
#define FIGHTER_SHULK_MONAD_TYPE_BUSTER lua_const("FIGHTER_SHULK_MONAD_TYPE_BUSTER")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_04 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_04")
#define FIGHTER_SHULK_MONAD_TYPE_SMASH lua_const("FIGHTER_SHULK_MONAD_TYPE_SMASH")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_05 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_05")
#define FIGHTER_SIMON_GENERATE_ARTICLE_AXE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_AXE")
#define FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION")
#define FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION_AIR")
#define FIGHTER_SIMON_STATUS_SPECIAL_N_FLAG_HAVE_AXE lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_FLAG_HAVE_AXE")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLAG_FIRST lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLAG_FIRST")
#define FIGHTER_SNAKE_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_SNAKE_STATUS_WORK_INT_MOT_KIND")
#define FIGHTER_SNAKE_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_SNAKE_STATUS_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_HOLD_WAIT_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_HOLD_WAIT_WORK_FLOAT_THROW_RATE")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLOAT_THROW_RATE")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_FLAG_BUTTON_SPECIAL_OFF lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_FLAG_BUTTON_SPECIAL_OFF")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE_PIN lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE_PIN")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLAG_FIRST lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLAG_FIRST")
#define FIGHTER_SNAKE_INSTANCE_WORK_FLAG_CYPHER_FALL lua_const("FIGHTER_SNAKE_INSTANCE_WORK_FLAG_CYPHER_FALL")
#define FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLOAT_THROW_RATE")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_FLAG_IS_KIRBY lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_FLAG_IS_KIRBY")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_WORK_FLOAT_ADVANCE_COUNTER")
#define FIGHTER_SONIC_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_ADD_ATTACK_POWER lua_const("FIGHTER_SONIC_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_ADD_ATTACK_POWER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_FAIL lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_FAIL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_FAIL_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_FAIL_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HIT lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HIT")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_NONE lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_NONE")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HIT_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HIT_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HOMING lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HOMING")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_CONTINUE_COUNT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_CONTINUE_COUNT")
#define FIGHTER_SONIC_GENERATE_ARTICLE_HOMINGTARGET lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_HOMINGTARGET")
#define WEAPON_SONIC_HOMINGTARGET_STATUS_KIND_STAY lua_const("WEAPON_SONIC_HOMINGTARGET_STATUS_KIND_STAY")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_HOMING_EXPECT_HIT_FRAME lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_HOMING_EXPECT_HIT_FRAME")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_VANISH lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_VANISH")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_VANISH_COUNT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_VANISH_COUNT")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_OBJECT_ID")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_EXITST lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_EXITST")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_HAS_TARGET_ARTICLE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_HAS_TARGET_ARTICLE")
#define FIGHTER_SONIC_INSTANCE_WORK_INT_SPECIAL_N_STATUS_KIND_NEXT lua_const("FIGHTER_SONIC_INSTANCE_WORK_INT_SPECIAL_N_STATUS_KIND_NEXT")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_REBOUND lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_REBOUND")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLOAT")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_FLAG_SHOOT")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_GROUND lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_GROUND")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_AIR")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_N_AGAIN lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_N_AGAIN")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_STATUS_KIND_EAT lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_STATUS_KIND_EAT")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MIN lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MIN")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MAX lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MAX")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_WEAPON_DONE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_WEAPON_DONE")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOLD_TO_SHOOT lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOLD_TO_SHOOT")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_SUNBULLET lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SUNBULLET")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_N_FLAG_SUN_BULLET_ABSORBED lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_N_FLAG_SUN_BULLET_ABSORBED")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_NONE")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR")
#define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_FUKUSHIKI_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_FUKUSHIKI_LANDING")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HEADING_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HEADING_LANDING")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HULAHOOP_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HULAHOOP_LANDING")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_EFFECT_MAX_ID lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_EFFECT_MAX_ID")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_MAX_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_MAX_FRAME")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SHOOT_BULLET lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SHOOT_BULLET")
#define FIGHTER_ZELDA_STATUS_SPECIAL_N_WORK_INT_STOP_Y lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_WORK_INT_STOP_Y")
#define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_N_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_N_AIR")
#define FIGHTER_ZELDA_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_ZELDA_REFLECTOR_KIND_REFLECTOR")
#define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_START lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_START")
#define MA_MSC_SHIELD_SET_STATUS lua_const("MA_MSC_SHIELD_SET_STATUS")
#define COLLISION_KIND_REFLECTOR lua_const("COLLISION_KIND_REFLECTOR")
#define FIGHTER_REFLECTOR_GROUP_EXTEND lua_const("FIGHTER_REFLECTOR_GROUP_EXTEND")
#define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_END lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_END")
#define WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_NUM")
#define WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_REGULAR")
#define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define WEAPON_KIRBY_HAMMER_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_NUM")
#define WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR")
#define WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR_AIR lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR_AIR")
#define WEAPON_KIRBY_HAT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_HAT_STATUS_KIND_NUM")
#define WEAPON_KIRBY_HAT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_HAT_STATUS_KIND_REGULAR")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_NUM")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_START lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_START")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_CHARGE lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_CHARGE")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_SHOOT lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_SHOOT")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_END lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_END")
#define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_START lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_START")
#define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_CHARGE lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_CHARGE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLOAT")
#define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_SHOOT lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_SHOOT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_RATE lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_RATE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LR")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_MOVE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_MOVE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_JUMP_COUNT")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE_DISABLE_JUMP lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE_DISABLE_JUMP")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_SAME_FLOOR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_SAME_FLOOR")
#define WEAPON_KIRBY_ROSETTATICOMISSILE_INSTANCE_WORK_ID_INT_SHOOT_SMOKE_FRAME lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_INSTANCE_WORK_ID_INT_SHOOT_SMOKE_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT_FIGHTER lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT_FIGHTER")
#define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_NUM")
#define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY")
#define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY_COPY lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY_COPY")
#define WEAPON_KIRBY_STARMISSILE_INSTANCE_WORK_ID_FLAG_IS_WEAPON lua_const("WEAPON_KIRBY_STARMISSILE_INSTANCE_WORK_ID_FLAG_IS_WEAPON")
#define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_LIFE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_LIFE")
#define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLAG_SHOT_CANCELED lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLAG_SHOT_CANCELED")
#define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_KIND lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_KIND")
#define WEAPON_KIRBY_STARMISSILE_KIND_COPY_CANCEL lua_const("WEAPON_KIRBY_STARMISSILE_KIND_COPY_CANCEL")
#define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_BRAKE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_BRAKE")
#define WEAPON_KIRBY_STONE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_STONE_STATUS_KIND_NUM")
#define WEAPON_KIRBY_STONE_STATUS_KIND_DUMMY lua_const("WEAPON_KIRBY_STONE_STATUS_KIND_DUMMY")
#define WEAPON_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_NO_DEAD")
#define WEAPON_KIRBY_STONE_INSTANCE_WORK_ID_INT_STONE_KIND lua_const("WEAPON_KIRBY_STONE_INSTANCE_WORK_ID_INT_STONE_KIND")
#define WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_NUM")
#define WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_REGULAR")
#define WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_NUM")
#define WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_REGULAR")
#define WEAPON_KIRBY_WINDUMMY_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_WINDUMMY_STATUS_KIND_NUM")
#define WEAPON_KIRBY_WINDUMMY_STATUS_KIND_WIN lua_const("WEAPON_KIRBY_WINDUMMY_STATUS_KIND_WIN")
#define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_NUM")
#define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_FLY lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_FLY")
#define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_STAY lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_STAY")
#define WEAPON_FOX_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID lua_const("WEAPON_FOX_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID")
#define FIGHTER_FOX_STATUS_KIND_NUM lua_const("FIGHTER_FOX_STATUS_KIND_NUM")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_BOUND")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH_END")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_LOOP lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_LOOP")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_STATUS_KIND_WIN lua_const("FIGHTER_STATUS_KIND_WIN")
#define FIGHTER_FOX_STATUS_KIND_FINAL_READY lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_READY")
#define FIGHTER_FOX_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_FOX_STATUS_KIND_FINAL_END lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_END")
#define FIGHTER_APPEAL_KIND_SMASH lua_const("FIGHTER_APPEAL_KIND_SMASH")
#define FIGHTER_FOX_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO lua_const("FIGHTER_FOX_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO")
#define FIGHTER_MOTION_PART_SET_KIND_DEMO_FACIAL lua_const("FIGHTER_MOTION_PART_SET_KIND_DEMO_FACIAL")
#define FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING")
#define FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_REFLECTOR_LANDING lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_REFLECTOR_LANDING")
#define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG")
#define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT")
#define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_FOX_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_FOX_GENERATE_ARTICLE_RETICLE")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW")
#define FIGHTER_WOLF_GENERATE_ARTICLE_WOLFEN lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_WOLFEN")
#define FIGHTER_FOX_GENERATE_ARTICLE_ARWINGSHOT lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ARWINGSHOT")
#define FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE")
#define FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME")
#define FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_AIR")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_REVERT_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_REVERT_DEGREE")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_KICK lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_KICK")
#define FIGHTER_FOX_FIRE_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FOX_FIRE_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_DIR")
#define FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X")
#define FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE")
#define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_ENABLE_CONTROL lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_ENABLE_CONTROL")
#define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLOAT")
#define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART")
#define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_ATTACK lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_ATTACK")
#define FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_FALL")
#define FIGHTER_FOX_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_FOX_REFLECTOR_KIND_REFLECTOR")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_FOX_ILLUSION_STEP_START lua_const("FIGHTER_FOX_ILLUSION_STEP_START")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_FRAME lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_FRAME")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_COUNT lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_COUNT")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_RUSH_DEGREE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_RUSH_DEGREE")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MAX_RUSH_DEGREE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MAX_RUSH_DEGREE")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MIN_STICK lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MIN_STICK")
#define FIGHTER_FOX_ILLUSION_STEP_RUSH lua_const("FIGHTER_FOX_ILLUSION_STEP_RUSH")
#define FIGHTER_FOX_ILLUSION_STEP_END lua_const("FIGHTER_FOX_ILLUSION_STEP_END")
#define FIGHTER_FOX_ILLUSION_STEP_FORCE_END lua_const("FIGHTER_FOX_ILLUSION_STEP_FORCE_END")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END")
#define FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_S")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD")
#define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL")
#define WEAPON_FOX_ILLUSION_STATUS_KIND_NUM lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_NUM")
#define WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_GROUND lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_GROUND")
#define WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_AIR lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_AIR")
#define WEAPON_FOX_ILLUSION_STATUS_KIND_STOP lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_STOP")
#define WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP")
#define FIGHTER_PIKACHU_STATUS_KIND_NUM lua_const("FIGHTER_PIKACHU_STATUS_KIND_NUM")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_HOLD")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_WEAK lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_WEAK")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_WARP lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_WARP")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH")
#define FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define FIGHTER_PIKACHU_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_FLAG_ATTACK_HIT")
#define WEAPON_PIKACHU_VORTEX_STATUS_KIND_HIT lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_HIT")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_VORTEX_TIME_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_VORTEX_TIME_COUNT")
#define WEAPON_PIKACHU_VORTEX_STATUS_KIND_END lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_END")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_TOTAL lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_TOTAL")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_ATTACK_2 lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_ATTACK_2")
#define WEAPON_PIKACHU_VORTEX_STATUS_KIND_RETURN lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_RETURN")
#define FIGHTER_STATUS_ATTR_INHERIT_CAMERA_RANGE lua_const("FIGHTER_STATUS_ATTR_INHERIT_CAMERA_RANGE")
#define FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_FALL")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_FINAL_GRAVITY_ONOFF lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_FINAL_GRAVITY_ONOFF")
#define FIGHTER_PIKACHU_FINAL_TARGET_NUM lua_const("FIGHTER_PIKACHU_FINAL_TARGET_NUM")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_REFLECT_ANGLE lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_REFLECT_ANGLE")
#define FIGHTER_PIKACHU_STATUS_FINAL_FLAG_OPPONETN_DEAD lua_const("FIGHTER_PIKACHU_STATUS_FINAL_FLAG_OPPONETN_DEAD")
#define FIGHTER_PIKACHU_LINK_NO_FINAL lua_const("FIGHTER_PIKACHU_LINK_NO_FINAL")
#define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_ROT_ANGLE lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_ROT_ANGLE")
#define FIGHTER_PICHU_GENERATE_ARTICLE_VORTEX lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_VORTEX")
#define FIGHTER_PIKACHU_GENERATE_ARTICLE_VORTEX lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_VORTEX")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_QUICK_ATTACK_GUIDE_EFFECT_LAST_VISIBLE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_QUICK_ATTACK_GUIDE_EFFECT_LAST_VISIBLE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT")
#define FIGHTER_PIKACHU_GENERATE_ARTICLE_SPECIALUPDUMMY lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_SPECIALUPDUMMY")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_FALL_STOP_COUNTER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_FALL_STOP_COUNTER")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_GUIDE_EFFECT_HANDLE")
#define ENERGY_STOP_RESET_TYPE_AIR_X_NORMAL_MAX lua_const("ENERGY_STOP_RESET_TYPE_AIR_X_NORMAL_MAX")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_X")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_Y lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_Y")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATED lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATED")
#define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_WAIT lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_WAIT")
#define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_FALL lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_FALL")
#define FIGHTER_PIKACHU_GENERATE_ARTICLE_CLOUD lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_CLOUD")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_COL_LOG_GROUP lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_COL_LOG_GROUP")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_SITUATION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_SITUATION")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_FLICK lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_FLICK")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHG_SA lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHG_SA")
#define FIGHTER_PICHU_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_PICHU_CLIFF_HANG_DATA_SPECIAL_S")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_AIR lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_AIR")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_HOLD_COUNT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_HOLD_COUNT")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_INHERIT_MOTION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_INHERIT_MOTION")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_WEAK_FRAME lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_WEAK_FRAME")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_HIT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_HIT")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_POWER_MODIFY lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_POWER_MODIFY")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CALC_ATTACK_POWER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CALC_ATTACK_POWER")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_PREV_SITUATION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_PREV_SITUATION")
#define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_WAIT lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_WAIT")
#define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_FALL lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_FALL")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_MISS_END_RUMBLE_2 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_MISS_END_RUMBLE_2")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_CHARGE_RATE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_CHARGE_RATE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_3 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_3")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_2 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_2")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_1 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_1")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_ATTACK_SPEED_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_ATTACK_SPEED_X")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_BRAKE_TRIGGER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_BRAKE_TRIGGER")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_DEGREE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_TARGET_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_TARGET_DEGREE")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_START_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_START_DEGREE")
#define WEAPON_PIKACHU_CLOUD_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_CLOUD_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_CLOUD_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_CLOUD_STATUS_KIND_REGULAR")
#define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_SELF_REMOVE lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_SELF_REMOVE")
#define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_ACTIVATE_KAMINARI lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_ACTIVATE_KAMINARI")
#define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_INTERVAL_COUNT lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_INTERVAL_COUNT")
#define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_KAMINARI_COUNT lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_KAMINARI_COUNT")
#define WEAPON_PIKACHU_CLOUD_GENERATE_ARTICLE_KAMINARI lua_const("WEAPON_PIKACHU_CLOUD_GENERATE_ARTICLE_KAMINARI")
#define WEAPON_PIKACHU_DENGEKI_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_DENGEKI_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_DENGEKI_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_DENGEKI_STATUS_KIND_REGULAR")
#define WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_FLOAT_ATK_CLR_FRAME lua_const("WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_FLOAT_ATK_CLR_FRAME")
#define WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_INT_HITTEST_FRAME lua_const("WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_INT_HITTEST_FRAME")
#define WEAPON_KIND_PICHU_DENGEKI lua_const("WEAPON_KIND_PICHU_DENGEKI")
#define WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_REGULAR")
#define WEAPON_PIKACHU_KAMINARI_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_KAMINARI_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_KAMINARI_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_KAMINARI_STATUS_KIND_REGULAR")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_SELF_REMOVE lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_SELF_REMOVE")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_IS_HEAD lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_IS_HEAD")
#define CAMERA_QUAKE_KIND_L lua_const("CAMERA_QUAKE_KIND_L")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_FIGHTER_OBJECT_ID lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_FIGHTER_OBJECT_ID")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_COLLISION_CHECK lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_COLLISION_CHECK")
#define WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_FLY lua_const("WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_FLY")
#define WEAPON_PIKACHU_VORTEX_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_NUM")
#define WEAPON_PIKACHU_VORTEX_STATUS_KIND_NORMAL lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_NORMAL")
#define WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID lua_const("WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID")
#define WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_CAMERA_TYPE lua_const("WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_CAMERA_TYPE")
#define FIGHTER_LUIGI_STATUS_KIND_NUM lua_const("FIGHTER_LUIGI_STATUS_KIND_NUM")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_CHARGE lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_CHARGE")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_RAM lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_RAM")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_BREATH lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_BREATH")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_WALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_WALL")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_DROP lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_DROP")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_LANDING_FALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_LANDING_FALL")
#define FIGHTER_LUIGI_STATUS_KIND_FINAL_VACUUM lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_VACUUM")
#define FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT_READY lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT_READY")
#define FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT")
#define FIGHTER_LUIGI_STATUS_KIND_FINAL_END lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_END")
#define FIGHTER_LUIGI_STATUS_KIND_FINAL_FAIL lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_FAIL")
#define FIGHTER_LUIGI_INSTANCE_WORK_ID_INT_OBAKYUMU_OBJECT_ID lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_INT_OBAKYUMU_OBJECT_ID")
#define FIGHTER_LUIGI_GENERATE_ARTICLE_PLUNGER lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_PLUNGER")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_PULL lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_PULL")
#define FIGHTER_LUIGI_GENERATE_ARTICLE_OBAKYUMU lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_OBAKYUMU")
#define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLAG lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLAG")
#define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_INT lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_INT")
#define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLOAT lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLOAT")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_START lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_START")
#define FIGHTER_LUIGI_LINK_NO_OBAKYUMU lua_const("FIGHTER_LUIGI_LINK_NO_OBAKYUMU")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_VACUUM lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_VACUUM")
#define FIGHTER_LUIGI_STATUS_FINAL_INT_SHOOT_NUM lua_const("FIGHTER_LUIGI_STATUS_FINAL_INT_SHOOT_NUM")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT_READY lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT_READY")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT")
#define FIGHTER_LUIGI_STATUS_FINAL_FLAG_RESHOOT lua_const("FIGHTER_LUIGI_STATUS_FINAL_FLAG_RESHOOT")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_END lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_END")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_FAIL lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_FAIL")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_BONUS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_BONUS")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_REVERSE_LR lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_REVERSE_LR")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_INT_MTRANS")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_FIRST")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLOAT")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_DISCHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_DISCHARGE")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FLASHING lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FLASHING")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_WORK_FLOAT_CHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_WORK_FLOAT_CHARGE")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_INT_MTRANS")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FIRST")
#define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_CHARGE_MELEE_NO_RANDOM lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_CHARGE_MELEE_NO_RANDOM")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLOAT")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_HIT")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_LAST_STRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_LAST_STRANS")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_HIT")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_BREATH_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_BREATH_FLAG_FIRST")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLOAT")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_END_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_END_INT_MTRANS")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_END")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_END_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_END_FLAG_FIRST")
#define MA_MSC_CMD_EFFECT_LANDING_EFFECT lua_const("MA_MSC_CMD_EFFECT_LANDING_EFFECT")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S_END")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_WALL_FLAG_DETACH lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_WALL_FLAG_DETACH")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_INT_MTRANS")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_LW")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_FIRST")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_LW")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_HI_FALL")
#define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC")
#define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_RISE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_RISE")
#define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_RISE_Y lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_RISE_Y")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_GROUND_CHECK lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_GROUND_CHECK")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_SET_ATTACK_POWER lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_SET_ATTACK_POWER")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLOAT_CHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLOAT_CHARGE")
#define WEAPON_LUIGI_FIREBALL_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_FIREBALL_STATUS_KIND_NUM")
#define WEAPON_LUIGI_FIREBALL_STATUS_KIND_START lua_const("WEAPON_LUIGI_FIREBALL_STATUS_KIND_START")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_NUM")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CATCH lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CATCH")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_AIR_CATCH lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_AIR_CATCH")
#define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CONNECTOR_EXHAUST lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CONNECTOR_EXHAUST")
#define WEAPON_LUIGI_OBAKYUMU_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_LUIGI_OBAKYUMU_INSTANCE_WORK_ID_FLAG_SHOOT")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_NUM")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_WAIT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_WAIT")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_SHOOT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_SHOOT")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_EXHAUST lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_EXHAUST")
#define WEAPON_LUIGI_PLUNGER_STATUS_KIND_STOP_GROUND lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_STOP_GROUND")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_INT")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT")
#define WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_AIR_LASSO lua_const("WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_AIR_LASSO")
#define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLAG lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLAG")
#define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_INT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_INT")
#define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLOAT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLOAT")
#define WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_INT_LIFE lua_const("WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_INT_LIFE")
#define WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_HIT_GROUND lua_const("WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_HIT_GROUND")
#define WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_FLAG_HIT_GROUND lua_const("WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_FLAG_HIT_GROUND")
#define FIGHTER_NESS_STATUS_KIND_NUM lua_const("FIGHTER_NESS_STATUS_KIND_NUM")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_FIRE")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_HOLD")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_ATTACK")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_REFLECT lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_REFLECT")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_AGAIN lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_AGAIN")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HOLD")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION")
#define FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_START lua_const("FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_START")
#define FIGHTER_NESS_REFLECTOR_KIND_BAT lua_const("FIGHTER_NESS_REFLECTOR_KIND_BAT")
#define FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_END lua_const("FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_END")
#define FIGHTER_NESS_GENERATE_ARTICLE_YOYO lua_const("FIGHTER_NESS_GENERATE_ARTICLE_YOYO")
#define FIGHTER_NESS_GENERATE_ARTICLE_YOYO_HEAD lua_const("FIGHTER_NESS_GENERATE_ARTICLE_YOYO_HEAD")
#define WEAPON_NESS_YOYO_STATUS_KIND_SHOT_FALL lua_const("WEAPON_NESS_YOYO_STATUS_KIND_SHOT_FALL")
#define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT_FALL lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT_FALL")
#define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_TAKEUP lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_TAKEUP")
#define WEAPON_NESS_YOYO_STATUS_KIND_TAKEUP lua_const("WEAPON_NESS_YOYO_STATUS_KIND_TAKEUP")
#define FIGHTER_NESS_LINK_NO_YOYO lua_const("FIGHTER_NESS_LINK_NO_YOYO")
#define FIGHTER_KINETIC_TYPE_NESS_FINAL_AIR lua_const("FIGHTER_KINETIC_TYPE_NESS_FINAL_AIR")
#define FIGHTER_NESS_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_FINAL_FLAG_MOT_CHANGE")
#define FIGHTER_NESS_STATUS_FINAL_WORK_INT_SHOOT_NUM lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_INT_SHOOT_NUM")
#define FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_ANGLE lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_ANGLE")
#define FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME")
#define FIGHTER_SPECIFIC_STATUS_GOLD lua_const("FIGHTER_SPECIFIC_STATUS_GOLD")
#define FIGHTER_NESS_INSTANCE_WORK_ID_FLAG_FINAL_START lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLAG_FINAL_START")
#define FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_ADJUST lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_ADJUST")
#define FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_MAX lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_MAX")
#define FIGHTER_NESS_GENERATE_ARTICLE_PK_STARSTORM lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_STARSTORM")
#define FIGHTER_NESS_GENERATE_ARTICLE_PAULA lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PAULA")
#define FIGHTER_NESS_GENERATE_ARTICLE_POO lua_const("FIGHTER_NESS_GENERATE_ARTICLE_POO")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_START")
#define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLOAT")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NUM lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NUM")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR")
#define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_HI_ATTACK")
#define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_ATTACK")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE")
#define FIGHTER_NESS_GENERATE_ARTICLE_PK_THUNDER lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_THUNDER")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH")
#define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_HIT lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_HIT")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE")
#define FIGHTER_NESS_LINK_NO_PK_THUNDER lua_const("FIGHTER_NESS_LINK_NO_PK_THUNDER")
#define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NONE lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NONE")
#define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NEVERHIT lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NEVERHIT")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_UD lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_UD")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE")
#define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE")
#define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE")
#define FIGHTER_NESS_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_NESS_ABSORBER_GROUP_SPECIAL_LW")
#define FIGHTER_NESS_STATUS_SPECIAL_S_FLAG_SHOOT lua_const("FIGHTER_NESS_STATUS_SPECIAL_S_FLAG_SHOOT")
#define FIGHTER_NESS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION lua_const("FIGHTER_NESS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION")
#define WEAPON_NESS_PK_FIRE_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_NUM")
#define WEAPON_NESS_PK_FIRE_STATUS_KIND_SHOOT lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_SHOOT")
#define WEAPON_NESS_PK_FIRE_STATUS_KIND_PILLAR lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_PILLAR")
#define WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_MOTION lua_const("WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_MOTION")
#define WEAPON_NESS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_NESS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_PILLAR_MOTION lua_const("WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_PILLAR_MOTION")
#define WEAPON_NESS_PK_FLASH_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_NUM")
#define WEAPON_NESS_PK_FLASH_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_MOVE")
#define WEAPON_NESS_PK_FLASH_STATUS_KIND_TAME lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_TAME")
#define WEAPON_NESS_PK_FLASH_STATUS_KIND_BANG lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_BANG")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLOAT_COUNT lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLOAT_COUNT")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLAG_MAX lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLAG_MAX")
#define WEAPON_NESS_PK_FLASH_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_NESS_PK_FLASH_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_EFFECT_HANDLE")
#define WEAPON_INSTANCE_WORK_ID_INT_CUSTOMIZE_NO lua_const("WEAPON_INSTANCE_WORK_ID_INT_CUSTOMIZE_NO")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_FRAME")
#define CAMERA_QUAKE_KIND_S lua_const("CAMERA_QUAKE_KIND_S")
#define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_POWER lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_POWER")
#define WEAPON_NESS_PK_STARSTORM_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_STARSTORM_STATUS_KIND_NUM")
#define WEAPON_NESS_PK_STARSTORM_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_STARSTORM_STATUS_KIND_MOVE")
#define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM")
#define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH")
#define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_CENTER_OFFSET_X lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_CENTER_OFFSET_X")
#define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG")
#define WEAPON_NESS_PK_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_NUM")
#define WEAPON_NESS_PK_THUNDER_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_MOVE")
#define WEAPON_NESS_PK_THUNDER_STATUS_KIND_VANISH lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_VANISH")
#define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE")
#define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM")
#define WEAPON_NESS_PK_THUNDER_CHILD_MAX lua_const("WEAPON_NESS_PK_THUNDER_CHILD_MAX")
#define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER")
#define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD")
#define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT")
#define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE")
#define WEAPON_NESS_YOYO_STATUS_KIND_NUM lua_const("WEAPON_NESS_YOYO_STATUS_KIND_NUM")
#define WEAPON_NESS_YOYO_STATUS_KIND_SHOT lua_const("WEAPON_NESS_YOYO_STATUS_KIND_SHOT")
#define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_NUM lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_NUM")
#define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_HAVE lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_HAVE")
#define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT")
#define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLAG_ATTACK_HI lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLAG_ATTACK_HI")
#define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLAG_ROT_STOP lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLAG_ROT_STOP")
#define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_ROT lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_ROT")
#define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_INT_ROT_FRAME lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_INT_ROT_FRAME")
#define WEAPON_NESS_YOYOHEAD_KINETIC_TYPE_SHOT lua_const("WEAPON_NESS_YOYOHEAD_KINETIC_TYPE_SHOT")
#define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_X lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_X")
#define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_Y lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_Y")
#define WEAPON_NESS_YOYO_LINK_NO_YOYO lua_const("WEAPON_NESS_YOYO_LINK_NO_YOYO")
#define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_INT_TAKEUP_INTP_FRAME lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_INT_TAKEUP_INTP_FRAME")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_NUM lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_NUM")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_START lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_START")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_RIDE lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_RIDE")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE02 lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE02")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE03 lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE03")
#define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_ENTRY lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_ENTRY")
#define FIGHTER_CAPTAIN_STATUS_KIND_NUM lua_const("FIGHTER_CAPTAIN_STATUS_KIND_NUM")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_CLING lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_CLING")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_THROW lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_THROW")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_WALL_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_WALL_END")
#define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_RIDE lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_RIDE")
#define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_END")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_TERM_FINAL_SITUATION_GROUND lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_TERM_FINAL_SITUATION_GROUND")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI")
#define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE")
#define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE")
#define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_FALL lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_FALL")
#define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI_THROW_FALL lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI_THROW_FALL")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_SP_BRAKE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_SP_BRAKE")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_CLIFF_CHECK lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_CLIFF_CHECK")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_WALL_CHECK lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_WALL_CHECK")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_FALL_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_FALL_ONOFF")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_REDUCTION_LEFT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_REDUCTION_LEFT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_KICK_SPEED_COEFFICIENT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_KICK_SPEED_COEFFICIENT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_START_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_START_SITUATION")
#define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL")
#define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT")
#define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL")
#define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_GG lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_GG")
#define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_AA lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_AA")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT_CHECK_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT_CHECK_ONOFF")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_CLIFF_FALL_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_CLIFF_FALL_ONOFF")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_GRAVITY_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_GRAVITY_ONOFF")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KNUCKLE_START_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KNUCKLE_START_SITUATION")
#define FIGHTER_CAPTAIN_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_CAPTAIN_CLIFF_HANG_DATA_SPECIAL_S")
#define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_NUM lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_NUM")
#define WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID lua_const("WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_HIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_HIT")
#define WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_FLOAT_MOTION_FRAME lua_const("WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_FLOAT_MOTION_FRAME")
#define FIGHTER_PURIN_STATUS_KIND_NUM lua_const("FIGHTER_PURIN_STATUS_KIND_NUM")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD_MAX lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD_MAX")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL_AIR lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL_AIR")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HIT_END lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HIT_END")
#define FIGHTER_PURIN_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PURIN_STATUS_KIND_FINAL_WAIT")
#define FIGHTER_PURIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PURIN_STATUS_KIND_FINAL_END")
#define FIGHTER_PURIN_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_CONTINUE_MOT")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_PURIN_FINAL_MODEL_TYPE_HIGH lua_const("FIGHTER_PURIN_FINAL_MODEL_TYPE_HIGH")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_PURIN_FINAL_MODEL_TYPE_LOW lua_const("FIGHTER_PURIN_FINAL_MODEL_TYPE_LOW")
#define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_AIR_STOP lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_AIR_STOP")
#define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_BRAKE lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_BRAKE")
#define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_FALL lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_FALL")
#define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CHANGE_ENERGY lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CHANGE_ENERGY")
#define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT")
#define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CLIFF_START lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CLIFF_START")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT_CANCEL_OK lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT_CANCEL_OK")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_ENABLE_HIT_CANCEL_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_ENABLE_HIT_CANCEL_FRAME")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_PURIN_STATUS_FINAL_FLAG_COMMON lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_COMMON")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_COUNT_COMMON lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_COUNT_COMMON")
#define FIGHTER_PURIN_STATUS_FINAL_FLAG_SET_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_SET_MOTION_RATE")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_SCALE")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_LAST_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_LAST_SCALE")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_ATTACK_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_ATTACK_SCALE")
#define FIGHTER_PURIN_STATUS_FINAL_FLAG_INIT_CAMERA_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_INIT_CAMERA_RATE")
#define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_CAMERA_RATE_MOTION_FRAME lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_CAMERA_RATE_MOTION_FRAME")
#define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_SONG_EFFECT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_SONG_EFFECT")
#define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_ATTACK_WHOLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_ATTACK_WHOLE")
#define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_INPUT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_INPUT")
#define FIGHTER_PURIN_STATUS_SPECIAL_S_WORK_INT_ENERGY_MODE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_WORK_INT_ENERGY_MODE")
#define FIGHTER_PEACH_STATUS_KIND_MAX lua_const("FIGHTER_PEACH_STATUS_KIND_MAX")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_N_HIT lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_N_HIT")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_HIT_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_HIT_END")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_AWAY_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_AWAY_END")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_AIR_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_AIR_END")
#define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT_START lua_const("FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT_START")
#define FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT lua_const("FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_FLOAT_JUMP_START_Y_FROM_WATER lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLOAT_JUMP_START_Y_FROM_WATER")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_JUMP_FROM_WATER lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_JUMP_FROM_WATER")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT_RAY_CHECK lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT_RAY_CHECK")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT")
#define ITEM_KIND_PEACHDAIKON lua_const("ITEM_KIND_PEACHDAIKON")
#define ITEM_KIND_DAISYDAIKON lua_const("ITEM_KIND_DAISYDAIKON")
#define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG")
#define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_INT lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_INT")
#define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT")
#define FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_PARASOL_LIMIT_TIME_COUNTER lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_PARASOL_LIMIT_TIME_COUNTER")
#define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG")
#define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT")
#define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT")
#define FIGHTER_LOG_ACTION_CATEGORY_KEEP lua_const("FIGHTER_LOG_ACTION_CATEGORY_KEEP")
#define FIGHTER_PEACH_INSTANCE_WORK_INT_SMASH_ITEM lua_const("FIGHTER_PEACH_INSTANCE_WORK_INT_SMASH_ITEM")
#define FIGHTER_PEACH_SMASH_ITEM_PAN lua_const("FIGHTER_PEACH_SMASH_ITEM_PAN")
#define FIGHTER_PEACH_SMASH_ITEM_RACKET lua_const("FIGHTER_PEACH_SMASH_ITEM_RACKET")
#define FIGHTER_PEACH_SMASH_ITEM_CLUB lua_const("FIGHTER_PEACH_SMASH_ITEM_CLUB")
#define FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIO lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIO")
#define FIGHTER_PEACH_STATUS_SPECIAL_S_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_WORK_INT_ENABLE_UNIQ")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_START")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_AIR_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_AIR_START")
#define FIGHTER_PEACH_STATUS_SPECIAL_S_FLAG_FLICK_START lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_FLAG_FLICK_START")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_JUMP")
#define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_ID_TIME_OUT lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_ID_TIME_OUT")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_HIT_END lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_HIT_END")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_BRAKE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_BRAKE")
#define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_START_CONTROLLER_MOVE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_START_CONTROLLER_MOVE")
#define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_DONE_CONTROLLER_MOVE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_DONE_CONTROLLER_MOVE")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_HI_START")
#define FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_ENABLE_UNIQ")
#define FIGHTER_PEACH_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_PEACH_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_PEACH_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_MOTION_AIR_ANGLE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_MOTION_AIR_ANGLE")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_FALL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLOAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLOAT")
#define FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_UNIQ_ITEM_KIND lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_UNIQ_ITEM_KIND")
#define ITEM_KIND_NONE lua_const("ITEM_KIND_NONE")
#define FIGHTER_KINETIC_TYPE_PEACH_UNIQ_FLOAT lua_const("FIGHTER_KINETIC_TYPE_PEACH_UNIQ_FLOAT")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_ATTACK_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_ATTACK_AIR")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_CONTROL lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_CONTROL")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_CONTROL lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_CONTROL")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_TIME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_TIME")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_TIME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_TIME")
#define FIGHTER_PEACH_STATUS_TRANS_ID_SPECIAL_LW_ITEM_THROW lua_const("FIGHTER_PEACH_STATUS_TRANS_ID_SPECIAL_LW_ITEM_THROW")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_FLOAT_FRAME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_FLOAT_FRAME")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_ENABLE_UNIQ")
#define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_MTRANS lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_MTRANS")
#define FIGHTER_LOG_ACTION_CATEGORY_NONE lua_const("FIGHTER_LOG_ACTION_CATEGORY_NONE")
#define FIGHTER_LOG_ACTION_KIND_NONE lua_const("FIGHTER_LOG_ACTION_KIND_NONE")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_EFFECT_ID")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_LEFT_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_LEFT_EFFECT_ID")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_RIGHT_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_RIGHT_EFFECT_ID")
#define EF_NULL lua_const("EF_NULL")
#define FIGHTER_PEACH_STATUS_FINAL_FLAG_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_PEACH_STATUS_FINAL_FLAG_IS_ROCKET_BELT_ATTACHED")
#define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_X lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_X")
#define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Y lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Y")
#define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Z lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Z")
#define FIGHTER_PEACH_STATUS_FINAL_WORK_INT_FLOAT_ITEM_PEACH_COUNTER lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_INT_FLOAT_ITEM_PEACH_COUNTER")
#define FIGHTER_PEACH_POSTURE_ROT_NODE_TRANSN lua_const("FIGHTER_PEACH_POSTURE_ROT_NODE_TRANSN")
#define FIGHTER_PEACH_STATUS_SPECIAL_LW_FLAG_FIX_RAND lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_FLAG_FIX_RAND")
#define ITEM_KIND_DOSEISAN lua_const("ITEM_KIND_DOSEISAN")
#define WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_NUM lua_const("WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_NUM")
#define WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_SHOT lua_const("WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_SHOT")
#define FIGHTER_KOOPA_STATUS_KIND_MAX lua_const("FIGHTER_KOOPA_STATUS_KIND_MAX")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_G lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_G")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_A lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_A")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_G lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_G")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_A lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_A")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_L lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_L")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_SQUAT lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_SQUAT")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_FALL")
#define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_LANDING")
#define FIGHTER_KOOPA_STATUS_KIND_FINAL_END lua_const("FIGHTER_KOOPA_STATUS_KIND_FINAL_END")
#define ATTACH_ITEM_GROUP_BODY lua_const("ATTACH_ITEM_GROUP_BODY")
#define FIGHTER_KOOPA_STATUS_FINAL_WORK_INT_CHANGE_WAIT_FRAME lua_const("FIGHTER_KOOPA_STATUS_FINAL_WORK_INT_CHANGE_WAIT_FRAME")
#define FIGHTER_KOOPA_STATUS_FINAL_FLAG_AIR lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_AIR")
#define FIGHTER_KOOPA_STATUS_FINAL_FLAG_GENERATE_KOOPAG lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_GENERATE_KOOPAG")
#define FIGHTER_KOOPA_STATUS_FINAL_FLAG_WAIT_CHANGE lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_WAIT_CHANGE")
#define FIGHTER_KOOPA_GENERATE_ARTICLE_KOOPAG lua_const("FIGHTER_KOOPA_GENERATE_ARTICLE_KOOPAG")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_ST_INIT")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_MOT_RESTART lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_MOT_RESTART")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1SET lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1SET")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG2 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG2")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG3 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG3")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG4 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG4")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_INT_F lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_INT_F")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_SP_HI_LAND lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_SP_HI_LAND")
#define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_BONUS lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_BONUS")
#define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG_FROM_GR lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG_FROM_GR")
#define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG1 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG1")
#define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG2 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG2")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_WORK_FLOAT_START_Y lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_WORK_FLOAT_START_Y")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_CAPTURE lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_CAPTURE")
#define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_THROW_NO_CHANGE lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_THROW_NO_CHANGE")
#define ENERGY_MOTION_RESET_TYPE_AIR_TRANS_Y lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS_Y")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_INT_CAPTURED_TASK_ID lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_INT_CAPTURED_TASK_ID")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_STICK_X lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_STICK_X")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_DAMAGE lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_DAMAGE")
#define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_HIT")
#define WEAPON_KOOPA_BREATH_STATUS_KIND_NUM lua_const("WEAPON_KOOPA_BREATH_STATUS_KIND_NUM")
#define WEAPON_KOOPA_BREATH_STATUS_KIND_MOVE lua_const("WEAPON_KOOPA_BREATH_STATUS_KIND_MOVE")
#define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME")
#define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL")
#define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SIZE_RATE lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SIZE_RATE")
#define WEAPON_KOOPA_KOOPAG_STATUS_KIND_NUM lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_NUM")
#define WEAPON_KOOPA_KOOPAG_STATUS_KIND_START lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_START")
#define WEAPON_KOOPA_KOOPAG_STATUS_KIND_ATTACK lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_ATTACK")
#define WEAPON_KOOPA_KOOPAG_STATUS_KIND_END lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_END")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_SCALE lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_SCALE")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_X lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_X")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Y")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Z lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Z")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Y")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Z lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Z")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_MOVE_FRAME")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_ATTACK_FRAME lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_ATTACK_FRAME")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_REQUEST_RUMBLE lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_REQUEST_RUMBLE")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT_START lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT_START")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_X lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_X")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_Y")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_SIGHT_EFFECT_ID lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_SIGHT_EFFECT_ID")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_ATTACK_HIT lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_ATTACK_HIT")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_END_UP lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_END_UP")
#define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_IN lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_IN")
#define FIGHTER_SHEIK_STATUS_KIND_NUM lua_const("FIGHTER_SHEIK_STATUS_KIND_NUM")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_HOLD")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_FIRE lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_FIRE")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_RETURN lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_RETURN")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_HIT")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_FINISH lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_FINISH")
#define FIGHTER_SHEIK_STATUS_KIND_FINAL_END lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_END")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_MOVE lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_MOVE")
#define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_LW lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_LW")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_FINAL_HIT")
#define FIGHTER_SHEIK_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_SHEIK_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_SHEIK_GENERATE_ARTICLE_KNIFE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_KNIFE")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_0 lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_0")
#define FIGHTER_SHEIK_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_SHEIK_STATUS_FINAL_FLAG_FINISH")
#define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_LAST lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_LAST")
#define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_AIR")
#define FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_0")
#define FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_1")
#define FIGHTER_STATUS_ATTR_DISABLE_DISSOLVE_CURSOR lua_const("FIGHTER_STATUS_ATTR_DISABLE_DISSOLVE_CURSOR")
#define FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_XLU_FRAME lua_const("FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_XLU_FRAME")
#define FIGHTER_SHEIK_GENERATE_ARTICLE_FUSIN lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_FUSIN")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_MOVE lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_MOVE")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_TOUCH_WALL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_TOUCH_WALL")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_TURN_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_TURN_FRAME")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_JUMP lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_JUMP")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_ATTACK lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_ATTACK")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_RETURN lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_RETURN")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_RETURN lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_RETURN")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_RETURN_TO_ATTACK_NUM lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_RETURN_TO_ATTACK_NUM")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_LANDING_NORMAL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_LANDING_NORMAL")
#define FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_EFFECT_HANDLE")
#define FIGHTER_SHEIK_GENERATE_ARTICLE_EXPLOSIONBOMB lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_EXPLOSIONBOMB")
#define FIGHTER_HAVE_ITEM_WORK_EXTRA lua_const("FIGHTER_HAVE_ITEM_WORK_EXTRA")
#define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_FAIL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_FAIL")
#define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_THROW")
#define MA_MSC_CMD_ITEM_THROW_ITEM lua_const("MA_MSC_CMD_ITEM_THROW_ITEM")
#define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_SKIP_HOLD lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_SKIP_HOLD")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_S")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S")
#define ITEM_EXPLOSIONBOMB_ACTION_MISFIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_MISFIRE")
#define FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE")
#define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE_FROM_GROUND lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE_FROM_GROUND")
#define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_FALL lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_FALL")
#define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOVE_END lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOVE_END")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_NUM lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_NUM")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_MOVE lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_MOVE")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_DROP lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_DROP")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_STAY lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_STAY")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_JUMP lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_JUMP")
#define WEAPON_SHEIK_NEEDLE_STATUS_KIND_NONE lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_NONE")
#define WEAPON_SHEIK_NEEDLE_INSTANCE_WORK_ID_INT_NEXT_STATUS_KIND lua_const("WEAPON_SHEIK_NEEDLE_INSTANCE_WORK_ID_INT_NEXT_STATUS_KIND")
#define FIGHTER_ZELDA_STATUS_KIND_NUM lua_const("FIGHTER_ZELDA_STATUS_KIND_NUM")
#define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_LOOP")
#define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_3")
#define FIGHTER_ZELDA_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_LOOP")
#define FIGHTER_ZELDA_STATUS_KIND_FINAL_FINISH lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_FINISH")
#define FIGHTER_ZELDA_STATUS_KIND_FINAL_END lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_END")
#define FIGHTER_ZELDA_GENERATE_ARTICLE_TRIFORCE lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_TRIFORCE")
#define FIGHTER_ZELDA_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_FINISH")
#define FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TARGET_OBJECT_ID")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_VANISH lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_VANISH")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_BURST lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_BURST")
#define FIGHTER_HIT_TARGET_MIDDLE lua_const("FIGHTER_HIT_TARGET_MIDDLE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_ZELDA_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_ZELDA_FINAL")
#define FIGHTER_ZELDA_STATUS_FINAL_FLAG_HIT lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_HIT")
#define FIGHTER_ZELDA_STATUS_FINAL_FLAG_SEAL lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_SEAL")
#define FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TRIFORCE_LIFE lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TRIFORCE_LIFE")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_FAILURE lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_FAILURE")
#define FIGHTER_ZELDA_STATUS_FINAL_WORK_FLOAT_MOVE_POS_X lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_FLOAT_MOVE_POS_X")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_INHALE lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_INHALE")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_HI_AIR")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND")
#define GROUND_TOUCH_ID_NONE lua_const("GROUND_TOUCH_ID_NONE")
#define GROUND_TOUCH_ID_RIGHT lua_const("GROUND_TOUCH_ID_RIGHT")
#define GROUND_TOUCH_ID_LEFT lua_const("GROUND_TOUCH_ID_LEFT")
#define GROUND_TOUCH_ID_UP lua_const("GROUND_TOUCH_ID_UP")
#define GROUND_TOUCH_ID_DOWN lua_const("GROUND_TOUCH_ID_DOWN")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION")
#define FIGHTER_COMMAND_ATTACK_AIR_KIND_NONE lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_NONE")
#define FIGHTER_KINETIC_TYPE_AIR_STOP_X_NORMAL_MAX lua_const("FIGHTER_KINETIC_TYPE_AIR_STOP_X_NORMAL_MAX")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_DIVE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_DIVE")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CONTROL")
#define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_1 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_1")
#define FIGHTER_ZELDA_GENERATE_ARTICLE_PHANTOM lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_PHANTOM")
#define FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_FAIL lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_FAIL")
#define FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_ATTACK_PRECEDE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_ATTACK_PRECEDE")
#define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_LW_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_LW_AIR")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_STOP_Y lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_STOP_Y")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_NO_BANG lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_NO_BANG")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_S_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_S_AIR")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_DISABLE_GRAVITY lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_DISABLE_GRAVITY")
#define FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_1 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_1")
#define FIGHTER_ZELDA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_GRAVITY lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_GRAVITY")
#define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_2 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_2")
#define WEAPON_ZELDA_DEIN_STATUS_KIND_TAME lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_TAME")
#define WEAPON_ZELDA_DEIN_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_NUM")
#define WEAPON_ZELDA_DEIN_STATUS_KIND_MOVE lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_MOVE")
#define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_LIFE")
#define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_COUNT lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_COUNT")
#define WEAPON_ZELDA_DEIN_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLAG_REFLECT")
#define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_SPEED lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_SPEED")
#define MA_MSC_CMD_ARTICLE_GENERATE_ARTICLE_LINK_PARENTS lua_const("MA_MSC_CMD_ARTICLE_GENERATE_ARTICLE_LINK_PARENTS")
#define FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN_S lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN_S")
#define WEAPON_ZELDA_DEIN_S_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_DEIN_S_STATUS_KIND_NUM")
#define WEAPON_ZELDA_DEIN_S_STATUS_KIND_BANG lua_const("WEAPON_ZELDA_DEIN_S_STATUS_KIND_BANG")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_NUM")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_START lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_START")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_ATTACK lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_ATTACK")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_DISAPPEAR lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_DISAPPEAR")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_BUILD lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_BUILD")
#define WEAPON_ZELDA_PHANTOM_STATUS_KIND_CANCEL lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_CANCEL")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_07 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_07")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_08 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_08")
#define SHIELD_STATUS_NORMAL_GLOBAL lua_const("SHIELD_STATUS_NORMAL_GLOBAL")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_TERM lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_TERM")
#define MA_MSC_EFFECT_SET_SYNC_VISIBILITY lua_const("MA_MSC_EFFECT_SET_SYNC_VISIBILITY")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_NONE lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_NONE")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_STEP lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_STEP")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_HP")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL")
#define WEAPON_KINETIC_TYPE_ZELDA_PHANTOM_ATTACK lua_const("WEAPON_KINETIC_TYPE_ZELDA_PHANTOM_ATTACK")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_SITUATION lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_SITUATION")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_A")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_B")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_B")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_REBUILD lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_REBUILD")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_A")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_FADE lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_FADE")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_ALPHA lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_ALPHA")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_SUBSTANTIATION lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_SUBSTANTIATION")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_END lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_END")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_CANCEL lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_CANCEL")
#define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_NEXT lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_NEXT")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_A")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_A")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_B")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_02 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_02")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_B")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_05 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_05")
#define WEAPON_ZELDA_PHANTOM_BUILD_STEP_09 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_09")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_NUM")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_START lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_START")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_SEAL lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_SEAL")
#define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_END lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_END")
#define WEAPON_ZELDA_TRIFORCE_STATUS_WORK_INT_HIT_OBJECT_ID lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_WORK_INT_HIT_OBJECT_ID")
#define WEAPON_ZELDA_TRIFORCE_STATUS_WORK_FLAG_CATCH lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_WORK_FLAG_CATCH")
#define WEAPON_KINETIC_TYPE_STOP lua_const("WEAPON_KINETIC_TYPE_STOP")
#define KINETIC_OUTSIDE_ENERGY_TYPE_WIND lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_WIND")
#define ITEM_LINK_NO_HAVE lua_const("ITEM_LINK_NO_HAVE")
#define FIGHTER_MARIOD_STATUS_KIND_NUM lua_const("FIGHTER_MARIOD_STATUS_KIND_NUM")
#define FIGHTER_MARIOD_STATUS_FINAL_FLAG_FIRST lua_const("FIGHTER_MARIOD_STATUS_FINAL_FLAG_FIRST")
#define FIGHTER_MARIOD_GENERATE_ARTICLE_HUGECAPSULE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_HUGECAPSULE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_CONTINUE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_HOP")
#define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL")
#define FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP lua_const("FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP")
#define FIGHTER_MARIOD_GENERATE_ARTICLE_DRMANTLE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_DRMANTLE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_INT_MTRANS lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_INT_MTRANS")
#define FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_LW")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_FIRST")
#define FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_AIR_LW")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC")
#define FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY lua_const("FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE_PRECEDE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE_PRECEDE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_RISE_Y lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_RISE_Y")
#define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_NUM lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_NUM")
#define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_REGULAR lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_REGULAR")
#define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_HAVED lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_HAVED")
#define WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_NUM lua_const("WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_NUM")
#define WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_REGULAR lua_const("WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_REGULAR")
#define WEAPON_MARIOD_HUGECAPSULE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MARIOD_HUGECAPSULE_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_NUM")
#define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_FLY lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_FLY")
#define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_STAY lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_STAY")
#define WEAPON_FALCO_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID lua_const("WEAPON_FALCO_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID")
#define FIGHTER_FALCO_STATUS_KIND_NUM lua_const("FIGHTER_FALCO_STATUS_KIND_NUM")
#define FIGHTER_FALCO_STATUS_KIND_SPECIAL_S_FALL_LANDING lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_S_FALL_LANDING")
#define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH")
#define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH_END")
#define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_BOUND")
#define FIGHTER_FALCO_STATUS_KIND_FINAL_READY lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_READY")
#define FIGHTER_FALCO_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_FALCO_STATUS_KIND_FINAL_END lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_END")
#define FIGHTER_FALCO_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO lua_const("FIGHTER_FALCO_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO")
#define FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_FALL_LANDING lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_FALL_LANDING")
#define FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_FALCO_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_RETICLE")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW")
#define FIGHTER_FALCO_GENERATE_ARTICLE_ARWINGSHOT lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ARWINGSHOT")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME")
#define FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_AIR")
#define FIGHTER_FALCO_FIRE_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FALCO_FIRE_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X")
#define FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_DIR")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE")
#define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE")
#define FIGHTER_FALCO_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_FALCO_REFLECTOR_KIND_REFLECTOR")
#define FIGHTER_FALCO_REFLECTOR_STATUS_WORK_ID_FLAG_INHERIT_MOTION lua_const("FIGHTER_FALCO_REFLECTOR_STATUS_WORK_ID_FLAG_INHERIT_MOTION")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_FALCO_ILLUSION_STEP_START lua_const("FIGHTER_FALCO_ILLUSION_STEP_START")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV")
#define FIGHTER_FALCO_ILLUSION_STEP_RUSH lua_const("FIGHTER_FALCO_ILLUSION_STEP_RUSH")
#define FIGHTER_FALCO_ILLUSION_STEP_END lua_const("FIGHTER_FALCO_ILLUSION_STEP_END")
#define FIGHTER_FALCO_ILLUSION_STEP_FORCE_END lua_const("FIGHTER_FALCO_ILLUSION_STEP_FORCE_END")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END")
#define FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_S")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD")
#define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL")
#define WEAPON_FALCO_ILLUSION_STATUS_KIND_NUM lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_NUM")
#define WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_GROUND lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_GROUND")
#define WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_AIR lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_AIR")
#define WEAPON_FALCO_ILLUSION_STATUS_KIND_STOP lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_STOP")
#define WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP")
#define FIGHTER_MARTH_STATUS_KIND_NUM lua_const("FIGHTER_MARTH_STATUS_KIND_NUM")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END_MAX")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S2")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S3")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S4 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S4")
#define FIGHTER_MARTH_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_MARTH_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_DASH")
#define FIGHTER_MARTH_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_MARTH_STATUS_KIND_FINAL_END lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_END")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLOAT")
#define FIGHTER_MARTH_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_FINAL_FLAG_CONTINUE_MOT")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_MARTH_FINAL_INFO_NUM_MAX lua_const("FIGHTER_MARTH_FINAL_INFO_NUM_MAX")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_TASK_ID lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_TASK_ID")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_NUM lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_NUM")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_SITUATION_PREV")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_X lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_X")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Y lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Y")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Z lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Z")
#define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE")
#define ENERGY_MOTION_RESET_TYPE_AIR_TRANS_ANGLE lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS_ANGLE")
#define ENERGY_MOTION_RESET_TYPE_GROUND_TRANS_IGNORE_NORMAL lua_const("ENERGY_MOTION_RESET_TYPE_GROUND_TRANS_IGNORE_NORMAL")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_MARTH_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_MARTH_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_CHECK")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_LW lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_LW")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_HI lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_HI")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE")
#define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_NUM lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_NUM")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_WAIT lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_WAIT")
#define WEAPON_GANON_BEAST_STATUS_KIND_NUM lua_const("WEAPON_GANON_BEAST_STATUS_KIND_NUM")
#define WEAPON_GANON_BEAST_STATUS_KIND_START lua_const("WEAPON_GANON_BEAST_STATUS_KIND_START")
#define WEAPON_GANON_BEAST_STATUS_KIND_ATTACK lua_const("WEAPON_GANON_BEAST_STATUS_KIND_ATTACK")
#define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_HITSTOP lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_HITSTOP")
#define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME")
#define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DX lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DX")
#define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DY lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DY")
#define FIGHTER_GANON_STATUS_KIND_NUM lua_const("FIGHTER_GANON_STATUS_KIND_NUM")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_S_CATCH")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_CATCH lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_CATCH")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_FALL lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_FALL")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_END")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_CLING lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_CLING")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_THROW lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_THROW")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_WALL_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_WALL_END")
#define FIGHTER_GANON_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_GANON_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_GANON_STATUS_KIND_FINAL_END lua_const("FIGHTER_GANON_STATUS_KIND_FINAL_END")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_FALL_SETTING lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_FALL_SETTING")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_PREV_FALL_SETTING lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_PREV_FALL_SETTING")
#define FIGHTER_GANON_EXPLOSION_FALL_SETTING_CATCH lua_const("FIGHTER_GANON_EXPLOSION_FALL_SETTING_CATCH")
#define FIGHTER_GANON_EXPLOSION_FALL_SETTING_FALL lua_const("FIGHTER_GANON_EXPLOSION_FALL_SETTING_FALL")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING_CHECKED")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH_CHECKED")
#define FIGHTER_GANON_GENERATE_ARTICLE_GANOND lua_const("FIGHTER_GANON_GENERATE_ARTICLE_GANOND")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END_FINAL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END_FINAL")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA_CHECKED")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_BEAST_BEAST_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_BEAST_BEAST_TASK_ID")
#define EFFECT_SUB_ATTRIBUTE_EMIT lua_const("EFFECT_SUB_ATTRIBUTE_EMIT")
#define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_STEPPING lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_STEPPING")
#define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_DASH lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_DASH")
#define FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI")
#define FIGHTER_GANON_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE")
#define FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE")
#define FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_FALL lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_FALL")
#define FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI_THROW_FALL lua_const("FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI_THROW_FALL")
#define MA_MSC_CMD_CATCH_CLING_CUT lua_const("MA_MSC_CMD_CATCH_CLING_CUT")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_SP_BRAKE lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_SP_BRAKE")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_CLIFF_CHECK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_CLIFF_CHECK")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_WALL_CHECK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_WALL_CHECK")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_FALL_ONOFF lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_FALL_ONOFF")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_REDUCTION_LEFT lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_REDUCTION_LEFT")
#define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED_COEFFICIENT lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED_COEFFICIENT")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_END_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_END_SITUATION")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_START_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_START_SITUATION")
#define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_START_LR lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_START_LR")
#define FIGHTER_GANON_KICK_END_SITUATION_AG lua_const("FIGHTER_GANON_KICK_END_SITUATION_AG")
#define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED")
#define FIGHTER_GANON_KICK_END_SITUATION_GG lua_const("FIGHTER_GANON_KICK_END_SITUATION_GG")
#define FIGHTER_GANON_KICK_END_SITUATION_GA lua_const("FIGHTER_GANON_KICK_END_SITUATION_GA")
#define FIGHTER_GANON_KICK_END_SITUATION_AA lua_const("FIGHTER_GANON_KICK_END_SITUATION_AA")
#define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL")
#define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING")
#define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT")
#define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_START_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_START_SITUATION")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GRAVITY_ONOFF lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GRAVITY_ONOFF")
#define MA_MSC_CMD_CATCH_SET_CATCH lua_const("MA_MSC_CMD_CATCH_SET_CATCH")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_THROW_WORK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_THROW_WORK")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL_CHECKED")
#define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GET_TARGET_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GET_TARGET_TASK_ID")
#define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_TARGET_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_TARGET_TASK_ID")
#define WEAPON_GANON_GANOND_STATUS_KIND_NUM lua_const("WEAPON_GANON_GANOND_STATUS_KIND_NUM")
#define WEAPON_GANON_GANOND_STATUS_KIND_START lua_const("WEAPON_GANON_GANOND_STATUS_KIND_START")
#define WEAPON_GANON_GANOND_STATUS_KIND_ATTACK lua_const("WEAPON_GANON_GANOND_STATUS_KIND_ATTACK")
#define WEAPON_KINETIC_TYPE_GANON_GANOND_TRANS_MOVE lua_const("WEAPON_KINETIC_TYPE_GANON_GANOND_TRANS_MOVE")
#define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HITSTOP lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HITSTOP")
#define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME")
#define WEAPON_MEWTWO_BINDBALL_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_BINDBALL_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_BINDBALL_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_BINDBALL_STATUS_KIND_SHOOT")
#define FIGHTER_MEWTWO_STATUS_KIND_NUM lua_const("FIGHTER_MEWTWO_STATUS_KIND_NUM")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_MAX lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_MAX")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_S_THROW")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_3")
#define FIGHTER_MEWTWO_STATUS_KIND_FINAL_END lua_const("FIGHTER_MEWTWO_STATUS_KIND_FINAL_END")
#define FIGHTER_MEWTWO_GENERATE_ARTICLE_ESCAPEAIRDUMMY lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_ESCAPEAIRDUMMY")
#define FIGHTER_MEWTWO_GENERATE_ARTICLE_MEWTWOM lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_MEWTWOM")
#define FIGHTER_MEWTWO_STATUS_FINAL_FLAG_FINAL_CHANGE lua_const("FIGHTER_MEWTWO_STATUS_FINAL_FLAG_FINAL_CHANGE")
#define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_END lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_END")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_MOVE_WAIT_FRAME lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_MOVE_WAIT_FRAME")
#define FIGHTER_KINETIC_TYPE_MEWTWO_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_MEWTWO_SPECIAL_HI_AIR")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_MOVE_WAIT lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_MOVE_WAIT")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_1 lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_1")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_ACCEL_NORMAL lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_ACCEL_NORMAL")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_GRAVITY_NORMAL lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_GRAVITY_NORMAL")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_BACK_GRAVITY lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_BACK_GRAVITY")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_BUOYANCY lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_BUOYANCY")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_TARGET_OBJECT_ID")
#define FS_SUCCEEDS_KEEP_SHIELD lua_const("FS_SUCCEEDS_KEEP_SHIELD")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_HIT")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_GROUP lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_GROUP")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_NO lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_NO")
#define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_THROW")
#define WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_ESCAPE_AIR lua_const("WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_ESCAPE_AIR")
#define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_CHANGE lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_CHANGE")
#define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_SHOOT")
#define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_WAIT lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_WAIT")
#define WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_FLAG_INVINCIBLE lua_const("WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_FLAG_INVINCIBLE")
#define WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME")
#define WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_SEARCH lua_const("WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_SEARCH")
#define WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_PSYCHOBREAK lua_const("WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_PSYCHOBREAK")
#define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_WAIT lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_WAIT")
#define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_HIT lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_HIT")
#define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_WORK_INT_WAIT_FRAME lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_WORK_INT_WAIT_FRAME")
#define WEAPON_MEWTWO_PSYCHOBREAK_INSTANCE_WORK_ID_FLAG_HIT_ABS lua_const("WEAPON_MEWTWO_PSYCHOBREAK_INSTANCE_WORK_ID_FLAG_HIT_ABS")
#define WEAPON_MEWTWO_SEARCH_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_SEARCH_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_SEARCH_STATUS_KIND_MOVE lua_const("WEAPON_MEWTWO_SEARCH_STATUS_KIND_MOVE")
#define WEAPON_MEWTWO_SEARCH_INSTANCE_WORK_ID_INT_EFFECT_INTERVAL lua_const("WEAPON_MEWTWO_SEARCH_INSTANCE_WORK_ID_INT_EFFECT_INTERVAL")
#define FLAG_UPPER lua_const("FLAG_UPPER")
#define FLAG_UNDER lua_const("FLAG_UNDER")
#define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_NUM")
#define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_START lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_START")
#define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_SHOOT")
#define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_HIT_GROUND lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_HIT_GROUND")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_SHOOT_MOTION_KIND lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_SHOOT_MOTION_KIND")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FX lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FX")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FY lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FY")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_SCALE")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PX lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PX")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PY lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PY")
#define FIGHTER_ROY_STATUS_KIND_NUM lua_const("FIGHTER_ROY_STATUS_KIND_NUM")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S2")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S3")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_S4 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S4")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_ROY_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_END")
#define FIGHTER_ROY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END2")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END3")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END_MAX")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_3")
#define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_4 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_4")
#define FIGHTER_ROY_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_DASH")
#define FIGHTER_ROY_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_AREA_KIND_JOSTLE lua_const("FIGHTER_AREA_KIND_JOSTLE")
#define FIGHTER_AREA_KIND_TREAD_JUMP_CHECK lua_const("FIGHTER_AREA_KIND_TREAD_JUMP_CHECK")
#define FIGHTER_AREA_KIND_TREAD_PASSIVE lua_const("FIGHTER_AREA_KIND_TREAD_PASSIVE")
#define FIGHTER_AREA_KIND_ITEM_PICKUP_AIR lua_const("FIGHTER_AREA_KIND_ITEM_PICKUP_AIR")
#define FIGHTER_AREA_KIND_LADDER_CHECK lua_const("FIGHTER_AREA_KIND_LADDER_CHECK")
#define FIGHTER_AREA_KIND_LADDER_CHECK_BOTTOM lua_const("FIGHTER_AREA_KIND_LADDER_CHECK_BOTTOM")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_ROY_STATUS_FINAL_FLAG_FINISH_ABS_HIT lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_FINISH_ABS_HIT")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_NUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_NUM")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_SUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_SUM")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_CAMERA_TARGET_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_CAMERA_TARGET_ID")
#define FIGHTER_ROY_STATUS_FINAL_FLAG_SET_CAMERA_TARGET lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_SET_CAMERA_TARGET")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_ID")
#define FIGHTER_ROY_LINK_NO_FINAL lua_const("FIGHTER_ROY_LINK_NO_FINAL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLOAT")
#define FIGHTER_ROY_FINAL_INFO_NUM_MAX lua_const("FIGHTER_ROY_FINAL_INFO_NUM_MAX")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_TASK_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_TASK_ID")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT")
#define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_NUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_NUM")
#define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_X lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_X")
#define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Y lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Y")
#define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Z lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Z")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2 lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE_CHROM lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE_CHROM")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTROL")
#define FIGHTER_ROY_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM lua_const("FIGHTER_ROY_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM")
#define FIGHTER_ROY_SPECIAL_HI_TARGET_NUM_MAX lua_const("FIGHTER_ROY_SPECIAL_HI_TARGET_NUM_MAX")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_ROY_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_ROY_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT")
#define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS")
#define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_CHECK")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_LW lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_LW")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_HI lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_HI")
#define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE")
#define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV")
#define FIGHTER_GAMEWATCH_STATUS_KIND_NUM lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_NUM")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_CLOSE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_CLOSE")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT_START lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT_START")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_CATCH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_CATCH")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_REFLECT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_REFLECT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_SHOOT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WAIT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WALK lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WALK")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_DASH")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN_BRAKE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN_BRAKE")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_DASH")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_RUN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_SQUAT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_SQUAT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_AERIAL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_AERIAL")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL_AERIAL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL_AERIAL")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_PASS lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_PASS")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING_LIGHT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING_LIGHT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DIVE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DIVE")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RISE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RISE")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WAIT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WALK lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WALK")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DASH")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN_BRAKE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN_BRAKE")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_DASH")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_RUN")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_JUMP_SQUAT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_JUMP_SQUAT")
#define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_END lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_END")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_HI lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_HI")
#define ATTACH_ITEM_GROUP_BADGE lua_const("ATTACH_ITEM_GROUP_BADGE")
#define FIGHTER_PAD_CMD_CAT2_TURN_TO_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_TURN_TO_ESCAPE_B")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OCTOPUS lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OCTOPUS")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_START lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_START")
#define FIGHTER_GAMEWATCH_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_FINAL_FLAG_MOT_CHANGE")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_HOLD lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_HOLD")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_RUN_BRAKE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_RUN_BRAKE")
#define FIGHTER_STATUS_TRANSITION_TERM_ID_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_RUN")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_END lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_END")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_RESCUE lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_RESCUE")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_PARACHUTE lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_PARACHUTE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_WORK_INT_ATTACK_AIR_KIND lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_WORK_INT_ATTACK_AIR_KIND")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_PARACHUTE_OPEN lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_PARACHUTE_OPEN")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_DECIDE_DIRECTION lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_DECIDE_DIRECTION")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLOAT")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_CHARGE_MAX")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_3 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_3")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUCKET lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUCKET")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_1 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_1")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_2 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_2")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_TURN_FRAME lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_TURN_FRAME")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_LR lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_LR")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_LOOP lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_LOOP")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_REFLECT_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_REFLECT_COUNT")
#define FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_LW")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_WAIT_FRAME lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_WAIT_FRAME")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_CATCH lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_CATCH")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT_BREAK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT_BREAK")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_ENABLE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_HOLD lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_HOLD")
#define FIGHTER_GAMEWATCH_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_ABSORBER_GROUP_SPECIAL_LW")
#define FIGHTER_GAMEWATCH_REFLECTOR_KIND_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_REFLECTOR_KIND_SPECIAL_LW")
#define FIGHTER_GAMEWATCH_REFLECTOR_GROUP_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_REFLECTOR_GROUP_SPECIAL_LW")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OIL lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OIL")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_06 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_06")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_07 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_07")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_08 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_08")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_09 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_09")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_FIX_PANEL lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_FIX_PANEL")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_MOT_CHANGE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_S")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PREV_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PREV_KIND")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_KIND")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PANEL_7_INVALID_FRAME lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PANEL_7_INVALID_FRAME")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HIT_TABEMONO lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HIT_TABEMONO")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_FLOAT_DAMAGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_FLOAT_DAMAGE")
#define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_NUM")
#define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_WAIT")
#define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_FLY lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_FLY")
#define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_BURST lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_BURST")
#define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_MOVE_FRAME lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_MOVE_FRAME")
#define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLOAT_SPEED_Y lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLOAT_SPEED_Y")
#define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_DAMAGE lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_DAMAGE")
#define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_COUNT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_COUNT")
#define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_REFLECT")
#define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_NUM")
#define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_WAIT")
#define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_FLY lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_FLY")
#define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_INT_MOVE_FRAME lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_INT_MOVE_FRAME")
#define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLOAT_SPEED_Y lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLOAT_SPEED_Y")
#define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLAG_REFLECT")
#define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_NUM")
#define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_MOVE lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_MOVE")
#define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_STOP lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_STOP")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_NUM")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_WAIT")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_ATTACK lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_ATTACK")
#define WEAPON_GAMEWATCH_OCTOPUS_LEG_SIZE lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_SIZE")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_CATCH_OBJECT_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_CATCH_OBJECT_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_FIX_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_FIX_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_LIFE")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_FLASH lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_FLASH")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_COUNT lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_COUNT")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_ID lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_ID")
#define WEAPON_GAMEWATCH_OCTOPUS_SE_INTERVAL lua_const("WEAPON_GAMEWATCH_OCTOPUS_SE_INTERVAL")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_IGNORE_OBJECT_0 lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_IGNORE_OBJECT_0")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_IGNORE_OBJECT_FRMAE_0 lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_IGNORE_OBJECT_FRMAE_0")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_OBJECT_ID_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_OBJECT_ID_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DISABLE_FRAME_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DISABLE_FRAME_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DAMAGE_FRAME_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DAMAGE_FRAME_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A_FIX lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A_FIX")
#define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_ATTACK_ABSOLUTE_KIND_LEG lua_const("WEAPON_GAMEWATCH_OCTOPUS_ATTACK_ABSOLUTE_KIND_LEG")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GAMEWATCH_OCTOPUS_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GAMEWATCH_OCTOPUS_DAMAGE")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_MOT_CHANGE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_MOT_CHANGE")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_START_POS_X lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_START_POS_X")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_START_ATTACK lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_START_ATTACK")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_MOTION_RATE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_MOTION_RATE")
#define FIGHTER_METAKNIGHT_STATUS_KIND_NUM lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_NUM")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_SPIN lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_SPIN")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_RUSH lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_RUSH")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_HI_LOOP")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_HIT_WAIT lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_HIT_WAIT")
#define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_SQUAT lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_SQUAT")
#define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_JUMP")
#define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_END")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_NUM lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_NUM")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_START lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_START")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_END lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_END")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_START_LR lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_START_LR")
#define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_FOURWINGS lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_FOURWINGS")
#define FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_START lua_const("FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_START")
#define FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_END lua_const("FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_END")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_TO_JUMP lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_TO_JUMP")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_SUM lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_SUM")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT_LINK lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT_LINK")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y")
#define FIGHTER_METAKNIGHT_FINAL_TARGET_NUM_MAX lua_const("FIGHTER_METAKNIGHT_FINAL_TARGET_NUM_MAX")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END_HIT")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TRANS lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TRANS")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_WORK_INT_FREE_MOVE_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_WORK_INT_FREE_MOVE_COUNT")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_ADVANCE_STATUS lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_ADVANCE_STATUS")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_FB lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_FB")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_FREE_MOVE lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_FREE_MOVE")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND_PREV lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND_PREV")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_VIS_OFF lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_VIS_OFF")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_ATTACK lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_ATTACK")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_STOP_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_STOP_X")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_MOVE_DISTANCE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_MOVE_DISTANCE")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_RIGHT_EDGE_DISTANCE_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_RIGHT_EDGE_DISTANCE_X")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_LEFT_EDGE_DISTANCE_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_LEFT_EDGE_DISTANCE_X")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_KIND")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_AIR_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_AIR_KIND")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_HIT")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_GUARD_OR_INVINCIBLE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_GUARD_OR_INVINCIBLE")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_S")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_INT_ROT_COMP_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_INT_ROT_COMP_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_FLAG_SITUATION_AIR lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_FLAG_SITUATION_AIR")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S_RUSH lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S_RUSH")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_HIT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_HIT_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GURAD_HIT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GURAD_HIT_FRAME")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GUARD_BRAKE_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GUARD_BRAKE_COUNT")
#define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_NUM lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_NUM")
#define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_DEFAULT lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_DEFAULT")
#define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_FINAL lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_FINAL")
#define FIGHTER_PIT_STATUS_KIND_MAX lua_const("FIGHTER_PIT_STATUS_KIND_MAX")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_DIR lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_DIR")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_TURN")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_S_LANDING")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH_END")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_HOLD")
#define FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_PIT_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_PIT_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_PIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIT_STATUS_KIND_FINAL_END")
#define MA_MSC_CMD_CAMERA_CAM_DISABLE_ZOOM_REQ lua_const("MA_MSC_CMD_CAMERA_CAM_DISABLE_ZOOM_REQ")
#define FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_GROUND")
#define FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_AIR")
#define FIGHTER_PIT_GENERATE_ARTICLE_CHARIOT lua_const("FIGHTER_PIT_GENERATE_ARTICLE_CHARIOT")
#define FIGHTER_PIT_GENERATE_ARTICLE_HORSE_L lua_const("FIGHTER_PIT_GENERATE_ARTICLE_HORSE_L")
#define FIGHTER_PIT_GENERATE_ARTICLE_HORSE_R lua_const("FIGHTER_PIT_GENERATE_ARTICLE_HORSE_R")
#define FIGHTER_PIT_STATUS_FINAL_INT_WAIT_CUT_IN_END lua_const("FIGHTER_PIT_STATUS_FINAL_INT_WAIT_CUT_IN_END")
#define FIGHTER_PIT_STATUS_FINAL_FLAG_CHANGE_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_CHANGE_AIR")
#define FIGHTER_PIT_STATUS_FINAL_FLAG_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_AIR")
#define FIGHTER_PIT_GENERATE_ARTICLE_CHARIOTSIGHT lua_const("FIGHTER_PIT_GENERATE_ARTICLE_CHARIOTSIGHT")
#define FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK")
#define MA_MSC_CMD_CAMERA_CAM_ENABLE_ZOOM_REQ lua_const("MA_MSC_CMD_CAMERA_CAM_ENABLE_ZOOM_REQ")
#define FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_X lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_X")
#define FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_Y lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_Y")
#define FIGHTER_PIT_STATUS_FINAL_FLAG_GROUND lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_GROUND")
#define FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_X lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_X")
#define FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_Y lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_Y")
#define WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL_ATTACK")
#define WEAPON_PIT_HORSE_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_PIT_HORSE_STATUS_KIND_FINAL_ATTACK")
#define LINK_NO_CONSTRAINT lua_const("LINK_NO_CONSTRAINT")
#define CONSTRAINT_FLAG_NO_UPDATE_LINK_POS lua_const("CONSTRAINT_FLAG_NO_UPDATE_LINK_POS")
#define FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK_ZOOM lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK_ZOOM")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLOAT")
#define FIGHTER_PITB_STATUS_FINAL_WORK_INT_ZOOM_FRAME lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_ZOOM_FRAME")
#define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_ID0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_ID0")
#define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_GROUP0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_GROUP0")
#define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NO0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NO0")
#define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NUM lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NUM")
#define FIGHTER_PITB_STATUS_FINAL_FLAG_SHOOT lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_SHOOT")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_PITB_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_PITB_FINAL")
#define FIGHTER_PITB_STATUS_FINAL_FLAG_HIT lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_HIT")
#define FIGHTER_HIT_TARGET_HIGH lua_const("FIGHTER_HIT_TARGET_HIGH")
#define CUT_IN_TYPE_LIGHTING_BOW_ARROW lua_const("CUT_IN_TYPE_LIGHTING_BOW_ARROW")
#define FIGHTER_PITB_STATUS_FINAL_FLAG_SEARCH_END lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_SEARCH_END")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_FLAG_CONTINUE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_FLAG_CONTINUE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_INT_STOP_Y_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_INT_STOP_Y_FRAME")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_CONTINUE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_CONTINUE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_INT_RUSH_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_INT_RUSH_FRAME")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_AIR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLOAT")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_X lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_X")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_Y lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_Y")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR_INIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR_INIT")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_MOVE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_MOVE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SPEED lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SPEED")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_DISTANCE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_DISTANCE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_FIX_ANGLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_FIX_ANGLE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_BACK_ANGLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_BACK_ANGLE")
#define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_END_FLOAT_SDIR")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_NO_SHIELD")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_GROUND lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_GROUND")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_AIR")
#define FIGHTER_PIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_NO_SHIELD_FRAME lua_const("FIGHTER_PIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_NO_SHIELD_FRAME")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_FLOAT_LR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLOAT_LR")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_FIRST")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLOAT")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_INIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_INIT")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_MIN lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_MIN")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_SHIELD_BREAK lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_SHIELD_BREAK")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_NO_SHIELD")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_FIRST")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLOAT")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_SHIELD_BREAK lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_SHIELD_BREAK")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_GROUND lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_GROUND")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_AIR")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_NO_SHIELD")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_FIRST")
#define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_LR_LEFT lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_LR_LEFT")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT_CHECK_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT_CHECK_ONOFF")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_CLIFF_FALL_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_CLIFF_FALL_ONOFF")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_GRAVITY_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_GRAVITY_ONOFF")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_INT_START_SITUATION lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_INT_START_SITUATION")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MTRANS_AIR_UNABLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MTRANS_AIR_UNABLE")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_APPLIED_POWERUP lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_APPLIED_POWERUP")
#define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MOVE_FRONT lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MOVE_FRONT")
#define WEAPON_PIT_BOWARROW_STATUS_KIND_NUM lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_NUM")
#define WEAPON_PIT_BOWARROW_STATUS_KIND_HAVED lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_HAVED")
#define WEAPON_PIT_BOWARROW_STATUS_KIND_FLY lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_FLY")
#define WEAPON_PIT_BOWARROW_STATUS_KIND_STICK lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_STICK")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLOAT")
#define WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_ATTACK_POWER lua_const("WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_ATTACK_POWER")
#define WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_CHARGE")
#define WEAPON_KIND_PITB_BOWARROW lua_const("WEAPON_KIND_PITB_BOWARROW")
#define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLAG_DIR_S lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLAG_DIR_S")
#define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_PIT_BOWARROW_STATUS_STICK_WORK_ID_INT_LIFE lua_const("WEAPON_PIT_BOWARROW_STATUS_STICK_WORK_ID_INT_LIFE")
#define WEAPON_PIT_CHARIOT_STATUS_KIND_NUM lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_NUM")
#define WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL")
#define WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_NUM lua_const("WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_NUM")
#define WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_FINAL lua_const("WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_FINAL")
#define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_INT_TARGET_FRAME lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_INT_TARGET_FRAME")
#define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_X lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_X")
#define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_Y lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_Y")
#define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_X lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_X")
#define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_Y lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_Y")
#define WEAPON_PIT_HORSE_STATUS_KIND_NUM lua_const("WEAPON_PIT_HORSE_STATUS_KIND_NUM")
#define WEAPON_PIT_HORSE_STATUS_KIND_FINAL lua_const("WEAPON_PIT_HORSE_STATUS_KIND_FINAL")
#define WEAPON_PIT_HORSE_INSTANCE_WORK_ID_FLAG_RIGHT lua_const("WEAPON_PIT_HORSE_INSTANCE_WORK_ID_FLAG_RIGHT")
#define WEAPON_PIT_HORSE_INSTANCE_WORK_ID_INT_CHARIOT_ID lua_const("WEAPON_PIT_HORSE_INSTANCE_WORK_ID_INT_CHARIOT_ID")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_SCALE lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SCALE")
#define FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_FLIP_JUMP lua_const("FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_FLIP_JUMP")
#define FIGHTER_SZEROSUIT_STATUS_KIND_NUM lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_NUM")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT_H lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT_H")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_LANDING")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_START lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_START")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_STEP lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_STEP")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_FLIP lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_FLIP")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK_LANDING")
#define FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_LOCK_ON lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_LOCK_ON")
#define FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_END")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP")
#define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_PULL lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_PULL")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP2 lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP2")
#define FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO")
#define WEAPON_SZEROSUIT_WHIP2_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_SZEROSUIT_WHIP2_MOTION_PART_SET_KIND_MATERIAL")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REACH lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REACH")
#define FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_HANG_REWIND")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REWIND lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REWIND")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_EXHAUST lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_EXHAUST")
#define FIGHTER_SZEROSUIT_STATUS_ATTACK_FLAG_S4_SELECT lua_const("FIGHTER_SZEROSUIT_STATUS_ATTACK_FLAG_S4_SELECT")
#define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_EXEC_CAMERA_CHANGE lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_EXEC_CAMERA_CHANGE")
#define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_OFF lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_OFF")
#define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_CHANGE_NEAR lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_CHANGE_NEAR")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_X")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Y")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Z")
#define FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_TO_SPECIAL_LANDING lua_const("FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_TO_SPECIAL_LANDING")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_FRAME lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_FRAME")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_ENABLE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_TREAD_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_TREAD_ENABLE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_WALL_JUMP_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_WALL_JUMP_ENABLE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_START_WAIT_INPUT lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_START_WAIT_INPUT")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_JUMP")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_REVERSE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_REVERSE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2_UNABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2_UNABLE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2 lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2")
#define FIGHTER_SZEROSUIT_AREA_KIND_TREAD lua_const("FIGHTER_SZEROSUIT_AREA_KIND_TREAD")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_TREAD_TARGET_ID lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_TREAD_TARGET_ID")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE")
#define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE_ENABLE")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_START lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_START")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_WAIT")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_SHOOT")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_END")
#define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_ENTRY lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_ENTRY")
#define WEAPON_SZEROSUIT_LASER_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_LASER_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_LASER_STATUS_KIND_SHOOT")
#define WEAPON_SZEROSUIT_LASER_STATUS_WORK_INT_EFFECT_HANDLE lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_INT_EFFECT_HANDLE")
#define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLOAT_EFFECT_ALPHA lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLOAT_EFFECT_ALPHA")
#define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_START_ATTACK lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_START_ATTACK")
#define WEAPON_SZEROSUIT_LASER_LINK_NO_GUNSHIP lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_GUNSHIP")
#define WEAPON_SZEROSUIT_LASER_LINK_NO_RETICLE lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_RETICLE")
#define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_BEAM_EFFECT lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_BEAM_EFFECT")
#define WEAPON_SZEROSUIT_LASER_INSTANCE_WORK_ID_INT_SAMUSP_SHOOT_FRAME lua_const("WEAPON_SZEROSUIT_LASER_INSTANCE_WORK_ID_INT_SAMUSP_SHOOT_FRAME")
#define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_SHOOT")
#define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_END")
#define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_WORK_FLAG_TAME lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_WORK_FLAG_TAME")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_WAIT")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_MAIN lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_MAIN")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_ATTACK lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_ATTACK")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_END")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_INT_EFFECT_HANDLE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_INT_EFFECT_HANDLE")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_EFFECT_RATE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_EFFECT_RATE")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE_ONCE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE_ONCE")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLAG_EFFECT_CHANGED lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLAG_EFFECT_CHANGED")
#define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_START lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_START")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_WAIT")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_END")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_INT_COUNT lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_INT_COUNT")
#define WEAPON_SZEROSUIT_SAMUSP_LINK_NO_RETICLE lua_const("WEAPON_SZEROSUIT_SAMUSP_LINK_NO_RETICLE")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_X lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_X")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_Y lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_Y")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_X lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_X")
#define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_Y lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_Y")
#define WEAPON_SZEROSUIT_SAMUSP_LINK_NO_GUNSHIP lua_const("WEAPON_SZEROSUIT_SAMUSP_LINK_NO_GUNSHIP")
#define WEAPON_SZEROSUIT_LASER_LINK_NO_SAMUSP lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_SAMUSP")
#define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_WAIT")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_NUM")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_WAIT")
#define FIGHTER_WARIO_STATUS_KIND_NUM lua_const("FIGHTER_WARIO_STATUS_KIND_NUM")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_OPEN_WAIT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_OPEN_WAIT")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_START")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_END")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_ITEM lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_ITEM")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_FOOD lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_FOOD")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BOMB lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BOMB")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_LARGE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_LARGE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_EAT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_EAT")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_START")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_SEARCH lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_SEARCH")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_RIDE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_RIDE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DRIVE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DRIVE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_WHEELIE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_WHEELIE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_BUMP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_BUMP")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_START")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_LOOP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_LOOP")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_END")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE_START")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DOWN lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DOWN")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_THROWN_OUT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_THROWN_OUT")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_APPEAL lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_APPEAL")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_WARIO_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_WARIO_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_DASH")
#define FIGHTER_WARIO_STATUS_KIND_FINAL_READY lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_READY")
#define FIGHTER_WARIO_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_WARIO_STATUS_KIND_FINAL_SCENE lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_SCENE")
#define FIGHTER_WARIO_STATUS_KIND_FINAL_END lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_END")
#define FIGHTER_WARIO_INSTANCE_WORK_ID_INT_SPECIAL_N_INTERVAL lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_INT_SPECIAL_N_INTERVAL")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_X")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_Y")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_START_SITUATION lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_START_SITUATION")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define FIGHTER_WARIO_FINAL_MODULE_START_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_START_INIT")
#define FIGHTER_WARIO_FINAL_MODULE_START_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_START_EXIT")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_SLOW")
#define FIGHTER_WARIO_FINAL_MODULE_READY_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_INIT")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_ATTACK lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_ATTACK")
#define FIGHTER_WARIO_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXIT_PRE")
#define FIGHTER_WARIO_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXEC")
#define FIGHTER_WARIO_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXIT")
#define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_INIT")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_WARIOMAN_MOTION_END lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_WARIOMAN_MOTION_END")
#define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXEC_FIX_POS lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXEC_FIX_POS")
#define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXIT")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_OWNER_SCALE")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_INIT_SCALE")
#define FIGHTER_WARIO_GENERATE_ARTICLE_WARIOMAN lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_WARIOMAN")
#define FIGHTER_WARIO_FINAL_MODULE_END_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_END_INIT")
#define FIGHTER_WARIO_FINAL_MODULE_END_EXEC lua_const("FIGHTER_WARIO_FINAL_MODULE_END_EXEC")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_END_EXIT lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_END_EXIT")
#define FIGHTER_WARIO_FINAL_MODULE_END_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_END_EXIT")
#define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE")
#define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_JUMP")
#define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE")
#define FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_LEVEL lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_LEVEL")
#define FIGHTER_WARIO_GASS_LEVEL_FLY lua_const("FIGHTER_WARIO_GASS_LEVEL_FLY")
#define FIGHTER_WARIO_GASS_LEVEL_L lua_const("FIGHTER_WARIO_GASS_LEVEL_L")
#define FIGHTER_WARIO_GASS_LEVEL_M lua_const("FIGHTER_WARIO_GASS_LEVEL_M")
#define FIGHTER_WARIO_LINK_NO_BIKE lua_const("FIGHTER_WARIO_LINK_NO_BIKE")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DRIVE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DRIVE")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_MOT_CHANGE")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND_AIR")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_RESERVE_JUMP lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_RESERVE_JUMP")
#define CONTROL_PAD_BUTTON_APPEAL_HI lua_const("CONTROL_PAD_BUTTON_APPEAL_HI")
#define CONTROL_PAD_BUTTON_APPEAL_LW lua_const("CONTROL_PAD_BUTTON_APPEAL_LW")
#define CONTROL_PAD_BUTTON_APPEAL_S_L lua_const("CONTROL_PAD_BUTTON_APPEAL_S_L")
#define CONTROL_PAD_BUTTON_APPEAL_S_R lua_const("CONTROL_PAD_BUTTON_APPEAL_S_R")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_RIDE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_RIDE")
#define MA_MSC_CMD_SLOEP_SLOPE_KIND_TOP lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_TOP")
#define FIGHTER_KINETIC_TYPE_WARIO_SPECIAL_AIR_S_START lua_const("FIGHTER_KINETIC_TYPE_WARIO_SPECIAL_AIR_S_START")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_START")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_THROWN_OUT_WHEELIE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_THROWN_OUT_WHEELIE")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_FLOAT_TURN_END_INIT_FRAME lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_FLOAT_TURN_END_INIT_FRAME")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_WSMOKE_EFFECT_HANDLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_WSMOKE_EFFECT_HANDLE")
#define MA_MSC_EFFECT_SET_VISIBLE lua_const("MA_MSC_EFFECT_SET_VISIBLE")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_BIKE_IN_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_BIKE_IN_AIR")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_WHEELIE_END lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_WHEELIE_END")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_NUM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_NUM")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_WHEELIE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_WHEELIE")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_BUMP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_BUMP")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_START")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_LOOP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_LOOP")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_END lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_END")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE_START")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DOWN lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DOWN")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ITEM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ITEM")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_APPEAL lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_APPEAL")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_ENTRY lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_ENTRY")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2 lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2")
#define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2_WAIT lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2_WAIT")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_MOT_CHANGE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_MOT_CHANGE")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_DAMAGE lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_DAMAGE")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_START_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_START_FRAME")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_INIT_POS_Z lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_INIT_POS_Z")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_TURN_TO_ITEM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_TURN_TO_ITEM")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SITUATION_CHANGE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SITUATION_CHANGE")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_F lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_F")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_R lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_R")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_NO_RIDER lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_NO_RIDER")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_NO_RIDER lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_NO_RIDER")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_DOWN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_DOWN")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_DOWN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_DOWN")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_L lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_L")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_R lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_R")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_CALL_SE_ACCEL lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_CALL_SE_ACCEL")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_C lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_C")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_AIR_SPEED_Y lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_AIR_SPEED_Y")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LR lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LR")
#define WEAPON_KINETIC_TYPE_GENERIC_RESET lua_const("WEAPON_KINETIC_TYPE_GENERIC_RESET")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_EFFECT_ID lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_EFFECT_ID")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SPEED_LEQUAL_ZERO lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SPEED_LEQUAL_ZERO")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LOOP_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LOOP_FRAME")
#define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_TURN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_TURN")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WHEELIE_SITUATION_AIR lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WHEELIE_SITUATION_AIR")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_WHEELIE_KEEP_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_WHEELIE_KEEP_FRAME")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_COMMAND_FLAG_CAT_1 lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_COMMAND_FLAG_CAT_1")
#define FIGHTER_SNAKE_STATUS_KIND_NUM lua_const("FIGHTER_SNAKE_STATUS_KIND_NUM")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_OPERATION lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_OPERATION")
#define FIGHTER_SNAKE_STATUS_KIND_APPEAL_WAIT lua_const("FIGHTER_SNAKE_STATUS_KIND_APPEAL_WAIT")
#define FIGHTER_SNAKE_STATUS_KIND_APPEAL_END lua_const("FIGHTER_SNAKE_STATUS_KIND_APPEAL_END")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WAIT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WAIT")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_F")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_B")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_F")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_B")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_F")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_B")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_SQUAT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_SQUAT")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_AERIAL lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_AERIAL")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_AIR lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_AIR")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_LANDING lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_LANDING")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_THROW lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_THROW")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_EAR_CLOSE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_EAR_CLOSE")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_HIT_END lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_HIT_END")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_AWAY_END")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_HANG lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_HANG")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_CUT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_CUT")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_PRODUCE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_PRODUCE")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_JUDGE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_JUDGE")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_TARGET lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_TARGET")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_GROUND lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_GROUND")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_WALL lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_WALL")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_DROP lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_DROP")
#define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_EXPLODING lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_EXPLODING")
#define FIGHTER_SNAKE_STATUS_KIND_FINAL_LOCK_ON lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_LOCK_ON")
#define FIGHTER_SNAKE_STATUS_KIND_FINAL_CAMERA_ZOOM lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_CAMERA_ZOOM")
#define FIGHTER_SNAKE_STATUS_KIND_FINAL_END lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_END")
#define FIGHTER_SNAKE_STATUS_KIND_FINAL_APPEAL lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_APPEAL")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_RPG7 lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RPG7")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_TRENCHMORTAR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_TRENCHMORTAR")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_CBOX lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_CBOX")
#define FIGHTER_SNAKE_STATUS_APPEAL_FLAG_EXIT lua_const("FIGHTER_SNAKE_STATUS_APPEAL_FLAG_EXIT")
#define FIGHTER_SNAKE_STATUS_APPEAL_WORK_INT_WAIT_COUNTER lua_const("FIGHTER_SNAKE_STATUS_APPEAL_WORK_INT_WAIT_COUNTER")
#define FIGHTER_SNAKE_STATUS_SMASH_APPEAL_WORK_INT_ADVANCE_COUNT lua_const("FIGHTER_SNAKE_STATUS_SMASH_APPEAL_WORK_INT_ADVANCE_COUNT")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_FLARE_GRENADES lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_FLARE_GRENADES")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE_CURSOR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE_CURSOR")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR_READY lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR_READY")
#define FIGHTER_SNAKE_STATUS_FINAL_FLAG_WAIT lua_const("FIGHTER_SNAKE_STATUS_FINAL_FLAG_WAIT")
#define FIGHTER_SNAKE_STATUS_FINAL_INT_SITUATION lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_SITUATION")
#define FIGHTER_SNAKE_STATUS_FINAL_INT_FRAME lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_FRAME")
#define FIGHTER_SNAKE_STATUS_FINAL_INT_FLASH_FRAME lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_FLASH_FRAME")
#define WEAPON_SNAKE_RETICLE_STATUS_KIND_SHOOT lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_SHOOT")
#define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_SHOOT lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_SHOOT")
#define FIGHTER_SNAKE_FINAL_LOCK_ON_MAX lua_const("FIGHTER_SNAKE_FINAL_LOCK_ON_MAX")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_MISSILE")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_CYPHER lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_CYPHER")
#define WEAPON_SNAKE_CYPHER_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_EXPLOSION")
#define FIGHTER_SNAKE_STATUS_SPECIAL_HI_FLAG_CYPHER_EXPLOSION lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_HI_FLAG_CYPHER_EXPLOSION")
#define FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_STICK lua_const("FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_STICK")
#define FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_TIME_OUT lua_const("FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_TIME_OUT")
#define MA_MSC_CMD_CAMERA_CAM_RECT lua_const("MA_MSC_CMD_CAMERA_CAM_RECT")
#define ENERGY_GRAVITY_RESET_TYPE_BUOYANCY lua_const("ENERGY_GRAVITY_RESET_TYPE_BUOYANCY")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_C4 lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_C4")
#define FIGHTER_SNAKE_STATUS_SPECIAL_LW_FLAG_SQUAT lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_FLAG_SQUAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLOAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLOAT")
#define FIGHTER_SNAKE_STATUS_SPECIAL_LW_ESTABLISH_JUDGE_FLAG_TRANS_ESTABLISH_TARGET lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_ESTABLISH_JUDGE_FLAG_TRANS_ESTABLISH_TARGET")
#define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_TARGET lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_TARGET")
#define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_SQUAT lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_SQUAT")
#define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_GROUND lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_GROUND")
#define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_WALL lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_WALL")
#define MA_MSC_CMD_ARTICLE_UPDATE_LOG_ATTACK_INFO_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_UPDATE_LOG_ATTACK_INFO_ARTICLE")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_C4_SWITCH lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_C4_SWITCH")
#define FIGHTER_SNAKE_GENERATE_ARTICLE_NIKITA lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_NIKITA")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_ENABLE_CANCEL lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_ENABLE_CANCEL")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_AWAY_END")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_HIT_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_HIT_END")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_X lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_X")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_Y lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_Y")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_COMP_MUL lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_COMP_MUL")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_HIT_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_HIT_END")
#define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_AWAY_END")
#define WEAPON_SNAKE_C4_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_C4_STATUS_KIND_NUM")
#define WEAPON_SNAKE_C4_STATUS_KIND_START lua_const("WEAPON_SNAKE_C4_STATUS_KIND_START")
#define WEAPON_SNAKE_C4_STATUS_KIND_DROP_FALL lua_const("WEAPON_SNAKE_C4_STATUS_KIND_DROP_FALL")
#define WEAPON_SNAKE_C4_STATUS_KIND_STICK_TARGET lua_const("WEAPON_SNAKE_C4_STATUS_KIND_STICK_TARGET")
#define WEAPON_SNAKE_C4_STATUS_KIND_STICK_OTHER lua_const("WEAPON_SNAKE_C4_STATUS_KIND_STICK_OTHER")
#define WEAPON_SNAKE_C4_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_C4_STATUS_KIND_EXPLOSION")
#define WEAPON_SNAKE_C4_STATUS_KIND_DISAPPEAR lua_const("WEAPON_SNAKE_C4_STATUS_KIND_DISAPPEAR")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLOAT")
#define WEAPON_SNAKE_C4_STATUS_DROP_FALL_WORK_FLAG_DISAPPEAR lua_const("WEAPON_SNAKE_C4_STATUS_DROP_FALL_WORK_FLAG_DISAPPEAR")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_STICK")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_START_CHECK_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_START_CHECK_STICK")
#define WEAPON_SNAKE_C4_LINK_NO_STICK lua_const("WEAPON_SNAKE_C4_LINK_NO_STICK")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_FALL lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_FALL")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLOAT_RAY_LENGTH lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLOAT_RAY_LENGTH")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_STICK")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_START_CHECK_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_START_CHECK_STICK")
#define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_FALL lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_FALL")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLOAT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLOAT")
#define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_GROUND lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_GROUND")
#define WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GROUND_MOVEMENT")
#define WEAPON_SNAKE_CYPHER_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_NUM")
#define WEAPON_SNAKE_CYPHER_STATUS_KIND_ATTACH lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_ATTACH")
#define WEAPON_SNAKE_CYPHER_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_FLY")
#define WEAPON_SNAKE_CYPHER_STATUS_KIND_DETACH lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_DETACH")
#define WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_HP")
#define WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_LIFE_COUNT lua_const("WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_LIFE_COUNT")
#define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_NUM")
#define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_HAVED lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_HAVED")
#define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_FLY")
#define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_END lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_END")
#define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP_ROT lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP_ROT")
#define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP")
#define WEAPON_SNAKE_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_NUM")
#define WEAPON_SNAKE_MISSILE_STATUS_KIND_WAIT lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_WAIT")
#define WEAPON_SNAKE_MISSILE_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_FLY")
#define WEAPON_SNAKE_MISSILE_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_EXPLOSION")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_DELAY_FRAME lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_DELAY_FRAME")
#define WEAPON_SNAKE_MISSILE_STATUS_WAIT_WORK_INT_FRAME lua_const("WEAPON_SNAKE_MISSILE_STATUS_WAIT_WORK_INT_FRAME")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_MISSILE_ID lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_MISSILE_ID")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_X")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Z")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLAG_LOCK_ON lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLAG_LOCK_ON")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_X")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Y")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Z")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_X")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Y")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Z")
#define WEAPON_SNAKE_MISSILE_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_SNAKE_MISSILE_KINETIC_ENERGY_ID_NORMAL")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_GUIDE_POINT_OFFSET_ID lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_GUIDE_POINT_OFFSET_ID")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_NUM")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_FLY")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_STOP_FALL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_STOP_FALL")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_EXPLOSION")
#define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_NORMAL")
#define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_ROT_NORMAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_ROT_NORMAL")
#define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SMOKE_EFFECT_HANDLE lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SMOKE_EFFECT_HANDLE")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_IS_STRAIGHT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_IS_STRAIGHT")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_START_Y lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_START_Y")
#define WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_TOPNB lua_const("WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_TOPNB")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_TOPNB_ROTX lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_TOPNB_ROTX")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_FALL_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_FALL_COUNT")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_FLAG_IS_AUTONOMY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_FLAG_IS_AUTONOMY")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_HP lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_HP")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_BRAKE_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_BRAKE_COUNT")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_ATTACK_RESTART_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_ATTACK_RESTART_COUNT")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SE_INTERVAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SE_INTERVAL")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_COUNTER lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_COUNTER")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_DAMAGE_ROT_FRAME lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_DAMAGE_ROT_FRAME")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_DAMAGE_ROT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_DAMAGE_ROT")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_PREV_ROT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_PREV_ROT")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_LIMIT_ANGLE lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_LIMIT_ANGLE")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_BRAKE_ROT_DIFF lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_BRAKE_ROT_DIFF")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_TURN_STABLE_SPEED lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_TURN_STABLE_SPEED")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_STABLE_SPEED lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_STABLE_SPEED")
#define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_BRAKE_START lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_BRAKE_START")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MAX lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MAX")
#define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MIN lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MIN")
#define WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_ROTN lua_const("WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_ROTN")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLOAT")
#define WEAPON_SNAKE_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_NUM")
#define WEAPON_SNAKE_RETICLE_STATUS_KIND_LOCK_ON lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_LOCK_ON")
#define WEAPON_SNAKE_RETICLE_STATUS_KIND_END lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_END")
#define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_NUM")
#define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_START lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_START")
#define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_FINISH lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_FINISH")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_NUM")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_FLY")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_IMPACT lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_IMPACT")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_EXIT lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_EXIT")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_SKIP_FIRST_FRAME lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_SKIP_FIRST_FRAME")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_ENABLE_ADVANCE_STATUS lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_ENABLE_ADVANCE_STATUS")
#define FIGHTER_IKE_STATUS_KIND_NUM lua_const("FIGHTER_IKE_STATUS_KIND_NUM")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MDL lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MDL")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MAX")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_HOLD")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_DASH")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_3")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_4 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_4")
#define FIGHTER_IKE_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_IKE_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_HIT")
#define FIGHTER_IKE_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_IKE_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_IKE_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_FALL")
#define FIGHTER_IKE_STATUS_KIND_FINAL_END lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_END")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_CONTINUE_MOT")
#define FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK")
#define FIGHTER_IKE_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_SWORD_THROW_START lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_SWORD_THROW_START")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y")
#define FIGHTER_IKE_FINAL_TARGET_NUM_MAX lua_const("FIGHTER_IKE_FINAL_TARGET_NUM_MAX")
#define FIGHTER_IKE_STATUS_FINAL_WORK_INT_TASK_ID1 lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_INT_TASK_ID1")
#define FIGHTER_IKE_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_IKE_GENERATE_ARTICLE_SWORD")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_CHANGE_STATUS")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_ATTACK_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_ATTACK_LR")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_FALL_START")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_OFFSET_LR")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME")
#define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2 lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID")
#define FIGHTER_IKE_SPECIAL_HI_TARGET_NUM_MAX lua_const("FIGHTER_IKE_SPECIAL_HI_TARGET_NUM_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE")
#define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_CHARGE_COUNT")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATK_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATK_CHARGE_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_SPD_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_SPD_CHARGE_MAX")
#define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_DASH_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_DASH_COUNT")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_END_NO_LANDING lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_END_NO_LANDING")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTROL")
#define FIGHTER_IKE_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_IKE_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_IKE_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV")
#define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_HOLD_SE_HANDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_HOLD_SE_HANDLE")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE_MAX_EFT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE_MAX_EFT")
#define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATTACK_END lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATTACK_END")
#define COLLISION_CATEGORY_MASK_ENEMY lua_const("COLLISION_CATEGORY_MASK_ENEMY")
#define WEAPON_IKE_SWORD_STATUS_KIND_NUM lua_const("WEAPON_IKE_SWORD_STATUS_KIND_NUM")
#define WEAPON_IKE_SWORD_STATUS_KIND_SPECIAL_HI_2 lua_const("WEAPON_IKE_SWORD_STATUS_KIND_SPECIAL_HI_2")
#define WEAPON_IKE_SWORD_STATUS_KIND_HAD lua_const("WEAPON_IKE_SWORD_STATUS_KIND_HAD")
#define WEAPON_IKE_SWORD_STATUS_KIND_FLY lua_const("WEAPON_IKE_SWORD_STATUS_KIND_FLY")
#define WEAPON_KINETIC_TYPE_IKE_SWORD_SPECIAL_HI lua_const("WEAPON_KINETIC_TYPE_IKE_SWORD_SPECIAL_HI")
#define WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_RELEASE lua_const("WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_RELEASE")
#define WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_HAVE lua_const("WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_HAVE")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_A lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_A")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_B lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_B")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_C lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_C")
#define WEAPON_IKE_SWORD_INSTANCE_WORK_FLAG_THROW_RIGHT_ABOVE lua_const("WEAPON_IKE_SWORD_INSTANCE_WORK_FLAG_THROW_RIGHT_ABOVE")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_CALC_X lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_CALC_X")
#define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_SPD_X lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_SPD_X")
#define FIGHTER_PZENIGAME_STATUS_KIND_NUM lua_const("FIGHTER_PZENIGAME_STATUS_KIND_NUM")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_LOOP")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN_START lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN_START")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_HIT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_HIT")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_STANDBY")
#define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_OUT")
#define FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_SEND_POKEMON_CHANGE lua_const("FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_SEND_POKEMON_CHANGE")
#define FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_RESTART_FROM_MBALL lua_const("FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_RESTART_FROM_MBALL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_RESULT_FIGHTER_SINGLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RESULT_FIGHTER_SINGLE")
#define WEAPON_PTRAINER_PTRAINER_LINK_NO_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_LINK_NO_POKEMON")
#define FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_STANDBY")
#define FIGHTER_POKEMON_LINK_NO_PTRAINER lua_const("FIGHTER_POKEMON_LINK_NO_PTRAINER")
#define FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_OUT")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_SMASH")
#define FIGHTER_PZENIGAME_AREA_KIND_SPECIAL_S_TREADED lua_const("FIGHTER_PZENIGAME_AREA_KIND_SPECIAL_S_TREADED")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_START lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_START")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_CONTINUE")
#define FIGHTER_PZENIGAME_STATUS_WORK_KEEP_FLAG_SPECIAL_S lua_const("FIGHTER_PZENIGAME_STATUS_WORK_KEEP_FLAG_SPECIAL_S")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_INT_COUNTER lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_INT_COUNTER")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S")
#define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLOAT_CLATTER_TIME lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLOAT_CLATTER_TIME")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_END")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_END")
#define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_HIT lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_HIT")
#define WEAPON_PZENIGAME_WATER_STATUS_KIND_NUM lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_NUM")
#define WEAPON_PZENIGAME_WATER_STATUS_KIND_REGULAR lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_REGULAR")
#define WEAPON_PZENIGAME_WATER_STATUS_KIND_CLASH lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_CLASH")
#define WEAPON_PZENIGAME_WATER_STATUS_KIND_DIE lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_DIE")
#define FIGHTER_PFUSHIGISOU_STATUS_KIND_NUM lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_NUM")
#define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_STANDBY")
#define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_OUT")
#define FIGHTER_WAIST_SIZE_M lua_const("FIGHTER_WAIST_SIZE_M")
#define FIGHTER_WAIST_SIZE_L lua_const("FIGHTER_WAIST_SIZE_L")
#define FIGHTER_PFUSHIGISOU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_HI_HOP lua_const("FIGHTER_PFUSHIGISOU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_HI_HOP")
#define FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO")
#define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_VINE lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_VINE")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_AIR_LASSO_FAIL lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_AIR_LASSO_FAIL")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_SET_ANGLE lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_SET_ANGLE")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLOAT_ANGLE lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLOAT_ANGLE")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_SET_MAP_COLL_OFFSET lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_SET_MAP_COLL_OFFSET")
#define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_X")
#define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Y")
#define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Z")
#define FIGHTER_STATUS_AIR_LASSO_FLAG_MAP_COLL_OFFSET lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_MAP_COLL_OFFSET")
#define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REACH lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REACH")
#define FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_HANG_REWIND")
#define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REWIND lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REWIND")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_X")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Y")
#define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Z")
#define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_EXHAUST lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_EXHAUST")
#define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_S_FLAG_SMASH")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_NUM")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_MOVE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_MOVE")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_CLASH lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_CLASH")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_INT_REANGLE_COUNTER lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_INT_REANGLE_COUNTER")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE_TARGET lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE_TARGET")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE_ACCEL lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE_ACCEL")
#define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE")
#define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_NUM")
#define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_MOVE lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_MOVE")
#define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH_GROUND lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH_GROUND")
#define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH")
#define WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_HARD lua_const("WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_HARD")
#define WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_KIRBY lua_const("WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_KIRBY")
#define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_NUM")
#define WEAPON_LASSO_STATUS_KIND_REACH lua_const("WEAPON_LASSO_STATUS_KIND_REACH")
#define WEAPON_LASSO_STATUS_KIND_REWIND lua_const("WEAPON_LASSO_STATUS_KIND_REWIND")
#define WEAPON_LASSO_STATUS_HANG_REWIND_WORK_ID_FLAG_END_HIDE lua_const("WEAPON_LASSO_STATUS_HANG_REWIND_WORK_ID_FLAG_END_HIDE")
#define FIGHTER_PLIZARDON_STATUS_KIND_NUM lua_const("FIGHTER_PLIZARDON_STATUS_KIND_NUM")
#define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_RUSH lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_RUSH")
#define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_BLOWN lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_BLOWN")
#define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_STANDBY")
#define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_OUT")
#define FIGHTER_STATUS_DOWN_FLAG_NO_DOWN_DAMAGE lua_const("FIGHTER_STATUS_DOWN_FLAG_NO_DOWN_DAMAGE")
#define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_HIT_SLOPE lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_HIT_SLOPE")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_STATUS_CHANGE_BLOWN lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_STATUS_CHANGE_BLOWN")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_KINETIC_RESET_PARAM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_KINETIC_RESET_PARAM")
#define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_INT_EXPLOSION_DELAY_FRAME lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_INT_EXPLOSION_DELAY_FRAME")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_SPECIAL_S_ROTATE_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_SPECIAL_S_ROTATE_COUNT")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_DISABLE_FIGHTER_HIT_EXPLOSION lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_DISABLE_FIGHTER_HIT_EXPLOSION")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_SRC_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_SRC_ANGLE")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_DST_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_DST_ANGLE")
#define FIGHTER_PLIZARDON_GENERATE_ARTICLE_EXPLOSION lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_EXPLOSION")
#define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_EXPLOSION_TOTAL_DAMAGE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_EXPLOSION_TOTAL_DAMAGE")
#define WEAPON_PLIZARDON_BREATH_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_NUM")
#define WEAPON_PLIZARDON_BREATH_STATUS_KIND_MOVE lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_MOVE")
#define WEAPON_PLIZARDON_BREATH_STATUS_KIND_VANISH lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_VANISH")
#define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME")
#define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL")
#define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE")
#define WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_NUM")
#define WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_MOVE lua_const("WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_MOVE")
#define WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_NUM")
#define WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_START lua_const("WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_START")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_NUM")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_HAVED lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_HAVED")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_FLY")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_OPEN lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_OPEN")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY_MISS lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY_MISS")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN_WAIT lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN_WAIT")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN")
#define WEAPON_PTRAINER_MBALL_STATUS_KIND_FINAL_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_FINAL_FLY")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FRAME")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FLY_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FLY_FRAME")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_MOVE_FRAME")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_X lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_X")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Y lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Y")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Z lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Z")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_POKE_APPEAR lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_POKE_APPEAR")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_SHOOT_OPEN lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_SHOOT_OPEN")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_EXIST_PARTICLE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_EXIST_PARTICLE")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_OPEN_WAIT_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_OPEN_WAIT_FRAME")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_ENABLE_OPEN lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_ENABLE_OPEN")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_NO_REMOVE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_NO_REMOVE")
#define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_START_KIND lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_START_KIND")
#define WEAPON_PTRIANER_MBALL_START_KIND_CHANGE_MISS lua_const("WEAPON_PTRIANER_MBALL_START_KIND_CHANGE_MISS")
#define WEAPON_PTRAINER_POKEMON_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_POKEMON_STATUS_KIND_NUM")
#define WEAPON_PTRAINER_POKEMON_STATUS_KIND_FINAL lua_const("WEAPON_PTRAINER_POKEMON_STATUS_KIND_FINAL")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_NUM")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY_OUTFIELD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_AIR_WAIT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_AIR_WAIT")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FALL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FALL")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_LANDING lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_LANDING")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_OUTFIELD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MOVE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MOVE")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN_STOP lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN_STOP")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_TURN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_TURN")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_REACTION lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_REACTION")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW_OUTFIELD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MISS lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MISS")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE_OUTFIELD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL_OUTFIELD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_LOSE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_LOSE")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_DEMO lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_DEMO")
#define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FINAL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FINAL")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIST_TARGET_X lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIST_TARGET_X")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIR")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TURN lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TURN")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_MBALL_UPPER lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_MBALL_UPPER")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_OUTFIELD_INVISIBLE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_OUTFIELD_INVISIBLE")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_VOICE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_VOICE")
#define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_ENTRY lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_ENTRY")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_MOTION_END_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_MOTION_END_FRAME")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_MOVE_FRAME")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_RUN_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_RUN_FRAME")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TARGET_SAME_BLOCK lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TARGET_SAME_BLOCK")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_NO_MOVE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_NO_MOVE")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_RUN_LINE_LENGTH lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_RUN_LINE_LENGTH")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_DIR_HORZ lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_DIR_HORZ")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_LR")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_DIST_EDGE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_DIST_EDGE")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TRAIT_NO_FALL lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TRAIT_NO_FALL")
#define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_FALL lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_FALL")
#define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION")
#define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION_LOOP lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION_LOOP")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_STATUS_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_STATUS_LR")
#define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_GROUND_STOP lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_GROUND_STOP")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_POKEMON")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_TARGET lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_TARGET")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_SPEED lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_SPEED")
#define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLAG lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLAG")
#define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_INT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_INT")
#define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLOAT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLOAT")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_MOTION_KIND lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_MOTION_KIND")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_REACTION_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_REACTION_FRAME")
#define FIGHTER_COMMON_START_KIND_CHANGE lua_const("FIGHTER_COMMON_START_KIND_CHANGE")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_START_KIND lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_START_KIND")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_ON_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_ON_CHANGE")
#define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CHANGE")
#define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_MBALL lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_MBALL")
#define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_DEAD lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_DEAD")
#define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLAG lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLAG")
#define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_INT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_INT")
#define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLOAT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLOAT")
#define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CALL lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CALL")
#define WEAPON_INSTANCE_WORK_ID_FLAG_SOUND_MUTE lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_SOUND_MUTE")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_LR")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_LOW_MODE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_LOW_MODE")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_LOOP lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_LOOP")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_END lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_END")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_TURN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_TURN")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND")
#define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND_PREV lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND_PREV")
#define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_OFF lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_OFF")
#define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PLIZARDON lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PLIZARDON")
#define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PZENIGAME lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PZENIGAME")
#define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PFUSHIGISOU lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PFUSHIGISOU")
#define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_CHANGE_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_CHANGE_POKEMON")
#define WEAPON_PTRAINER_PTRAINER_KINETIC_ENERGY_ID_JOSTLE lua_const("WEAPON_PTRAINER_PTRAINER_KINETIC_ENERGY_ID_JOSTLE")
#define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_WIN lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_WIN")
#define WEAPON_DIDDY_BARRELJET_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_NUM")
#define WEAPON_DIDDY_BARRELJET_STATUS_KIND_WAIT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_WAIT")
#define WEAPON_DIDDY_BARRELJET_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_FLY")
#define WEAPON_DIDDY_BARRELJET_STATUS_KIND_EXPLOSION lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_EXPLOSION")
#define WEAPON_DIDDY_BARRELJET_STATUS_KIND_WIN2 lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_WIN2")
#define WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_STOP lua_const("WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_STOP")
#define WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_FLY lua_const("WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_FLY")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_CONTROL_FRAME lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_CONTROL_FRAME")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_NO_CONTROL_FRAME lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_NO_CONTROL_FRAME")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_EXPLOSION_LIFE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_EXPLOSION_LIFE")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLAG_FLY_TARGET_ANGLE_ARRIVAL lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLAG_FLY_TARGET_ANGLE_ARRIVAL")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_IMPELLENT_COUNT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_IMPELLENT_COUNT")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_TARGET_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_TARGET_ANGLE")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_ANGLE_SET_COUNT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_ANGLE_SET_COUNT")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE_SPEED lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE_SPEED")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_IMPELLENT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_IMPELLENT")
#define WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_NORMAL")
#define WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE_SPEED lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE_SPEED")
#define FIGHTER_DIDDY_STATUS_KIND_NUM lua_const("FIGHTER_DIDDY_STATUS_KIND_NUM")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_DANGER lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_DANGER")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_BLOW lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_BLOW")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK_LANDING lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK_LANDING")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK2 lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK2")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP2 lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP2")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_LANDING lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_LANDING")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_FALL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_FALL")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_DAMAGE_FALL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_DAMAGE_FALL")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE_DAMAGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE_DAMAGE")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER_DAMAGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER_DAMAGE")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_HIT_CEIL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_HIT_CEIL")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_FALL_ROLL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_FALL_ROLL")
#define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_LW_LAUGH lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_LW_LAUGH")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_START lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_START")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_WAIT_FLY lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_WAIT_FLY")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_FLY lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_FLY")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_CHARGE")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_CHARGE")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_FINISH_ATTACK lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_FINISH_ATTACK")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_END lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_END")
#define FIGHTER_DIDDY_STATUS_KIND_FINAL_END lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_END")
#define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INPUT_UNABLE")
#define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG")
#define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_INT lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_INT")
#define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT")
#define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_INPUT_UNABLE")
#define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_INPUT_UNABLE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE_X")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_START_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_START_FLY_COUNT")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_COUNT")
#define FIGHTER_DIDDY_FINAL_DIR_NONE lua_const("FIGHTER_DIDDY_FINAL_DIR_NONE")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_DIR lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_DIR")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_FIGHTER lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_FIGHTER")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN0 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN0")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN1 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN1")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_X")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_Y lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_Y")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_HIT_NUM_ENTRY0 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_HIT_NUM_ENTRY0")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJETS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJETS")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_X")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_Y lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_Y")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BUNSHIN")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WAIT_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WAIT_FLY_COUNT")
#define FIGHTER_DIDDY_FINAL_DIR_TERM lua_const("FIGHTER_DIDDY_FINAL_DIR_TERM")
#define FIGHTER_DIDDY_FINAL_DIR_UP lua_const("FIGHTER_DIDDY_FINAL_DIR_UP")
#define FIGHTER_DIDDY_FINAL_DIR_DOWN lua_const("FIGHTER_DIDDY_FINAL_DIR_DOWN")
#define FIGHTER_DIDDY_FINAL_DIR_RIGHT lua_const("FIGHTER_DIDDY_FINAL_DIR_RIGHT")
#define FIGHTER_DIDDY_FINAL_DIR_LEFT lua_const("FIGHTER_DIDDY_FINAL_DIR_LEFT")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_ANGLE_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_ANGLE_X")
#define STAGE_KIRIFUDA_KIND_IKE_1 lua_const("STAGE_KIRIFUDA_KIND_IKE_1")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_CHARGE_COUNT")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_CHARGE_ZOOM lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_CHARGE_ZOOM")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY_WAIT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY_WAIT")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_FINAL_HIT_ZOOM lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_FINAL_HIT_ZOOM")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FINAL_CLEAR_FRAME lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FINAL_CLEAR_FRAME")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_LOCK_ON_CURSOR lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_LOCK_ON_CURSOR")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL_CHANGED lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL_CHANGED")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BARREL_HAVE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BARREL_HAVE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_SITUATION_CHANGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_SITUATION_CHANGE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_CHARGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_CHARGE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SHOOT_KIND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SHOOT_KIND")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJET lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJET")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SITUATION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SITUATION")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_UPPER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_UPPER")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_EXPLOSION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_EXPLOSION")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_MOTION_END_CHK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_MOTION_END_CHK")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_START_ANGLE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_START_ANGLE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_X")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_Y lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_Y")
#define FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_INT_MOTION_KIND_2ND lua_const("FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_INT_MOTION_KIND_2ND")
#define FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_VALUE lua_const("FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_VALUE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_VALUE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_VALUE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_WEIGHT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_WEIGHT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_X")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_Y lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_Y")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_DAMAGE_REACTION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_DAMAGE_REACTION")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_REACTION_FRAME lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_REACTION_FRAME")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_ANGLE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_ANGLE")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BOBY_ROLL_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BOBY_ROLL_START")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_FALL_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_FALL_START")
#define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_ROLL_COMP_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_ROLL_COMP_START")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_CONTINUE_MOT")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_SMASH lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_SMASH")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_CONDITION_OK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_CONDITION_OK")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_GROUND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_GROUND")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_AIR lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_AIR")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define ITEM_KIND_BANANA lua_const("ITEM_KIND_BANANA")
#define FIGHTER_DIDDY_INSTANCE_WORK_ID_INT_SPECIAL_LW_INTERVAL_FRAME lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_INT_SPECIAL_LW_INTERVAL_FRAME")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_ITEM_THROW lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_ITEM_THROW")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_OK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_OK")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_BANANA_ID lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_BANANA_ID")
#define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_THROW_SUCCESS lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_THROW_SUCCESS")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_SMASH lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_SMASH")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_KICK_FRAME lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_KICK_FRAME")
#define FIGHTER_DIDDY_STATUS_SPECIAL_S_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_S_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_JUMP_START lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_JUMP_START")
#define FIGHTER_PAD_CMD_CAT2_FLAG_DAMAGE_FALL_TO_FALL lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DAMAGE_FALL_TO_FALL")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_TASK lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_TASK")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_GROUP")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_NO")
#define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_CLING_TASK_ID lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_CLING_TASK_ID")
#define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_NUM")
#define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_WAIT_FLY lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_WAIT_FLY")
#define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_FLY")
#define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_WAIT_FLY_COUNT lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_WAIT_FLY_COUNT")
#define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLAG_INIT_SOUND lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLAG_INIT_SOUND")
#define WEAPON_DIDDY_BUNSHIN_GENERATE_ARTICLE_BARRELJETS lua_const("WEAPON_DIDDY_BUNSHIN_GENERATE_ARTICLE_BARRELJETS")
#define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_NO lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_NO")
#define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_FLY_DIR lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_FLY_DIR")
#define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLOAT_ANGLE_X lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLOAT_ANGLE_X")
#define WEAPON_DIDDY_EXPLOSION_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_EXPLOSION_STATUS_KIND_NUM")
#define WEAPON_DIDDY_EXPLOSION_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_EXPLOSION_STATUS_KIND_FLY")
#define WEAPON_DIDDY_EXPLOSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_DIDDY_EXPLOSION_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_DIDDY_GUN_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_NUM")
#define WEAPON_DIDDY_GUN_STATUS_KIND_HAD lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD")
#define WEAPON_DIDDY_GUN_STATUS_KIND_HAD_DANGER lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD_DANGER")
#define WEAPON_DIDDY_GUN_STATUS_KIND_HAD_BREAK lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD_BREAK")
#define WEAPON_DIDDY_PEANUTS_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_NUM")
#define WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY")
#define WEAPON_DIDDY_PEANUTS_STATUS_KIND_BREAK lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_BREAK")
#define WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY_WIN_1 lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY_WIN_1")
#define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_DIDDY_PEANUTS_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_DIDDY_PEANUTS_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_ROT_Y")
#define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_SPEED")
#define FIGHTER_LUCAS_STATUS_KIND_NUM lua_const("FIGHTER_LUCAS_STATUS_KIND_NUM")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_FIRE")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_HOLD")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_ATTACK")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_REFLECT lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_REFLECT")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_AGAIN lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_AGAIN")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HOLD")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI2 lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI2")
#define FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI")
#define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REACH lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REACH")
#define FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_HANG_REWIND lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_HANG_REWIND")
#define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REWIND lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REWIND")
#define FIGHTER_LUCAS_STATUS_AIR_LASSO_LANDING_FLAG_HIMOHEBI_REVERSE lua_const("FIGHTER_LUCAS_STATUS_AIR_LASSO_LANDING_FLAG_HIMOHEBI_REVERSE")
#define WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_PULL lua_const("WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_PULL")
#define CONSTRAINT_FLAG_ONE_NODE lua_const("CONSTRAINT_FLAG_ONE_NODE")
#define FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_START lua_const("FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_START")
#define FIGHTER_LUCAS_REFLECTOR_KIND_BAT lua_const("FIGHTER_LUCAS_REFLECTOR_KIND_BAT")
#define FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_END lua_const("FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_END")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_ON lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_ON")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_OFF lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_OFF")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_UPDATE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_UPDATE")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_Z_ZERO lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_Z_ZERO")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_THROW_LW_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_THROW_LW_EFFECT_HANDLE")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_OFFSET lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_OFFSET")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_X lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_X")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_Z lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_Z")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_SCALE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_SCALE")
#define FIGHTER_KINETIC_TYPE_LUCAS_FINAL_AIR lua_const("FIGHTER_KINETIC_TYPE_LUCAS_FINAL_AIR")
#define FIGHTER_LUCAS_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_FINAL_FLAG_MOT_CHANGE")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_INT_SHOOT_NUM lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_INT_SHOOT_NUM")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_ANGLE lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_ANGLE")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_PRE_GENERATE_X lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_PRE_GENERATE_X")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_X lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_X")
#define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_Y lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_Y")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_FINAL_START lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_FINAL_START")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_STARSTORM lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_STARSTORM")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_KUMATORA lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_KUMATORA")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_BONNIE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_BONNIE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID")
#define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_NO_LAST_ATTACK lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_NO_LAST_ATTACK")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_START")
#define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLOAT")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NUM lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NUM")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_WALL_BRAKE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_WALL_BRAKE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_END lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_END")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR")
#define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_HI_ATTACK")
#define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_ATTACK")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_THUNDER lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_THUNDER")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH")
#define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_HIT lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_HIT")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE")
#define FIGHTER_LUCAS_LINK_NO_PK_THUNDER lua_const("FIGHTER_LUCAS_LINK_NO_PK_THUNDER")
#define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NONE lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NONE")
#define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NEVERHIT lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NEVERHIT")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_UD lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_UD")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE")
#define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE")
#define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE")
#define FIGHTER_LUCAS_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_LUCAS_ABSORBER_GROUP_SPECIAL_LW")
#define FIGHTER_LUCAS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION")
#define WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_NUM")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLAG")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_INT")
#define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLOAT")
#define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_NUM")
#define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_NUM")
#define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_SHOOT lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_SHOOT")
#define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_PILLAR lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_PILLAR")
#define WEAPON_LUCAS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_LUCAS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NUM")
#define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_MOVE")
#define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_TAME lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_TAME")
#define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_BANG lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_BANG")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLOAT_COUNT lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLOAT_COUNT")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLAG_MAX lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLAG_MAX")
#define WEAPON_LUCAS_PK_FREEZE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_LUCAS_PK_FREEZE_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_EFFECT_HANDLE")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_FRAME")
#define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_POWER lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_POWER")
#define WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_NUM")
#define WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_MOVE")
#define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM")
#define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH")
#define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_X lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_X")
#define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_Y lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_Y")
#define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_NUM")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_MOVE")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_VANISH lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_VANISH")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE")
#define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM")
#define WEAPON_LUCAS_PK_THUNDER_CHILD_MAX lua_const("WEAPON_LUCAS_PK_THUNDER_CHILD_MAX")
#define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER")
#define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT")
#define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE")
#define FIGHTER_SONIC_STATUS_KIND_NUM lua_const("FIGHTER_SONIC_STATUS_KIND_NUM")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING_START lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING_START")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_FAIL lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_FAIL")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_REBOUND lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_REBOUND")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_LANDING lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_LANDING")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HIT lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HIT")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD_JUMP")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_DASH")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_TURN")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_REBOUND lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_REBOUND")
#define FIGHTER_SONIC_STATUS_KIND_SPIN_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPIN_JUMP")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_HOLD")
#define FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_SONIC_STATUS_KIND_FINAL_END lua_const("FIGHTER_SONIC_STATUS_KIND_FINAL_END")
#define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_HI_FALL")
#define FIGHTER_KINETIC_TYPE_SONIC_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_DASH")
#define FIGHTER_SONIC_GENERATE_ARTICLE_SUPERSONIC lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_SUPERSONIC")
#define MA_MSC_CMD_LINK_CONSTRAINT lua_const("MA_MSC_CMD_LINK_CONSTRAINT")
#define FIGHTER_SONIC_LINK_NO_SUPER_SONIC lua_const("FIGHTER_SONIC_LINK_NO_SUPER_SONIC")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_VISIBILITY lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_VISIBILITY")
#define FIGHTER_SONIC_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_SONIC_STATUS_WORK_INT_MOT_KIND")
#define FIGHTER_SONIC_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_SONIC_STATUS_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA lua_const("FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA")
#define FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA_DONE lua_const("FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA_DONE")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_JUMP_AERIAL")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_COMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_COMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER")
#define FIGHTER_SONIC_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR")
#define FIGHTER_LOG_ATTACK_KIND_SPECIAL_HI lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_HI")
#define FIGHTER_SONIC_GENERATE_ARTICLE_GIMMICKJUMP lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_GIMMICKJUMP")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_REMOVE lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_REMOVE")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_AIR_LW")
#define FIGHTER_KINETIC_TYPE_FALL_FREE lua_const("FIGHTER_KINETIC_TYPE_FALL_FREE")
#define FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_FLOAT_ROT_SPEED lua_const("FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_FLOAT_ROT_SPEED")
#define FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_INT_CHARGE_LEVEL lua_const("FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_INT_CHARGE_LEVEL")
#define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_S_HOLD_JUMP_EFFECT lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_S_HOLD_JUMP_EFFECT")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_SPECIAL_LW_HOLD")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_NONE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_NONE")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_WAIT_MTRANS_TYPE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_WAIT_MTRANS_TYPE")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_GROUND_START lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_GROUND_START")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_DASH")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP_WAIT_MTRANS lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP_WAIT_MTRANS")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_AIR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_AIR")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE_HIT_XLU lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE_HIT_XLU")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_INFLICT_OCCUR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_INFLICT_OCCUR")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_DASH")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_GROUND lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_GROUND")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_ATTACK_REQUEST lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_ATTACK_REQUEST")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_HOP_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_HOP_COUNTER")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_SPECIAL_LW_CHARGE_LEVEL lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_SPECIAL_LW_CHARGE_LEVEL")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_END_WORK_INT_WAIT_MTRANS_TYPE_PHASE01 lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_END_WORK_INT_WAIT_MTRANS_TYPE_PHASE01")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_END")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_END lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_END")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_WORK_FLOAT_ADVANCE_COUNTER")
#define CONTROL_PAD_BUTTON_SMASH lua_const("CONTROL_PAD_BUTTON_SMASH")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_INT_LIMIT_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_INT_LIMIT_COUNTER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_HOLD lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_HOLD")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_HOLD lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_HOLD")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_FLAG_MAX_CHARGE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLOAT")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_FLOAT_ADVANCE_COUNTER")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_FLAG_MAX_CHARGE")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_INT_LIMIT_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_INT_LIMIT_COUNTER")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLOAT")
#define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_TURN lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_TURN")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_TURN_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_TURN_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_KINETIC_TYPE_SONIC_SPIN_JUMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPIN_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLOAT")
#define FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_FLAG_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_FLAG_SPECIAL_LW_HOLD")
#define FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_ID_FLAG_ENABLE_JUMP_AERIAL lua_const("FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_ID_FLAG_ENABLE_JUMP_AERIAL")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_NUM lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_NUM")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_START lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_START")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_WAIT lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_WAIT")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_FALL lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_FALL")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_BOUND lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_BOUND")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING_SQUAT lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING_SQUAT")
#define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING")
#define WEAPON_SONIC_GIMMICKJUMP_AREA_KIND_BODY lua_const("WEAPON_SONIC_GIMMICKJUMP_AREA_KIND_BODY")
#define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_FALL_HIT lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_FALL_HIT")
#define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND")
#define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND_AIR lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND_AIR")
#define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_EXIST_COUNTER lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_EXIST_COUNTER")
#define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_ON_JUMP lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_ON_JUMP")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_TERM lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_TERM")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_IDLE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_IDLE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_START lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_START")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_RISE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_RISE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE_END")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_PRE_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_PRE_END")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_END")
#define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_REMOVE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_REMOVE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_X lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_X")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Y")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Z lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Z")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_EXIST_COUNTER lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_EXIST_COUNTER")
#define WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE lua_const("WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLAG_TO_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLAG_TO_END")
#define WEAPON_SONIC_SUPERSONIC_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_SONIC_SUPERSONIC_KINETIC_ENERGY_ID_GENERAL")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_RESTART_COUNTER lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_RESTART_COUNTER")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_DEGREE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_DEGREE")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_RESTART_BASE_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_RESTART_BASE_Y")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_START_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_START_Y")
#define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_END_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_END_Y")
#define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLASHING lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLASHING")
#define WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE_END lua_const("WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE_END")
#define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_Y lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_Y")
#define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_X lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_X")
#define FIGHTER_DEDEDE_STATUS_KIND_NUM lua_const("FIGHTER_DEDEDE_STATUS_KIND_NUM")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WALK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WALK")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP1")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP2")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_FALL")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_PASS")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_PASS")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_LANDING")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_DRINK_ITEM")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SPIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SHOT_OBJECT_HIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SHOT_OBJECT_HIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_MISS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_MISS")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_GET lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_GET")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_HIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_HIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_FAILURE lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_FAILURE")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_TURN")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WAIT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WALK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WALK")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_TURN")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP_SQUAT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP_SQUAT")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_PASS")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_FALL")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_DEDEDE_STATUS_KIND_FINAL_READY lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_READY")
#define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_DEDEDE_STATUS_KIND_FINAL_END lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_END")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_KIND lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_KIND")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_TASK_ID lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_TASK_ID")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_JETHAMMER lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_JETHAMMER")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_MASK lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_MASK")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_NEWDEDEDEHAMMER lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_NEWDEDEDEHAMMER")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_MISSILE")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TURN_DAMAGE lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TURN_DAMAGE")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_START_AIR lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_START_AIR")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_START lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_START")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_STEP lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_STEP")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_RESET_GRIVITY_KINE lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_RESET_GRIVITY_KINE")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_CANCEL lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_CANCEL")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_DIR_L lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_DIR_L")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLOAT_PRE_LR lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLOAT_PRE_LR")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_TRANSITION_TERM_ID_TURN lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_TRANSITION_TERM_ID_TURN")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_LOOP lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_LOOP")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN")
#define FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_TURN lua_const("FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_TURN")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN_KINETIC_RESET lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN_KINETIC_RESET")
#define FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_FALL")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT1 lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT1")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_FLUSHING lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_FLUSHING")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT2 lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT2")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_SQUAT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_SQUAT")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_GROUND")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_AIR")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_FLOAT_HOLD_COUNT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_FLOAT_HOLD_COUNT")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_GORDO_GET lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_GORDO_GET")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_GORDO lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_GORDO")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLOAT")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_FLOAT_FRAME lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_FLOAT_FRAME")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_THROW lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_THROW")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_FAILURE lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_FAILURE")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_OK lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_OK")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_GORDO_THROW_NUM lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_GORDO_THROW_NUM")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_GENERATE lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_GENERATE")
#define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_PERSONAL lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_PERSONAL")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_GROUND lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_GROUND")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_AIR lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_AIR")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_CONTINUE_MOT lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_CONTINUE_MOT")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_COUNT")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_HIT_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_HIT_COUNT")
#define FIGHTER_DEDEDE_CONTROLLER_RUMBLE_ID_SPECIAL_LW lua_const("FIGHTER_DEDEDE_CONTROLLER_RUMBLE_ID_SPECIAL_LW")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_START lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_START")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_SE_HANDLE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_SE_HANDLE")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CHANGE_SE_HOLD_MAX lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CHANGE_SE_HOLD_MAX")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHK_END lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHK_END")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHANGE_RUMBLE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHANGE_RUMBLE")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_COUNT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_COUNT")
#define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_VALUE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_VALUE")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_NUM")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_START lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_START")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_THROW lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_THROW")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_ATTACK lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_ATTACK")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_GET lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_GET")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_WALL_STOP lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_WALL_STOP")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_FALL lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_FALL")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD_WATER lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD_WATER")
#define WEAPON_DEDEDE_GORDO_STATUS_KIND_HOP lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_HOP")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_BOUND_COUNT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_BOUND_COUNT")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_BOUND lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_BOUND")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_CONTINUE_MOT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_CONTINUE_MOT")
#define WEAPON_DEDEDE_GORDO_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_DEDEDE_GORDO_MOTION_PART_SET_KIND_FACE")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_VISIBILITY_ON lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_VISIBILITY_ON")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW")
#define WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SELF_SHOT_OBJECT lua_const("WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SELF_SHOT_OBJECT")
#define WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SWALLOWED_VISIBILITY lua_const("WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SWALLOWED_VISIBILITY")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_ATTACK lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_ATTACK")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_FACE_MOTION lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_FACE_MOTION")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_GET lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_GET")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_THROW_ON lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_THROW_ON")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE_SPEED lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE_SPEED")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_HIT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_HIT")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WALL_STOP lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WALL_STOP")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW_HIT lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW_HIT")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_DEAD lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_DEAD")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_DEAD_STAY lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_DEAD_STAY")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_DEAD_REMOVE_COUNT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_DEAD_REMOVE_COUNT")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WATER_DEAD lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WATER_DEAD")
#define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_HOP lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_HOP")
#define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_HOP_LIFE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_HOP_LIFE")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_NUM")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_START lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_START")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WAIT lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WAIT")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WALK lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WALK")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_TURN lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_TURN")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMPSQUAT lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMPSQUAT")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMP lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMP")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_PASS lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_PASS")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_FALL lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_FALL")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_LANDING lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_LANDING")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_ATTACK lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_ATTACK")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WIN lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WIN")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT1 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT1")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT2")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_HOLD_MAX lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_HOLD_MAX")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_ON lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_ON")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE2")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_MAX_ON lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_MAX_ON")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX")
#define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX2")
#define WEAPON_DEDEDE_NEWDEDEDEHAMMER_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_NEWDEDEDEHAMMER_STATUS_KIND_NUM")
#define WEAPON_DEDEDE_STAR_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_STAR_STATUS_KIND_NUM")
#define WEAPON_DEDEDE_STAR_STATUS_KIND_FLY lua_const("WEAPON_DEDEDE_STAR_STATUS_KIND_FLY")
#define WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_NUM")
#define WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_FLY lua_const("WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_FLY")
#define FIGHTER_PIKMIN_STATUS_KIND_NUM lua_const("FIGHTER_PIKMIN_STATUS_KIND_NUM")
#define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_WAIT lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_WAIT")
#define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_PIKMIN_STATUS_KIND_FINAL_FLY lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_FLY")
#define FIGHTER_PIKMIN_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_WAIT")
#define FIGHTER_PIKMIN_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_FALL")
#define FIGHTER_PIKMIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_END")
#define FIGHTER_PIKMIN_STATUS_SMASH_ATTACK_FLAG_SHOOT_PIKMIN lua_const("FIGHTER_PIKMIN_STATUS_SMASH_ATTACK_FLAG_SHOOT_PIKMIN")
#define FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_NUM lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_NUM")
#define FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_OBJECT_ID_0 lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_OBJECT_ID_0")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH_WAIT")
#define FIGHTER_PIKMIN_LINK_NO_PIKMIN_ATTACK lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_ATTACK")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_FALL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_FALL")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_START")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_START")
#define FIGHTER_PIKMIN_INSTANCE_ATTACK_AIR_WORK_FLAG_FALL_SPECIAL lua_const("FIGHTER_PIKMIN_INSTANCE_ATTACK_AIR_WORK_FLAG_FALL_SPECIAL")
#define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_SYNC lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_SYNC")
#define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_DETACH lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_DETACH")
#define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_INT_HAVE_PIKMIN lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_INT_HAVE_PIKMIN")
#define FIGHTER_PIKMIN_LINK_NO_PIKMIN lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_AIR lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_AIR")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_AIR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_AIR_FOLLOW")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CATCH_CUT lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CATCH_CUT")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_PIKMIN_CATCH_DASH_STATUS lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_PIKMIN_CATCH_DASH_STATUS")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CHANGE_CATCH_MOTION_RATE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CHANGE_CATCH_MOTION_RATE")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_CATCH_MOTION_RATE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_CATCH_MOTION_RATE")
#define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_WEAPON_PIKMIN_IS_CATCH_RETURN_END lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_WEAPON_PIKMIN_IS_CATCH_RETURN_END")
#define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_ONE_MAN_SHOW lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_ONE_MAN_SHOW")
#define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_CATCH_DASH_CANCEL_TURN lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_CATCH_DASH_CANCEL_TURN")
#define FIGHTER_PIKMIN_LINK_NO_PIKMIN_THROW lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_THROW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START_SUB")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_INDEX")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_NUM lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_NUM")
#define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_NO_CHANGE_PIKMIN_STATUS lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_NO_CHANGE_PIKMIN_STATUS")
#define FIGHTER_KINETIC_TYPE_PIKMIN_FINAL_END lua_const("FIGHTER_KINETIC_TYPE_PIKMIN_FINAL_END")
#define FIGHTER_PIKMIN_LINK_NO_DOLFIN lua_const("FIGHTER_PIKMIN_LINK_NO_DOLFIN")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_PIKMIN_STATUS_WORK_ID_INT_SPECIAL_HI_PRECEDE_INPUT_KIND lua_const("FIGHTER_PIKMIN_STATUS_WORK_ID_INT_SPECIAL_HI_PRECEDE_INPUT_KIND")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_TURN")
#define FIGHTER_PIKMIN_TURN_NEUTRAL lua_const("FIGHTER_PIKMIN_TURN_NEUTRAL")
#define FIGHTER_PIKMIN_TURN_BACK lua_const("FIGHTER_PIKMIN_TURN_BACK")
#define FIGHTER_PIKMIN_TURN_FRONT lua_const("FIGHTER_PIKMIN_TURN_FRONT")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME")
#define FIGHTER_KINETIC_TYPE_PIKMIN_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_PIKMIN_SPECIAL_HI")
#define FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_EFFECT_HANDLE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_EFFECT_HANDLE")
#define FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_FRAME_COUNT lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_FRAME_COUNT")
#define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPYCLOAK lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPYCLOAK")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_WING_EFFECT_CHANGE_C3_RATE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_WING_EFFECT_CHANGE_C3_RATE")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_EFFECT_HANDLE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_EFFECT_HANDLE")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_PIKMIN_SET_START lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_PIKMIN_SET_START")
#define FIGHTER_PIKMIN_STATUS_WORK_ID_FLAG_SPECIAL_HI_PRECEDE_INPUT lua_const("FIGHTER_PIKMIN_STATUS_WORK_ID_FLAG_SPECIAL_HI_PRECEDE_INPUT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLOAT")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_SE_HANDLE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_SE_HANDLE")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_IS_INPUT_KEY lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_IS_INPUT_KEY")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_PIKMIN_WEIGHT lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_PIKMIN_WEIGHT")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_INPUT_KEY_FRAME_COUNTER lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_INPUT_KEY_FRAME_COUNTER")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_FLICK_THROW lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_FLICK_THROW")
#define FIGHTER_PIKMIN_LINK_NO_PIKMIN_SPECIAL_S lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_SPECIAL_S")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_START")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_IS_HOLD lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_IS_HOLD")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_THROW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_FLICK_THROW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_FLICK_THROW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_START_ROT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_START_ROT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_F lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_F")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_B lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_B")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_HI lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_HI")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_LW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_LW")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_TERM lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_TERM")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_START lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_START")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FLY lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FLY")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ATTACK lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ATTACK")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FALL lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FALL")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_EXPLOSION lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_EXPLOSION")
#define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ENTRY lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ENTRY")
#define WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FLY lua_const("WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FLY")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLOAT")
#define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_WAIT_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_WAIT_COUNTER")
#define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_CAM_ROT_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_CAM_ROT_COUNTER")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLOAT")
#define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_ATTACK_WORK_INT_ADVANCE_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_ATTACK_WORK_INT_ADVANCE_COUNTER")
#define WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FALL")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLOAT")
#define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FALL_WORK_INT_FALL_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FALL_WORK_INT_FALL_COUNTER")
#define WEAPON_PIKMIN_DOLFIN_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_PIKMIN_DOLFIN_KINETIC_ENERGY_ID_GENERAL")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_NUM lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_NUM")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_START")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_GROUND_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_GROUND_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_APPROACH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_APPROACH")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PASS lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PASS")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP_AERIAL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP_AERIAL")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4_START")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_SLEEP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_SLEEP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_REMOVE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_REMOVE")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_RESPOND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_RESPOND")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_COMP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_COMP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_RETURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_RETURN")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_ATTACK lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_ATTACK")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_BORING_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_BORING_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_DEAD lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_DEAD")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_FLY lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_FLY")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_HIDE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_HIDE_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_SET lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_SET")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG_START")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW_SUB")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN")
#define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN_LANDING")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_TAKE_FROM_POCKET lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_TAKE_FROM_POCKET")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_STOP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_STOP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_WAIT_WORK_INT_NO_SLEEP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_WAIT_WORK_INT_NO_SLEEP_FRAME")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_CURRENT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_CURRENT")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_BORING_INDICATION lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_BORING_INDICATION")
#define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_X lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_X")
#define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_DOWN lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_DOWN")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE_SHORT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE_SHORT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_HI_DISABLE_AIR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_HI_DISABLE_AIR_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_UP lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_UP")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WAIT")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_DAMAGE_FLY lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_DAMAGE_FLY")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_AUTONOMY lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_AUTONOMY")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_HIDE_INDICATION lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_HIDE_INDICATION")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ACTION_COMP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ACTION_COMP")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_ACTION_COMP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_ACTION_COMP_FRAME")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_S4 lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_S4")
#define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_GROUND_Y")
#define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_AIR_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_AIR_Y")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_JUMP_COUNT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HP")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_FALL_DEAD lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_FALL_DEAD")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_MOTION lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_MOTION")
#define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_WORK_INT_SUPPORT_FALL_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_WORK_INT_SUPPORT_FALL_COUNT")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_HI4 lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_HI4")
#define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_FLAG_UNIQ_ON lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_FLAG_UNIQ_ON")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_START_WORK_FLAG_DASH_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_START_WORK_FLAG_DASH_START")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_DASH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_DASH")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_WAIT lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_WAIT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_WAIT_END lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_WAIT_END")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_GROUND_FOLLOW_FORCE lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_GROUND_FOLLOW_FORCE")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_RETURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_RETURN")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_RETURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_RETURN")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_RETURN_END lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_RETURN_END")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_THROW_POWER_UP_DEFAULT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_THROW_POWER_UP_DEFAULT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_KIND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_KIND")
#define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_ADDED_CLATTER_TIME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_ADDED_CLATTER_TIME")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_CATCH_TARGET_BATTLE_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_CATCH_TARGET_BATTLE_OBJECT_ID")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_MOTION_SPEED_X_MUL lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_MOTION_SPEED_X_MUL")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_START_DELAY_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_START_DELAY_FRAME")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_FLAG_MOTION_STARTED lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_FLAG_MOTION_STARTED")
#define WEAPON_PIKMIN_PIKMIN_STATUS_DAMAGE_FLY_WORK_INT_REACTION_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_DAMAGE_FLY_WORK_INT_REACTION_FRAME")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_RESET_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_RESET_FALL")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH_AIR lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH_AIR")
#define WEAPON_PIKMIN_PIKMIN_STATUS_DEAD_WAIT_WORK_FLOAT_RAND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_DEAD_WAIT_WORK_FLOAT_RAND")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_STOP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_STOP")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_VARIATION lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_VARIATION")
#define WEAPON_PIKMIN_PIKMIN_VARIATION_BLUE lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_BLUE")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_WAIT")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_SURFACE lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_SURFACE")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_COUNT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_DEAD_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_DEAD_FRAME")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_FOLLOW")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_CURRENT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_CURRENT")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_TURN lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_TURN")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_JUMP")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_AIR lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_AIR")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_APPROACH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_APPROACH")
#define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_AIR_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_AIR_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_ALL lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_ALL")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_UNABLE_HIDE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_UNABLE_HIDE_WAIT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_CHECK_INTERVAL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_CHECK_INTERVAL")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_COUNTER lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_COUNTER")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_TARGET_DIST lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_TARGET_DIST")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_DIST_SQ lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_DIST_SQ")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_PERPLEXED lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_PERPLEXED")
#define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_CHECK_AUTONOMY lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_CHECK_AUTONOMY")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_X lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_X")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_Y lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_Y")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_OPTION_FLAG_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_OPTION_FLAG_FOLLOW")
#define WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_CLIFF_STOP_CORRECT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_CLIFF_STOP_CORRECT")
#define WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_UNABLE_PASSABLE_CHECK lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_UNABLE_PASSABLE_CHECK")
#define WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GENERAL")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_FOLLOW")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_AERIAL_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_AERIAL_FOLLOW")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL_FOLLOW")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_SET_WORK_FLOAT_POS_X_OFFSET lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_SET_WORK_FLOAT_POS_X_OFFSET")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_SPECIAL_HI_SET lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_SPECIAL_HI_SET")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_X lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_X")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_Y lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_Y")
#define WEAPON_PIKMIN_PIKMIN_LINK_NO_PARENT lua_const("WEAPON_PIKMIN_PIKMIN_LINK_NO_PARENT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_INT_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_INT_INDEX")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_FLOAT_ROT_Z lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_FLOAT_ROT_Z")
#define CONSTRAINT_FLAG_NO_FLIP lua_const("CONSTRAINT_FLAG_NO_FLIP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_WORK_INT_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_WORK_INT_INDEX")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_LW_COMP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_LW_COMP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_INT_TOTAL_JUMP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_INT_TOTAL_JUMP_FRAME")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_X lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_X")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_Y")
#define WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLAG_DOWN_MOVE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLAG_DOWN_MOVE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_HOMERUN_CONTEST lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_HOMERUN_CONTEST")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_PULL_OUT lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_PULL_OUT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_GROUND_Y")
#define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_OWNER_X lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_OWNER_X")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_POKEMON_CHANGE_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_POKEMON_CHANGE_START")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_SPECIAL_S_ITEM_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_SPECIAL_S_ITEM_OBJECT_ID")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_PICK_UP_ITEM lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_PICK_UP_ITEM")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_S lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_S")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_LANDING")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_Y")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLOAT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_ENEMY lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_ENEMY")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_CARRIER lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_CARRIER")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_TARGET_NODE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_TARGET_NODE")
#define CONSTRAINT_FLAG_SET_MATRIX lua_const("CONSTRAINT_FLAG_SET_MATRIX")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_CLATTER_TIME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_CLATTER_TIME")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_CONSTRAINT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_CONSTRAINT")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_POKEMON_TRAINER_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_POKEMON_TRAINER_OBJECT_ID")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CLING_REMOVE lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CLING_REMOVE")
#define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_EXIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_EXIT")
#define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_PARTICULAR_GRAVITY_LIMIT_SPEED lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_PARTICULAR_GRAVITY_LIMIT_SPEED")
#define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_TURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_TURN")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLOAT")
#define WEAPON_LUCARIO_AURABALL_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_NUM")
#define WEAPON_LUCARIO_AURABALL_STATUS_KIND_START lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_START")
#define WEAPON_LUCARIO_AURABALL_STATUS_KIND_SHOOT lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_SHOOT")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_OWNER_FT_KIND lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_OWNER_FT_KIND")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_AURAPOWER lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_AURAPOWER")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FX lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FX")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FY lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FY")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SCALE")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PX lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PX")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PY lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PY")
#define FIGHTER_LUCARIO_STATUS_KIND_NUM lua_const("FIGHTER_LUCARIO_STATUS_KIND_NUM")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_MAX lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_MAX")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_S_THROW")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH_END")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_BOUND")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_SPLIT lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_SPLIT")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_APPEAR lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_APPEAR")
#define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_LUCARIO_STATUS_KIND_FINAL_ENTRY lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_ENTRY")
#define FIGHTER_LUCARIO_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_HOLD")
#define FIGHTER_LUCARIO_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_LUCARIO_STATUS_KIND_FINAL_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_END")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MACH_VALIDITY lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MACH_VALIDITY")
#define FIGHTER_LUCARIO_ATTACK_AIR_STATUS_WORK_ID_FLAG_DEC_SPEED lua_const("FIGHTER_LUCARIO_ATTACK_AIR_STATUS_WORK_ID_FLAG_DEC_SPEED")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW_SPEED lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW_SPEED")
#define FIGHTER_LUCARIO_GENERATE_ARTICLE_LUCARIOM lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_LUCARIOM")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_X")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_Y")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_X")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_Y")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_LHADOU lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_LHADOU")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_RHADOU lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_RHADOU")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_KIND lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_KIND")
#define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_ENTRY lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_ENTRY")
#define SITUATION_KIND_ODD lua_const("SITUATION_KIND_ODD")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_FINAL_ENTRY_COUNT lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_FINAL_ENTRY_COUNT")
#define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL")
#define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_END lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_END")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_GRAVITY_ONOFF lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_GRAVITY_ONOFF")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND_AIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND_AIR")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_FRAME")
#define FIGHTER_LUCARIO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_LUCARIO_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_LUCARIO_MACH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LUCARIO_MACH_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_END_SITUATION lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_END_SITUATION")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_AIR_END_CONTROL_X lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_AIR_END_CONTROL_X")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_START_CHARA_LR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_START_CHARA_LR")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR_ROT lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR_ROT")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_DIR_INTP_FRAME lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_DIR_INTP_FRAME")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_SPEED lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_SPEED")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_ACCEL lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_ACCEL")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_CURR_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_CURR_AURAPOWER")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VX lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VX")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VY lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VY")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_APPLY_BRAKE lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_APPLY_BRAKE")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_PREV_TURN lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_PREV_TURN")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_LAST_LR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_LAST_LR")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_STATUS_TRANS lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_STATUS_TRANS")
#define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_NEXT_STATUS lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_NEXT_STATUS")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLY_POWERUP_MOTION_RATE")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLIED_POWERUP_MOTION_RATE")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_TRANSITION lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_TRANSITION")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_FRAME_COUNTER lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_FRAME_COUNTER")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_APPEAR_PHASE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_APPEAR_PHASE")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_LR lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_LR")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_OFFSET lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_OFFSET")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_ATTACKER_ID lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_ATTACKER_ID")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_X")
#define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_Y")
#define FIGHTER_LUCARIO_GENERATE_ARTICLE_QIGONG lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_QIGONG")
#define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_INT_FRAME lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_INT_FRAME")
#define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_CRITICAL_HIT lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_CRITICAL_HIT")
#define LINK_NO_NONE lua_const("LINK_NO_NONE")
#define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_REQUEST_THROW lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_REQUEST_THROW")
#define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLOAT_HAKKEI_NEAR_SCALE lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLOAT_HAKKEI_NEAR_SCALE")
#define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_THROW_DONE lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_THROW_DONE")
#define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_NUM")
#define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_START lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_START")
#define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_TARGET_LR lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_TARGET_LR")
#define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_INT_FINAL_INTERVAL lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_INT_FINAL_INTERVAL")
#define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_CURRENT_ANGLE lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_CURRENT_ANGLE")
#define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_REVERT_DELTA lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_REVERT_DELTA")
#define WEAPON_LUCARIO_QIGONG_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_QIGONG_STATUS_KIND_NUM")
#define WEAPON_LUCARIO_QIGONG_STATUS_KIND_SHOOT lua_const("WEAPON_LUCARIO_QIGONG_STATUS_KIND_SHOOT")
#define WEAPON_ROBOT_BEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_NUM")
#define WEAPON_ROBOT_BEAM_STATUS_KIND_FLY lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_FLY")
#define WEAPON_ROBOT_BEAM_STATUS_KIND_STAY lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_STAY")
#define WEAPON_ROBOT_BEAM_INSTANCE_WORK_ID_FLAG_STRONG lua_const("WEAPON_ROBOT_BEAM_INSTANCE_WORK_ID_FLAG_STRONG")
#define FIGHTER_ROBOT_STATUS_KIND_NUM lua_const("FIGHTER_ROBOT_STATUS_KIND_NUM")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_KEEP lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_KEEP")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ATTACK")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_THROW lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_THROW")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_SHOOT_AIR lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_SHOOT_AIR")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_HOLD")
#define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_ROBOT_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_ROBOT_STATUS_KIND_FINAL_LOOP")
#define FIGHTER_ROBOT_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROBOT_STATUS_KIND_FINAL_END")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_FINAL lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_FINAL")
#define FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY lua_const("FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY")
#define FIGHTER_ROBOT_STATUS_THROW_INT_CLATTER_FRAME lua_const("FIGHTER_ROBOT_STATUS_THROW_INT_CLATTER_FRAME")
#define FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER lua_const("FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_MAINLASER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_MAINLASER")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGTARGET lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGTARGET")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLOAT_MAINLASER_ANGLE_OFFSET lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLOAT_MAINLASER_ANGLE_OFFSET")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_LOOP lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_LOOP")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_SEARCH lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_SEARCH")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_MAINLASER_FIRE_FRAME lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_MAINLASER_FIRE_FRAME")
#define WEAPON_ROBOT_MAINLASER_STATUS_KIND_END lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_END")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_SHOT_COUNT lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_SHOT_COUNT")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_INDEX lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_INDEX")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGLASER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGLASER")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_NUM lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_NUM")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_RESTART_COUNT lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_RESTART_COUNT")
#define FIGHTER_ROBOT_LAMP_KIND_S lua_const("FIGHTER_ROBOT_LAMP_KIND_S")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_LAMP_EFFECT_KIND lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_LAMP_EFFECT_KIND")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_ACTIVE lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_ACTIVE")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_OBJECT_ID lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_OBJECT_ID")
#define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_ARTICLE_ID lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_ARTICLE_ID")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_CONTINUE_HI lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_CONTINUE_HI")
#define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_ATTACK_AIR_KIND lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_ATTACK_AIR_KIND")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_PUSH_B_BUTTON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_PUSH_B_BUTTON")
#define FIGHTER_ROBOT_STATUS_BURNER_WORK_FLOAT_UP_SPEED lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_FLOAT_UP_SPEED")
#define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_JET lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_JET")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_JET_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_JET_ON")
#define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_NORMAL lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_NORMAL")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_NORMAL_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_NORMAL_ON")
#define FIGHTER_ROBOT_PARTIAL_ANIM_NO_BURNER_PARTS lua_const("FIGHTER_ROBOT_PARTIAL_ANIM_NO_BURNER_PARTS")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_COMP lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_COMP")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_REVERS lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_REVERS")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_TRANSFORM_COMP lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_TRANSFORM_COMP")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_SE_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_SE_ON")
#define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_SE_HANDLE lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_SE_HANDLE")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_ON")
#define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EMPTY_SE lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EMPTY_SE")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLAG")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_INT")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLOAT")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLAG")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_INT")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLOAT")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLAG")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_INT")
#define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLOAT")
#define FIGHTER_ROBOT_STATUS_GYRO_FLAG_HOLD_CANCEL lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_HOLD_CANCEL")
#define FIGHTER_ROBOT_STATUS_GYRO_WORK_FLOAT_CHARGY_MAX_VALUE lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_FLOAT_CHARGY_MAX_VALUE")
#define ITEM_KIND_ROBOTGYRO lua_const("ITEM_KIND_ROBOTGYRO")
#define FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_GROUND")
#define FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_ROBOT_STATUS_GYRO_FLAG_MISS lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_MISS")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE")
#define FIGHTER_ROBOT_STATUS_GYRO_FLAG_SHOOT lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_SHOOT")
#define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_REGION_JP lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_REGION_JP")
#define ITEM_ROBOTGYRO_INSTANCE_WORK_FLAG_ROBOT_THROW lua_const("ITEM_ROBOTGYRO_INSTANCE_WORK_FLAG_ROBOT_THROW")
#define ITEM_ROBOTGYRO_ACTION_SET_CHARGE_FRAME lua_const("ITEM_ROBOTGYRO_ACTION_SET_CHARGE_FRAME")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO")
#define FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO_HOLDER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO_HOLDER")
#define FIGHTER_ROBOT_STATUS_GYRO_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_CONTINUE_MOT")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_Y lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_Y")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_SUB_Y lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_SUB_Y")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_END lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_END")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_STICK_ lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_STICK_")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_COUNT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_COUNT")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_PUSH_B_RELEASE lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_PUSH_B_RELEASE")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_SPIN_START_INIT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_SPIN_START_INIT")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_COUNT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_COUNT")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_NUM lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_NUM")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPIN lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPIN")
#define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_CONTINUE_MOT")
#define FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_S_ATTACK lua_const("FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_S_ATTACK")
#define FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_AIR_S_ATTACK lua_const("FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_AIR_S_ATTACK")
#define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_NUM")
#define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN1 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN1")
#define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN2 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN2")
#define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN3 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN3")
#define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_END lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_END")
#define WEAPON_ROBOT_GYRO_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_NUM")
#define WEAPON_ROBOT_GYRO_STATUS_KIND_START lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_START")
#define WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD")
#define WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD_MAX lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD_MAX")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_NUM")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_START lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_START")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_HOLD lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_HOLD")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_END lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_END")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_CONTINUE_MOT lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_CONTINUE_MOT")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND_AIR lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND_AIR")
#define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND")
#define WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_NUM")
#define WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_FLY lua_const("WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_FLY")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_X lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_X")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_Y lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_Y")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING_DISABLE lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING_DISABLE")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_LOCK_ON lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_LOCK_ON")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_BURST")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_ARTICLE_OBJECT_ID lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_ARTICLE_OBJECT_ID")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_INDEX lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_INDEX")
#define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE_MUL lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE_MUL")
#define WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_NUM")
#define WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_BEAM")
#define WEAPON_ROBOT_MAINLASER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_NUM")
#define WEAPON_ROBOT_MAINLASER_STATUS_KIND_FIRE lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_FIRE")
#define WEAPON_ROBOT_MAINLASER_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_ROBOT_MAINLASER_INSTANCE_WORK_ID_FLOAT_LENGTH")
#define WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_NUM")
#define WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_BEAM")
#define WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_INT_ID lua_const("WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_INT_ID")
#define WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH lua_const("WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH")
#define WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_NUM")
#define WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_BEAM")
#define WEAPON_ROBOT_WIDEBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH lua_const("WEAPON_ROBOT_WIDEBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH")
#define WEAPON_MURABITO_BALLOON_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_NUM")
#define WEAPON_MURABITO_BALLOON_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_WAIT")
#define WEAPON_MURABITO_BALLOON_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_BURST")
#define WEAPON_MURABITO_BALLOON_STATUS_KIND_DETACH lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_DETACH")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_X lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_X")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_Z lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_Z")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TOP_ANGLE lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TOP_ANGLE")
#define WEAPON_MURABITO_BALLOON_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_MURABITO_BALLOON_MOTION_PART_SET_KIND_MATERIAL")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_TEAM_COLOR lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_TEAM_COLOR")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_FRAME")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_SINGLE lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_SINGLE")
#define WEAPON_KIND_MURABITO_BALLOON lua_const("WEAPON_KIND_MURABITO_BALLOON")
#define WEAPON_KIND_SHIZUE_BALLOON lua_const("WEAPON_KIND_SHIZUE_BALLOON")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_NO lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_NO")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_BURST")
#define FIGHTER_MURABITO_STATUS_KIND_NUM lua_const("FIGHTER_MURABITO_STATUS_KIND_NUM")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_SEARCH lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_SEARCH")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_POCKET lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_POCKET")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_FAILURE")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_TAKE_OUT")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE_LOOP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE_LOOP")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_FALL")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_WAIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_WAIT")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_TURN")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_FLAP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_FLAP")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_DETACH lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_DETACH")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT_FAIL lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT_FAIL")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WAIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WAIT")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_F")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_B")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_F")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_B")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_F")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_B")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_AIR lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_AIR")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP_SQUAT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP_SQUAT")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_LANDING lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_LANDING")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST")
#define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST_HIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST_HIT")
#define FIGHTER_MURABITO_STATUS_KIND_FINAL_SURPRISE lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_SURPRISE")
#define FIGHTER_MURABITO_STATUS_KIND_FINAL_MONEY lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_MONEY")
#define FIGHTER_MURABITO_STATUS_KIND_FINAL_CHEER lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_CHEER")
#define FIGHTER_MURABITO_STATUS_KIND_FINAL_HAPPY lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_HAPPY")
#define FIGHTER_MURABITO_STATUS_KIND_FINAL_END lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_END")
#define FIGHTER_STATUS_JUMP_FLAG_POWBLOCK_QUAKE_JUMP lua_const("FIGHTER_STATUS_JUMP_FLAG_POWBLOCK_QUAKE_JUMP")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CANCEL_ATTACK_1 lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CANCEL_ATTACK_1")
#define FIGHTER_MURABITO_STATUS_ATTACK_FLAG_END_MOTION lua_const("FIGHTER_MURABITO_STATUS_ATTACK_FLAG_END_MOTION")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK13 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK13")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_UMBRELLA lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_UMBRELLA")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_FLOWERPOT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FLOWERPOT")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_WEEDS lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_WEEDS")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TURNIP_NUM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TURNIP_NUM")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_BOWLING_BALL lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BOWLING_BALL")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_FIREWORK lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FIREWORK")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_BUTTERFLYNET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BUTTERFLYNET")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CATCHING lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CATCHING")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_TOMNOOK lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_TOMNOOK")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_TOMNOOK lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_TOMNOOK")
#define FIGHTER_MURABITO_STATUS_FINAL_FLAG_CATCH lua_const("FIGHTER_MURABITO_STATUS_FINAL_FLAG_CATCH")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_MONEYBAG lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_MONEYBAG")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_MONEYBAG lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_MONEYBAG")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_FLAP_INTERVAL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_FLAP_INTERVAL")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BALLOON_NUM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BALLOON_NUM")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_TURN")
#define FIGHTER_MURABITO_TURN_NEUTRAL lua_const("FIGHTER_MURABITO_TURN_NEUTRAL")
#define FIGHTER_MURABITO_TURN_BACK lua_const("FIGHTER_MURABITO_TURN_BACK")
#define FIGHTER_MURABITO_TURN_FRONT lua_const("FIGHTER_MURABITO_TURN_FRONT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_ADJUST_ANGLE lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_ADJUST_ANGLE")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ADJUST_ANGLE_FRAME lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ADJUST_ANGLE_FRAME")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_HELMET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_HELMET")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_EFFECT_SMOKE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_EFFECT_SMOKE")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_HIDE_HELMET_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_HIDE_HELMET_FRAME")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_SWING lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_SWING")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_INVINCIBLE_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_INVINCIBLE_FRAME")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_DAMAGE lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_DAMAGE")
#define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_AIR_START lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_AIR_START")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_START lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_START")
#define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI")
#define FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLOAT")
#define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_DETACH lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_DETACH")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_BALLOON lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BALLOON")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_BALLOON lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BALLOON")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_TREE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_TREE")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_SPROUT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SPROUT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_CHECK_PLANT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_CHECK_PLANT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_PLANT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_PLANT")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_SEED lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SEED")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_SUCCESS lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_SUCCESS")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLOAT")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_WATER lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_WATER")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_WATER_INT_INTERVAL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_WATER_INT_INTERVAL")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_SPRINKLING_WATER lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SPRINKLING_WATER")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_DEFOREST_FLAG_HIT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_DEFOREST_FLAG_HIT")
#define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SHOOT_STATUS lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SHOOT_STATUS")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_CLAYROCKET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_CLAYROCKET")
#define FIGHTER_MURABITO_LINK_NO_CLAYROCKET lua_const("FIGHTER_MURABITO_LINK_NO_CLAYROCKET")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SITUATION lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SITUATION")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_EXIST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_EXIST")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_FALL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_FALL")
#define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_FRAME")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_SHOOT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_SHOOT")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_BURST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_BURST")
#define WEAPON_MURABITO_CLAYROCKET_SHOOT_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_RIDE")
#define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_RIDE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_RIDE")
#define WEAPON_MURABITO_CLAYROCKET_SHOOT_SHOOT lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_SHOOT")
#define WEAPON_MURABITO_CLAYROCKET_SHOOT_FLY lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_FLY")
#define WEAPON_MURABITO_CLAYROCKET_SHOOT_DAMAGE lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_DAMAGE")
#define WEAPON_MURABITO_CLAYROCKET_SHOOT_GET_OFF lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_GET_OFF")
#define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_JUMP")
#define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_FALL lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_FALL")
#define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_NUM")
#define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_WAIT")
#define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_FALL lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_FALL")
#define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_BURST")
#define WEAPON_KINETIC_TYPE_MURABITO_BOWLING_BALL_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_BOWLING_BALL_FALL")
#define WEAPON_MURABITO_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_NUM")
#define WEAPON_MURABITO_BULLET_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_WAIT")
#define WEAPON_MURABITO_BULLET_STATUS_KIND_SHOOT lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_SHOOT")
#define WEAPON_KINETIC_TYPE_MURABITO_BULLET_SHOOT lua_const("WEAPON_KINETIC_TYPE_MURABITO_BULLET_SHOOT")
#define WEAPON_MURABITO_BULLET_INSTANCE_WORK_ID_FLAG_FRONT lua_const("WEAPON_MURABITO_BULLET_INSTANCE_WORK_ID_FLAG_FRONT")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_NUM")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_READY lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_READY")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_RIDE")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FLY lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FLY")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FALL lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FALL")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_BURST")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_END_FRAME lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_END_FRAME")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_THETA lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_THETA")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LODGED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LODGED")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_REFLECTED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_REFLECTED")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_GRAVITY_ANGLE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_GRAVITY_ANGLE")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LOCK_DIRECTION lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LOCK_DIRECTION")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_MODEL_ANGLE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_MODEL_ANGLE")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_X")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_X")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_Y")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_HP")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST")
#define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NORMAL lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NORMAL")
#define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_POSITIVE lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_POSITIVE")
#define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NEGATIVE lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NEGATIVE")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GET_OFF lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GET_OFF")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_INT_CONTROL_SPEED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_INT_CONTROL_SPEED")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_NOTIFY_PANIC lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_NOTIFY_PANIC")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_PANIC lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_PANIC")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GROUND lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GROUND")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_X")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_Y")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_SHOOT")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_BURST")
#define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_DETACH lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_DETACH")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_FRAME lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_FRAME")
#define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_FLAG_FALL lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_FLAG_FALL")
#define WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FLY lua_const("WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FLY")
#define WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FALL")
#define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_NUM")
#define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_CARRIED lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_CARRIED")
#define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_THROWED lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_THROWED")
#define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_BURST")
#define WEAPON_KIND_MURABITO_FLOWERPOT lua_const("WEAPON_KIND_MURABITO_FLOWERPOT")
#define WEAPON_KIND_SHIZUE_POT lua_const("WEAPON_KIND_SHIZUE_POT")
#define WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_THROW lua_const("WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_THROW")
#define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_ASASE lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_ASASE")
#define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_WATER lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_WATER")
#define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_INT_DISABLE_TOUCH_FRAME lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_INT_DISABLE_TOUCH_FRAME")
#define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_BOUND lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_BOUND")
#define WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_BOUND lua_const("WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_BOUND")
#define WEAPON_MURABITO_SEED_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_NUM")
#define WEAPON_MURABITO_SEED_STATUS_KIND_HAVED lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_HAVED")
#define WEAPON_MURABITO_SEED_STATUS_KIND_PLANTED lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_PLANTED")
#define WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_NUM")
#define WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_SHOOT")
#define WEAPON_MURABITO_SLINGSHOT_INSTANCE_WORK_ID_FLAG_FRONT lua_const("WEAPON_MURABITO_SLINGSHOT_INSTANCE_WORK_ID_FLAG_FRONT")
#define WEAPON_MURABITO_SLINGSHOT_GENERATE_ARTICLE_BULLET lua_const("WEAPON_MURABITO_SLINGSHOT_GENERATE_ARTICLE_BULLET")
#define WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_NUM")
#define WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_FLOW lua_const("WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_FLOW")
#define WEAPON_MURABITO_SPROUT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_NUM")
#define WEAPON_MURABITO_SPROUT_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_APPEAR")
#define WEAPON_MURABITO_SPROUT_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_DISAPPEAR")
#define WEAPON_MURABITO_SPROUT_STATUS_KIND_GROW lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_GROW")
#define WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_INT_GROW lua_const("WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_INT_GROW")
#define WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ALPHA lua_const("WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ALPHA")
#define WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ADD_ALPHA lua_const("WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ADD_ALPHA")
#define WEAPON_MURABITO_SPROUT_STATUS_GROW_WORK_INT_PREV_GROW lua_const("WEAPON_MURABITO_SPROUT_STATUS_GROW_WORK_INT_PREV_GROW")
#define WEAPON_MURABITO_STUMP_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_NUM")
#define WEAPON_MURABITO_STUMP_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_WAIT")
#define WEAPON_MURABITO_STUMP_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_DISAPPEAR")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_NUM")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_APPEAR")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT_END")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_END lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_END")
#define WEAPON_MURABITO_TIMMY_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_FAILURE")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_FAILURE")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_NUM")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_APPEAR")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT_END")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_END lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_END")
#define WEAPON_MURABITO_TOMMY_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_FAILURE")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_NUM")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_APPEAR")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_MONEY lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_MONEY")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT_END")
#define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_END lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_END")
#define WEAPON_KINETIC_TYPE_MURABITO_TOMNOOK_MOTION lua_const("WEAPON_KINETIC_TYPE_MURABITO_TOMNOOK_MOTION")
#define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_CATCH lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_CATCH")
#define WEAPON_KIND_MURABITO_TOMNOOK lua_const("WEAPON_KIND_MURABITO_TOMNOOK")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_MONEYBAG lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_MONEYBAG")
#define WEAPON_KIND_SHIZUE_TOMNOOK lua_const("WEAPON_KIND_SHIZUE_TOMNOOK")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_MONEYBAG lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_MONEYBAG")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04")
#define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_ATTACK lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_ATTACK")
#define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_HOUSE lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_HOUSE")
#define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_OFFICE lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_OFFICE")
#define WEAPON_MURABITO_TREE_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_NUM")
#define WEAPON_MURABITO_TREE_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_APPEAR")
#define WEAPON_MURABITO_TREE_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_DISAPPEAR")
#define WEAPON_MURABITO_TREE_STATUS_KIND_STAND lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_STAND")
#define WEAPON_MURABITO_TREE_STATUS_KIND_FALLEN lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_FALLEN")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_HP")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_DISAPPEAR lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_DISAPPEAR")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK")
#define WEAPON_MURABITO_TREE_STATUS_STAND_WORK_FLAG_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_STAND_WORK_FLAG_HIT")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_LEFT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_LEFT")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_RIGHT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_RIGHT")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK_LEFT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK_LEFT")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_NUM")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_SPEED lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_SPEED")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_ANGLE lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_ANGLE")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_X lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_X")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_Y lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_Y")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_0 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_0")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_1 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_1")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_0 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_0")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_1 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_1")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_INTERVAL lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_INTERVAL")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_DISAPPEAR_MOTION_KIND lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_DISAPPEAR_MOTION_KIND")
#define WEAPON_KINETIC_TYPE_MURABITO_TREE_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_TREE_FALL")
#define WEAPON_MURABITO_TREE_GENERATE_ARTICLE_STUMP lua_const("WEAPON_MURABITO_TREE_GENERATE_ARTICLE_STUMP")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_PASSABLE_FRAME lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_PASSABLE_FRAME")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_HIT")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT_FLOOR lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT_FLOOR")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_X lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_X")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_Y lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_Y")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_HIT_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_HIT_NUM")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_ATTACK_CLEAR lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_ATTACK_CLEAR")
#define WEAPON_KINETIC_TYPE_MURABITO_TREE_BOUND lua_const("WEAPON_KINETIC_TYPE_MURABITO_TREE_BOUND")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_RATE")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_FRAME lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_FRAME")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_X lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_X")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_Y lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_Y")
#define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_MOTION_ANGLE lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_MOTION_ANGLE")
#define WEAPON_MURABITO_TREE_STATUS_DISAPPEAR_WORK_FLAG_DEAD lua_const("WEAPON_MURABITO_TREE_STATUS_DISAPPEAR_WORK_FLAG_DEAD")
#define WEAPON_MURABITO_WEEDS_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_WEEDS_STATUS_KIND_NUM")
#define WEAPON_MURABITO_WEEDS_STATUS_KIND_READY lua_const("WEAPON_MURABITO_WEEDS_STATUS_KIND_READY")
#define WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_REGULAR")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_MOVE lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_MOVE")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_BOMB lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_BOMB")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_END lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_END")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_INT_NO_BANG lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_INT_NO_BANG")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_HIT lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_HIT")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_FINAL_SUCCESS lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_FINAL_SUCCESS")
#define FIGHTER_ROCKMAN_STATUS_KIND_NUM lua_const("FIGHTER_ROCKMAN_STATUS_KIND_NUM")
#define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_INHALE lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_INHALE")
#define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_END")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WAIT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WAIT")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_TURN lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_TURN")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP_SQUAT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP_SQUAT")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_AIR lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_AIR")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_LANDING lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_LANDING")
#define FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_LW_SHOOT")
#define FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_LEAFSHIELD lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_LEAFSHIELD")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_LEAFSHIELD lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_LEAFSHIELD")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_PREV_ESCAPE lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_PREV_ESCAPE")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT_MINI_JUMP_ATTACK lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT_MINI_JUMP_ATTACK")
#define FIGHTER_ROCKMAN_ARM_RIGHT lua_const("FIGHTER_ROCKMAN_ARM_RIGHT")
#define FIGHTER_ROCKMAN_ARMFORM_HAND lua_const("FIGHTER_ROCKMAN_ARMFORM_HAND")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_RUSHCOIL_WAIT_FRAME lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_RUSHCOIL_WAIT_FRAME")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_LOOP lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_LOOP")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_BLACKHOLE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_BLACKHOLE")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_BLACKHOLE_ATTACK_END lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_BLACKHOLE_ATTACK_END")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANX lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANX")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANDASH lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANDASH")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANEXE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANEXE")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_SHOOTINGSTARROCKMAN lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_SHOOTINGSTARROCKMAN")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_BRUCE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_BRUCE")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_FORTE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_FORTE")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK_BRAKE lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK_BRAKE")
#define FIGHTER_ROCKMAN_MOTION_PART_SET_UDE lua_const("FIGHTER_ROCKMAN_MOTION_PART_SET_UDE")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_L_SHOULDER_FIX lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_L_SHOULDER_FIX")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_GENERATE_TOP_N_OFFSET lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_GENERATE_TOP_N_OFFSET")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP_PREVIOUS lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP_PREVIOUS")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP_ACCEPT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP_ACCEPT")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT")
#define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT_END lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT_END")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK11 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK11")
#define FIGHTER_ROCKMAN_STATUS_ROCKBUSTER_SHOOT_JUMP_WORK_ID_FLAG_BUTTON lua_const("FIGHTER_ROCKMAN_STATUS_ROCKBUSTER_SHOOT_JUMP_WORK_ID_FLAG_BUTTON")
#define FIGHTER_ROCKMAN_ARM_LEFT lua_const("FIGHTER_ROCKMAN_ARM_LEFT")
#define FIGHTER_ROCKMAN_ARMFORM_ROCKBUSTER lua_const("FIGHTER_ROCKMAN_ARMFORM_ROCKBUSTER")
#define FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_COMP lua_const("FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_COMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLOAT")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_RUSHCOIL lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_RUSHCOIL")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR")
#define FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLOAT")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_WORK_ID_FLAG_FIRST")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_FIRST")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_REQUEST_SHOOT lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_REQUEST_SHOOT")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_CRASHBOMB lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_CRASHBOMB")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_ALREADY_EXIST_CRASHBOMB lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_ALREADY_EXIST_CRASHBOMB")
#define FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_FIRST")
#define WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_REGULAR")
#define WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLOAT_HOLD_RATE")
#define WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH")
#define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_FLY lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_FLY")
#define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_STICK lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_STICK")
#define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_EXPLODE lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_EXPLODE")
#define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_REBOUND lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_REBOUND")
#define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_DROP_FALL lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_DROP_FALL")
#define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_INT_NOW_STICK_BATTLE_OBJECT_ID lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_INT_NOW_STICK_BATTLE_OBJECT_ID")
#define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_CHANGING lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_CHANGING")
#define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_REGULAR")
#define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_STICK lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_STICK")
#define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_SHIELD lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_SHIELD")
#define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_FLY lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_FLY")
#define MESH_VISIBILITY_NONE lua_const("MESH_VISIBILITY_NONE")
#define WEAPON_ROCKMAN_LEAFSHIELD_INSTANCE_WORK_ID_FLOAT_INIT_LR lua_const("WEAPON_ROCKMAN_LEAFSHIELD_INSTANCE_WORK_ID_FLOAT_INIT_LR")
#define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_SHIELD_WORK_FLAG_SHIELD_MOTION_NOW lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_SHIELD_WORK_FLAG_SHIELD_MOTION_NOW")
#define MESH_VISIBILITY_TRUE lua_const("MESH_VISIBILITY_TRUE")
#define WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_REGULAR")
#define WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_SCENE01")
#define WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_SCENE01")
#define WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_SCENE01")
#define WEAPON_ROCKMAN_ROCKMANX_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE lua_const("WEAPON_ROCKMAN_ROCKMANX_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_WAIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_WAIT")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_FALL lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_FALL")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_LANDING lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_LANDING")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL_SQUAT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL_SQUAT")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EXIT")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EMERGENCY_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EMERGENCY_EXIT")
#define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_JUMP")
#define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_INT_SQUAT_FRAME lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_INT_SQUAT_FRAME")
#define WEAPON_ROCKMAN_RUSHCOIL_STATUS_COIL_WORK_ID_FLAG_FIRST lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_COIL_WORK_ID_FLAG_FIRST")
#define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_FIRST_JUMP_END lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_FIRST_JUMP_END")
#define WEAPON_ROCKMAN_RUSHCOIL_AREA_KIND_SPRING lua_const("WEAPON_ROCKMAN_RUSHCOIL_AREA_KIND_SPRING")
#define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_NUM")
#define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_SCENE01")
#define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE")
#define FIGHTER_WIIFIT_STATUS_KIND_NUM lua_const("FIGHTER_WIIFIT_STATUS_KIND_NUM")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_HEADING lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_HEADING")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_BREATH lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_BREATH")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS")
#define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_FAILURE lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_FAILURE")
#define FIGHTER_WIIFIT_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_WIIFIT_STATUS_KIND_FINAL_HOLD")
#define FIGHTER_WIIFIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_FINAL_END")
#define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_START_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_START_BLUR")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_FINAL_BLUR_ALPHA lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_FINAL_BLUR_ALPHA")
#define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_CONTINUE_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_CONTINUE_BLUR")
#define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_END_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_END_BLUR")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_FINAL_SILHOUETTE_COUNT lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_FINAL_SILHOUETTE_COUNT")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_SPEED_Y lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_SPEED_Y")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_INIT_SPEED_X lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_INIT_SPEED_X")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_BACKUP_SPEED_Y lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_BACKUP_SPEED_Y")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART_NOW lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART_NOW")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MOTION_RATE_NOW lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MOTION_RATE_NOW")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_SE_PITCH lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_SE_PITCH")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_ROTATION lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_ROTATION")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_FLAG_SET_GRAVITY lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_FLAG_SET_GRAVITY")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_RATE")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUBSTANCE_END_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUBSTANCE_END_FRAME")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_STEP lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_STEP")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_EFFECT_RING_ID lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_EFFECT_RING_ID")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_CIRCLE_EFFECT_HANDLE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_CIRCLE_EFFECT_HANDLE")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_AURA_EFFECT_HANDLE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_AURA_EFFECT_HANDLE")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_STATUS_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_STATUS_FRAME")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_START lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_START")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_END lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_END")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_EFFECTIVE_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_EFFECTIVE_FRAME")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_ATTACK_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_ATTACK_RATE")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_RATE")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_WALK_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_WALK_RATE")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_REACTION_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_REACTION_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DASH_SPEED_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DASH_SPEED_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_RUN_SPEED_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_RUN_SPEED_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_GROUND_BRAKE_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_GROUND_BRAKE_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_X_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_X_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_Y_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_Y_MUL")
#define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_RESTORE_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_RESTORE_FRAME")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIFITBALL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIFITBALL")
#define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_NUM")
#define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_WAIT lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_WAIT")
#define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_SHOOT lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_SHOOT")
#define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_BREAK lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_BREAK")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_BREAK_LIFE lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_BREAK_LIFE")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_MOTION_NO lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_MOTION_NO")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLOAT_START_FRAME lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLOAT_START_FRAME")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_1 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_1")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_2 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_2")
#define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_3 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_3")
#define WEAPON_WIIFIT_HULAHOOP_STATUS_WORK_FLAG_REMOVE_REQUEST lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_WORK_FLAG_REMOVE_REQUEST")
#define EFFECT_SUB_ATTRIBUTE_FOLLOW lua_const("EFFECT_SUB_ATTRIBUTE_FOLLOW")
#define WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_NUM")
#define WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_REGULAR lua_const("WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_REGULAR")
#define WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_EFFECT_VALUE lua_const("WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_EFFECT_VALUE")
#define WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_TYPE lua_const("WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_TYPE")
#define WEAPON_WIIFIT_SILHOUETTE_TYPE_FIRST lua_const("WEAPON_WIIFIT_SILHOUETTE_TYPE_FIRST")
#define WEAPON_WIIFIT_SILHOUETTE_TYPE_SECOND lua_const("WEAPON_WIIFIT_SILHOUETTE_TYPE_SECOND")
#define WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_NUM")
#define WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_REGULAR lua_const("WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_REGULAR")
#define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_NUM")
#define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_WAIT lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_WAIT")
#define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_HOLD lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_HOLD")
#define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_SHOOT lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_SHOOT")
#define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_VANISH lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_VANISH")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_SHOT lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_SHOT")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_BULLET_ALPHA lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_BULLET_ALPHA")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_HOLD lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_HOLD")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_ALPHA lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_ALPHA")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_LENSFLARE lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_LENSFLARE")
#define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_LENSFLARE lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_LENSFLARE")
#define FIGHTER_ROSETTA_STATUS_KIND_NUM lua_const("FIGHTER_ROSETTA_STATUS_KIND_NUM")
#define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_RETURN lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_RETURN")
#define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_ROSETTA_GENERATE_ARTICLE_RING lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_RING")
#define FIGHTER_ROSETTA_STATUS_REBIRTH_FLAG_REBIRTH_TICO lua_const("FIGHTER_ROSETTA_STATUS_REBIRTH_FLAG_REBIRTH_TICO")
#define FIGHTER_ROSETTA_LINK_NO_TICO lua_const("FIGHTER_ROSETTA_LINK_NO_TICO")
#define FIGHTER_ROSETTA_GENERATE_ARTICLE_POWERSTAR lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_POWERSTAR")
#define MA_MSC_CMD_EFFECT_EFFECT_REMOVE_ATTR lua_const("MA_MSC_CMD_EFFECT_EFFECT_REMOVE_ATTR")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_ANGLE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_ANGLE")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_END_ACCEL_Y lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_END_ACCEL_Y")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_START lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_START")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_HI_START")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_STICK_X lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_STICK_X")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_INT_SITUATION_KIND lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_INT_SITUATION_KIND")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_START_FLAG_REVERSE_LR lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_START_FLAG_REVERSE_LR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLOAT")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_SPEED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_SPEED")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE_SPEED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE_SPEED")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_JUMP")
#define FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_JUMP lua_const("FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_JUMP")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_INT_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_END lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_END")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLOAT")
#define FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_END lua_const("FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_END")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_FLAG_NO_LANDING lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_FLAG_NO_LANDING")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_INT_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_LW")
#define FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_SEARCH lua_const("FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_SEARCH")
#define FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_PICKUP lua_const("FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_PICKUP")
#define FIGHTER_ROSETTA_GENERATE_ARTICLE_POINTER lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_POINTER")
#define FIGHTER_ROSETTA_STATUS_SPECIAL_LW_FLAG_ENABLE_SEARCH lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_LW_FLAG_ENABLE_SEARCH")
#define COLLISION_CATEGORY_MASK_GIMMICK lua_const("COLLISION_CATEGORY_MASK_GIMMICK")
#define WEAPON_ROSETTA_METEOR_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_METEOR_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_METEOR_STATUS_KIND_SHOOT lua_const("WEAPON_ROSETTA_METEOR_STATUS_KIND_SHOOT")
#define WEAPON_ROSETTA_POINTER_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_POINTER_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_POINTER_STATUS_KIND_CAPTURE lua_const("WEAPON_ROSETTA_POINTER_STATUS_KIND_CAPTURE")
#define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_START lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_START")
#define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_LOOP lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_LOOP")
#define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_END lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_END")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_START_FRAME lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_START_FRAME")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_END_FRAME lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_END_FRAME")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_INTERVAL lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_INTERVAL")
#define WEAPON_ROSETTA_POWERSTAR_GENERATE_ARTICLE_METEOR lua_const("WEAPON_ROSETTA_POWERSTAR_GENERATE_ARTICLE_METEOR")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_SCALE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_SCALE")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_ANGLE")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_METEOR_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_METEOR_ANGLE")
#define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_ROSETTA_RING_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_RING_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_RING_STATUS_KIND_CONSTRAINT lua_const("WEAPON_ROSETTA_RING_STATUS_KIND_CONSTRAINT")
#define WEAPON_ROSETTA_RING_INSTANCE_WORK_ID_INT_MOTION_KIND lua_const("WEAPON_ROSETTA_RING_INSTANCE_WORK_ID_INT_MOTION_KIND")
#define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_SHOOT lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_SHOOT")
#define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_BURST lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_BURST")
#define WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLAG_BURST")
#define WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_NUM")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ENTRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ENTRY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_STANDBY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_STANDBY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_REBIRTH lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_REBIRTH")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DEAD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DEAD")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_WARP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_WARP")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DEMO lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DEMO")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DRAGOON lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DRAGOON")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100_END")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_DASH lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_DASH")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_AIR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_AIR")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_3 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_3")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_START")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_HOLD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_HOLD")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_AIR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_AIR")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_LR")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_U lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_U")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FALL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FALL")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_DOWN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DOWN")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_TURN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_TURN")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_GUARD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_GUARD")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_WORRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_WORRY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_HAPPY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_HAPPY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_APPEAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_APPEAL")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WAIT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WAIT")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GROUND_MOVE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GROUND_MOVE")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_BRAKE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_BRAKE")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP_SQUAT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP_SQUAT")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_FALL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_FALL")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_LANDING lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_LANDING")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_TURN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_TURN")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GUARD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GUARD")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WORRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WORRY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_HAPPY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_HAPPY")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_APPEAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_APPEAL")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_START")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_CHARGE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_CHARGE")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_SHOOT")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_END")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_S lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_S")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_START")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_JUMP")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_END")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_LW")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_FINAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FINAL")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FOLLOW lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FOLLOW")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_PARENT")
#define WEAPON_ROSETTA_TICO_STATUS_STANDBY_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_STANDBY_WORK_INT_FRAME")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CAMERA_OFF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CAMERA_OFF")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_REBIRTH_XLU lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_REBIRTH_XLU")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_FLIP lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_FLIP")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CANCEL lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CANCEL")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_OUTSIDE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_OUTSIDE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_PLAYED_DEAD_SE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_PLAYED_DEAD_SE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_INHALED lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_INHALED")
#define WEAPON_ROSETTA_TICO_STATUS_WARP_WORK_FLOAT_WARP_POS lua_const("WEAPON_ROSETTA_TICO_STATUS_WARP_WORK_FLOAT_WARP_POS")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LENGTH lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LENGTH")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_X")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Y")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DEMO lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DEMO")
#define WEAPON_ROSETTA_TICO_STATUS_DEMO_WORK_FLAG_SETUP lua_const("WEAPON_ROSETTA_TICO_STATUS_DEMO_WORK_FLAG_SETUP")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_MOTION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_MOTION_KIND")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_MENU_MODE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_MENU_MODE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Z lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Z")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_X")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Y")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Z lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Z")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_LR")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_NO_DEAD")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TRANSITION_SELF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TRANSITION_SELF")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_COMMON_WORK_INT_PARENT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_COMMON_WORK_INT_PARENT_MOTION")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FOLLOW lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FOLLOW")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_INT_SMASH_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_INT_SMASH_KIND")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_S lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_S")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_HI lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_HI")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_SELF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_SELF")
#define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_COMMAND_FLAG_CAT1 lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_COMMAND_FLAG_CAT1")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_SITUATION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_SITUATION_KIND")
#define WEAPON_ROSETTA_TICO_STATUS_KIND_NONE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_NONE")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_HI lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_HI")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_WORK_INT_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_WORK_INT_KIND")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_LW")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_S lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_S")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_ATTACK_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_ATTACK_LR")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_100 lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_100")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_INT_100_COUNT lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_INT_100_COUNT")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_CONNECT_COMBO lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_CONNECT_COMBO")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_COMBO lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_COMBO")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACK_MOTION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACK_MOTION_KIND")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FREE_ATTACK lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FREE_ATTACK")
#define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_PAD_FLAG lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_PAD_FLAG")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK12 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK12")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK100 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK100")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINU lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINU")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_LOOPED lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_LOOPED")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_INT_MOTION_LOOP_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_INT_MOTION_LOOP_NUM")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_ATTACK_100_REBOUND lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_ATTACK_100_REBOUND")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FREE_ATTACK lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FREE_ATTACK")
#define FIGHTER_PAD_FLAG_ATTACK_RELEASE lua_const("FIGHTER_PAD_FLAG_ATTACK_RELEASE")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_ENABLE_COMBO_PRECEDE lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_ENABLE_COMBO_PRECEDE")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINUE_CHECK lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINUE_CHECK")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_DASH lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_DASH")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_MOTION_TRANS_ADD_SPEED_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_MOTION_TRANS_ADD_SPEED_FRAME")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_X")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_Y")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLOAT")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_S3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_S3")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_HI3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_HI3")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_LW3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_LW3")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_S4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_S4")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_HI4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_HI4")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_LW")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_LW4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_LW4")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLAG_START_SMASH_HOLD lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLAG_START_SMASH_HOLD")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_MOTION_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_MOTION_FRAME")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLOAT")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_ATTACK_MUL lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_ATTACK_MUL")
#define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_REACTION_MUL lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_REACTION_MUL")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_END_REACTION lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_END_REACTION")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_REACTION_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_REACTION_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_DOWN lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_DOWN")
#define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_NORMAL")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_FRAME")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_FLY_REFLECT_COUNT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_FLY_REFLECT_COUNT")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_CHECK_REFLECT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_CHECK_REFLECT_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_REFLECT_DIRECTION lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_REFLECT_DIRECTION")
#define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_RIGHT lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_RIGHT")
#define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_LEFT lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_LEFT")
#define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_UP lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_UP")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_X lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_X")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_Y lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_Y")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACKER_COLOR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACKER_COLOR")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_COLOR lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_COLOR")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_AURA lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_AURA")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_HANDLE lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_HANDLE")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ELEC lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ELEC")
#define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_GRAVITY lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_GRAVITY")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_GROUND lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_GROUND")
#define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_REACTION_CANCEL lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_REACTION_CANCEL")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_AIR lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_AIR")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_LR lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_LR")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLOAT")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_U lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_U")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FALL lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FALL")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_APPEAL lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_APPEAL")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DAMAGE_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DAMAGE_PARENT")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CATCH_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CATCH_PARENT")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FOLLOW_SYNC_MOTION_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FOLLOW_SYNC_MOTION_PARENT")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_RETURN lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_RETURN")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_RETURN_EFFECT_HANDLE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_RETURN_EFFECT_HANDLE")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CHANGE_MOTION_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CHANGE_MOTION_PARENT")
#define WEAPON_ROSETTA_TICO_STATUS_FOLLOW_TURN_WORK_INT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_FOLLOW_TURN_WORK_INT_MOTION")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_X")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_Y")
#define WEAPON_ROSETTA_TICO_STATUS_FOLLOW_WORK_FLAG_MOVE lua_const("WEAPON_ROSETTA_TICO_STATUS_FOLLOW_WORK_FLAG_MOVE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLOAT")
#define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_CATCH_SPEED lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_CATCH_SPEED")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_HIT_WALL_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_HIT_WALL_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_JOSTLE_WAIT lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_JOSTLE_WAIT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLOAT")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_LOITER_MOVE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_LOITER_MOVE")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_INT_WAIT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_INT_WAIT_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_FLOAT_TARGET_LENGTH lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_FLOAT_TARGET_LENGTH")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_GROUND_MOVE lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_GROUND_MOVE")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_GROUND_MOVE_WORK_INT_FALL_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_GROUND_MOVE_WORK_INT_FALL_FRAME")
#define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_JOSTLE lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_JOSTLE")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_MOTION")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_BRAKE lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_BRAKE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLOAT")
#define WEAPON_ROSETTA_TICO_STATUS_FREE_JUMP_SQUAT_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_JUMP_SQUAT_LR")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_JUMP lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_JUMP")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLOAT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_FRAME")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_JUMP lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_JUMP")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_END lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_END")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND_NEXT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND_NEXT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_CHARGE_MOTION_RATE lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_CHARGE_MOTION_RATE")
#define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_N_SHOOT lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_N_SHOOT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_INT_RUN_SMOKE_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_INT_RUN_SMOKE_FRAME")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLAG_REFLECT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLAG_REFLECT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_PATERN lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_PATERN")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_FRAME")
#define WEAPON_ROSETTA_TICO_GENERATE_ARTICLE_STARPIECE lua_const("WEAPON_ROSETTA_TICO_GENERATE_ARTICLE_STARPIECE")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_LIMIT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_LIMIT")
#define FIGHTER_LOG_ATTACK_KIND_SPECIAL_S lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_S")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_UNSYNC_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_UNSYNC_LR")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_SHOOT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_SHOOT")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_NUM")
#define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_END lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_END")
#define FIGHTER_LITTLEMAC_STATUS_KIND_NUM lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_NUM")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_START lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_START")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_END")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH_TURN lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH_TURN")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N2 lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N2")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP_END")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW_END")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_START lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_START")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH")
#define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_HIT")
#define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_END")
#define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_LITTLEMACG lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_LITTLEMACG")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_START lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_START")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_HIT")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH_END lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH_END")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_HIT lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_HIT")
#define FIGHTER_SLOW_KIND_HIT lua_const("FIGHTER_SLOW_KIND_HIT")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_ATTACK lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_ATTACK")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_END_HIT")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_REQUESTED_FINAL_FINISH lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_REQUESTED_FINAL_FINISH")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_OFF lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_OFF")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_END lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_END")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_ON lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_ON")
#define FIGHTER_LITTLEMAC_FINAL_TARGET_NUM lua_const("FIGHTER_LITTLEMAC_FINAL_TARGET_NUM")
#define STAGE_KIRIFUDA_KIND_IKE_2 lua_const("STAGE_KIRIFUDA_KIND_IKE_2")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_X lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_X")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS_TRIGGER lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS_TRIGGER")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ENABLE_GRAVITY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ENABLE_GRAVITY")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_START")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_END lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_END")
#define ENERGY_STOP_RESET_TYPE_AIR_BRAKE_ALWAYS lua_const("ENERGY_STOP_RESET_TYPE_AIR_BRAKE_ALWAYS")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_LITTLEMAC_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_LITTLEMAC_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE_MAX_VALUE lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE_MAX_VALUE")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_DISABLE_SPECIAL_S lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_DISABLE_SPECIAL_S")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_S_FLAG_IS_BLOW_SHIFT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_S_FLAG_IS_BLOW_SHIFT")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_AIR_ACCEL_Y lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_AIR_ACCEL_Y")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_LANDING_FRAME lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_LANDING_FRAME")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_START_Y lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_START_Y")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME_COUNT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME_COUNT")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_RAY_CHECK_RESULT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_RAY_CHECK_RESULT")
#define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_NUM lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_NUM")
#define FIGHTER_GEKKOUGA_STATUS_KIND_NUM lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_NUM")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_SHOT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_SHOT")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_START lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_START")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_SHOT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_SHOT")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_LOOP")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_WALL_DAMAGE lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_WALL_DAMAGE")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_LANDING")
#define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_BOUND lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_BOUND")
#define FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_WAIT")
#define FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_END")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_DISABLE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_DISABLE")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_IS_DISABLE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_IS_DISABLE")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_HOLD lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_HOLD")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_FRONT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_FRONT")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOLD_FRONT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOLD_FRONT")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_HOLD_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_HOLD_COUNT")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_GIMMICK lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_GIMMICK")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_LR lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_LR")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_X lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_X")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_BOUND_COUNTER lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_BOUND_COUNTER")
#define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_GEKKOUGAS lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_GEKKOUGAS")
#define FIGHTER_GEKKOUGA_LINK_NO_GEKKOUGAS lua_const("FIGHTER_GEKKOUGA_LINK_NO_GEKKOUGAS")
#define FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_INT_GEKKOUGAS_ID lua_const("FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_INT_GEKKOUGAS_ID")
#define FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_FLOAT_MOVE_START_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_FLOAT_MOVE_START_FRAME")
#define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_R lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_R")
#define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_G lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_G")
#define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_B lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_B")
#define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_A lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_A")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_EFFECT_WAIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_EFFECT_WAIT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_HANDLE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_HANDLE")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_DIRECTION_EFFECT_LAST_VISIBLE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_DIRECTION_EFFECT_LAST_VISIBLE")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_FRAME_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_FRAME_COUNT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_2ND lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_2ND")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_X")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_COUNT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Y")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Z lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Z")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_X")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Y")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Z lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Z")
#define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_LW_UNCONTROL_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_LW_UNCONTROL_COUNT")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_BOUND_GROUND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_BOUND_GROUND")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SAVE_SPEED lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SAVE_SPEED")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_GEKKOUGA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_GEKKOUGA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_IS_DOLL lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_IS_DOLL")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_GENERATE_ITEM lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_GENERATE_ITEM")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_1 lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_1")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_2 lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_2")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_SOUND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_SOUND")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_WAIT_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_WAIT_ATTACK")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_X lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_X")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_Y")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_INT_RUSH_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_INT_RUSH_FRAME")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP_SIDE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_SIDE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN_SIDE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_TO_END lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_TO_END")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_INIT_MOVE_DONE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_INIT_MOVE_DONE")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_X lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_X")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Y")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SET_ROT_N lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SET_ROT_N")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Z lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Z")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLAG lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLAG")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_INT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_INT")
#define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLOAT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLOAT")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR_ORG_SPAN lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR_ORG_SPAN")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_END_GROUND_TEST_BACKUP_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_END_GROUND_TEST_BACKUP_Y")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ENABLE_CONTROL lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ENABLE_CONTROL")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_INT_WARP_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_INT_WARP_FRAME")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_BACK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_BACK")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_WARP lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_WARP")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_S_WARP_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_S_WARP_COUNT")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_FLAG_RESET_GRAVITY lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_FLAG_RESET_GRAVITY")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_X_POS lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_X_POS")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_Y_POS lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_Y_POS")
#define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_AIR lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_AIR")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_FRONT lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_FRONT")
#define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_FIND_ENEMY lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_FIND_ENEMY")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_NUM")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_CHANGE lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_CHANGE")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_START lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_START")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_HIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_HIT")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_JUMP lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_JUMP")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_ATTACK")
#define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_END lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_END")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_BLACKOUT_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_BLACKOUT_FRAME")
#define MA_MSC_CMD_COLOR_BLEND_FLASH lua_const("MA_MSC_CMD_COLOR_BLEND_FLASH")
#define MA_MSC_CMD_COLOR_BLEND_COL_PRI lua_const("MA_MSC_CMD_COLOR_BLEND_COL_PRI")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_MOVE_START lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_MOVE_START")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_HIT")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ENABLE_FINISH lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ENABLE_FINISH")
#define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_TATAMI lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_TATAMI")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_X lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_X")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_Y lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_Y")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TO_TARGET_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TO_TARGET_LR")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_X lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_X")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_Y lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_Y")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_OFFSET_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_OFFSET_LR")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_ATTACK_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_ATTACK_LR")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_SPEED lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_SPEED")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_FRAME")
#define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_MOON lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_MOON")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_CHANGE_STATUS lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_CHANGE_STATUS")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_ANGLE lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_ANGLE")
#define WEAPON_KINETIC_TYPE_GEKKOUGA_GEKKOUGAS_FINAL_ATTACK lua_const("WEAPON_KINETIC_TYPE_GEKKOUGA_GEKKOUGAS_FINAL_ATTACK")
#define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_BUNSHIN lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_BUNSHIN")
#define WEAPON_GEKKOUGA_GEKKOUGAS_KINETIC_ENERGY_ID_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_KINETIC_ENERGY_ID_MOTION")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_TARGET_NOREAC_OFF lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_TARGET_NOREAC_OFF")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_START_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_START_FRAME")
#define WEAPON_GEKKOUGA_GEKKOUGAS_LINK_NO_FINAL lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_LINK_NO_FINAL")
#define WEAPON_GEKKOUGA_MOON_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_MOON_STATUS_KIND_NUM")
#define WEAPON_GEKKOUGA_MOON_STATUS_KIND_MOVE lua_const("WEAPON_GEKKOUGA_MOON_STATUS_KIND_MOVE")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_NUM")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_START lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_START")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_SHOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_SHOT")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_VANISH lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_VANISH")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_START lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_START")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_SHOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_SHOT")
#define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_VANISH lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_VANISH")
#define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLAG_CHANGE_FLY_MOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLAG_CHANGE_FLY_MOT")
#define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_VANISH_COUNT")
#define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_HIT_COUNT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_HIT_COUNT")
#define WEAPON_GEKKOUGA_WATER_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_NUM")
#define WEAPON_GEKKOUGA_WATER_STATUS_KIND_L lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_L")
#define WEAPON_GEKKOUGA_WATER_STATUS_KIND_R lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_R")
#define WEAPON_GEKKOUGA_WATER_STATUS_KIND_HIT lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_HIT")
#define WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_SHOT lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_SHOT")
#define WEAPON_PALUTENA_AUTOAIMBULLET_INSTANCE_WORK_ID_FLAG_HAS_EFFECT_BOUND lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_INSTANCE_WORK_ID_FLAG_HAS_EFFECT_BOUND")
#define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_STAY lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_STAY")
#define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_VANISH lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_VANISH")
#define WEAPON_PALUTENA_AUTORETICLE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PALUTENA_AUTORETICLE_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_PALUTENA_BEAM_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_BEAM_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_BEAM_STATUS_KIND_BEAM lua_const("WEAPON_PALUTENA_BEAM_STATUS_KIND_BEAM")
#define WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_BLACKHOLE lua_const("WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_BLACKHOLE")
#define FIGHTER_PALUTENA_STATUS_KIND_NUM lua_const("FIGHTER_PALUTENA_STATUS_KIND_NUM")
#define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_3")
#define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_REFLECT lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_REFLECT")
#define FIGHTER_PALUTENA_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_WAIT")
#define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_START lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_START")
#define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM")
#define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_END lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_END")
#define FIGHTER_PALUTENA_STATUS_FINAL_FLAG_IS_AIR_SITUATION lua_const("FIGHTER_PALUTENA_STATUS_FINAL_FLAG_IS_AIR_SITUATION")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_BLACKHOLE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_BLACKHOLE")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_BEAM lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_BEAM")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_MOVE_XLU lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_MOVE_XLU")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_PALUTENA_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_PALUTENA_SPECIAL_HI_AIR")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE_DONE")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_CONTROL_ON lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_CONTROL_ON")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_SPECIAL_LW lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_SPECIAL_LW")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_SHOT_OBJECT_X lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_SHOT_OBJECT_X")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_PALUTENA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_PALUTENA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_S_FLAG_SMASH")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLOAT")
#define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_CHECK lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_CHECK")
#define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_EXPLODE lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_EXPLODE")
#define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_MISS lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_MISS")
#define WEAPON_PALUTENA_EXPLOSIVEFLAME_INSTANCE_WORK_ID_FLAG_RESERVE_MISS lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_INSTANCE_WORK_ID_FLAG_RESERVE_MISS")
#define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_NUM")
#define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_SHOOT lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_SHOOT")
#define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_BREAK lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_BREAK")
#define WEAPON_PALUTENA_REFLECTIONBOARD_REFLECTOR_KIND_REFLECTOR lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_REFLECTOR_KIND_REFLECTOR")
#define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_NUM")
#define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_START lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_START")
#define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_MOVE lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_MOVE")
#define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_EAT")
#define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_ENTRY lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_ENTRY")
#define WEAPON_PACMAN_BIGPACMAN_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_PACMAN_BIGPACMAN_MOTION_PART_SET_KIND_MATERIAL")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PREV_MOVE_FRAME lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PREV_MOVE_FRAME")
#define WEAPON_PACMAN_BIGPACMAN_AREA_KIND_SEARCH_ITEM lua_const("WEAPON_PACMAN_BIGPACMAN_AREA_KIND_SEARCH_ITEM")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_NO_EAT_FRAME lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_NO_EAT_FRAME")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_FINISH_EFFECT_HANDLE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_FINISH_EFFECT_HANDLE")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_X lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_X")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_Y lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_Y")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_ACCEL lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_ACCEL")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_MOVE_DEGREE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_MOVE_DEGREE")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PATH_DEGREE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PATH_DEGREE")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_LR lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_LR")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FLASH lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FLASH")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FINISH_SPEED lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FINISH_SPEED")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_EAT")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_X lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_X")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_Y lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_Y")
#define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PARTIAL_MOTION_RATE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PARTIAL_MOTION_RATE")
#define FIGHTER_PACMAN_STATUS_KIND_NUM lua_const("FIGHTER_PACMAN_STATUS_KIND_NUM")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_LOOP")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_CHANGE lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_CHANGE")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_MOVE lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_MOVE")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_RETURN lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_RETURN")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_DASH")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_REFLECT_FALL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_REFLECT_FALL")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_LOOP")
#define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_PACMAN_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_PACMAN_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_PACMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PACMAN_STATUS_KIND_FINAL_END")
#define ATTACH_ITEM_GROUP_ALL lua_const("ATTACH_ITEM_GROUP_ALL")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TRAMPOLINE_JUMP lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TRAMPOLINE_JUMP")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_FALL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_FALL")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CLIFF_COUNT lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CLIFF_COUNT")
#define FIGHTER_PACMAN_MOTION_PART_SET_KIND_MATERIAL lua_const("FIGHTER_PACMAN_MOTION_PART_SET_KIND_MATERIAL")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SMASH_ANIMATION lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SMASH_ANIMATION")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND_DEBUG lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND_DEBUG")
#define FIGHTER_PACMAN_APPEAL_HI_NUM lua_const("FIGHTER_PACMAN_APPEAL_HI_NUM")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_FRAME lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_FRAME")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_CATCH_EFFECT_LENGTH lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_CATCH_EFFECT_LENGTH")
#define FIGHTER_PACMAN_STATUS_FINAL_FLAG_CHANGE lua_const("FIGHTER_PACMAN_STATUS_FINAL_FLAG_CHANGE")
#define FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_X lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_X")
#define FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_Y lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_Y")
#define FIGHTER_PACMAN_STATUS_FINAL_FLAG_START_MOVE lua_const("FIGHTER_PACMAN_STATUS_FINAL_FLAG_START_MOVE")
#define FIGHTER_PACMAN_LINK_NO_BIGPACMAN lua_const("FIGHTER_PACMAN_LINK_NO_BIGPACMAN")
#define FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_BIGPACMAN_ID lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_BIGPACMAN_ID")
#define FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_CAMERA_TYPE lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_CAMERA_TYPE")
#define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLAG lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLAG")
#define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_INT lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_INT")
#define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLOAT lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLOAT")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_HI_JUMP_NUM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_HI_JUMP_NUM")
#define FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_FLAG_AIR lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_FLAG_AIR")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL")
#define FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_INT_FRAME")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAIT_FRAME lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAIT_FRAME")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_EXIST lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_EXIST")
#define FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_FAILURE lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_FAILURE")
#define FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_START_GROUND lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_START_GROUND")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_FIREHYDRANT lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_FIREHYDRANT")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DAMAGE_POWERESA lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DAMAGE_POWERESA")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_POWER_ESA lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_POWER_ESA")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ESA_INDEX lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ESA_INDEX")
#define PACMAN_SPECIAL_S_EFFECT_INVALID lua_const("PACMAN_SPECIAL_S_EFFECT_INVALID")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE0 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE0")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE1 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE1")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE2 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE2")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE3 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE3")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE4 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE4")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE5 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE5")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE6 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE6")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE7 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE7")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE8 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE8")
#define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE9 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE9")
#define PACMAN_SPECIAL_S_PUT_ESA_NUM lua_const("PACMAN_SPECIAL_S_PUT_ESA_NUM")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_X0 lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_X0")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_Y0 lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_Y0")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_CHARGE_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_CHARGE_FRAME")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_ESA_TOP lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_ESA_TOP")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_EAT_ESA_INDEX lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_EAT_ESA_INDEX")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_MOVE_DISTANCE lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_MOVE_DISTANCE")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_X lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_X")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_Y")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_IS_POWER_ESA_GROUND lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_IS_POWER_ESA_GROUND")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_ESA lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_ESA")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ROT lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ROT")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_FRAME")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ARMER_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ARMER_FRAME")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_POS_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_POS_Y")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_SPEED_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_SPEED_Y")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_POWER lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_POWER")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_MAX_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_MAX_FRAME")
#define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_FLASH_ALPHA lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_FLASH_ALPHA")
#define ENERGY_STOP_RESET_TYPE_RUN_BRAKE lua_const("ENERGY_STOP_RESET_TYPE_RUN_BRAKE")
#define KINETIC_ENERGY_RESERVE_ATTRIBUTE_GROUND lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_GROUND")
#define WEAPON_PACMAN_ESA_STATUS_KIND_TERM lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_TERM")
#define WEAPON_PACMAN_ESA_STATUS_KIND_START lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_START")
#define WEAPON_PACMAN_ESA_STATUS_KIND_SHOOT lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_SHOOT")
#define WEAPON_PACMAN_ESA_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_WAIT")
#define WEAPON_PACMAN_ESA_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_REMOVE")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_X lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_X")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_Y lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_Y")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_HANDLE lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_HANDLE")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_COUNT lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_COUNT")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_FLAG lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_FLAG")
#define WEAPON_PACMAN_ESA_STATUS_WORK_ID_FLAG_PUT_ESA lua_const("WEAPON_PACMAN_ESA_STATUS_WORK_ID_FLAG_PUT_ESA")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLAG_STOP")
#define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_NUM")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_APPEAR lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_APPEAR")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_WAIT")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FALL lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FALL")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_REMOVE")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FLY lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FLY")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN")
#define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN_FALL lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN_FALL")
#define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_GROUND lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_GROUND")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HP")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_HIT")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_INIT_CENTER lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_INIT_CENTER")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_SET_CENTER lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_SET_CENTER")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_KEEP_ANGLE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_KEEP_ANGLE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_DECCEL lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_DECCEL")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_ROT_REVERSE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_ROT_REVERSE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_DOWN_LIFE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_DOWN_LIFE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HIT_COUNT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HIT_COUNT")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_ROT_LR lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_ROT_LR")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_OFFSET lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_OFFSET")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_NUM")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE_PRE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE_PRE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_TOUCH_POS lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_TOUCH_POS")
#define WEAPON_PACMAN_FIREHYDRANT_ROT_RIGHT lua_const("WEAPON_PACMAN_FIREHYDRANT_ROT_RIGHT")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_X lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_X")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_Y lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_Y")
#define WEAPON_PACMAN_FIREHYDRANT_ROT_LEFT lua_const("WEAPON_PACMAN_FIREHYDRANT_ROT_LEFT")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_RIGHT_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_RIGHT_EDGE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_LEFT_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_LEFT_EDGE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_HIT_ROT_SPEED lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_HIT_ROT_SPEED")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_EDGE")
#define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_FALL lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_FALL")
#define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_DAMAGE lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_DAMAGE")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SMASH_REFLECT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SMASH_REFLECT_NUM")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_FLY_TOUCH lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_FLY_TOUCH")
#define MOTION_NODE_ROTATE_COMPOSE_NONE lua_const("MOTION_NODE_ROTATE_COMPOSE_NONE")
#define MOTION_NODE_ROTATE_ORDER_ZYX lua_const("MOTION_NODE_ROTATE_ORDER_ZYX")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_UP")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SHOOT_NUM")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_0 lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_0")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_1 lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_1")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_X lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_X")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_Y lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_Y")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_UP")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_WAIT_SHOOT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_WAIT_SHOOT")
#define WEAPON_PACMAN_FIREHYDRANT_GENERATE_ARTICLE_WATER lua_const("WEAPON_PACMAN_FIREHYDRANT_GENERATE_ARTICLE_WATER")
#define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_REVERSE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_REVERSE")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_TERM lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_TERM")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_SHOOT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_SHOOT")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_HIT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_HIT")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_REMOVE")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_FLAG_SHOOT_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_FLAG_SHOOT_UP")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_WAIT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_WAIT")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_NUM")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_START lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_START")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_SHAKE lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_SHAKE")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_WAIT")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_BREAK lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_BREAK")
#define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_REMOVE")
#define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_RIDER_NUM lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_RIDER_NUM")
#define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_AREA_BODY_FRAME lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_AREA_BODY_FRAME")
#define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_AREA_BODY lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_AREA_BODY")
#define WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_OWNER lua_const("WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_OWNER")
#define WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_BODY lua_const("WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_BODY")
#define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_DEAD_AREA lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_DEAD_AREA")
#define WEAPON_PACMAN_TRAMPOLINE_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_PACMAN_TRAMPOLINE_MOTION_PART_SET_KIND_MATERIAL")
#define PACMAN_TRAMPOLINE_COLOR_BLUE lua_const("PACMAN_TRAMPOLINE_COLOR_BLUE")
#define PACMAN_TRAMPOLINE_COLOR_RED lua_const("PACMAN_TRAMPOLINE_COLOR_RED")
#define FIGHTER_REFLET_STATUS_KIND_NUM lua_const("FIGHTER_REFLET_STATUS_KIND_NUM")
#define FIGHTER_REFLET_STATUS_KIND_RESURRECTION_THUNDERSWORD lua_const("FIGHTER_REFLET_STATUS_KIND_RESURRECTION_THUNDERSWORD")
#define FIGHTER_REFLET_STATUS_KIND_RESURRECTION_BOOK lua_const("FIGHTER_REFLET_STATUS_KIND_RESURRECTION_BOOK")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_CANCEL")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_JUMP_CANCEL")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_START lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_START")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_HOLD lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_HOLD")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_END lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_END")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_2")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_FAIL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_FAIL")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_CAPTURE lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_CAPTURE")
#define FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_HIT")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_READY lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_READY")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_END lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_END")
#define FIGHTER_REFLET_STATUS_KIND_FINAL_FAIL lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_FAIL")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_CURRENT_POINT")
#define FIGHTER_REFLET_MAGIC_KIND_SWORD lua_const("FIGHTER_REFLET_MAGIC_KIND_SWORD")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_AIR_SMASH lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_AIR_SMASH")
#define FIGHTER_REFLET_STATUS_ATTACK_FLAG_SUB_POINT lua_const("FIGHTER_REFLET_STATUS_ATTACK_FLAG_SUB_POINT")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_REVIVAL_COUNT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_REVIVAL_COUNT")
#define FIGHTER_REFLET_STATUS_ATTACK_AIR_INT_THUNDER_SWORD lua_const("FIGHTER_REFLET_STATUS_ATTACK_AIR_INT_THUNDER_SWORD")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_10 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_10")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_12 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_12")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_14 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_14")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_16 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_16")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_11 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_11")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_13 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_13")
#define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_15 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_15")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_RECOVER_TABLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_RECOVER_TABLE")
#define FIGHTER_REFLET_MAGIC_KIND_GIGA_FIRE lua_const("FIGHTER_REFLET_MAGIC_KIND_GIGA_FIRE")
#define FIGHTER_REFLET_MAGIC_KIND_EL_WIND lua_const("FIGHTER_REFLET_MAGIC_KIND_EL_WIND")
#define FIGHTER_REFLET_MAGIC_KIND_RIZAIA lua_const("FIGHTER_REFLET_MAGIC_KIND_RIZAIA")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_HI_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_HI_CURRENT_POINT")
#define FIGHTER_REFLET_STATUS_ATTACK_INT_COUNT_FOR_ATTACK_100 lua_const("FIGHTER_REFLET_STATUS_ATTACK_INT_COUNT_FOR_ATTACK_100")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_CONTINUE_MOT")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM")
#define FIGHTER_REFLET_GENERATE_ARTICLE_CHROM lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_CHROM")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_SWORD_THROW_START lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_SWORD_THROW_START")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_OFFSET_LR")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MOVE lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_GOTO_MOVE lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_GOTO_MOVE")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_CHANGE_STATUS")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_READY lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_READY")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_TARGET_NOREAC_OFF lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_TARGET_NOREAC_OFF")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_FALL_START")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_INT_ATTACK_MAGIC_KIND lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_INT_ATTACK_MAGIC_KIND")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_CUTIIN_EFFECT_HANDLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_CUTIIN_EFFECT_HANDLE")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AIR lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AIR")
#define FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_JUMP")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FAILURE_HOP lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FAILURE_HOP")
#define FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_TRY_2ND lua_const("FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_TRY_2ND")
#define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW")
#define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_AIR_LW")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_OBJECT_ID lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_OBJECT_ID")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_LW_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_LW_CURRENT_POINT")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_FAILURE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_FAILURE")
#define MA_MSC_CMD_GRAB_IS_GRAB lua_const("MA_MSC_CMD_GRAB_IS_GRAB")
#define MA_MSC_CMD_GRAB_CLEAR lua_const("MA_MSC_CMD_GRAB_CLEAR")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_WORK_INT_CATCH_STATUS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_WORK_INT_CATCH_STATUS")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH_START lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH_START")
#define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW_AIR_CAPTURE lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW_AIR_CAPTURE")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_FRAME")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_ATTACK_ID lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_ATTACK_ID")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_EFFECT_HANDLE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_EFFECT_HANDLE")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_SERIAL_HIT_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_SERIAL_HIT_FRAME")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_HEAL_EFFECT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_HEAL_EFFECT")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_GAP_Y lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_GAP_Y")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_IS_TARGET_GROUND lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_IS_TARGET_GROUND")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_DISABLE_GRAVITY_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_DISABLE_GRAVITY_FRAME")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_HEAL_DAMAGE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_HEAL_DAMAGE")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_VC_IS_PLAYED lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_VC_IS_PLAYED")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLOAT")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_MISS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_MISS")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_END_FLAG_HIT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_END_FLAG_HIT")
#define FIGHTER_REFLET_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_CURRENT_POINT")
#define FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_TRY lua_const("FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_TRY")
#define FIGHTER_REFLET_GENERATE_ARTICLE_GIGAFIRE lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_GIGAFIRE")
#define WEAPON_REFLET_CHROM_STATUS_KIND_NUM lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_NUM")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ENTRY lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ENTRY")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_DASH lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_DASH")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MISS lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MISS")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_LAUNCH lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_LAUNCH")
#define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ATTACK")
#define WEAPON_REFLET_CHROM_STATUS_KIND_WIN lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_WIN")
#define WEAPON_REFLET_CHROM_INSTANCE_WORK_ID_FLAG_LAUNCH_HIT lua_const("WEAPON_REFLET_CHROM_INSTANCE_WORK_ID_FLAG_LAUNCH_HIT")
#define WEAPON_REFLET_ELWIND_STATUS_KIND_NUM lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_NUM")
#define WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT0")
#define WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT1 lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT1")
#define WEAPON_REFLET_ELWIND_STATUS_KIND_LANDING lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_LANDING")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_NUM lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_NUM")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_CHARGE lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_CHARGE")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_SHOOT0")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_RISE lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_RISE")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_BURN lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_BURN")
#define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_VANISH lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_VANISH")
#define WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLOAT_HP")
#define WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLAG_VANISH lua_const("WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLAG_VANISH")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_NUM")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT0")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT1 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT1")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT2 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT2")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_GIGA_SPARK lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_GIGA_SPARK")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON0 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON0")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON1 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON1")
#define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON_VANISH lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON_VANISH")
#define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLAG_IS_REFLECT lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLAG_IS_REFLECT")
#define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_LENGTH lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_LENGTH")
#define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_ORIGINAL_LENGTH lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_ORIGINAL_LENGTH")
#define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET")
#define FIGHTER_SHULK_STATUS_KIND_NUM lua_const("FIGHTER_SHULK_STATUS_KIND_NUM")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_N_ACTION lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_N_ACTION")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_FALL")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_LANDING")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_HI_ADD lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_HI_ADD")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_N lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_N")
#define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_SHULK_STATUS_KIND_FINAL_READY lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_READY")
#define FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ENTRY lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ENTRY")
#define FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ATTACK lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ATTACK")
#define FIGHTER_SHULK_STATUS_KIND_FINAL_END lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_END")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_SHULK_GENERATE_ARTICLE_DUNBAN lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_DUNBAN")
#define FIGHTER_SHULK_GENERATE_ARTICLE_RIKI lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_RIKI")
#define FIGHTER_SHULK_GENERATE_ARTICLE_FIORA lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_FIORA")
#define WEAPON_SHULK_DUNBAN_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_ATTACK")
#define WEAPON_SHULK_RIKI_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_ATTACK")
#define WEAPON_SHULK_FIORA_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_ATTACK")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_INPUT")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_FALL lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_FALL")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_RESERVE_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_RESERVE_INPUT")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_ADD_SHIFT_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_ADD_SHIFT_INPUT")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_ADD_FLAG_IS_MOTION_SPEED_Y_START lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_ADD_FLAG_IS_MOTION_SPEED_Y_START")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_FLOAT_COUNTER_START_FRAME lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_FLOAT_COUNTER_START_FRAME")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SHIELD_TIME lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SHIELD_TIME")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_LW_TARGET_OBJECT_ID lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_LW_TARGET_OBJECT_ID")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_F lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_F")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK_POWER lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK_POWER")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_SHULK_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_SHULK_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_STATUS_ATTR_KEEP_MOTION_RATE lua_const("FIGHTER_STATUS_ATTR_KEEP_MOTION_RATE")
#define WEAPON_SHULK_DUNBAN_STATUS_KIND_NUM lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_NUM")
#define WEAPON_SHULK_DUNBAN_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_ENTRY")
#define WEAPON_SHULK_FIORA_STATUS_KIND_NUM lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_NUM")
#define WEAPON_SHULK_FIORA_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_ENTRY")
#define WEAPON_SHULK_RIKI_STATUS_KIND_NUM lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_NUM")
#define WEAPON_SHULK_RIKI_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_ENTRY")
#define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_NUM")
#define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL_START lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL_START")
#define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL")
#define WEAPON_KOOPAJR_BATTEN_INSTANCE_WORK_ID_FLAG_CHANGE_EFFECT lua_const("WEAPON_KOOPAJR_BATTEN_INSTANCE_WORK_ID_FLAG_CHANGE_EFFECT")
#define FIGHTER_KOOPAJR_STATUS_KIND_NUM lua_const("FIGHTER_KOOPAJR_STATUS_KIND_NUM")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_DASH")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_JUMP")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_SPIN_TURN lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_SPIN_TURN")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_HIT_WALL lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_HIT_WALL")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_SHOOT")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ATTACK")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ESCAPE lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ESCAPE")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_DAMAGE_END lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_DAMAGE_END")
#define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_KOOPAJR_STATUS_KIND_FINAL_DRAW lua_const("FIGHTER_KOOPAJR_STATUS_KIND_FINAL_DRAW")
#define FIGHTER_KOOPAJR_STATUS_KIND_FINAL_END lua_const("FIGHTER_KOOPAJR_STATUS_KIND_FINAL_END")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INTERRUPT lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INTERRUPT")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_DAMAGE_FLY lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_DAMAGE_FLY")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH")
#define FIGHTER_KOOPAJR_STATUS_FINAL_FLAG_CHANGE lua_const("FIGHTER_KOOPAJR_STATUS_FINAL_FLAG_CHANGE")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_SHADOWMARIO lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_SHADOWMARIO")
#define ATTACH_ITEM_GROUP_HIP lua_const("ATTACH_ITEM_GROUP_HIP")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_REMAINCLOWN lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_REMAINCLOWN")
#define FIGHTER_STATUS_KIND_EXTERN_HEAD lua_const("FIGHTER_STATUS_KIND_EXTERN_HEAD")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_HI lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_HI")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_SHOOT lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_SHOOT")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_FALL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_FALL")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_ACTION lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_ACTION")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_INT_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_FALL")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLOAT")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_LW")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_LW")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_KART lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_KART")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_INHERIT_SPEED lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_INHERIT_SPEED")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE_PREV lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE_PREV")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE_SPEED lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE_SPEED")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_REMOVE_KART lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_REMOVE_KART")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_BACK_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_BACK_FRAME")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_JUMP_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_JUMP_FRAME")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_DASH lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_DASH")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_DASH lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_DASH")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_CLOWN_HIT_NO lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_CLOWN_HIT_NO")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_DASH_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_DASH_FRAME")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CLIFF_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CLIFF_JUMP")
#define CONTROL_PAD_BUTTON_FLICK_JUMP lua_const("CONTROL_PAD_BUTTON_FLICK_JUMP")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_HOP")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HOP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HOP")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_CLIFF_JUMP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_CLIFF_JUMP")
#define WEAPON_KOOPAJR_KART_INSTANCE_WORK_ID_FLAG_NO_FLOOR lua_const("WEAPON_KOOPAJR_KART_INSTANCE_WORK_ID_FLAG_NO_FLOOR")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLOAT")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP")
#define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_FRAME lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_FRAME")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_SPIN_TURN_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_SPIN_TURN_JUMP")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_NORMAL_GRAVITY lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_NORMAL_GRAVITY")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CHANGED_GRAVITY lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CHANGED_GRAVITY")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_SPIN_TURN lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_SPIN_TURN")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_SPIN_TURN lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_SPIN_TURN")
#define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CONTROL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CONTROL")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_HIT_WALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_HIT_WALL")
#define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HIT_WALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HIT_WALL")
#define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_NUM")
#define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_SHOOT lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_SHOOT")
#define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_HOP lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_HOP")
#define WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_SHOOT lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_SHOOT")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLOAT_CHARGE")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_GRAVITY_FRAME lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_GRAVITY_FRAME")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HOP")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HIT_WALL lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HIT_WALL")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_ATTACK lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_ATTACK")
#define WEAPON_KOOPAJR_CANNONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_KOOPAJR_CANNONBALL_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_HOP lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_HOP")
#define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM")
#define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_NUM")
#define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_FALL lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_FALL")
#define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_BURST lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_BURST")
#define WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_START_SITUATION_KIND lua_const("WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_START_SITUATION_KIND")
#define WEAPON_KINETIC_TYPE_KOOPAJR_REMAINCLOWN_FALL lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_REMAINCLOWN_FALL")
#define WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_BURST_FRAME lua_const("WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_BURST_FRAME")
#define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_NUM")
#define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL_START lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL_START")
#define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL")
#define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_JUMP")
#define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_X lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_X")
#define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Y lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Y")
#define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Z lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Z")
#define FIGHTER_DUCKHUNT_STATUS_KIND_NUM lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_NUM")
#define FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_FLY lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_FLY")
#define FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_DUCKHUNT_STATUS_KIND_CLOSING_EAR lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_CLOSING_EAR")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_READY lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_READY")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE04")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE05 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE05")
#define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_END lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_END")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GUNMAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GUNMAN")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CANCELED lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CANCELED")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_INT_FINAL_ENEMY_KIND lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_INT_FINAL_ENEMY_KIND")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALENEMY lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALENEMY")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CLAY lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CLAY")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDUCK lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDUCK")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGRASS lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGRASS")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDOG lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDOG")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGUNMAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGUNMAN")
#define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_A lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_A")
#define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_B lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_B")
#define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_C lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_C")
#define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_D lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_D")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALCAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALCAN")
#define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE04 lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE04")
#define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALBIRD lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALBIRD")
#define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE_SLOW lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE_SLOW")
#define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE05 lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE05")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FLAP_COUNT lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FLAP_COUNT")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FRAME_COUNT lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FRAME_COUNT")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_FLOAT_SPEED_X lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_FLOAT_SPEED_X")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_REQUEST_SPECIAL_HI_CANCEL lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_REQUEST_SPECIAL_HI_CANCEL")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_ENABLE_SPECIAL_HI_CANCEL lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_ENABLE_SPECIAL_HI_CANCEL")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_TURN")
#define FIGHTER_DUCKHUNT_TURN_NEUTRAL lua_const("FIGHTER_DUCKHUNT_TURN_NEUTRAL")
#define FIGHTER_DUCKHUNT_TURN_BACK lua_const("FIGHTER_DUCKHUNT_TURN_BACK")
#define FIGHTER_DUCKHUNT_TURN_FRONT lua_const("FIGHTER_DUCKHUNT_TURN_FRONT")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_GUNMAN_OK lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_GUNMAN_OK")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_CALL_TRIGGER lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_CALL_TRIGGER")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_KINETIC_CHANGED lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_KINETIC_CHANGED")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_SHOOT_TIMER lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_SHOOT_TIMER")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_SHOOT_CAN_FRAME lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_SHOOT_CAN_FRAME")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME")
#define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CLAY lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CLAY")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_READY")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_FLY")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_EXPLODE lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_EXPLODE")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_FADEOUT lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_FADEOUT")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_WIN lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_WIN")
#define WEAPON_DUCKHUNT_CAN_STATUS_KIND_VANISHEND lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_VANISHEND")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_FLY lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_FLY")
#define WEAPON_DUCKHUNT_CAN_LINK_NO lua_const("WEAPON_DUCKHUNT_CAN_LINK_NO")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_HOP_TIMES lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_HOP_TIMES")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_GUN_MARK_TYPE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_GUN_MARK_TYPE")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_SPIN_DIR lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_SPIN_DIR")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_INVALID_HOP_FRAMES lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_INVALID_HOP_FRAMES")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_X")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_Y")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_BASE_HOP_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_BASE_HOP_SPEED_X")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_PRE_HOP_INIT_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_PRE_HOP_INIT_SPEED_Y")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_MAX_FALL_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_MAX_FALL_SPEED")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_REFLECTED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_REFLECTED")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_MAX_COUNT lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_MAX_COUNT")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_HP")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_ROTATION_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_ROTATION_SPEED")
#define WEAPON_DUCKHUNT_RETICLE_USER_ID_SMASH lua_const("WEAPON_DUCKHUNT_RETICLE_USER_ID_SMASH")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_3PS_USER_ID lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_3PS_USER_ID")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_FALL_ACCEL lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_FALL_ACCEL")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_RECORD_YARARE_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_RECORD_YARARE_SPEED")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_NEXT_ROT_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_NEXT_ROT_SPEED")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_3PS lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_3PS")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GIVEN_ATTACK_POWER lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GIVEN_ATTACK_POWER")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK_SAME_TEAM lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK_SAME_TEAM")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_LETS_REVERSE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_LETS_REVERSE")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_FIGTHER lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_FIGTHER")
#define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_EXPLODE_EFFECT_HANDLE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_EXPLODE_EFFECT_HANDLE")
#define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_READY")
#define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_FLY")
#define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_HIT lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_HIT")
#define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_VANISHEND lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_VANISHEND")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_FLY lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_FLY")
#define WEAPON_DUCKHUNT_CLAY_LINK_NO lua_const("WEAPON_DUCKHUNT_CLAY_LINK_NO")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_X")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Y")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Z")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_BY_SMASH lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_BY_SMASH")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_RESTORE_COUNT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_RESTORE_COUNT")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ACCEL_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ACCEL_Y")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_ADD_ACCEL_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_ADD_ACCEL_Y")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_FLOOR_HIT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_FLOOR_HIT")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ROT_ANGLE_AXIS lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ROT_ANGLE_AXIS")
#define FL_MA_MSC_SLOPE_GET_TOP_ANGLE lua_const("FL_MA_MSC_SLOPE_GET_TOP_ANGLE")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_X")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Y")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Z")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_X")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Y")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Z")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_HIT_INVALID_FRAME lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_HIT_INVALID_FRAME")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_REFLECTED lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_REFLECTED")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_WALL_HIT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_WALL_HIT")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_OPPONENT_BREAK lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_OPPONENT_BREAK")
#define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_BROKEN_EFFECT_HANDLE lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_BROKEN_EFFECT_HANDLE")
#define WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_FLY")
#define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE03 lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE03")
#define WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_START lua_const("WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_START")
#define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_WAIT lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_WAIT")
#define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE")
#define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_KIND lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_KIND")
#define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_PATTERN lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_PATTERN")
#define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_WAIT_FRAME lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_WAIT_FRAME")
#define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_WAIT_FRAME lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_WAIT_FRAME")
#define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_FLOAT_ROT_Y")
#define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE01 lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE01")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_READY")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_DEAD lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_DEAD")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_SHOOT lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_SHOOT")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_R lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_R")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L2 lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L2")
#define WEAPON_DUCKHUNT_GUNMAN_KIND_SONBURERO lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_SONBURERO")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_KIND lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_KIND")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Y lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Y")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Z lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Z")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_MUZZLEFLASH_EFFECT_HANDLE_ID lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_MUZZLEFLASH_EFFECT_HANDLE_ID")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_COUNTER lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_COUNTER")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT_AFTER lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT_AFTER")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT")
#define WEAPON_DUCKHUNT_GUNMAN_KIND_HIGE lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_HIGE")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_AIR_START lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_AIR_START")
#define WEAPON_DUCKHUNT_GUNMAN_KIND_NOPPO lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_NOPPO")
#define WEAPON_DUCKHUNT_GUNMAN_KIND_KUROFUKU lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_KUROFUKU")
#define WEAPON_DUCKHUNT_GUNMAN_KIND_BOSS lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_BOSS")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_RAY_EFFECT_HANDLE_ID lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_RAY_EFFECT_HANDLE_ID")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_VISIBILITY_CHANGED lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_VISIBILITY_CHANGED")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_SHOOT_COUNT lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_SHOOT_COUNT")
#define WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_GUNMANBULLET lua_const("WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_GUNMANBULLET")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_DEAD lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_DEAD")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_DAMAGE_FLY_BOUND_NUM lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_DAMAGE_FLY_BOUND_NUM")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE_FLY lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE_FLY")
#define WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_KUROFUKUHAT lua_const("WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_KUROFUKUHAT")
#define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_DIE_SMOKE_SCALE lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_DIE_SMOKE_SCALE")
#define WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_BOUNDED lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_BOUNDED")
#define WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_MOVE")
#define WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_MOVE")
#define WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_NUM")
#define WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_MOVE")
#define FIGHTER_RYU_STATUS_KIND_FINAL2 lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_TARGET_BATTLE_OBJECT_ID lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_TARGET_BATTLE_OBJECT_ID")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_DIST_MIN lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_DIST_MIN")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_R lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_R")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_G lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_G")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_B lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_B")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_A lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_A")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_COLOR_RATE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_COLOR_RATE")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_INVISIBLE_STAGE_TIME lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_INVISIBLE_STAGE_TIME")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_INVISIBLE_STAGE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_INVISIBLE_STAGE")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_BRANCH_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_BRANCH_HIT")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_HIT")
#define FIGHTER_RYU_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_HIT")
#define FIGHTER_RYU_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_JUMP")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_CAMERA_OFFSET lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_CAMERA_OFFSET")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_1 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_1")
#define FIGHTER_RYU_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_FALL")
#define FIGHTER_RYU_STATUS_KIND_FINAL_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_LANDING")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END_SET_PARAM lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END_SET_PARAM")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_KEN_ATTACK_NUM lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_KEN_ATTACK_NUM")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_CAMERA_OFFSET_TYPE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_CAMERA_OFFSET_TYPE")
#define FIGHTER_RYU_STATUS_KIND_FINAL2_FALL lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_FALL")
#define FIGHTER_RYU_STATUS_KIND_FINAL2_AIR_END lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_AIR_END")
#define FIGHTER_RYU_STATUS_KIND_FINAL2_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_LANDING")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_X")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_Y")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_X")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Y")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Z lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Z")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_LAST_ATTACK_VECTOR lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_LAST_ATTACK_VECTOR")
#define ATTACK_VEC_NONE lua_const("ATTACK_VEC_NONE")
#define FIGHTER_RYU_LINK_NO_FINAL lua_const("FIGHTER_RYU_LINK_NO_FINAL")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AKEBONO_FINISH lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AKEBONO_FINISH")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_2 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_2")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_3 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_3")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_4 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_4")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_5 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_5")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_6 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_6")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_7 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_7")
#define FIGHTER_RYU_FINAL_CAMERA_OFFSET_RETURN lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_RETURN")
#define FIGHTER_AREA_KIND_BODY lua_const("FIGHTER_AREA_KIND_BODY")
#define FIGHTER_AREA_KIND_NUM lua_const("FIGHTER_AREA_KIND_NUM")
#define FIGHTER_AREA_KIND_WIND lua_const("FIGHTER_AREA_KIND_WIND")
#define FIGHTER_AREA_KIND_WIND_RAD lua_const("FIGHTER_AREA_KIND_WIND_RAD")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL2")
#define FIGHTER_KEN_GENERATE_ARTICLE_SHINRYUKEN lua_const("FIGHTER_KEN_GENERATE_ARTICLE_SHINRYUKEN")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ADJUST_SHINRYUKEN_POS lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ADJUST_SHINRYUKEN_POS")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_COUNTER")
#define FIGHTER_RYU_STATUS_KIND_NUM lua_const("FIGHTER_RYU_STATUS_KIND_NUM")
#define FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND1")
#define FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND2")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_LOOP")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_AIR_HI_END lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_AIR_HI_END")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK_TURN lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK_TURN")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_F lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_F")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_B lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_B")
#define FIGHTER_RYU_STATUS_KIND_FINAL_AIR_END lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_AIR_END")
#define FIGHTER_RYU_STATUS_KIND_ATTACK_NEAR lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_NEAR")
#define FIGHTER_RYU_STATUS_KIND_TURN_AUTO lua_const("FIGHTER_RYU_STATUS_KIND_TURN_AUTO")
#define FIGHTER_RYU_STATUS_KIND_SQUAT_TURN_AUTO lua_const("FIGHTER_RYU_STATUS_KIND_SQUAT_TURN_AUTO")
#define FIGHTER_RYU_STATUS_KIND_WALK_BACK lua_const("FIGHTER_RYU_STATUS_KIND_WALK_BACK")
#define FIGHTER_RYU_STATUS_KIND_WALK_BRAKE_BACK lua_const("FIGHTER_RYU_STATUS_KIND_WALK_BRAKE_BACK")
#define FIGHTER_RYU_STATUS_KIND_DASH_BACK lua_const("FIGHTER_RYU_STATUS_KIND_DASH_BACK")
#define FIGHTER_RYU_STATUS_KIND_TURN_RUN_BACK lua_const("FIGHTER_RYU_STATUS_KIND_TURN_RUN_BACK")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_N_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_N_COMMAND")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_N2_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_N2_COMMAND")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_COMMAND")
#define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_COMMAND")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_OPPONENT_LR_1ON1 lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_OPPONENT_LR_1ON1")
#define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLAG_COMMAND_EXTEND lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLAG_COMMAND_EXTEND")
#define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_SPEED_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_SPEED_Y")
#define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_OFFSET_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_OFFSET_Y")
#define FIGHTER_RYU_STATUS_WORK_ID_PASS_INT_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_INT_FRAME")
#define FIGHTER_KINETIC_TYPE_DASH_BACK lua_const("FIGHTER_KINETIC_TYPE_DASH_BACK")
#define FIGHTER_RYU_STATUS_ATTACK_INT_BUTTON_ON_FRAME lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_BUTTON_ON_FRAME")
#define FIGHTER_RYU_STATUS_ATTACK_INT_FRAME lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_FRAME")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_HIT_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_HIT_CANCEL")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_CANCEL")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_SAME_ATTACK_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_SAME_ATTACK_CANCEL")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_BUTTON_TRIGGER lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_BUTTON_TRIGGER")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_RELEASE_BUTTON")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_BRANCH_FRAME_FIRST lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_BRANCH_FRAME_FIRST")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_CHANGE_LOG lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_CHANGE_LOG")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_NEAR_OPPONENT lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_NEAR_OPPONENT")
#define FIGHTER_RYU_STATUS_ATTACK_INT_LOG_KIND lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_LOG_KIND")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL")
#define COLLISION_KIND_MASK_SHIELD lua_const("COLLISION_KIND_MASK_SHIELD")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLOAT")
#define FIGHTER_RYU_STATUS_ATTACK_INT_NEAR_INPUT lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_NEAR_INPUT")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR_W lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR_W")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND1")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND1")
#define FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND3")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND2")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND2")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AIR")
#define CAMERA_QUAKE_KIND_KEEPSMALL lua_const("CAMERA_QUAKE_KIND_KEEPSMALL")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_MOTION_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_MOTION_FIRST")
#define FIGHTER_RYU_STRENGTH_W lua_const("FIGHTER_RYU_STRENGTH_W")
#define FIGHTER_RYU_STRENGTH_M lua_const("FIGHTER_RYU_STRENGTH_M")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI_COMMAND")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_REVERSE_LR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_REVERSE_LR")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_START_SITUATION lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_START_SITUATION")
#define FIGHTER_KINETIC_TYPE_RYU_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_RYU_SPECIAL_HI_JUMP")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_COUNTER")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_STOP_MATERIAL_ANIM lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_STOP_MATERIAL_ANIM")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_MATERIAL_ANIME_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_MATERIAL_ANIME_FRAME")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_REVERSE_MATERIAL_ANIM lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_REVERSE_MATERIAL_ANIM")
#define FIGHTER_RYU_MOTION_PART_SET_KIND_INK lua_const("FIGHTER_RYU_MOTION_PART_SET_KIND_INK")
#define FIGHTER_RYU_SAVING_LV_3 lua_const("FIGHTER_RYU_SAVING_LV_3")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SAVING_LV lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SAVING_LV")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_RELEASE_BUTTON lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_RELEASE_BUTTON")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_CHARGE_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_CHARGE_COUNTER")
#define FIGHTER_RYU_SAVING_LV_1 lua_const("FIGHTER_RYU_SAVING_LV_1")
#define FIGHTER_RYU_SAVING_LV_2 lua_const("FIGHTER_RYU_SAVING_LV_2")
#define FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_6N6 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_6N6")
#define FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_4N4 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_4N4")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SUPER_ARMOUR_COUNT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SUPER_ARMOUR_COUNT")
#define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_ENERGY_TYPE_ATTACK_SPEED_MUL lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_ENERGY_TYPE_ATTACK_SPEED_MUL")
#define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_START_LR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_START_LR")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_ENDURANCE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_ENDURANCE")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_HIT_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_HIT_FRAME")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_STEP_CHANCEL lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_STEP_CHANCEL")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT_FRONT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT_FRONT")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_CONTACT_FIGHTER_DIST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_CONTACT_FIGHTER_DIST")
#define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_HI_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_HI_COMMAND")
#define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_S_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_S_COMMAND")
#define FIGHTER_PAD_CMD_CAT4_FLAG_ATTACK_COMMAND1 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_ATTACK_COMMAND1")
#define ENERGY_STOP_RESET_TYPE_NONE lua_const("ENERGY_STOP_RESET_TYPE_NONE")
#define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S_COMMAND")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_START_SITUATION lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_START_SITUATION")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_EFFECT_HANDLE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_EFFECT_HANDLE")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_LOOP_COUNT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_LOOP_COUNT")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_GROUND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_GROUND")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_GROUND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_GROUND")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_AIR")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_PLAY_LANDING_SE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_PLAY_LANDING_SE")
#define WEAPON_RYU_HADOKEN_STATUS_KIND_NUM lua_const("WEAPON_RYU_HADOKEN_STATUS_KIND_NUM")
#define WEAPON_RYU_HADOKEN_STATUS_KIND_MOVE lua_const("WEAPON_RYU_HADOKEN_STATUS_KIND_MOVE")
#define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_TYPE lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_TYPE")
#define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_STRENGTH lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_STRENGTH")
#define WEAPON_KIND_RYU_HADOKEN lua_const("WEAPON_KIND_RYU_HADOKEN")
#define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_HIT_END lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_HIT_END")
#define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_LAST_HIT lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_LAST_HIT")
#define WEAPON_RYU_SACK_STATUS_KIND_NUM lua_const("WEAPON_RYU_SACK_STATUS_KIND_NUM")
#define WEAPON_RYU_SACK_STATUS_KIND_WIN2 lua_const("WEAPON_RYU_SACK_STATUS_KIND_WIN2")
#define WEAPON_RYU_SACK_STATUS_KIND_WIN2_WAIT lua_const("WEAPON_RYU_SACK_STATUS_KIND_WIN2_WAIT")
#define WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_NUM lua_const("WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_NUM")
#define WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_MOVE lua_const("WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_MOVE")
#define WEAPON_KEN_SHINRYUKEN_STATUS_KIND_NUM lua_const("WEAPON_KEN_SHINRYUKEN_STATUS_KIND_NUM")
#define WEAPON_KEN_SHINRYUKEN_STATUS_KIND_FINAL lua_const("WEAPON_KEN_SHINRYUKEN_STATUS_KIND_FINAL")
#define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_FLAG_ADD_ATTACK lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_FLAG_ADD_ATTACK")
#define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_COUNT lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_COUNT")
#define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_DEC_FRAME lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_DEC_FRAME")
#define FIGHTER_CLOUD_STATUS_KIND_NUM lua_const("FIGHTER_CLOUD_STATUS_KIND_NUM")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S2")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S3")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_FALL lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_FALL")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_LANDING lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_LANDING")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_CHARGE")
#define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_HIT")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_FALL")
#define FIGHTER_CLOUD_STATUS_KIND_FINAL_END lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_END")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW_PREV lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW_PREV")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ENABLE_MOVE lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ENABLE_MOVE")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_LR lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_LR")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_MOVE_END lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_MOVE_END")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_FALL_START")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM")
#define FIGHTER_CLOUD_FINAL_TARGET_NUM lua_const("FIGHTER_CLOUD_FINAL_TARGET_NUM")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_2_SHIFT_INPUT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_2_SHIFT_INPUT")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_FALL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_FALL")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT_RESERVE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT_RESERVE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_HI2_LIMIT_BREAK lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_HI2_LIMIT_BREAK")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_NUM lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_NUM")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_ID lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_ID")
#define FIGHTER_CLOUD_SPECIAL_HI2_HIT_OBJECT_NUM_MAX lua_const("FIGHTER_CLOUD_SPECIAL_HI2_HIT_OBJECT_NUM_MAX")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_FALL_FRAME lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_FALL_FRAME")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW_BRAKE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW_BRAKE")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_EFFECT lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_EFFECT")
#define MA_MSC_EFFECT_SET_FRAME lua_const("MA_MSC_EFFECT_SET_FRAME")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLOAT_LIMIT_GAUGE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLOAT_LIMIT_GAUGE")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_REMOVE_FRAME lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_REMOVE_FRAME")
#define FIGHTER_CLOUD_STATUS_SPECIAL_LW_INT_CANCEL_STATUS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_INT_CANCEL_STATUS")
#define FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_CANCEL_JUMP_MINI_ATTACK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_CANCEL_JUMP_MINI_ATTACK")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_CAPTURE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_CAPTURE")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_DAMAGE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_DAMAGE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_LW_END_WORK_KEEP_FLAG lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_END_WORK_KEEP_FLAG")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_CHECK")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_HIT_ATTACK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_HIT_ATTACK")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_DETACH_EFFECT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_DETACH_EFFECT")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_HOP lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_HOP")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV")
#define WEAPON_CLOUD_WAVE_STATUS_KIND_NUM lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_NUM")
#define WEAPON_CLOUD_WAVE_STATUS_KIND_REGULAR lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_REGULAR")
#define WEAPON_CLOUD_WAVE_STATUS_KIND_HIT lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_HIT")
#define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_ATTACK_POWER_LOW lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_ATTACK_POWER_LOW")
#define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_INT_EFFECT_KIND lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_INT_EFFECT_KIND")
#define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE")
#define FIGHTER_KAMUI_STATUS_KIND_NUM lua_const("FIGHTER_KAMUI_STATUS_KIND_NUM")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_HOLD")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_BITE lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_BITE")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_JUMP_END")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK_END")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_END")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_JUMP lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_JUMP")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F_LANDING lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F_LANDING")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B_LANDING lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B_LANDING")
#define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_KAMUI_STATUS_KIND_FINAL_READY lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_READY")
#define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ENTRY lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ENTRY")
#define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK")
#define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK_WAIT lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK_WAIT")
#define FIGHTER_KAMUI_STATUS_KIND_FINAL_END lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_END")
#define FIGHTER_KAMUI_GENERATE_ARTICLE_SPEARHAND lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_SPEARHAND")
#define FIGHTER_KAMUI_GENERATE_ARTICLE_WATERDRAGON lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_WATERDRAGON")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_FOR_JUMP lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_FOR_JUMP")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE")
#define FIGHTER_KAMUI_GENERATE_ARTICLE_WATERSTREAM lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_WATERSTREAM")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFFECT_SWORD_AURA lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFFECT_SWORD_AURA")
#define FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_AIR_CONTROL")
#define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_TILT_BODY_DEGREE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_TILT_BODY_DEGREE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_TILT_BODY_ON lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_TILT_BODY_ON")
#define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_INT_TILT_BODY_STATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_INT_TILT_BODY_STATE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_RETURN_TILT_BODY_DEGREE_ONCE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_RETURN_TILT_BODY_DEGREE_ONCE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT")
#define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_LW_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_WORK_FLOAT_SHIELD_LR")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_START lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_START")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ATTACK lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ATTACK")
#define FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_S_JUMP")
#define FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_AIR_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_AIR_S_JUMP")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_IS_WALL_PIERCE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_IS_WALL_PIERCE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_X lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_X")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_Y lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_Y")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_TRIGGER lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_TRIGGER")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_ON lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_ON")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_MOVE_KINETIC_PARAM lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_MOVE_KINETIC_PARAM")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_SPEED_X_LIMIT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_SPEED_X_LIMIT")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_UPDATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_UPDATE")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_WALL_ATTACK_B_REVERSE_LR lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_WALL_ATTACK_B_REVERSE_LR")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_CHANGE_JUMP_ACCEL_Y lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_CHANGE_JUMP_ACCEL_Y")
#define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_JUMP_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_JUMP_CONTROL")
#define WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_NUM lua_const("WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_NUM")
#define WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_REGULAR lua_const("WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_REGULAR")
#define WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLAG_WN_REMOVED lua_const("WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLAG_WN_REMOVED")
#define WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLOAT_HOLD_RATE")
#define WEAPON_BAYONETTA_BAT_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN")
#define WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN_END lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN_END")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_BAT_FRAME lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_BAT_FRAME")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_MOTION_RATE lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_MOTION_RATE")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLAG_CONSTRAINT_ROT_N lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLAG_CONSTRAINT_ROT_N")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_INTER_FRAME lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_INTER_FRAME")
#define FIGHTER_BAYONETTA_STATUS_KIND_NUM lua_const("FIGHTER_BAYONETTA_STATUS_KIND_NUM")
#define FIGHTER_BAYONETTA_STATUS_KIND_ATTACK_AIR_F lua_const("FIGHTER_BAYONETTA_STATUS_KIND_ATTACK_AIR_F")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_FIRE")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_S_HOLD_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_S_HOLD_END")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_U lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_U")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_HIT lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_HIT")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_LANDING lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_LANDING")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_WALL_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_WALL_END")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_START lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_START")
#define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END")
#define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END_AFTER lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END_AFTER")
#define FIGHTER_BAYONETTA_STATUS_KIND_BATWITHIN lua_const("FIGHTER_BAYONETTA_STATUS_KIND_BATWITHIN")
#define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_LW_BATWITHIN lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_LW_BATWITHIN")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_INT_REDUCTION_LEFT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_INT_REDUCTION_LEFT")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_FLOAT_SPEED_COEFFICIENT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_FLOAT_SPEED_COEFFICIENT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_WITCH_TIME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_WITCH_TIME")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_INT_WITCH_TIME_SMASH_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_INT_WITCH_TIME_SMASH_HOLD")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT")
#define FIGHTER_BAYONETTA_STATUS_ITEM_SWING_INT_WITCH_TIME_SMASH_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ITEM_SWING_INT_WITCH_TIME_SMASH_HOLD")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_MOTION_KIND")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_MOTION_KIND")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_COUNT")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_STEP")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_START lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_START")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP_START lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP_START")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CONTINUE lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CONTINUE")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLOAT_MOTION_RESTART_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLOAT_MOTION_RESTART_FRAME")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_END lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_END")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LOOPED lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LOOPED")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP")
#define FIGHTER_BAYONETTA_SHOOTING_STEP_SHOOTING lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_SHOOTING")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLOAT")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_CONNECT_COMBO lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_CONNECT_COMBO")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_ENABLE_COMBO lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_ENABLE_COMBO")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_HIT_SPEED_Y lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_HIT_SPEED_Y")
#define FIGHTER_COMBO_KIND_AIR_F lua_const("FIGHTER_COMBO_KIND_AIR_F")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F2 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F2")
#define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F3")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STATUS_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STATUS_KIND")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLOAT")
#define FIGHTER_BAYONETTA_BATWITHIN_SUCCEEDS_KEEP lua_const("FIGHTER_BAYONETTA_BATWITHIN_SUCCEEDS_KEEP")
#define FIGHTER_BAYONETTA_BATWITHIN_STATUS_ATTR lua_const("FIGHTER_BAYONETTA_BATWITHIN_STATUS_ATTR")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_COUNT")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_BAT lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_BAT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_X lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_X")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_Y lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_Y")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STEP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_FLAG_RETURN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_FLAG_RETURN")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLOAT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_USED_COUNT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_USED_COUNT")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_REUSE_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_REUSE_FRAME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_DISABLE_JUMP_AFTER_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_DISABLE_JUMP_AFTER_FRAME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_HI lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_HI")
#define FIGHTER_EFFECT_SCREEN_NO_FINAL_BG lua_const("FIGHTER_EFFECT_SCREEN_NO_FINAL_BG")
#define FIGHTER_EFFECT_SCREEN_NO_FINAL_FLASH lua_const("FIGHTER_EFFECT_SCREEN_NO_FINAL_FLASH")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_SYNC lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_SYNC")
#define FIGHTER_LOG_MASK_FLAG_NO_FINAL lua_const("FIGHTER_LOG_MASK_FLAG_NO_FINAL")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_COUNT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_DISABLE_ZOOM_IN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_DISABLE_ZOOM_IN")
#define FIGHTER_SPECIFIC_STATUS_FLOWER lua_const("FIGHTER_SPECIFIC_STATUS_FLOWER")
#define FIGHTER_SPECIFIC_STATUS_HEAD_MUSHROOM lua_const("FIGHTER_SPECIFIC_STATUS_HEAD_MUSHROOM")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_HAIR lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_HAIR")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_GOMORRAH lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_GOMORRAH")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVEARM lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVEARM")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVELEG lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVELEG")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_NEXT_SCENE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_NEXT_SCENE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_START lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_START")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_END lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_END")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_GROUND_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_GROUND_MOTION_KIND")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_AIR_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_AIR_MOTION_KIND")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_FINAL_START_SITUATION lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_FINAL_START_SITUATION")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_SET lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_SET")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_ON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_ON")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_MOT_CHANGE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_RESTART_OTHER_FIGHTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_RESTART_OTHER_FIGHTER")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_FINAL_END_AFTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_FINAL_END_AFTER")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SELF_BATTLE_OBJECT_ID lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SELF_BATTLE_OBJECT_ID")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ENABLE_FINAL_END_CAMERA lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ENABLE_FINAL_END_CAMERA")
#define FIGHTER_BAYONETTA_STATUS_JUMP_INT_JUMP_COUNT_BACKUP lua_const("FIGHTER_BAYONETTA_STATUS_JUMP_INT_JUMP_COUNT_BACKUP")
#define FIGHTER_BAYONETTA_STATUS_JUMP_INT_ITEM_SCREW_JUMP_COUNT_BACKUP lua_const("FIGHTER_BAYONETTA_STATUS_JUMP_INT_ITEM_SCREW_JUMP_COUNT_BACKUP")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_SHOOTING lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_SHOOTING")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_HI_USED_COUNT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_HI_USED_COUNT")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AFTER_ACTION lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AFTER_ACTION")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SITUATION_KEEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SITUATION_KEEP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_AIR lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_AIR")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SHOOTING lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SHOOTING")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_REUSE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_REUSE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_GROUND_START lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_GROUND_START")
#define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_HI_JUMP")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_INT")
#define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLOAT")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_KEEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_KEEP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_NO_SHOOTING_ENABLE_CANCEL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_NO_SHOOTING_ENABLE_CANCEL")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_WITCH_TIME_XLU_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_WITCH_TIME_XLU_FRAME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_FINAL_STEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_FINAL_STEP")
#define FIGHTER_BAYONETTA_FINAL_STEP_GAUGE_RECOVERY lua_const("FIGHTER_BAYONETTA_FINAL_STEP_GAUGE_RECOVERY")
#define MA_MSC_CMD_SEARCH_SET_REMOVE_LOG_ATTACK lua_const("MA_MSC_CMD_SEARCH_SET_REMOVE_LOG_ATTACK")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_NEXT_NO_COMP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_NEXT_NO_COMP")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_PREV_NO_COMP_FLAG lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_PREV_NO_COMP_FLAG")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_CLEAR_SPEED lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_CLEAR_SPEED")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_FLASH_ON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_FLASH_ON")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_NEXT_NO_COMP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_NEXT_NO_COMP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_WITCH_TIME_CANCEL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_WITCH_TIME_CANCEL")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_INT_WITCH_TIME_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_INT_WITCH_TIME_CANCEL_FRAME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SLOW_TIME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SLOW_TIME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLOAT_WITCH_TIME_SLOW_TIME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLOAT_WITCH_TIME_SLOW_TIME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_END_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_END_CANCEL_FRAME")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_D_ENABLE_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_D_ENABLE_FRAME")
#define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_S")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_WALL_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_WALL_CHECK")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_CANCEL_OK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_CANCEL_OK")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_FORBID lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_FORBID")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END")
#define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_START lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_START")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_BEFORE_GUARD lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_BEFORE_GUARD")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GUARD_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GUARD_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_GUARD_SPEED_MUL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_GUARD_SPEED_MUL")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S_CHANGE_MOTION lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S_CHANGE_MOTION")
#define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLAG_SITUATION_KEEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLAG_SITUATION_KEEP")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_WALL_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_WALL_CHECK")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_AIR_SPECIAL_S_U_TO_D lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_AIR_SPECIAL_S_U_TO_D")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_REUSE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_REUSE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_LANDING_FALL_SPECIAL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_LANDING_FALL_SPECIAL")
#define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_D_HIT lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_D_HIT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT_AFTER_STICK_CONTROL_OK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT_AFTER_STICK_CONTROL_OK")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_INT_COUNTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_INT_COUNTER")
#define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_WALL_END lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_WALL_END")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_ENABLE_HIT_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_ENABLE_HIT_CANCEL_FRAME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_INT_STEP")
#define FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_X lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_X")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_Y lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_Y")
#define FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GROUND_ANGLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GROUND_ANGLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_NEAR_CLIFF lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_NEAR_CLIFF")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOTING_SPEED_MUL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOTING_SPEED_MUL")
#define WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_FINAL_VISUAL_SCENE01 lua_const("WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_FINAL_VISUAL_SCENE01")
#define WEAPON_BAYONETTA_HAIR_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_HAIR_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_HAIR_STATUS_KIND_FINAL_VISUAL_SCENE01 lua_const("WEAPON_BAYONETTA_HAIR_STATUS_KIND_FINAL_VISUAL_SCENE01")
#define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_MOVE lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_MOVE")
#define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_STAY lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_STAY")
#define WEAPON_BAYONETTA_SPECIALN_BULLET_INSTANCE_WORK_ID_FLAG_CHARGE_BULLET lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_INSTANCE_WORK_ID_FLAG_CHARGE_BULLET")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_S4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_S4")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_HI4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_HI4")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_INTERRUPTION")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_MOTION_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_MOTION_KIND")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_MOTION_PART_SET_KIND_MATERIAL")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_INTERRUPTION")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_REMOVE")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_NUM")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_ATTACK_LW4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_ATTACK_LW4")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_INTERRUPTION")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_MOTION_PART_SET_KIND_MATERIAL")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_INTERRUPTION")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_REMOVE")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT")
#define FIGHTER_INKLING_STATUS_KIND_NUM lua_const("FIGHTER_INKLING_STATUS_KIND_NUM")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK_TURN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK_TURN")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_DASH")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN_TURN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN_TURN")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_STOP_WALL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_STOP_WALL")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_JUMP_END")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_ROT lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_ROT")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_STOP_CEIL")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_THROW lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_THROW")
#define FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_EMPTY lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_EMPTY")
#define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_START lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_START")
#define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK")
#define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_END lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_END")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_CHARGE_COUNT")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_UV lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_UV")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_PUMP lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_PUMP")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MAX lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MAX")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MARKER lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MARKER")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_FLOAT_PRE_INK lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_FLOAT_PRE_INK")
#define FIGHTER_INKLING_STATUS_CHARGE_INK_FLAG_CHARGE_START lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_FLAG_CHARGE_START")
#define FIGHTER_INKLING_GENERATE_ARTICLE_SQUID lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SQUID")
#define FIGHTER_INKLING_STATUS_ATTACK_WORK_INT_100_INK_COUNT lua_const("FIGHTER_INKLING_STATUS_ATTACK_WORK_INT_100_INK_COUNT")
#define FIGHTER_INKLING_STATUS_ATTACK_FLAG_SUB_INK lua_const("FIGHTER_INKLING_STATUS_ATTACK_FLAG_SUB_INK")
#define FIGHTER_INKLING_GENERATE_ARTICLE_BRUSH lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_BRUSH")
#define FIGHTER_INKLING_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_BLASTER")
#define FIGHTER_INKLING_GENERATE_ARTICLE_SLOSHER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SLOSHER")
#define FIGHTER_INKLING_STATUS_FINAL_FLAG_SHOOT lua_const("FIGHTER_INKLING_STATUS_FINAL_FLAG_SHOOT")
#define FIGHTER_INKLING_GENERATE_ARTICLE_MEGAPHONELASER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_MEGAPHONELASER")
#define FIGHTER_INKLING_STATUS_SPECIAL_HI_FLAG_CAN_STOP_CEIL lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_FLAG_CAN_STOP_CEIL")
#define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_REV_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_REV_DEGREE")
#define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_DEGREE")
#define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_REV_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_REV_DEGREE")
#define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE")
#define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_JUMP lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_JUMP")
#define GROUND_TOUCH_FLAG_UP_SIDE lua_const("GROUND_TOUCH_FLAG_UP_SIDE")
#define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_ROT_X lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_ROT_X")
#define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_ROT lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_ROT")
#define WEAPON_INKLING_SQUID_STATUS_KIND_NONE lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_NONE")
#define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_STOP_CEIL")
#define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_FALL lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_CHARGING lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_CHARGING")
#define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_TO_THROW_OK lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_TO_THROW_OK")
#define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_THROW lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_THROW")
#define FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_INT_MAX_CHARGE_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_INT_MAX_CHARGE_FRAME")
#define FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_FRAME")
#define FIGHTER_INKLING_GENERATE_ARTICLE_SPLASHBOMB lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SPLASHBOMB")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TRIGGER_BUTTON lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TRIGGER_BUTTON")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ALL_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ALL_FRAME")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ENABLE_FINISH_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ENABLE_FINISH_FRAME")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP_END lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP_END")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_END lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_END")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_GROUND_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_GROUND_DEGREE")
#define FIGHTER_INKLING_GENERATE_ARTICLE_ROLLER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_ROLLER")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_X")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE_SPEED lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE_SPEED")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_ACCEL_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_ACCEL_X")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_X")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_Y lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_Y")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_SE_MAX_PITCH lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_SE_MAX_PITCH")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_EMPTY_SE_MAX_PITCH lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_EMPTY_SE_MAX_PITCH")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_AFTER_TURN_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_AFTER_TURN_FRAME")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_WALL_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_WALL_FRAME")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_START lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_START")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_END lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_END")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_RUN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_RUN")
#define GROUND_TOUCH_FLAG_RIGHT_SIDE lua_const("GROUND_TOUCH_FLAG_RIGHT_SIDE")
#define GROUND_TOUCH_FLAG_LEFT_SIDE lua_const("GROUND_TOUCH_FLAG_LEFT_SIDE")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_FRONT lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_FRONT")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_BACK lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_BACK")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_WALK lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WALK")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_DASH lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_DASH")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_DASH_ACCEL_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_DASH_ACCEL_X")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_WALK_TURN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WALK_TURN")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TURN lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TURN")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_RUN_TURN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_RUN_TURN")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_STOP_WALL lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_STOP_WALL")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP")
#define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_AFTER_JUMP lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_AFTER_JUMP")
#define WEAPON_INKLING_INKBULLET_STATUS_KIND_NUM lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_NUM")
#define WEAPON_INKLING_INKBULLET_STATUS_KIND_FLY lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_FLY")
#define WEAPON_INKLING_INKBULLET_STATUS_KIND_HIT lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_HIT")
#define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT_WALL lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT_WALL")
#define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT")
#define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_NUM lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_NUM")
#define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_START lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_START")
#define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FIRE lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FIRE")
#define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FINISH lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FINISH")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLAG_CHANGE_DEGREE lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLAG_CHANGE_DEGREE")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_INT_FIRE_COUNT lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_INT_FIRE_COUNT")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_SHOOT_DEGREE lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_SHOOT_DEGREE")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_NUM lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_NUM")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_LANDING lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_LANDING")
#define WEAPON_INKLING_ROLLER_STATUS_KIND_WIN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WIN")
#define WEAPON_INKLING_ROLLERINK_STATUS_KIND_NUM lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_NUM")
#define WEAPON_INKLING_ROLLERINK_STATUS_KIND_NORMAL lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_NORMAL")
#define WEAPON_INKLING_ROLLERINK_STATUS_KIND_FINISH lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_FINISH")
#define WEAPON_INKLING_ROLLERINK_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_INKLING_ROLLERINK_INSTANCE_WORK_ID_FLAG_REMOVE")
#define WEAPON_INKLING_SPLASH_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SPLASH_STATUS_KIND_NUM")
#define WEAPON_INKLING_SPLASH_STATUS_KIND_NORMAL lua_const("WEAPON_INKLING_SPLASH_STATUS_KIND_NORMAL")
#define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_NUM")
#define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_HAVE lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_HAVE")
#define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_THROWN lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_THROWN")
#define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_EXPLODE lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_EXPLODE")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_DOWN_LIFE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_DOWN_LIFE")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_LANDING lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_LANDING")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_HOP")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_STOP_FRAME lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_STOP_FRAME")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_INT_BOUND_NUM")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_EXPLODE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_EXPLODE")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_RADIUS lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_RADIUS")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_ATTACK lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_ATTACK")
#define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_INK lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_INK")
#define WEAPON_INKLING_SQUID_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_NUM")
#define FIGHTER_RIDLEY_STATUS_KIND_NUM lua_const("FIGHTER_RIDLEY_STATUS_KIND_NUM")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_CHARGE")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_FAILURE")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FAILURE")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL_JUMP lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL_JUMP")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CUT lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CUT")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_HOVER lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_HOVER")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_START lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_START")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_F lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_F")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_B lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_B")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_HI lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_HI")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_LW lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_LW")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_CEIL")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_WALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_WALL")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_LW_FINISH lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_LW_FINISH")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_READY lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_READY")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE04")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE05 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE05")
#define FIGHTER_RIDLEY_STATUS_KIND_FINAL_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_END")
#define FIGHTER_RIDLEY_INSTANCE_WORK_ID_FLAG_UNABLE_SPECIAL_S lua_const("FIGHTER_RIDLEY_INSTANCE_WORK_ID_FLAG_UNABLE_SPECIAL_S")
#define FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_RIDLEY_FINAL_MODULE_START_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_START_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_START_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_START_EXIT")
#define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_CLEAR_SLOW")
#define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_X")
#define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_Y")
#define FIGHTER_RIDLEY_FINAL_MODULE_READY_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_INIT")
#define FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK")
#define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT_PRE")
#define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXEC")
#define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXEC_STATUS lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXEC_STATUS")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_EXIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_EXIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_INIT")
#define FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT")
#define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXEC_STATUS lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXEC_STATUS")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_EXIT")
#define FIGHTER_RIDLEY_GENERATE_ARTICLE_GUNSHIP lua_const("FIGHTER_RIDLEY_GENERATE_ARTICLE_GUNSHIP")
#define WEAPON_RIDLEY_GUNSHIP_STATUS_KIND_FALL lua_const("WEAPON_RIDLEY_GUNSHIP_STATUS_KIND_FALL")
#define FIGHTER_RIDLEY_FINAL_MODULE_END_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_INIT")
#define FIGHTER_RIDLEY_FINAL_MODULE_END_EXEC lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_EXEC")
#define FIGHTER_RIDLEY_FINAL_MODULE_END_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_EXIT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_HOVER lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_HOVER")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_STATUS lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_STATUS")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_CHARGE_DECCEL lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_CHARGE_DECCEL")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_CHARGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_CHARGE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_LANDING_F lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_LANDING_F")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CEIL_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CEIL_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_CONTROL lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_CONTROL")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE_SPEED_X lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE_SPEED_X")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_GRAVITY")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_TO_FINISH lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_TO_FINISH")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW_FINISH lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW_FINISH")
#define FIGHTER_RIDLEY_INSTANCE_WORK_ID_INT_DISABLE_SPECIAL_LW_FINISH_COUNT lua_const("FIGHTER_RIDLEY_INSTANCE_WORK_ID_INT_DISABLE_SPECIAL_LW_FINISH_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_ENABLE_GRAVITY")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_NORMAL_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_NORMAL_GRAVITY")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DEAD lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DEAD")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DRAGF_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DRAGF_DAMAGE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_JUMP lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_JUMP")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_CATCH_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_CATCH_DAMAGE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_RHOMBUS lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_RHOMBUS")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_JUMP_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_JUMP_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_CONTROL_JUMP lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_CONTROL_JUMP")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_THROW")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_DEGREE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_DEGREE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_DRAG_MOVE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_DRAG_MOVE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_GRAB_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_GRAB_COUNT")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_REVERT_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_REVERT_DEGREE")
#define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_WALL_CROWN_EFFECT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_WALL_CROWN_EFFECT")
#define WEAPON_RIDLEY_BREATH_STATUS_KIND_NUM lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_NUM")
#define WEAPON_RIDLEY_BREATH_STATUS_KIND_FLY lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_FLY")
#define WEAPON_RIDLEY_BREATH_STATUS_KIND_VANISH lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_VANISH")
#define WEAPON_RIDLEY_BREATH_STATUS_KIND_HIT lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_HIT")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BOUND_NUM")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_CHANGE_SCALE_LIFE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_CHANGE_SCALE_LIFE")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BREATH_NUM lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BREATH_NUM")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_ATTACK_MUL lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_ATTACK_MUL")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE")
#define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLAG_CHANGE_SCALE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLAG_CHANGE_SCALE")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_NUM lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_NUM")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_START lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_START")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY_WIND lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY_WIND")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_TOP lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_TOP")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_FALL lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FALL")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_LANDING lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_LANDING")
#define WEAPON_KROOL_BACKPACK_STATUS_KIND_DAMAGE_END lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_DAMAGE_END")
#define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_NUM lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_NUM")
#define FIGHTER_KROOL_STATUS_KIND_NUM lua_const("FIGHTER_KROOL_STATUS_KIND_NUM")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SUCTION lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SUCTION")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SWALLOW")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SPIT")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_THROW")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_CATCH")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_FAILURE")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_GET lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_GET")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_START lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_START")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_AIR_END lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_AIR_END")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_TURN")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_DASH")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_READY lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_READY")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE04")
#define FIGHTER_KROOL_STATUS_KIND_FINAL_END lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_END")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_CRACK_KEEP lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_CRACK_KEEP")
#define FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY lua_const("FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY")
#define FIGHTER_KROOL_STATUS_THROW_INT_CLATTER_FRAME lua_const("FIGHTER_KROOL_STATUS_THROW_INT_CLATTER_FRAME")
#define FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER lua_const("FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_X lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_X")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_Y lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_Y")
#define FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_OWNER_SCALE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_OWNER_SCALE")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_SCALE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_SCALE")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_KROOL_GENERATE_ARTICLE_BACKPACK lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_BACKPACK")
#define FIGHTER_KROOL_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_KROOL_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOVEMENT_Y lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOVEMENT_Y")
#define FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOTION_2ND_LERP_RATE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOTION_2ND_LERP_RATE")
#define FIGHTER_KROOL_STATUS_SPECIAL_HI_INT_BRAKE_AFTER_FRAME lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_INT_BRAKE_AFTER_FRAME")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_ATTACK lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_ATTACK")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_REFLECT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_REFLECT")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_ATTACK_DAMAGE_REQUEST lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_ATTACK_DAMAGE_REQUEST")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_REFLECTOR_CHK lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_REFLECTOR_CHK")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_KROOL_REFLECTOR_KIND_WAIST lua_const("FIGHTER_KROOL_REFLECTOR_KIND_WAIST")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN_CHECK_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN_CHECK_END")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_FIRST")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK")
#define FIGHTER_KROOL_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_KROOL_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD")
#define FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_FIRST")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_SPECIAL_S_START_SCALE lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_SPECIAL_S_START_SCALE")
#define FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_ENABLE_SUPER_ARMOR lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_ENABLE_SUPER_ARMOR")
#define FIGHTER_KROOL_STATUS_SPECIAL_S_FLOAT_SUPER_ARMOR_LIFE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLOAT_SUPER_ARMOR_LIFE")
#define FIGHTER_KROOL_GENERATE_ARTICLE_CROWN lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_CROWN")
#define WEAPON_KROOL_CROWN_STATUS_KIND_NUM lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_NUM")
#define WEAPON_KROOL_CROWN_STATUS_KIND_THROW lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_THROW")
#define WEAPON_KROOL_CROWN_STATUS_KIND_HOP lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_HOP")
#define WEAPON_KROOL_CROWN_STATUS_KIND_SHOT lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_SHOT")
#define WEAPON_KINETIC_TYPE_KROOL_CROWN_THROW lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_THROW")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_REBOUND lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_REBOUND")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_REBOUND_AFTER_FRAME_COUNT lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_REBOUND_AFTER_FRAME_COUNT")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_THROW_MOTION_END lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_THROW_MOTION_END")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_MOTION_RATE lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_MOTION_RATE")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_FALL_COUNT lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_FALL_COUNT")
#define WEAPON_KINETIC_TYPE_KROOL_CROWN_FALL lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_FALL")
#define WEAPON_KINETIC_TYPE_KROOL_CROWN_HOP lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_HOP")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_X lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_X")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_Y lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_Y")
#define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_BOUND lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_BOUND")
#define WEAPON_KINETIC_TYPE_KROOL_CROWN_BOUND lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_BOUND")
#define WEAPON_ANIMCMD_SOUND lua_const("WEAPON_ANIMCMD_SOUND")
#define WEAPON_KROOL_IRONBALL_STATUS_KIND_NUM lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_NUM")
#define WEAPON_KROOL_IRONBALL_STATUS_KIND_SHOOT lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_SHOOT")
#define WEAPON_KROOL_IRONBALL_STATUS_KIND_HOP lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_HOP")
#define WEAPON_KROOL_IRONBALL_STATUS_KIND_END lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_END")
#define WEAPON_KINETIC_TYPE_KROOL_IRONBALL_SHOOT lua_const("WEAPON_KINETIC_TYPE_KROOL_IRONBALL_SHOOT")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SPIT lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SPIT")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT_CEIL lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT_CEIL")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP")
#define WEAPON_KINETIC_TYPE_KROOL_IRONBALL_HOP lua_const("WEAPON_KINETIC_TYPE_KROOL_IRONBALL_HOP")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED_EXEC lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED_EXEC")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_X lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_X")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_Y lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_Y")
#define WEAPON_KROOL_IRONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_KROOL_IRONBALL_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP_ATTACK_CLEAR lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP_ATTACK_CLEAR")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_EFFECT_NUM lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_EFFECT_NUM")
#define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_COUNT lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_COUNT")
#define WEAPON_KROOL_SPITBALL_STATUS_KIND_NUM lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_NUM")
#define WEAPON_KROOL_SPITBALL_STATUS_KIND_FLY lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_FLY")
#define WEAPON_KROOL_SPITBALL_STATUS_KIND_HOP lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_HOP")
#define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_SHOW_OWNER lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_SHOW_OWNER")
#define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_RESERVE_SHOW_OWNER lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_RESERVE_SHOW_OWNER")
#define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_UP_SHOOT lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_UP_SHOOT")
#define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_BACK_SHOOT lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_BACK_SHOOT")
#define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_SIMON_AXE_STATUS_KIND_NUM lua_const("WEAPON_SIMON_AXE_STATUS_KIND_NUM")
#define WEAPON_SIMON_AXE_STATUS_KIND_HAVED lua_const("WEAPON_SIMON_AXE_STATUS_KIND_HAVED")
#define WEAPON_SIMON_AXE_STATUS_KIND_FLY lua_const("WEAPON_SIMON_AXE_STATUS_KIND_FLY")
#define WEAPON_SIMON_AXE_STATUS_KIND_HOP lua_const("WEAPON_SIMON_AXE_STATUS_KIND_HOP")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_X lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_X")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_Y lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_Y")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_STICK_X lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_STICK_X")
#define WEAPON_SIMON_AXE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SIMON_AXE_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLAG_HORIZON lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLAG_HORIZON")
#define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_H lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_H")
#define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_V lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_V")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_NO_OFFSET lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_NO_OFFSET")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_FLAG lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_FLAG")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_BOUND lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_BOUND")
#define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_LANDING lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_LANDING")
#define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_LANDING lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_LANDING")
#define WEAPON_SIMON_AXE_STATUS_FLY_WORK_FLOAT_MOTION_RATE_VAL lua_const("WEAPON_SIMON_AXE_STATUS_FLY_WORK_FLOAT_MOTION_RATE_VAL")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_NUM lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_NUM")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_X lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_X")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_Y lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_Y")
#define WEAPON_SIMON_AXE_GROUND_TOUCH_MAX lua_const("WEAPON_SIMON_AXE_GROUND_TOUCH_MAX")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_X lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_X")
#define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_Y lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_Y")
#define FIGHTER_SIMON_STATUS_KIND_NUM lua_const("FIGHTER_SIMON_STATUS_KIND_NUM")
#define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_START lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_START")
#define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD")
#define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_END lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_END")
#define FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32 lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32")
#define FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32_LANDING lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32_LANDING")
#define FIGHTER_SIMON_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_SIMON_STATUS_KIND_SPECIAL_S2")
#define FIGHTER_SIMON_STATUS_KIND_FINAL_READY lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_READY")
#define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_SIMON_STATUS_KIND_FINAL_END lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_END")
#define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD_INPUT lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD_INPUT")
#define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD")
#define ITEM_KIND_SIMONHOLYWATER lua_const("ITEM_KIND_SIMONHOLYWATER")
#define ITEM_KIND_RICHTERHOLYWATER lua_const("ITEM_KIND_RICHTERHOLYWATER")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI_BACK_CLIFF lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI_BACK_CLIFF")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_CLIFF_RAY_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_CLIFF_RAY_CHECK")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_CHECK")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_IS_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_IS_CHECK")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FIGHTER_SEARCH_HIT lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FIGHTER_SEARCH_HIT")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_DAMAGE lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_DAMAGE")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_HI")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_LW lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_LW")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_HI")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_LW lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_LW")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_HI")
#define FIGHTER_SIMON_GENERATE_ARTICLE_WHIPWIRE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIPWIRE")
#define FIGHTER_SIMON_STATUS_ATTACK_FLAG_HIT lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_HIT")
#define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_COMBO lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_COMBO")
#define FIGHTER_SIMON_STATUS_ATTACK_LW32_WORK_ID_FLAG_LANDING_AIR lua_const("FIGHTER_SIMON_STATUS_ATTACK_LW32_WORK_ID_FLAG_LANDING_AIR")
#define FIGHTER_SIMON_GENERATE_ARTICLE_WHIP lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIP")
#define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_START lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_START")
#define WEAPON_SIMON_WHIP_STATUS_KIND_NORMAL lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_NORMAL")
#define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD")
#define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_X lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_X")
#define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_Y lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_Y")
#define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_X lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_X")
#define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_Y lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_Y")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLOAT_WHIP_HOLD_STICK_MOVE_MUL lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLOAT_WHIP_HOLD_STICK_MOVE_MUL")
#define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_END lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_END")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_INT_WHIP_OBJECT_ID lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_INT_WHIP_OBJECT_ID")
#define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REACH lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REACH")
#define FIGHTER_SIMON_GENERATE_ARTICLE_WHIPHAND lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIPHAND")
#define FIGHTER_SIMON_GENERATE_ARTICLE_STAKE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_STAKE")
#define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_HANG lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_HANG")
#define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_HANG_REWIND")
#define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REWIND lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REWIND")
#define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_EXHAUST lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_EXHAUST")
#define FIGHTER_SIMON_GENERATE_ARTICLE_COFFIN lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_COFFIN")
#define FIGHTER_SIMON_GENERATE_ARTICLE_WHIP2 lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIP2")
#define FIGHTER_SIMON_FINAL_MODULE_START_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_START_INIT")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_FINAL_HIT")
#define FIGHTER_SIMON_FINAL_MODULE_START_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_START_EXIT")
#define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_X lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_X")
#define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Y lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Y")
#define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Z lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Z")
#define FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_SLOW")
#define FIGHTER_SIMON_FINAL_MODULE_READY_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_INIT")
#define FIGHTER_SIMON_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_SIMON_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_ATTACK lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_ATTACK")
#define FIGHTER_SIMON_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXIT_PRE")
#define FIGHTER_SIMON_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXEC")
#define FIGHTER_SIMON_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_01_INIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_01_EXIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_02_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_02_INIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_02_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_02_EXIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_INIT")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXEC")
#define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXIT")
#define FIGHTER_SIMON_FINAL_MODULE_END_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_END_INIT")
#define FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET")
#define FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON")
#define FIGHTER_SIMON_FINAL_MODULE_END_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_END_EXEC")
#define FIGHTER_SIMON_FINAL_MODULE_END_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_END_EXIT")
#define FIGHTER_SIMON_STATUS_SPECIAL_HI_FLAG_MOVE lua_const("FIGHTER_SIMON_STATUS_SPECIAL_HI_FLAG_MOVE")
#define FIGHTER_SIMON_GENERATE_ARTICLE_HOLYWATER lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_HOLYWATER")
#define FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION")
#define FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION_AIR")
#define FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_GENERATE_HOLYWATER lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_GENERATE_HOLYWATER")
#define FIGHTER_MOTION_PART_SET_KIND_HAVE_ITEM lua_const("FIGHTER_MOTION_PART_SET_KIND_HAVE_ITEM")
#define FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_SHOOT_HOLYWATER lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_SHOOT_HOLYWATER")
#define ITEM_HOLYWATER_ACTION_SPECIAL_THROW lua_const("ITEM_HOLYWATER_ACTION_SPECIAL_THROW")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALL lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALL")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALLED lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALLED")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_ACCEL_Y lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_ACCEL_Y")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_LIMIT_SPEED_Y lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_LIMIT_SPEED_Y")
#define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_CROSS lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_CROSS")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION_AIR")
#define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FLICK lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FLICK")
#define FIGHTER_SIMON_GENERATE_ARTICLE_CROSS lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_CROSS")
#define WEAPON_SIMON_COFFIN_STATUS_KIND_NUM lua_const("WEAPON_SIMON_COFFIN_STATUS_KIND_NUM")
#define WEAPON_SIMON_COFFIN_STATUS_KIND_NORMAL lua_const("WEAPON_SIMON_COFFIN_STATUS_KIND_NORMAL")
#define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLAG_START_ROT_Y lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLAG_START_ROT_Y")
#define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y_SPEED lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y_SPEED")
#define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y")
#define FIGHTER_SIMON_STATUS_FINAL_WORK_ID_FLAG_START_COFFIN_ROT_Y lua_const("FIGHTER_SIMON_STATUS_FINAL_WORK_ID_FLAG_START_COFFIN_ROT_Y")
#define WEAPON_SIMON_CROSS_STATUS_KIND_NUM lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_NUM")
#define WEAPON_SIMON_CROSS_STATUS_KIND_HAVED lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_HAVED")
#define WEAPON_SIMON_CROSS_STATUS_KIND_FLY lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_FLY")
#define WEAPON_SIMON_CROSS_STATUS_KIND_TURN lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_TURN")
#define WEAPON_SIMON_CROSS_STATUS_KIND_SWALLOWED lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_SWALLOWED")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FLICK")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED_TURN lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED_TURN")
#define WEAPON_SIMON_CROSS_STATUS_FLY_WORK_INT_TURN_FRAME lua_const("WEAPON_SIMON_CROSS_STATUS_FLY_WORK_INT_TURN_FRAME")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FORCE_TURN lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FORCE_TURN")
#define WEAPON_SIMON_CROSS_STATUS_TURN_WORK_INT_STAY_FRAME lua_const("WEAPON_SIMON_CROSS_STATUS_TURN_WORK_INT_STAY_FRAME")
#define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_REFLECT")
#define WEAPON_SIMON_WHIP_STATUS_KIND_NUM lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_NUM")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_GRAVITY lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_GRAVITY")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_AIR_RESISTANCE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_AIR_RESISTANCE")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_REFLECT_PHYSICS_UPDATE_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_REFLECT_PHYSICS_UPDATE_COUNT")
#define PH2NDARY_CRAW_SLEEP lua_const("PH2NDARY_CRAW_SLEEP")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_MOVE_STICK_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_MOVE_STICK_COUNT")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_REINPUT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_REINPUT")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_REINPUT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_REINPUT")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_CHAIN_SE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_CHAIN_SE")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_CHAIN_SE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_CHAIN_SE")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_REINPUT_COUNTER lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_REINPUT_COUNTER")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_CHAIN_SE_STICK_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_CHAIN_SE_STICK_COUNT")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_WALL lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_WALL")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_ATTACK_SLEEP lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_ATTACK_SLEEP")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_BOUND_SE_ONCE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_BOUND_SE_ONCE")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_CHAIN_REQUESTED lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_CHAIN_REQUESTED")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_SPEED_AFTER_FRAME lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_SPEED_AFTER_FRAME")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_REQUEST_AFTER_FRAME lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_REQUEST_AFTER_FRAME")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_REQUESTED lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_REQUESTED")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_TIP_NODE_MOVE_AFTER_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_TIP_NODE_MOVE_AFTER_COUNT")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_GROUND lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_GROUND")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHAIN_2 lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHAIN_2")
#define WEAPON_KIND_RICHTER_WHIP lua_const("WEAPON_KIND_RICHTER_WHIP")
#define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_HANDLE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_HANDLE")
#define FIGHTER_SHIZUE_STATUS_KIND_NUM lua_const("FIGHTER_SHIZUE_STATUS_KIND_NUM")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_REEL lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_REEL")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HOOK lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HOOK")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HIT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HIT")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CATCH_WAIT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CATCH_WAIT")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CUT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CUT")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_THROW")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_PICKUP lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_PICKUP")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_SET lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_SET")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FIRE lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FIRE")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FAILURE lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FAILURE")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_PICOPICOHAMMER lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_PICOPICOHAMMER")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_POT lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_POT")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_UMBRELLA lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_UMBRELLA")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_BROOM lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BROOM")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_POMPON lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_POMPON")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_CRACKER lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_CRACKER")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_TRAFFICSIGN lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_TRAFFICSIGN")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_BUCKET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BUCKET")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_BUTTERFLYNET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BUTTERFLYNET")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_CLAYROCKET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_CLAYROCKET")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_CLAYROCKET_IS_READY lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_CLAYROCKET_IS_READY")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SUCCESS lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SUCCESS")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SET lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SET")
#define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLOAT_PLANT_POS_Y lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLOAT_PLANT_POS_Y")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGLINE lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGLINE")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGROD lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGROD")
#define FIGHTER_SHIZUE_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_SHIZUE_CLIFF_HANG_DATA_SPECIAL_S")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_FLICK lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_FLICK")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_START lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_START")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_WAIT")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_AIR_LASSO_FAIL lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_AIR_LASSO_FAIL")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOT")
#define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REACH lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REACH")
#define FIGHTER_SHIZUE_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SHIZUE_CLIFF_HANG_DATA_AIR_LASSO_HANG")
#define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_HANG_REWIND")
#define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REWIND lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REWIND")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_CATCH_WAIT_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_CATCH_WAIT_FRAME")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CATCH_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CATCH_WAIT")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_CATEGORY lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_CATEGORY")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_ID lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_ID")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_END lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_END")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_LINE_LENGTH lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_LINE_LENGTH")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_PULL_SPEED lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_PULL_SPEED")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_WAIT_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_WAIT_FRAME")
#define ITEM_SIZE_KIND_SMALL lua_const("ITEM_SIZE_KIND_SMALL")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_REEL lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_REEL")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_STOP_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_STOP_FRAME")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_HOOK_JOINT_ID lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_HOOK_JOINT_ID")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_LENGTH lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_LENGTH")
#define ITEM_MURABITO_GEN_SHOOT lua_const("ITEM_MURABITO_GEN_SHOOT")
#define ITEM_MURABITO_GEN_HAND lua_const("ITEM_MURABITO_GEN_HAND")
#define ITEM_MURABITO_GEN_QUICK lua_const("ITEM_MURABITO_GEN_QUICK")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_PICKUP lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_PICKUP")
#define ITEM_AREA_KIND_PICKUP lua_const("ITEM_AREA_KIND_PICKUP")
#define ITEM_HAVE_KIND_NONE lua_const("ITEM_HAVE_KIND_NONE")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_HI lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_HI")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_LW lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_LW")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_REEL_MOTION_RATE lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_REEL_MOTION_RATE")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_2ND lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_2ND")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_MOTION_VALUE lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_MOTION_VALUE")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_REEL_STOP_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_REEL_STOP_FRAME")
#define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_CAPTURE_CUT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_CAPTURE_CUT")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CUT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CUT")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_NUM")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_READY lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_READY")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_FLY lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_FLY")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_BURST lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_BURST")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_DISAPPEAR lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_DISAPPEAR")
#define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST_DAMAGE lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST_DAMAGE")
#define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_OBJECT_ID lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_OBJECT_ID")
#define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_TEAM_NO lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_TEAM_NO")
#define TEAM_NONE lua_const("TEAM_NONE")
#define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DAMAGE lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DAMAGE")
#define WEAPON_SHIZUE_CLAYROCKET_STATUS_WORK_ID_FLAG_HIT lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_WORK_ID_FLAG_HIT")
#define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_NUM")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_NUM")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_SHOOT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_SHOOT")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_HIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_HIT")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_THROW lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_THROW")
#define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_ITEM lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_ITEM")
#define PH2NDARY_CRAW_NONE lua_const("PH2NDARY_CRAW_NONE")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HIT")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_CATEGORY lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_CATEGORY")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID")
#define WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK")
#define WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK_THROW_ITEM lua_const("WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK_THROW_ITEM")
#define WEAPON_SHIZUE_FISHINGROD_AREA_KIND_ITEM_SEARCH lua_const("WEAPON_SHIZUE_FISHINGROD_AREA_KIND_ITEM_SEARCH")
#define WEAPON_SHIZUE_FISHINGROD_AREA_KIND_FIND_WATER lua_const("WEAPON_SHIZUE_FISHINGROD_AREA_KIND_FIND_WATER")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_START lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_START")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_END lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_END")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_FLOAT_SPEED_Y lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_FLOAT_SPEED_Y")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_JOINT_LENGTH lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_JOINT_LENGTH")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_HOOK")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_HOOK_RESTITUTION_RATE lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_HOOK_RESTITUTION_RATE")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_BOUND lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_BOUND")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLOAT_TOUCH_FLOOR lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLOAT_TOUCH_FLOOR")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_IN_WATER lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_IN_WATER")
#define GROUND_COLL_ATTR_ASASE lua_const("GROUND_COLL_ATTR_ASASE")
#define EFFECT_SUB_ATTRIBUTE_WATER_SURFACE_POS lua_const("EFFECT_SUB_ATTRIBUTE_WATER_SURFACE_POS")
#define WEAPON_SHIZUE_FISHINGROD_MOTION_PART_SET_KIND_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_MOTION_PART_SET_KIND_WAIT")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HOOK")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLICK")
#define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_SHOOT_FRAME lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_SHOOT_FRAME")
#define WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_NUM")
#define WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_ATTACK lua_const("WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_ATTACK")
#define FIGHTER_GAOGAEN_STATUS_KIND_NUM lua_const("FIGHTER_GAOGAEN_STATUS_KIND_NUM")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_THROW")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_SHOULDER lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_SHOULDER")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_LARIAT lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_LARIAT")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_FAILURE")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_TURN")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_FALL")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_LOOP")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_BOUND")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_HIT")
#define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_TURN")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH_END")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_READY lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_READY")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE01")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE02")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE03")
#define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_END")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_S lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_S")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_ATTACK_HIT lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_ATTACK_HIT")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_FOLLOW_THROUGH lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_FOLLOW_THROUGH")
#define FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_COUNT")
#define FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS")
#define FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE2 lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE2")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SEARCH_END lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SEARCH_END")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_SCALE lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_SCALE")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_TRANS_MOVE_START_Y lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_TRANS_MOVE_START_Y")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_START_AIR lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_START_AIR")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_OBJECT_ID lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_OBJECT_ID")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_DISABLE_OPPONENT_PASSIVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_DISABLE_OPPONENT_PASSIVE")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_REVERSE_LR lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_REVERSE_LR")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_CHECK lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_CHECK")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_2 lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_2")
#define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_BOUND_CLIFF_STOP lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_BOUND_CLIFF_STOP")
#define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI_BOUND_CLIFF_CHECK lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI_BOUND_CLIFF_CHECK")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_COUNT")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_START lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_START")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_END")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_LW_SPPED_Y lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_LW_SPPED_Y")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SWING_THROWN_FIGHTER lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SWING_THROWN_FIGHTER")
#define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_S")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_START lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_START")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_END")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE_END")
#define FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_END lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_END")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_CHECK_WALL_MOVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_CHECK_WALL_MOVE")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_GAOGAEN_TARGET_X lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_GAOGAEN_TARGET_X")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_FAILURE_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_FAILURE_AREA")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_END_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_END_AREA")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA_FIRST lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA_FIRST")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_HIT_POS_X lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_HIT_POS_X")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_SHOULDER lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_SHOULDER")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_BUTTON_PUSH_POS_X lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_BUTTON_PUSH_POS_X")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_HIT")
#define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_LENGTH lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_LENGTH")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_LARIAT_HIT_FRAME lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_LARIAT_HIT_FRAME")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_CHECKED_FINISH_CAMERA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_CHECKED_FINISH_CAMERA")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_CHECK_FINISH_CAMERA_THROW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_CHECK_FINISH_CAMERA_THROW")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_WORK_ID_FLAG_AIR_CONTROL")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_NUM lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_NUM")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_APPEAR lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_APPEAR")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_WAIT lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_WAIT")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_BEND lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_BEND")
#define WEAPON_GAOGAEN_ROPE_STATUS_KIND_END_WAIT lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_END_WAIT")
#define WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_REBOUND_FRAME lua_const("WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_REBOUND_FRAME")
#define WEAPON_GAOGAEN_ROPE_LINK_NO_ATTACH lua_const("WEAPON_GAOGAEN_ROPE_LINK_NO_ATTACH")
#define WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_GAOGAEN_OBJECT_ID lua_const("WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_GAOGAEN_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_NUM")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_MISS lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_MISS")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH_MISS lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH_MISS")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N3_TURN lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N3_TURN")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S1_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S1_END")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_END")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_THROW lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_THROW")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_CATCH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_CATCH")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_2 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_2")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_3 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_3")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_4 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_4")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI2_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI2_END")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_GROUND lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_GROUND")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_AIR lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_AIR")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_START lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_START")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_AUTO_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_AUTO_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_CATCH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_CATCH")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_THROW lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_THROW")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_MOVE")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_END")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_1")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_2")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_3")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_1")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_2")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_3")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_1")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_2")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_3")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_1")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_2")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_3")
#define FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_ORG lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_ORG")
#define FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_TO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_TO")
#define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_MAX lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_MAX")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define MIIFIGHTER_SPECIAL_LW_REVERSAL_KICK lua_const("MIIFIGHTER_SPECIAL_LW_REVERSAL_KICK")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_REVERSAL_KICK lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_REVERSAL_KICK")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CONTINUE_MOT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM_LAST lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM_LAST")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_START lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_START")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_OFFSET_LR")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_ATTACK_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_ATTACK_LR")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_STEP lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_STEP")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_WAIT_TIME lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_WAIT_TIME")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_COUNT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_COUNT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Y lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Y")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Z lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Z")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_DISABLE_GOLD_EYE lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_DISABLE_GOLD_EYE")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CHANGE_STATUS")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_TASK_ID1 lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_TASK_ID1")
#define FIGHTER_MIIFIGHTER_LINK_NO_FINAL lua_const("FIGHTER_MIIFIGHTER_LINK_NO_FINAL")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_FINISH lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_FINISH")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_END")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLOAT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_IS_2_SHIFT_INPUT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_IS_2_SHIFT_INPUT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT_RESERVE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT_RESERVE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_FALL_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_FALL_HIT_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_START_SITUATION")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_TRANSITION_TERM_ID_END lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_TRANSITION_TERM_ID_END")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_AIR_START lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_AIR_START")
#define FIGHTER_KINETIC_TYPE_MIIFIGHTER_SPECIAL_AIR_HI2 lua_const("FIGHTER_KINETIC_TYPE_MIIFIGHTER_SPECIAL_AIR_HI2")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_FINISH_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_FINISH_ANGLE")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_WORK_FLOAT_FINISH_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_WORK_FLOAT_FINISH_ANGLE")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ATTACK_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ATTACK_ANGLE")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ROLL_BACK_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ROLL_BACK_ANGLE")
#define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_END_FLAG_NORMAL_ACCEL_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_END_FLAG_NORMAL_ACCEL_Y")
#define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE_CONTROL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE_CONTROL")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_ST_INIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_FROM_GR lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_FROM_GR")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_WORK_INT_FALL_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_WORK_INT_FALL_HIT_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG1 lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG1")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG2 lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG2")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_ENABLE_SPEED_X_FLAG lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_ENABLE_SPEED_X_FLAG")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_DISABLE_SPEED_X_FLAG lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_DISABLE_SPEED_X_FLAG")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_WALL_JUMP_NUM")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_FRAME lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_FRAME")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_TREAD_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_TREAD_ENABLE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_WALL_JUMP_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_WALL_JUMP_ENABLE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_START_WAIT_INPUT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_START_WAIT_INPUT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_JUMP lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_JUMP")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_REVERSE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_REVERSE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_CHANGE_AUTO_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_CHANGE_AUTO_ATTACK")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_COUNTER_THROW_SHIELD_HIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_COUNTER_THROW_SHIELD_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLOAT_ATTACK_POWER lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLOAT_ATTACK_POWER")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_THROW_AFTER_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_THROW_AFTER_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD_CHK lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD_CHK")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD")
#define FIGHTER_MIIFIGHTER_SHIELD_GROUP_KIND_SPECIAL_LW3_GUARD lua_const("FIGHTER_MIIFIGHTER_SHIELD_GROUP_KIND_SPECIAL_LW3_GUARD")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FIRST_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FIRST_HIT_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FINISH_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FINISH_HIT_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_DONE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_DONE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_INVINCIBLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_INVINCIBLE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_INVINCIBLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_INVINCIBLE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK_HIT")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MACH_PUNCH_FALL lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MACH_PUNCH_FALL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_SET_FALL_SPEED lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_SET_FALL_SPEED")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE_END lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE_END")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_AIR_PHASE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_AIR_PHASE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_BRAKE_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_BRAKE_FALL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_NORMAL_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_NORMAL_FALL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_AIR_PHASE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_AIR_PHASE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_TURN lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_TURN")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_BAKURETU_KICK_START_CHARA_DIR lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_BAKURETU_KICK_START_CHARA_DIR")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_SITUATION")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_SHIELD_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_SHIELD_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT_CHECK_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT_CHECK_ONOFF")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_CLIFF_FALL_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_CLIFF_FALL_ONOFF")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_GRAVITY_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_GRAVITY_ONOFF")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_START_SITUATION")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_MOTION_SPEED_MUL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_MOTION_SPEED_MUL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING_MUL_SPEED_X lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING_MUL_SPEED_X")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_VALID_FRAME lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_VALID_FRAME")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_RECOVER_FRAME lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_RECOVER_FRAME")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_ID")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_NUM")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_CONTROL_X lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_CONTROL_X")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_DISABLE_OPPONENT_PASSIVE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_DISABLE_OPPONENT_PASSIVE")
#define FIGHTER_MIIFIGHTER_100KICK_TARGET_NUM_MAX lua_const("FIGHTER_MIIFIGHTER_100KICK_TARGET_NUM_MAX")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_HIT")
#define FIGHTER_MIIFIGHTER_CLIFF_HANG_DATA_SPECIAL_S2 lua_const("FIGHTER_MIIFIGHTER_CLIFF_HANG_DATA_SPECIAL_S2")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_NENSYO_KICK_ATTACK_SPEED_X_PREV lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_NENSYO_KICK_ATTACK_SPEED_X_PREV")
#define FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_WAIT lua_const("FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_WAIT")
#define FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_FALL")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_GROUND_SE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_GROUND_SE")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START_MODIFY lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START_MODIFY")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_BRAKE_TRIGGER lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_BRAKE_TRIGGER")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT_ON lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT_ON")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT")
#define MA_MSC_CMD_EFFECT_EFFECT_FOLLOW_ALPHA lua_const("MA_MSC_CMD_EFFECT_EFFECT_FOLLOW_ALPHA")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_INT_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_INT_START_SITUATION")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_REQUEST_GRAVITY lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_REQUEST_GRAVITY")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_GRAVITY_ON lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_GRAVITY_ON")
#define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_NUM lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_NUM")
#define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_HAVED lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_HAVED")
#define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_FLY lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_FLY")
#define WEAPON_KINETIC_TYPE_MIIFIGHTER_IRONBALL_FLY lua_const("WEAPON_KINETIC_TYPE_MIIFIGHTER_IRONBALL_FLY")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y")
#define WEAPON_MIIFIGHTER_IRONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIIFIGHTER_IRONBALL_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_FALL_MAX_SPEED lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_FALL_MAX_SPEED")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_INT_FALL_MAX_SPEED_COUNT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_INT_FALL_MAX_SPEED_COUNT")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_TOUCH lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_TOUCH")
#define ATTACK_SETOFF_KIND_OFF lua_const("ATTACK_SETOFF_KIND_OFF")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT")
#define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLOAT_POWER_RATE lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLOAT_POWER_RATE")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_NUM lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_NUM")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_LOOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_LOOP")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END_MAX")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_ATTACK lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_ATTACK")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_HIT")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_HOLD")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_DASH lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_DASH")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_ATTACK lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_ATTACK")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_JUMP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_JUMP")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_LOOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_LOOP")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_BOUND lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_BOUND")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_HOLD")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW1_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW1_HIT")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW3_END")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_HOLD")
#define FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_END")
#define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_START_BLUR lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_START_BLUR")
#define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_END_BLUR lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_END_BLUR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLOAT")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_ROKET_UNDER_THRUST_START_SITUATION lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_ROKET_UNDER_THRUST_START_SITUATION")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_ROKET_UNDER_DISABLE_CONTROL_X lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_ROKET_UNDER_DISABLE_CONTROL_X")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_RUSH_FRAME")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_AIR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLOAT")
#define FIGHTER_MIISWORDSMAN_SDUSH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MIISWORDSMAN_SDUSH_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_X lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_X")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_Y lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_Y")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_DIR")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_ROT_X lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_ROT_X")
#define FIGHTER_MIISWORDSMAN_STATUS_SDUSH_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_MIISWORDSMAN_STATUS_SDUSH_RUSH_END_FLOAT_SDIR")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_DECIDE_STICK")
#define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLOAT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLOAT")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_END")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_WORK_HOLD_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_WORK_HOLD_FRAME")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_FLAG_GROUND lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_FLAG_GROUND")
#define FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_HI3 lua_const("FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_HI3")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_FLAG_FIRST")
#define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_WORK_HOLD_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_WORK_HOLD_FRAME")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_CONTINUE_MOT")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLY_POWERUP_MOTION_RATE")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLIED_POWERUP_MOTION_RATE")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_ON lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_ON")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_OFF lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_OFF")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_INT_SITUATION_PREV")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_FLOAT_ATTACK_POWER")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_IS_ATTACK_ENEMY")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD_CHK lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD_CHK")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD")
#define FIGHTER_MIISWORDSMAN_SHIELD_GROUP_KIND_COUNTER_GUARD lua_const("FIGHTER_MIISWORDSMAN_SHIELD_GROUP_KIND_COUNTER_GUARD")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_CONTINUE lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_CONTINUE")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HOP")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_SPECIAL_FALL lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_SPECIAL_FALL")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_REVERSE_SLASH_HOP lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_REVERSE_SLASH_HOP")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HIT")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_INT_HIT_AFTER_XLU_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_INT_HIT_AFTER_XLU_FRAME")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_SP_BRAKE lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_SP_BRAKE")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_CLIFF_CHECK lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_CLIFF_CHECK")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_WALL_CHECK lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_WALL_CHECK")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_FALL_ONOFF lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_FALL_ONOFF")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_LANDING_FALL_SPECIAL lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_LANDING_FALL_SPECIAL")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_REDUCTION_LEFT lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_REDUCTION_LEFT")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLOAT_JET_STUB_SPEED_COEFFICIENT lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLOAT_JET_STUB_SPEED_COEFFICIENT")
#define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_START_SITUATION lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_START_SITUATION")
#define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_INHERIT_FALL")
#define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_WAIT")
#define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_FALL")
#define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_LIGHTSHURIKEN lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_LIGHTSHURIKEN")
#define FIGHTER_MIISWORDSMAN_STATUS_LIGHT_SYURIKEN_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_LIGHT_SYURIKEN_FLAG_FIRST")
#define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CONTINUE_MOT")
#define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CHARGE_MAX")
#define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_CHARGE_COUNT")
#define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_TURN lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_TURN")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_START_SPD_X_MUL lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_START_SPD_X_MUL")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_BRAKE_SPD_X lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_BRAKE_SPD_X")
#define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_SITUATION_PREV")
#define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT")
#define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_END_LANDING lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_END_LANDING")
#define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT_SHIELD lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT_SHIELD")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CONTINUE_MOT")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATK_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATK_CHARGE_MAX")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_MAX_AFTER_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_MAX_AFTER_COUNT")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_ATK_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_ATK_CHARGE_COUNT")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_FLOAT_CHARGE_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_FLOAT_CHARGE_RATE")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_SPD_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_SPD_CHARGE_MAX")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SPD_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SPD_CHARGE_COUNT")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_DASH_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_DASH_COUNT")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION_AIR lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION_AIR")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FIRST")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_REQUEST_GENERATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_REQUEST_GENERATE")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_ACTIVE_CHAKRAM_OBJECT_ID lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_ACTIVE_CHAKRAM_OBJECT_ID")
#define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_CHAKRAM lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_CHAKRAM")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_IS_GENERATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_IS_GENERATE")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_CHECK_MOTION_HI_LW lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_CHECK_MOTION_HI_LW")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_FLOAT_SHOOT_ANGLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_FLOAT_SHOOT_ANGLE")
#define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FLICK lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FLICK")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_SE_HANDLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_SE_HANDLE")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SITUATION_PREV")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CHARGE_MAX_EFT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CHARGE_MAX_EFT")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_NUM")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_START lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_START")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HAVED lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HAVED")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FLY")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HOP lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HOP")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_STICK lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_STICK")
#define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FALL")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_1F_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_1F_FALL")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_FALL_ANGLE lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_FALL_ANGLE")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_ENABLE_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_ENABLE_FALL")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_NUM")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_START lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_START")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_HAVED lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_HAVED")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_FLY")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_NUM")
#define WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_FLY")
#define WEAPON_MIISWORDSMAN_TORNADOSHOT_INSTANCE_WORK_ID_INT_PREV_STATUS lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_INSTANCE_WORK_ID_INT_PREV_STATUS")
#define WEAPON_MIISWORDSMAN_TORNADOSHOT_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_NUM")
#define WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_FLY")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_ANGLE")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_INT_EFFECT_TYPE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_INT_EFFECT_TYPE")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_INIT_SCALE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_INIT_SCALE")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MUL lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MUL")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MAX lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MAX")
#define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SPEED")
#define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_FLY")
#define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_STAY lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_STAY")
#define FIGHTER_MIIGUNNER_STATUS_KIND_NUM lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_NUM")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_START lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_START")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_HOLD lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_HOLD")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_CANCEL lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_CANCEL")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_FIRE lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_FIRE")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_LOOP")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_END")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_LOOP")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_END")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_GROUND lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_GROUND")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_AIR")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_GROUND lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_GROUND")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_AIR")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI2_JUMP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI2_JUMP")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH_END")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_LOOP")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_HIT lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_HIT")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_END")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HOLD lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HOLD")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HIT lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HIT")
#define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_END")
#define FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_LOOP")
#define FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_END")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_MOT")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_AIR_MOT")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1")
#define FIGHTER_MIIGUNNER_STATUS_FINAL_FLAG_MOT_RESTART lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_FLAG_MOT_RESTART")
#define FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_GROUND_MOT lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_GROUND_MOT")
#define FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_AIR_MOT lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_AIR_MOT")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_LASER_C lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_LASER_C")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_MOT2ND")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_GUN_ID lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_GUN_ID")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_LASER lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_LASER")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FULLTHROTTLE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FULLTHROTTLE")
#define FIGHTER_MIIGUNNER_STATUS_BOTTOM_SHOOT_FLAG_JUMP lua_const("FIGHTER_MIIGUNNER_STATUS_BOTTOM_SHOOT_FLAG_JUMP")
#define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_COMP lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_COMP")
#define FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_FLAG_INVOKE_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_FLAG_INVOKE_AIR")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_FLAG_CANNONJUMP_FALL lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_FLAG_CANNONJUMP_FALL")
#define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_JUMP lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_JUMP")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLOAT")
#define FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_FLAG_CONTINUE")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_INT_STOP_Y_FRAME lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_INT_STOP_Y_FRAME")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_CONTINUE")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_INT_RUSH_FRAME lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_INT_RUSH_FRAME")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_AIR")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLOAT")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_BRAKE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_BRAKE")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_SDIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_SDIR")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_ROT_X lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_ROT_X")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_START_ANGLE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_START_ANGLE")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_CHANGE_ANGLE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_CHANGE_ANGLE")
#define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_END_FLOAT_SDIR")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_GRAVITY_BRAKE_USED lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_GRAVITY_BRAKE_USED")
#define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME")
#define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLOAT")
#define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART")
#define FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_WAIT")
#define FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_FALL")
#define FIGHTER_MIIGUNNER_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_MIIGUNNER_REFLECTOR_KIND_REFLECTOR")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GROUNDBOMB lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GROUNDBOMB")
#define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_BOMB_OBJECT_ID lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_BOMB_OBJECT_ID")
#define FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_EXIST_BOMB_BURST lua_const("FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_EXIST_BOMB_BURST")
#define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_BURST_ATTACK lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_BURST_ATTACK")
#define FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_FIRST lua_const("FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_FIRST")
#define FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_0")
#define FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_1")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_TIME lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_TIME")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_STOP_Y_TIME")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_MOT_CHANGE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_MOT_CHANGE")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_WAIT_MTRANS_KIND")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_BUTTON_RELEASE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_BUTTON_RELEASE")
#define FIGHTER_KINETIC_TYPE_MIIGUNNER_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW3 lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW3")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_SE_HANDLE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_SE_HANDLE")
#define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_EFFECT_HANDLE")
#define FIGHTER_MIIGUNNER_ABSORBER_GROUP_SPECIAL_LW3 lua_const("FIGHTER_MIIGUNNER_ABSORBER_GROUP_SPECIAL_LW3")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_CONTINUE")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_START lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_START")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP_PREV")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_SHOT lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_SHOT")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_END lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_END")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP")
#define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP_ACCEPT")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_RAPIDSHOT_BULLET lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_RAPIDSHOT_BULLET")
#define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_FIRST lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_FIRST")
#define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_MAX lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_MAX")
#define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_WORK_INT_HOLD_COUNT lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_WORK_INT_HOLD_COUNT")
#define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_STOP_Y lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_STOP_Y")
#define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_NO_BANG lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_NO_BANG")
#define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_MOT_CHANGE lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_MOT_CHANGE")
#define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_S2_AIR lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_S2_AIR")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB")
#define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_1 lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_1")
#define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_2 lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_2")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_TAME lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_TAME")
#define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_MOT_RESTART lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_MOT_RESTART")
#define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_SMASH lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_SMASH")
#define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON")
#define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON_GENERATED lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON_GENERATED")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_MIIMISSILE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_MIIMISSILE")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_SUPERMISSILE")
#define WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_SHOOT")
#define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_SHOOT")
#define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_PILLAR lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_PILLAR")
#define WEAPON_MIIGUNNER_FLAMEPILLAR_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_KINETIC_ENERGY_ID_GRAVITY")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_CHARGE")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_SHOOT")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_END lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_END")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_FINAL_MOT2ND")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLOAT_DST")
#define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_FLY")
#define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_EXPLODE lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_EXPLODE")
#define WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_FLOAT_ROTATE lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_FLOAT_ROTATE")
#define WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_INT_BOUND_COUNT lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_INT_BOUND_COUNT")
#define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_FLY")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_FLASH_START lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_FLASH_START")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_DAMAGE_REFLECT_AFTER_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_DAMAGE_REFLECT_AFTER_COUNT")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_HIT_AFTER_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_HIT_AFTER_COUNT")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_REFLECT")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_TOUCH lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_TOUCH")
#define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_BOUND_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_BOUND_COUNT")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_CHARGE")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_SHOOT")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_OWNER_FT_KIND lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_OWNER_FT_KIND")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_LR lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_LR")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_ANGLE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_ANGLE")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_X lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_X")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Y lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Y")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Z lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Z")
#define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_TRANS_JOINT_SCALE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_TRANS_JOINT_SCALE")
#define WEAPON_MIIGUNNER_LASER_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_LASER_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_CHARGE")
#define WEAPON_MIIGUNNER_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_SHOOT")
#define WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_INT_LIFE")
#define WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_FLOAT_DST")
#define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_HOMING lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_HOMING")
#define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_H_BURST lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_H_BURST")
#define WEAPON_MIIGUNNER_MIIMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE lua_const("WEAPON_MIIGUNNER_MIIMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE")
#define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_FLY")
#define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_STAY lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_STAY")
#define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_MOVE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_MOVE")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_LIFE")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_COUNT lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_COUNT")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLAG_REFLECT")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_ANGLE")
#define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_SPEED lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_SPEED")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB_S lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB_S")
#define WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_BANG lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_BANG")
#define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_NUM")
#define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_STRAIGHT lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_STRAIGHT")
#define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_S_BURST lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_S_BURST")
#define WEAPON_MIIGUNNER_SUPERMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE")
#define WEAPON_POPO_BLIZZARD_STATUS_KIND_NUM lua_const("WEAPON_POPO_BLIZZARD_STATUS_KIND_NUM")
#define WEAPON_POPO_BLIZZARD_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_BLIZZARD_STATUS_KIND_DUMMY")
#define FIGHTER_POPO_STATUS_KIND_NUM lua_const("FIGHTER_POPO_STATUS_KIND_NUM")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_S_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_S_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_FAIL lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_FAIL")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PRE lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PRE")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_PULL_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_PULL_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP")
#define FIGHTER_POPO_STATUS_KIND_FINAL_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_FINAL_PARTNER")
#define FIGHTER_POPO_STATUS_KIND_FINAL_HANG lua_const("FIGHTER_POPO_STATUS_KIND_FINAL_HANG")
#define FIGHTER_POPO_STATUS_KIND_CAPTURE_PANIC_NANA lua_const("FIGHTER_POPO_STATUS_KIND_CAPTURE_PANIC_NANA")
#define FIGHTER_POPO_STATUS_KIND_THROW_NANA lua_const("FIGHTER_POPO_STATUS_KIND_THROW_NANA")
#define FIGHTER_POPO_STATUS_KIND_CHEER_NANA lua_const("FIGHTER_POPO_STATUS_KIND_CHEER_NANA")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_UNABLE lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_UNABLE")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_FINAL_UNABLE lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_FINAL_UNABLE")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_FORBID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_FORBID")
#define FIGHTER_POPO_LINK_NO_PARTNER lua_const("FIGHTER_POPO_LINK_NO_PARTNER")
#define JOSTLE_GAP_NONE lua_const("JOSTLE_GAP_NONE")
#define FIGHTER_POPO_STATUS_ATTACK_LW4_FLAG_NANA_START_TURN lua_const("FIGHTER_POPO_STATUS_ATTACK_LW4_FLAG_NANA_START_TURN")
#define WEAPON_POPO_RUBBER_LINK_NO_PARTNER lua_const("WEAPON_POPO_RUBBER_LINK_NO_PARTNER")
#define FIGHTER_POPO_STATUS_CLIFF_CATCH_MOVE_FLAG_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_MOVE_FLAG_SPECIAL_HI_PARTNER")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLAG")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_INT")
#define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLOAT")
#define FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_SPECIAL_HI_PARTNER")
#define FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_TO_PULL_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_TO_PULL_PARTNER")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH")
#define FIGHTER_POPO_STATUS_TURN_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_FLAG_REVERSE_FLIP_STATUS")
#define FIGHTER_POPO_STATUS_TURN_RUN_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_RUN_FLAG_REVERSE_FLIP_STATUS")
#define FIGHTER_POPO_STATUS_TURN_RUN_BRAKE_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_RUN_BRAKE_FLAG_REVERSE_FLIP_STATUS")
#define FIGHTER_POPO_STATUS_DASH_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_DASH_FLAG_REVERSE_FLIP_STATUS")
#define FIGHTER_POPO_STATUS_ESCAPE_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_ESCAPE_FLAG_REVERSE_FLIP_STATUS")
#define FIGHTER_KINETIC_TYPE_POPO_FINAL lua_const("FIGHTER_KINETIC_TYPE_POPO_FINAL")
#define FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE")
#define FIGHTER_POPO_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_POPO_STATUS_WORK_INT_MOT_KIND")
#define FIGHTER_POPO_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_POPO_STATUS_WORK_INT_MOT_AIR_KIND")
#define FIGHTER_POPO_INSTANCE_WORK_ID_INT_FORBID_HANG_CONDOR_FRAME lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_FORBID_HANG_CONDOR_FRAME")
#define FIGHTER_POPO_STATUS_FINAL_FLAG_FINAL_CAMERA lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_FINAL_CAMERA")
#define FIGHTER_POPO_LINK_NO_CONDOR lua_const("FIGHTER_POPO_LINK_NO_CONDOR")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_HANG_CONDOR lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_HANG_CONDOR")
#define FIGHTER_POPO_INSTANCE_WORK_ID_INT_CONDOR_OBJECT_ID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_CONDOR_OBJECT_ID")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_START lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_START")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_START")
#define FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_COUPLE")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_CHECK_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_CHECK_COUPLE")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DETACH_PARTNER lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DETACH_PARTNER")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP")
#define FIGHTER_POPO_GENERATE_ARTICLE_RUBBER lua_const("FIGHTER_POPO_GENERATE_ARTICLE_RUBBER")
#define WEAPON_POPO_RUBBER_STATUS_KIND_LOOSE lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_LOOSE")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP_PARTNER lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP_PARTNER")
#define FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI_COMP_PARTNER lua_const("FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI_COMP_PARTNER")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_COMP_PARTNER_FLAG_CLIFF_NONE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_COMP_PARTNER_FLAG_CLIFF_NONE")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_CLIFF_XLU lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_CLIFF_XLU")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_PULL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_PULL")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_FAIL lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_FAIL")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FALL_INT_SITUATION lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FALL_INT_SITUATION")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_FAIL_CLIFF_START lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_FAIL_CLIFF_START")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_PARTNER_PULL_CANCEL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_PARTNER_PULL_CANCEL")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DEFAULT_SPEED_Y lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DEFAULT_SPEED_Y")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP_PARTNER lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP_PARTNER")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_INIT_SPEED lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_INIT_SPEED")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_PULL_CANCEL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_PULL_CANCEL")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_ADVANCE_JUMP lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_ADVANCE_JUMP")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_CLIFF_CATCH lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_CLIFF_CATCH")
#define LINK_ATTRIBUTE_ADJUST_PARENT_SHAPE lua_const("LINK_ATTRIBUTE_ADJUST_PARENT_SHAPE")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_GROUND")
#define FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_AIR")
#define MA_MSC_LINK_GET_MODEL_CONSTRAINT_NODE lua_const("MA_MSC_LINK_GET_MODEL_CONSTRAINT_NODE")
#define FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_COUPLE_NANA lua_const("FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_COUPLE_NANA")
#define FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_SPEED_UP_Y_COUNT lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_SPEED_UP_Y_COUNT")
#define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_PHASE_END lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_PHASE_END")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_END")
#define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_COUPLE")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_COUPLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_COUPLE")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_SINGLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_SINGLE")
#define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_AIR_HOP_BUTTON_TRIGGER lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_AIR_HOP_BUTTON_TRIGGER")
#define FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_AIR_HOP_BUTTON_TRIGGER_COUNTER lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_AIR_HOP_BUTTON_TRIGGER_COUNTER")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_END")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_COUPLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_COUPLE")
#define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_SINGLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_SINGLE")
#define FIGHTER_PAD_CMD_CAT1_SPECIAL_S lua_const("FIGHTER_PAD_CMD_CAT1_SPECIAL_S")
#define FIGHTER_POPO_INSTANCE_WORK_ID_INT_PARTNER_OBJECT_ID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_PARTNER_OBJECT_ID")
#define FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE_MOVE lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE_MOVE")
#define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_GROUND")
#define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_AIR")
#define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_END lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_END")
#define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_GROUND")
#define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_AIR")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_FALL lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_FALL")
#define WEAPON_POPO_CONDOR_STATUS_KIND_NUM lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_NUM")
#define WEAPON_POPO_CONDOR_STATUS_KIND_ENTRY lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_ENTRY")
#define WEAPON_POPO_CONDOR_STATUS_KIND_FLY lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_FLY")
#define WEAPON_POPO_CONDOR_STATUS_KIND_TURN lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_TURN")
#define WEAPON_POPO_CONDOR_STATUS_KIND_MOVE_END lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_MOVE_END")
#define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_NO_TURN lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_NO_TURN")
#define WEAPON_POPO_CONDOR_STATUS_LOOP_WORK_INT_TURN_COUNTER lua_const("WEAPON_POPO_CONDOR_STATUS_LOOP_WORK_INT_TURN_COUNTER")
#define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_INT_OWNER_ID lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_INT_OWNER_ID")
#define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_CAN_CATCH lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_CAN_CATCH")
#define WEAPON_POPO_ICEBERG_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_NUM")
#define WEAPON_POPO_ICEBERG_STATUS_KIND_RISE lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_RISE")
#define WEAPON_POPO_ICEBERG_STATUS_KIND_WAIT lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_WAIT")
#define WEAPON_POPO_ICEBERG_STATUS_KIND_DECLINE lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_DECLINE")
#define WEAPON_POPO_ICEBERG_STATUS_KIND_DISAPPEAR lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_DISAPPEAR")
#define WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_INT_ADVANCE_COUNTER lua_const("WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_INT_ADVANCE_COUNTER")
#define WEAPON_KINETIC_TYPE_POPO_ICEBERG_RISE lua_const("WEAPON_KINETIC_TYPE_POPO_ICEBERG_RISE")
#define WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_FLOAT_ROTATE_DEGREE")
#define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLOAT")
#define WEAPON_KINETIC_TYPE_POPO_ICEBERG_DECLINE lua_const("WEAPON_KINETIC_TYPE_POPO_ICEBERG_DECLINE")
#define WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_NUM")
#define WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_DUMMY")
#define WEAPON_POPO_ICESHOT_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_NUM")
#define WEAPON_POPO_ICESHOT_STATUS_KIND_START_FALL lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_START_FALL")
#define WEAPON_POPO_ICESHOT_STATUS_KIND_MOVE lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_MOVE")
#define WEAPON_KINETIC_TYPE_POPO_ICESHOT_START_FALL lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_START_FALL")
#define WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_AIR lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_AIR")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE_SPEED lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE_SPEED")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_GROUND_EFFECT_HANDLE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_GROUND_EFFECT_HANDLE")
#define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_INT_LIFE_FRAME lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_INT_LIFE_FRAME")
#define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLAG_REMOVE")
#define WEAPON_POPO_ICESHOT_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_POPO_ICESHOT_KINETIC_ENERGY_ID_GENERAL")
#define WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_GROUND lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_GROUND")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_GROUND_EFFECT_HANDLE_LR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_GROUND_EFFECT_HANDLE_LR")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_GROUND_TO_AIR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_GROUND_TO_AIR")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_TO_AIR_HOP lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_TO_AIR_HOP")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_DAMAGE_TO_AIR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_DAMAGE_TO_AIR")
#define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_ROT_DEGREE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_ROT_DEGREE")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_COUNTER lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_COUNTER")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_FRAME lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_FRAME")
#define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_INIT_ROTATE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_INIT_ROTATE")
#define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_TOP_DEGREE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_TOP_DEGREE")
#define WEAPON_POPO_RUBBER_STATUS_KIND_NUM lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_NUM")
#define WEAPON_POPO_RUBBER_STATUS_KIND_WAIT lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_WAIT")
#define WEAPON_POPO_RUBBER_STATUS_KIND_SHOOT lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_SHOOT")
#define WEAPON_POPO_RUBBER_STATUS_KIND_FALL lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_FALL")
#define WEAPON_POPO_RUBBER_STATUS_KIND_REWIND lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_REWIND")
#define WEAPON_POPO_RUBBER_INSTANCE_WORK_ID_FLAG_DEACTIVATE lua_const("WEAPON_POPO_RUBBER_INSTANCE_WORK_ID_FLAG_DEACTIVATE")
#define WEAPON_POPO_WHITEBEAR_STATUS_KIND_NUM lua_const("WEAPON_POPO_WHITEBEAR_STATUS_KIND_NUM")
#define WEAPON_POPO_WHITEBEAR_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_WHITEBEAR_STATUS_KIND_DUMMY")
#define FIGHTER_MIIENEMYF_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYF_STATUS_KIND_NUM")
#define FIGHTER_MIIENEMYS_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYS_STATUS_KIND_NUM")
#define FIGHTER_MIIENEMYG_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYG_STATUS_KIND_NUM")
#define FIGHTER_PACKUN_STATUS_KIND_NUM lua_const("FIGHTER_PACKUN_STATUS_KIND_NUM")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_LOOP")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_WAIT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_WAIT")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_SHOOT")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_END")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_HIT_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_HIT_END")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_FAILURE")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CHARGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CHARGE")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_SHOOT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_SHOOT")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CANCEL lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CANCEL")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_JUMP_CANCEL lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_JUMP_CANCEL")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_END")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_END")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_LANDING")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_CHARGE")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_BITE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_BITE")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_END")
#define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_FALL_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_FALL_END")
#define FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE")
#define FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE_RV lua_const("FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE_RV")
#define FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_WORK_INT_TREAD_OBJECT_ID lua_const("FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_WORK_INT_TREAD_OBJECT_ID")
#define FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_FLAG_JUMP_MINI lua_const("FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_FLAG_JUMP_MINI")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLOAT")
#define FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI_FALL_SPECIAL lua_const("FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI_FALL_SPECIAL")
#define FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_STATUS_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_STATUS_FRAME")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_START_RISE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_START_RISE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_REVERSE_LR lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_REVERSE_LR")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_START lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_START")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_NUM lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_NUM")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_END lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_END")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LR lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LR")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_NONE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_NONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_INERTIA_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_INERTIA_STATUS")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_PENDULUM_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_PENDULUM_FRAME")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_PENDULUM_REACH_ANGLE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_PENDULUM_REACH_ANGLE")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH_FORCE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH_FORCE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_FORCE_REATCH_TO_LEFT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_FORCE_REATCH_TO_LEFT")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_LAST lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_LAST")
#define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_DIVE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_DIVE")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLOAT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BACK_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BACK_TILT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_DEGREE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_TOP_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_TOP_DEGREE")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLOAT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_CHARGE_COUNT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_START lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_START")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT")
#define FIGHTER_PACKUN_TILT_INIT_STATUS_START lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_START")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_TILT_INIT_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_TILT_INIT_STATUS")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_INIT_MODIFY_ROT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_INIT_MODIFY_ROT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_SITUATION_AIR_TO_GROUND lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_SITUATION_AIR_TO_GROUND")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_TILT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_SE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_SE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_SPEED_Y")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_CHANGE_MOTION lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_CHANGE_MOTION")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_X")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_Y")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_ADD_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_ADD_DEGREE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_GROUND_HIT_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_GROUND_HIT_COUNT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_X")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_Y")
#define FIGHTER_PACKUN_TILT_INIT_STATUS_NONE lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_NONE")
#define FIGHTER_PACKUN_TILT_INIT_STATUS_SET lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_SET")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_X")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_Y")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_RATE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_EXTEND_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_EXTEND_FRAME")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_BITE_POSITION_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_BITE_POSITION_FRAME")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_MOTION_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_MOTION_RATE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH_RATE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_LOUPE_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_LOUPE_STATUS")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_BATTLE_OBJECT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_BATTLE_OBJECT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_RESET_SHORTEN_EXPAND_FRAME_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_RESET_SHORTEN_EXPAND_FRAME_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_NECK_TRANS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_NECK_TRANS")
#define FIGHTER_PACKUN_JOINT_NECK_NUM lua_const("FIGHTER_PACKUN_JOINT_NECK_NUM")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_CLEAR_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_CLEAR_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_ATTACK_LERP lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_ATTACK_LERP")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_SHORTEN_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_SHORTEN_COUNT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC_DONE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC")
#define FIGHTER_PACKUN_GENERATE_ARTICLE_POISONBREATH lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_POISONBREATH")
#define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_FAILURE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_FAILURE")
#define FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT")
#define FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_CHARGE_MAX_EFFECT_HANDLE lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_CHARGE_MAX_EFFECT_HANDLE")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE")
#define FIGHTER_PACKUN_STATUS_SPECIAL_S_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_WORK_INT_CANCEL_TYPE")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_NONE lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_NONE")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_F")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_B")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_JUMP")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_GUARD")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_ESCAPE_AIR")
#define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_JUMP_AERIAL")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLAG")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_INT")
#define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLOAT")
#define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC")
#define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC_DONE")
#define FIGHTER_PACKUN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_LANDING lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_LANDING")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_NUM")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_START lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_START")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FALL lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FALL")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_LANDING")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP_LANDING")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_TURN")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FLAME lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FLAME")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_END lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_END")
#define WEAPON_PACKUN_BOSSPACKUN_INSTANCE_WORK_ID_FLAG_FIRST_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_INSTANCE_WORK_ID_FLAG_FIRST_LANDING")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_HOP_SPEED_Y_ADD lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_HOP_SPEED_Y_ADD")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_HIGH lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_HIGH")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLOAT_NECK_ROTATE_DEGREE lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLOAT_NECK_ROTATE_DEGREE")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_START_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_START_TURN")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_TURN")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLAG")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_INT")
#define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLOAT")
#define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_NUM")
#define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_START lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_START")
#define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_SHOOT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_SHOOT")
#define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_START_SCALE lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_START_SCALE")
#define WEAPON_PACKUN_POISONBREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATIO lua_const("WEAPON_PACKUN_POISONBREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATIO")
#define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_SCALE lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_SCALE")
#define WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_ENV_WIND lua_const("WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_ENV_WIND")
#define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG")
#define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_INT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_INT")
#define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT")
#define WEAPON_PACKUN_POISONBREATH_STATUS_SHOOT_WORK_FLAG_DONE_REMOVE_EFFECT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_SHOOT_WORK_FLAG_DONE_REMOVE_EFFECT")
#define WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_NORMAL")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_NUM")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_START lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_START")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_SHOOT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_SHOOT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_FALL lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_FALL")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_HOP lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_HOP")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLAG")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_INT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLOAT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_START_WORK_FLAG_IS_GROUND lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_START_WORK_FLAG_IS_GROUND")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_KIRBY lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_KIRBY")
#define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_LEFT_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_LEFT_HIT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_HIT_REASON lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_HIT_REASON")
#define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_RIGHT_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_RIGHT_HIT")
#define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_DOWN_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_DOWN_HIT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLAG")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLOAT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_MOTION_FRAME lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_MOTION_FRAME")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_UPDOWN_STATUS lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_UPDOWN_STATUS")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_X lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_X")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_X_START lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_X_START")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DIFF_X_FROM_FOUNDER lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DIFF_X_FROM_FOUNDER")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_UP_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_UP_Y")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_Y_START lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_Y_START")
#define WEAPON_PACKUN_SPIKEBALL_UD_UP lua_const("WEAPON_PACKUN_SPIKEBALL_UD_UP")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_DOWN_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_DOWN_Y")
#define WEAPON_PACKUN_SPIKEBALL_UD_NONE lua_const("WEAPON_PACKUN_SPIKEBALL_UD_NONE")
#define WEAPON_PACKUN_SPIKEBALL_UD_DOWN lua_const("WEAPON_PACKUN_SPIKEBALL_UD_DOWN")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DOWN_LOWER_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DOWN_LOWER_Y")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLAG")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_INT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_SPEED_RATE lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_SPEED_RATE")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLAG_PASSABLE_END lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLAG_PASSABLE_END")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLOAT_ADD_ACCEL_X lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLOAT_ADD_ACCEL_X")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_INT_OWNER_ID lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_INT_OWNER_ID")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLAG")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_INT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLOAT")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_INT_HOP_NUM lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_INT_HOP_NUM")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_ATTACK_HIT_BOUND lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_ATTACK_HIT_BOUND")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_CLEARED_ATTACK lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_CLEARED_ATTACK")
#define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLOAT_DEGREE lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLOAT_DEGREE")
#define FIGHTER_MOVIE_STATUS_KIND_PREPARE lua_const("FIGHTER_MOVIE_STATUS_KIND_PREPARE")
#define FIGHTER_MOVIE_STATUS_KIND_PLAY lua_const("FIGHTER_MOVIE_STATUS_KIND_PLAY")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_PITCH lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_PITCH")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_LR lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_LR")
#define WEAPON_LASSO_INSTANCE_WORK_ID_FLOAT_REACH_ANGLE lua_const("WEAPON_LASSO_INSTANCE_WORK_ID_FLOAT_REACH_ANGLE")
#define PH2NDARY_CRAW_COLLIDE lua_const("PH2NDARY_CRAW_COLLIDE")
#define ATTACK_SETOFF_KIND_THRU lua_const("ATTACK_SETOFF_KIND_THRU")
#define ATTACK_LR_CHECK_F lua_const("ATTACK_LR_CHECK_F")
#define COLLISION_CATEGORY_MASK_ALL lua_const("COLLISION_CATEGORY_MASK_ALL")
#define ATTACK_SOUND_LEVEL_S lua_const("ATTACK_SOUND_LEVEL_S")
#define COLLISION_SOUND_ATTR_CUTUP lua_const("COLLISION_SOUND_ATTR_CUTUP")
#define ATTACK_REGION_ENERGY lua_const("ATTACK_REGION_ENERGY")
#define ATTACK_SOUND_LEVEL_M lua_const("ATTACK_SOUND_LEVEL_M")
#define ATTACK_SOUND_LEVEL_L lua_const("ATTACK_SOUND_LEVEL_L")
#define ATTACK_SETOFF_KIND_ON lua_const("ATTACK_SETOFF_KIND_ON")
#define ATTACK_LR_CHECK_POS lua_const("ATTACK_LR_CHECK_POS")
#define COLLISION_SOUND_ATTR_BAT lua_const("COLLISION_SOUND_ATTR_BAT")
#define ATTACK_REGION_OBJECT lua_const("ATTACK_REGION_OBJECT")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_FRAME")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_RATE")
#define MA_MSC_DAMAGE_DAMAGE_NO_REACTION lua_const("MA_MSC_DAMAGE_DAMAGE_NO_REACTION")
#define MA_MSC_CMD_SHIELD_OFF lua_const("MA_MSC_CMD_SHIELD_OFF")
#define FIGHTER_REFLECTOR_GROUP_HOMERUNBAT lua_const("FIGHTER_REFLECTOR_GROUP_HOMERUNBAT")
#define COLLISION_SOUND_ATTR_MAGIC lua_const("COLLISION_SOUND_ATTR_MAGIC")
#define ITEM_SWING_ACTION_BEGIN lua_const("ITEM_SWING_ACTION_BEGIN")
#define COLLISION_SOUND_ATTR_KICK lua_const("COLLISION_SOUND_ATTR_KICK")
#define COLLISION_SOUND_ATTR_PUNCH lua_const("COLLISION_SOUND_ATTR_PUNCH")
#define ATTACK_REGION_SWORD lua_const("ATTACK_REGION_SWORD")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_DAMAGE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_DAMAGE")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_MAX_DAMAGE_SUB lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_MAX_DAMAGE_SUB")
#define ITEM_SWING_ACTION_BEGIN2 lua_const("ITEM_SWING_ACTION_BEGIN2")
#define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_DEATHSCYTHE_SMASH lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_DEATHSCYTHE_SMASH")
#define ATTACK_REGION_BODY lua_const("ATTACK_REGION_BODY")
#define ATTACK_REGION_NONE lua_const("ATTACK_REGION_NONE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_CATCH lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CATCH")
#define MA_MSC_CMD_ATTACK_FP_IND lua_const("MA_MSC_CMD_ATTACK_FP_IND")
#define COLLISION_SOUND_ATTR_NONE lua_const("COLLISION_SOUND_ATTR_NONE")
#define COLLISION_SOUND_ATTR_FIRE lua_const("COLLISION_SOUND_ATTR_FIRE")
#define COLLISION_SOUND_ATTR_BOMB lua_const("COLLISION_SOUND_ATTR_BOMB")
#define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP")
#define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_CONTROL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_CONTROL")
#define ATTACK_REGION_PUNCH lua_const("ATTACK_REGION_PUNCH")
#define ATTACK_REGION_KICK lua_const("ATTACK_REGION_KICK")
#define ATTACK_HEIGHT_LOW lua_const("ATTACK_HEIGHT_LOW")
#define ATTACK_REGION_HEAD lua_const("ATTACK_REGION_HEAD")
#define ATTACK_LR_CHECK_B lua_const("ATTACK_LR_CHECK_B")
#define COLLISION_SITUATION_MASK_G lua_const("COLLISION_SITUATION_MASK_G")
#define COLLISION_SITUATION_MASK_A lua_const("COLLISION_SITUATION_MASK_A")
#define MA_MSC_CMD_GRAB_CLEAR_ALL lua_const("MA_MSC_CMD_GRAB_CLEAR_ALL")
#define FIGHTER_STATUS_CATCH_FLAG_CATCH_WAIT lua_const("FIGHTER_STATUS_CATCH_FLAG_CATCH_WAIT")
#define ATTACK_REGION_THROW lua_const("ATTACK_REGION_THROW")
#define FIGHTER_HAVE_ITEM_WORK_TEMPORARY lua_const("FIGHTER_HAVE_ITEM_WORK_TEMPORARY")
#define FIGHTER_KINETIC_TYPE_PASSIVE_CEIL lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_CEIL")
#define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_ANGLE lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_ANGLE")
#define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_SPEED lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_SPEED")
#define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_POWER lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_POWER")
#define MA_MSC_CMD_REFLECTOR lua_const("MA_MSC_CMD_REFLECTOR")
#define MA_MSC_CMD_ATTACK_NODE lua_const("MA_MSC_CMD_ATTACK_NODE")
#define ITEM_FIREFLOWER_ACTION_OPEN lua_const("ITEM_FIREFLOWER_ACTION_OPEN")
#define COLLISION_CATEGORY_MASK_NO_STAGE_GIMMICK lua_const("COLLISION_CATEGORY_MASK_NO_STAGE_GIMMICK")
#define ATTACK_REGION_MAGIC lua_const("ATTACK_REGION_MAGIC")
#define FIGHTER_MARIO_GENERATE_ARTICLE_FIREBALL lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_FIREBALL")
#define FIGHTER_MARIO_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME")
#define MA_MSC_CMD_SHIELD_ON lua_const("MA_MSC_CMD_SHIELD_ON")
#define FIGHTER_MARIO_REFLECTOR_KIND_MANTLE lua_const("FIGHTER_MARIO_REFLECTOR_KIND_MANTLE")
#define COLLISION_SOUND_ATTR_MARIO_MANT lua_const("COLLISION_SOUND_ATTR_MARIO_MANT")
#define COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN lua_const("COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN")
#define COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN_LAST lua_const("COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN_LAST")
#define COLLISION_SOUND_ATTR_COIN lua_const("COLLISION_SOUND_ATTR_COIN")
#define COLLISION_SOUND_ATTR_MARIO_COIN_LAST lua_const("COLLISION_SOUND_ATTR_MARIO_COIN_LAST")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FINAL_START_CAMERA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FINAL_START_CAMERA")
#define SO_VAR_FLOAT_LR lua_const("SO_VAR_FLOAT_LR")
#define MA_MSC_CMD_CAMERA_CAM_OFFSET lua_const("MA_MSC_CMD_CAMERA_CAM_OFFSET")
#define ATTACK_LR_CHECK_SPEED lua_const("ATTACK_LR_CHECK_SPEED")
#define COLLISION_SOUND_ATTR_MARIO_FIREBALL lua_const("COLLISION_SOUND_ATTR_MARIO_FIREBALL")
#define COLLISION_SOUND_ATTR_MARIO_WATER_PUMP lua_const("COLLISION_SOUND_ATTR_MARIO_WATER_PUMP")
#define ATTACK_HEIGHT_HIGH lua_const("ATTACK_HEIGHT_HIGH")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_REVERSE_LR_FINISH_CAMERA_THROW_ORBIT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REVERSE_LR_FINISH_CAMERA_THROW_ORBIT")
#define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_IGNORE_CRITICAL_ATTACK_ID lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_IGNORE_CRITICAL_ATTACK_ID")
#define COLLISION_CATEGORY_MASK_NO_FLOOR lua_const("COLLISION_CATEGORY_MASK_NO_FLOOR")
#define FIGHTER_DONKEY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_WAIT_SHIELD lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_WAIT_SHIELD")
#define FIGHTER_LINK_GENERATE_ARTICLE_SWORD_BEAM lua_const("FIGHTER_LINK_GENERATE_ARTICLE_SWORD_BEAM")
#define ATTACK_REGION_ELBOW lua_const("ATTACK_REGION_ELBOW")
#define FIGHTER_LINK_GENERATE_ARTICLE_PARASAIL lua_const("FIGHTER_LINK_GENERATE_ARTICLE_PARASAIL")
#define ATTACK_REGION_BOMB lua_const("ATTACK_REGION_BOMB")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ARTICLE_MOTION_RATE_SYNC lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ARTICLE_MOTION_RATE_SYNC")
#define COLLISION_SOUND_ATTR_ELEC lua_const("COLLISION_SOUND_ATTR_ELEC")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_BULLET_DISP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_BULLET_DISP")
#define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_CHARGE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_CHARGE")
#define COLLISION_SOUND_ATTR_SAMUS_SCREW lua_const("COLLISION_SOUND_ATTR_SAMUS_SCREW")
#define COLLISION_SOUND_ATTR_SAMUS_SCREW_FINISH lua_const("COLLISION_SOUND_ATTR_SAMUS_SCREW_FINISH")
#define FIGHTER_SAMUS_STATUS_FINAL_WORK_FLOAT_OY lua_const("FIGHTER_SAMUS_STATUS_FINAL_WORK_FLOAT_OY")
#define MA_MSC_CMD_ATTACK_SET_LERP lua_const("MA_MSC_CMD_ATTACK_SET_LERP")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_CSHOT lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_CSHOT")
#define COLLISION_SOUND_ATTR_SAMUSD_SCREW lua_const("COLLISION_SOUND_ATTR_SAMUSD_SCREW")
#define COLLISION_SOUND_ATTR_SAMUSD_SCREW_FINISH lua_const("COLLISION_SOUND_ATTR_SAMUSD_SCREW_FINISH")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER2 lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER2")
#define COLLISION_SOUND_ATTR_SLAP lua_const("COLLISION_SOUND_ATTR_SLAP")
#define ATTACK_REGION_TAIL lua_const("ATTACK_REGION_TAIL")
#define COLLISION_SOUND_ATTR_YOSHI_BITE_HIT lua_const("COLLISION_SOUND_ATTR_YOSHI_BITE_HIT")
#define ATTACK_REGION_BITE lua_const("ATTACK_REGION_BITE")
#define ATTACK_REGION_HIP lua_const("ATTACK_REGION_HIP")
#define FIGHTER_ATTACK_KIND_VISUAL_SCENE lua_const("FIGHTER_ATTACK_KIND_VISUAL_SCENE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_VISUAL_SCENE lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_VISUAL_SCENE")
#define FIGHTER_STATUS_VISUAL_SCENE_FLAG_ABS_SET lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_ABS_SET")
#define FIGHTER_STATUS_VISUAL_SCENE_FLAG_END_EXIT lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_END_EXIT")
#define COLLISION_SOUND_ATTR_YOSHI_EGG_HIT lua_const("COLLISION_SOUND_ATTR_YOSHI_EGG_HIT")
#define FIGHTER_STATUS_JUMP_FLY_NEXT lua_const("FIGHTER_STATUS_JUMP_FLY_NEXT")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_FINISH_CAMERA_THROW_RAY_LENGTH lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FINISH_CAMERA_THROW_RAY_LENGTH")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_RAY_CHECK_FINISH_CAMERA_THROW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RAY_CHECK_FINISH_CAMERA_THROW")
#define FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_STOP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_STOP")
#define COLLISION_SITUATION_MASK_G_d lua_const("COLLISION_SITUATION_MASK_G_d")
#define COLLISION_SITUATION_MASK_GA_d lua_const("COLLISION_SITUATION_MASK_GA_d")
#define ATTACK_REGION_HAMMER lua_const("ATTACK_REGION_HAMMER")
#define FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTERSHOT lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTERSHOT")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_SWING_HOLD lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_SWING_HOLD")
#define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_RELEASE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_RELEASE")
#define WEAPON_FOX_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET lua_const("WEAPON_FOX_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET")
#define COLLISION_SOUND_ATTR_FOX_BLASTER lua_const("COLLISION_SOUND_ATTR_FOX_BLASTER")
#define COLLISION_SOUND_ATTR_FOX_TAIL lua_const("COLLISION_SOUND_ATTR_FOX_TAIL")
#define FIGHTER_FOX_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK lua_const("FIGHTER_FOX_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK")
#define ATTACK_REGION_KNEE lua_const("ATTACK_REGION_KNEE")
#define FIGHTER_FOX_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_FOX_GENERATE_ARTICLE_BLASTER_BULLET")
#define FIGHTER_FOX_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ILLUSION")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_FOX_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_FOX_FINAL")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_PIKACHU_GENERATE_ARTICLE_DENGEKIDAMA lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_DENGEKIDAMA")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_TRIGGER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_TRIGGER")
#define COLLISION_SOUND_ATTR_LUIGI_ATTACKDASH lua_const("COLLISION_SOUND_ATTR_LUIGI_ATTACKDASH")
#define COLLISION_SOUND_ATTR_LUIGI_SMASH lua_const("COLLISION_SOUND_ATTR_LUIGI_SMASH")
#define COLLISION_PART_MASK_BODY_HEAD lua_const("COLLISION_PART_MASK_BODY_HEAD")
#define FIGHTER_LUIGI_STATUS_AIR_LASSO_FLAG_SHOOT_PLUNGER lua_const("FIGHTER_LUIGI_STATUS_AIR_LASSO_FLAG_SHOOT_PLUNGER")
#define FIGHTER_LUIGI_GENERATE_ARTICLE_FIREBALL lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_FIREBALL")
#define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_RAM lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_RAM")
#define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_BRAKE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_BRAKE")
#define FIGHTER_LUIGI_STATUS_SPECIAL_HI_FLAG_CRITICAL_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_HI_FLAG_CRITICAL_HIT")
#define ATTACK_REGION_PSI lua_const("ATTACK_REGION_PSI")
#define COLLISION_SOUND_ATTR_NESS_BAT lua_const("COLLISION_SOUND_ATTR_NESS_BAT")
#define ATTACK_REGION_BAT lua_const("ATTACK_REGION_BAT")
#define FIGHTER_NESS_GENERATE_ARTICLE_PK_FIRE lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_FIRE")
#define FIGHTER_NESS_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_NESS_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_CRITICAL lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_CRITICAL")
#define FIGHTER_NESS_CLIFF_HANG_DATA_DEFAULT lua_const("FIGHTER_NESS_CLIFF_HANG_DATA_DEFAULT")
#define MA_MSC_CMD_ARTICLE_SET_OFFSET_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_SET_OFFSET_ARTICLE")
#define MA_MSC_CMD_CANCEL_ENABLE_CANCEL lua_const("MA_MSC_CMD_CANCEL_ENABLE_CANCEL")
#define FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_INT_CRITICAL_ATTACK_ID lua_const("FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_INT_CRITICAL_ATTACK_ID")
#define FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_FLAG_CRITICAL lua_const("FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_FLAG_CRITICAL")
#define GROUND_CLIFF_CHECK_KIND_ALWAYS_BACK lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS_BACK")
#define MA_MSC_CMD_CAMERA_CAM_RESET lua_const("MA_MSC_CMD_CAMERA_CAM_RESET")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_CAPTAIN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CAPTAIN_FINAL")
#define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define COLLISION_SOUND_ATTR_HARISEN lua_const("COLLISION_SOUND_ATTR_HARISEN")
#define COLLISION_SOUND_ATTR_PEACH_BINTA lua_const("COLLISION_SOUND_ATTR_PEACH_BINTA")
#define COLLISION_SOUND_ATTR_PEACH_FRYINGPAN lua_const("COLLISION_SOUND_ATTR_PEACH_FRYINGPAN")
#define COLLISION_SOUND_ATTR_PEACH_GOLF lua_const("COLLISION_SOUND_ATTR_PEACH_GOLF")
#define COLLISION_SOUND_ATTR_PEACH_TENNIS lua_const("COLLISION_SOUND_ATTR_PEACH_TENNIS")
#define FIGHTER_PEACH_SHIELD_KIND_KINOPIO_GUARD lua_const("FIGHTER_PEACH_SHIELD_KIND_KINOPIO_GUARD")
#define FIGHTER_PEACH_SHIELD_GROUP_KIND_KINOPIO_GUARD lua_const("FIGHTER_PEACH_SHIELD_GROUP_KIND_KINOPIO_GUARD")
#define FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIOSPORE lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIOSPORE")
#define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_SPECIAL_N_RAISE lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_SPECIAL_N_RAISE")
#define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N_RAISE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N_RAISE")
#define ATTACK_DIRECTION_Y lua_const("ATTACK_DIRECTION_Y")
#define ATTACK_REGION_PARASOL lua_const("ATTACK_REGION_PARASOL")
#define COLLISION_SOUND_ATTR_PEACH_PARASOL lua_const("COLLISION_SOUND_ATTR_PEACH_PARASOL")
#define FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_IS_DAIKON_GENERATABLE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_IS_DAIKON_GENERATABLE")
#define FIGHTER_PEACH_GENERATE_ARTICLE_DAIKON lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_DAIKON")
#define FIGHTER_PEACH_STATUS_FINAL_FLAG_AFFECT_ENABLE lua_const("FIGHTER_PEACH_STATUS_FINAL_FLAG_AFFECT_ENABLE")
#define COLLISION_SOUND_ATTR_DAISY_BINTA lua_const("COLLISION_SOUND_ATTR_DAISY_BINTA")
#define COLLISION_SOUND_ATTR_DAISY_FRYINGPAN lua_const("COLLISION_SOUND_ATTR_DAISY_FRYINGPAN")
#define COLLISION_SOUND_ATTR_DAISY_GOLF lua_const("COLLISION_SOUND_ATTR_DAISY_GOLF")
#define COLLISION_SOUND_ATTR_DAISY_TENNIS lua_const("COLLISION_SOUND_ATTR_DAISY_TENNIS")
#define FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIOSPORE lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIOSPORE")
#define COLLISION_SOUND_ATTR_DAISY_PARASOL lua_const("COLLISION_SOUND_ATTR_DAISY_PARASOL")
#define FIGHTER_DAISY_GENERATE_ARTICLE_DAIKON lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_DAIKON")
#define COLLISION_SOUND_ATTR_HEAVY lua_const("COLLISION_SOUND_ATTR_HEAVY")
#define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_GRAVITY_STABLE_UNABLE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_GRAVITY_STABLE_UNABLE")
#define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_ACCEL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_ACCEL")
#define FIGHTER_SHEIK_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_SHEIK_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT")
#define COLLISION_SOUND_ATTR_SHEIK_FINAL_KICK lua_const("COLLISION_SOUND_ATTR_SHEIK_FINAL_KICK")
#define COLLISION_SOUND_ATTR_SHEIK_FINAL_PUNCH lua_const("COLLISION_SOUND_ATTR_SHEIK_FINAL_PUNCH")
#define EFFECT_SCREEN_PRIO_FINAL lua_const("EFFECT_SCREEN_PRIO_FINAL")
#define FIGHTER_STATUS_ESCAPE_FLAG_MOTION_RATE_PENALTY lua_const("FIGHTER_STATUS_ESCAPE_FLAG_MOTION_RATE_PENALTY")
#define ATTACK_SOUND_LEVEL_LL lua_const("ATTACK_SOUND_LEVEL_LL")
#define FIGHTER_MARIOD_GENERATE_ARTICLE_DRCAPSULE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_DRCAPSULE")
#define FIGHTER_MARIOD_GENERATE_ARTICLE_STETHOSCOPE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_STETHOSCOPE")
#define FIGHTER_MARIOD_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME")
#define FIGHTER_MARIOD_REFLECTOR_KIND_DRMANTLE lua_const("FIGHTER_MARIOD_REFLECTOR_KIND_DRMANTLE")
#define COLLISION_SOUND_ATTR_MARIOD_MANT lua_const("COLLISION_SOUND_ATTR_MARIOD_MANT")
#define COLLISION_SOUND_ATTR_MARIOD_CAPSULE lua_const("COLLISION_SOUND_ATTR_MARIOD_CAPSULE")
#define WEAPON_MARIOD_HUGECAPSULE_GENERATE_ARTICLE_DRCAPSULE lua_const("WEAPON_MARIOD_HUGECAPSULE_GENERATE_ARTICLE_DRCAPSULE")
#define FIGHTER_PICHU_GENERATE_ARTICLE_DENGEKIDAMA lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_DENGEKIDAMA")
#define WEAPON_FALCO_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET lua_const("WEAPON_FALCO_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET")
#define COLLISION_SOUND_ATTR_FALCO_BLASTER lua_const("COLLISION_SOUND_ATTR_FALCO_BLASTER")
#define FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER_BULLET")
#define FIGHTER_FALCO_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ILLUSION")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define COLLISION_SOUND_ATTR_MARTH_SWORD lua_const("COLLISION_SOUND_ATTR_MARTH_SWORD")
#define ATTACK_DIRECTION_NONE lua_const("ATTACK_DIRECTION_NONE")
#define COLLISION_PART_MASK_HEAD lua_const("COLLISION_PART_MASK_HEAD")
#define ATTACK_DIRECTION_Z lua_const("ATTACK_DIRECTION_Z")
#define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR")
#define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_SHOOT")
#define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_NAVY lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_NAVY")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOW")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOWARROW")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOOMERANG")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_SET_DAMAGE_FLY_N lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_SET_DAMAGE_FLY_N")
#define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_READY_FINISH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_READY_FINISH")
#define FIGHTER_GANON_STATUS_ATTACK_WORK_FLAG_CRITICAL lua_const("FIGHTER_GANON_STATUS_ATTACK_WORK_FLAG_CRITICAL")
#define FIGHTER_GANON_STATUS_ATTACK_WORK_INT_IGNORE_CRITICAL_ATTACK_ID lua_const("FIGHTER_GANON_STATUS_ATTACK_WORK_INT_IGNORE_CRITICAL_ATTACK_ID")
#define FIGHTER_GANON_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_GANON_GENERATE_ARTICLE_SWORD")
#define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HIT_RUMBLE_CHECK lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HIT_RUMBLE_CHECK")
#define COLLISION_CATEGORY_MASK_FEB lua_const("COLLISION_CATEGORY_MASK_FEB")
#define FIGHTER_MEWTWO_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_MEWTWO_REFLECTOR_KIND_REFLECTOR")
#define FIGHTER_MEWTWO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_MEWTWO_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_MEWTWO_GENERATE_ARTICLE_BINDBALL lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_BINDBALL")
#define COLLISION_CATEGORY_MASK_NO_STAGE lua_const("COLLISION_CATEGORY_MASK_NO_STAGE")
#define COLLISION_SOUND_ATTR_ROY_HIT lua_const("COLLISION_SOUND_ATTR_ROY_HIT")
#define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define COLLISION_SOUND_ATTR_CHROM_HIT lua_const("COLLISION_SOUND_ATTR_CHROM_HIT")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT")
#define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME")
#define FIGHTER_ROY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT")
#define FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_CHROM lua_const("FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_CHROM")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_CHROM_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CHROM_FINAL")
#define FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_FINISH_CHROM lua_const("FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_FINISH_CHROM")
#define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_SPRAY lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_SPRAY")
#define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_NORMAL_WEAPON_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_NORMAL_WEAPON_KIND")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_NORMAL_WEAPON lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_NORMAL_WEAPON")
#define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_CHAIR lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_CHAIR")
#define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_MANHOLE lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_MANHOLE")
#define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TROPICALFISH lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TROPICALFISH")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BOMB lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BOMB")
#define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TURTLE lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TURTLE")
#define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BREATH")
#define SO_VAR_FLOAT_MOTION_RATE_TOTAL lua_const("SO_VAR_FLOAT_MOTION_RATE_TOTAL")
#define FIGHTER_GAMEWATCH_STATUS_THROW_FLAG_SET_STOCK_ICON lua_const("FIGHTER_GAMEWATCH_STATUS_THROW_FLAG_SET_STOCK_ICON")
#define FIGHTER_GAMEWATCH_STATUS_THROW_WORK_FLOAT_STOCK_ICON_ROTATE lua_const("FIGHTER_GAMEWATCH_STATUS_THROW_WORK_FLOAT_STOCK_ICON_ROTATE")
#define COLLISION_SOUND_ATTR_KAMEHIT lua_const("COLLISION_SOUND_ATTR_KAMEHIT")
#define SPECIAL_PAINT_OIL lua_const("SPECIAL_PAINT_OIL")
#define ATTACK_LR_CHECK_LEFT lua_const("ATTACK_LR_CHECK_LEFT")
#define WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_1 lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_1")
#define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_INT_CATCH_PATTERN_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_INT_CATCH_PATTERN_LEG_A")
#define WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_2 lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_2")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_SITUATION_CHANGE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_SITUATION_CHANGE")
#define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_NO_HOP lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_NO_HOP")
#define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_END lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_END")
#define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_BUNSHIN")
#define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END")
#define COLLISION_SOUND_ATTR_METAKNIGHT_FINAL_HIT lua_const("COLLISION_SOUND_ATTR_METAKNIGHT_FINAL_HIT")
#define ATTACK_REGION_PALUTENA lua_const("ATTACK_REGION_PALUTENA")
#define FIGHTER_PIT_REFLECTOR_KIND_SPECIAL_S lua_const("FIGHTER_PIT_REFLECTOR_KIND_SPECIAL_S")
#define FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_S lua_const("FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_S")
#define FIGHTER_PIT_SHIELD_GROUP_KIND_SPECIAL_LW lua_const("FIGHTER_PIT_SHIELD_GROUP_KIND_SPECIAL_LW")
#define FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_LW lua_const("FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_LW")
#define FIGHTER_PITB_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_PITB_GENERATE_ARTICLE_BOWARROW")
#define ATTACK_REGION_WHIP lua_const("ATTACK_REGION_WHIP")
#define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_SHOOT")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_PARALYZER_BULLET lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_PARALYZER_BULLET")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_RETICLE")
#define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_SAMUSP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_SAMUSP")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_CHECK lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_CHECK")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE")
#define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_USE")
#define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_ESCAPE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_ESCAPE")
#define FIGHTER_WARIO_STATUS_SPECIAL_HI_FLAG_DISABLE_MOTION_ANGLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_HI_FLAG_DISABLE_MOTION_ANGLE")
#define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_CRITICAL_HIT lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_CRITICAL_HIT")
#define FIGHTER_WARIO_GENERATE_ARTICLE_GARLIC lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_GARLIC")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_DEDEDE_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_DEDEDE_FINAL")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_SET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_SET")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_WARIO_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_WARIO_FINAL")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_HIT lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_HIT")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_1 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_1")
#define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_TARGET_MOTION_RATE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_TARGET_MOTION_RATE")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_MOTION_RATE_SET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_MOTION_RATE_SET")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_2 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_2")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_3 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_3")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_ATTACK_ABS_RESET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ATTACK_ABS_RESET")
#define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_4 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_4")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_BUMP_WARIO_AWAY lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_BUMP_WARIO_AWAY")
#define WEAPON_WARIO_WARIOBIKE_INSTANCE_WORK_ID_FLAG_BROKEN_ATTACK lua_const("WEAPON_WARIO_WARIOBIKE_INSTANCE_WORK_ID_FLAG_BROKEN_ATTACK")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_OBJECT lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_OBJECT")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_GROUP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_GROUP")
#define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_NO lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_NO")
#define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_LIGHT_ON lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_LIGHT_ON")
#define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_SHOOT")
#define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_AWAY lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_AWAY")
#define FIGHTER_SNAKE_STATUS_SPECIAL_LW_EXPLODING_FLAG_C4_STARTUP lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_EXPLODING_FLAG_C4_STARTUP")
#define WEAPON_SNAKE_NIKITA_GENERATE_ARTICLE_MISSILE lua_const("WEAPON_SNAKE_NIKITA_GENERATE_ARTICLE_MISSILE")
#define WEAPON_SNAKE_TRENCHMORTAR_GENERATE_ARTICLE_BULLET lua_const("WEAPON_SNAKE_TRENCHMORTAR_GENERATE_ARTICLE_BULLET")
#define WEAPON_SNAKE_TRENCHMORTAR_BULLET_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_KINETIC_ENERGY_ID_GRAVITY")
#define COLLISION_SOUND_ATTR_IKE lua_const("COLLISION_SOUND_ATTR_IKE")
#define FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_SWORD_FINAL lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_SWORD_FINAL")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT")
#define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME")
#define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION_VARIATION lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION_VARIATION")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_IKE_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_END")
#define ATTACK_LR_CHECK_PART lua_const("ATTACK_LR_CHECK_PART")
#define ATTACK_REGION_WATER lua_const("ATTACK_REGION_WATER")
#define COLLISION_SOUND_ATTR_WATER lua_const("COLLISION_SOUND_ATTR_WATER")
#define FIGHTER_PZENIGAME_GENERATE_ARTICLE_WATER lua_const("FIGHTER_PZENIGAME_GENERATE_ARTICLE_WATER")
#define COLLISION_SOUND_ATTR_ZENIGAME_SHELLHIT lua_const("COLLISION_SOUND_ATTR_ZENIGAME_SHELLHIT")
#define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_SEED lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_SEED")
#define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_LEAFCUTTER lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_LEAFCUTTER")
#define FIGHTER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI")
#define FIGHTER_PLIZARDON_STATUS_FINAL_FLAG_LAST_DAIMONJI lua_const("FIGHTER_PLIZARDON_STATUS_FINAL_FLAG_LAST_DAIMONJI")
#define COLLISION_SOUND_ATTR_LIZARDON_FIRE lua_const("COLLISION_SOUND_ATTR_LIZARDON_FIRE")
#define WEAPON_PLIZARDON_DAIMONJI_INSTANCE_WORK_ID_FLAG_LAST lua_const("WEAPON_PLIZARDON_DAIMONJI_INSTANCE_WORK_ID_FLAG_LAST")
#define WEAPON_PTRAINER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI lua_const("WEAPON_PTRAINER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI")
#define WEAPON_PTRAINER_PLIZARDON_STATUS_FINAL_WORK_FLAG_LAST_DAIMONJI lua_const("WEAPON_PTRAINER_PLIZARDON_STATUS_FINAL_WORK_FLAG_LAST_DAIMONJI")
#define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_ON lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_ON")
#define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_1 lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_1")
#define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_2 lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_2")
#define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_OFF lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_OFF")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_LEFT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_LEFT")
#define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_RIGHT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_RIGHT")
#define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WIN_PEANUTS_TYPE lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WIN_PEANUTS_TYPE")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_PEANUTS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_PEANUTS")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_PEANUTS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_PEANUTS")
#define COLLISION_SOUND_ATTR_DIDDY_SCRATCH lua_const("COLLISION_SOUND_ATTR_DIDDY_SCRATCH")
#define FIGHTER_DIDDY_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_DIDDY_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_BANANA lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_BANANA")
#define FIGHTER_DIDDY_GENERATE_ARTICLE_EXPLOSION lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_EXPLOSION")
#define COLLISION_SOUND_ATTR_LUCAS_BAT lua_const("COLLISION_SOUND_ATTR_LUCAS_BAT")
#define COLLISION_CATEGORY_MASK_NO_IF lua_const("COLLISION_CATEGORY_MASK_NO_IF")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_NEEDLE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_NEEDLE")
#define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FIRE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FIRE")
#define FIGHTER_LUCAS_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_SPECIAL_HI")
#define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_CRITICAL lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_CRITICAL")
#define FIGHTER_LUCAS_CLIFF_HANG_DATA_START lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_START")
#define FIGHTER_SONIC_STATUS_DASH_FLAG_BRAKE_INCREASE lua_const("FIGHTER_SONIC_STATUS_DASH_FLAG_BRAKE_INCREASE")
#define ATTACK_HEIGHT_MIDDLE lua_const("ATTACK_HEIGHT_MIDDLE")
#define FIGHTER_SONIC_GENERATE_ARTICLE_CHAOSEMERALD lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_CHAOSEMERALD")
#define COLLISION_CATEGORY_MASK_FIEB lua_const("COLLISION_CATEGORY_MASK_FIEB")
#define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_IS_KIRBY lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_IS_KIRBY")
#define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_ATTACK_ID_DEFAULT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_ATTACK_ID_DEFAULT")
#define COLLISION_SOUND_ATTR_DEDEDE lua_const("COLLISION_SOUND_ATTR_DEDEDE")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_WADDLEDEE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_WADDLEDEE")
#define COLLISION_KIND_MASK_AH lua_const("COLLISION_KIND_MASK_AH")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_INHALE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_INHALE")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_USE")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SPIT")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR_MISSILE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR_MISSILE")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP")
#define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT")
#define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_MISS_SEARCH lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_MISS_SEARCH")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_RIGHT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_RIGHT")
#define FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR")
#define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_LEFT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_LEFT")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_PIKMIN_INSTANCE_WORK_INT_THROW_PIKMIN_VARIATION lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_THROW_PIKMIN_VARIATION")
#define WEAPON_PIKMIN_PIKMIN_VARIATION_RED lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_RED")
#define WEAPON_PIKMIN_PIKMIN_VARIATION_YELLOW lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_YELLOW")
#define WEAPON_PIKMIN_PIKMIN_VARIATION_WHITE lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_WHITE")
#define WEAPON_PIKMIN_PIKMIN_VARIATION_VIOLET lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_VIOLET")
#define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN1 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN1")
#define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN2 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN2")
#define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN3 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN3")
#define FIGHTER_PIKMIN_WIN_WPN_DATA_WIN3 lua_const("FIGHTER_PIKMIN_WIN_WPN_DATA_WIN3")
#define FIGHTER_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_MOT_RATE lua_const("FIGHTER_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_MOT_RATE")
#define FIGHTER_PIKMIN_STATUS_SPECIAL_LW_FLAG_SORT lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_LW_FLAG_SORT")
#define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_FLAG_FINAL_STATUS_ON lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_FLAG_FINAL_STATUS_ON")
#define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_START_WORK_FLOAT_MOT_RATE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_START_WORK_FLOAT_MOT_RATE")
#define ATTACK_REGION_PIKMIN lua_const("ATTACK_REGION_PIKMIN")
#define COLLISION_KIND_MASK_HSR lua_const("COLLISION_KIND_MASK_HSR")
#define COLLISION_CATEGORY_MASK_FI lua_const("COLLISION_CATEGORY_MASK_FI")
#define WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_CATCH lua_const("WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_CATCH")
#define WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_THROW lua_const("WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_THROW")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_TASK lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_TASK")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP")
#define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_NO lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_NO")
#define COLLISION_SOUND_ATTR_LUCARIO lua_const("COLLISION_SOUND_ATTR_LUCARIO")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_FORCE_AURAPOWER_ATTACK_POWER_MUL lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_FORCE_AURAPOWER_ATTACK_POWER_MUL")
#define FIGHTER_LUCARIO_SHIELD_KIND_SPLIT lua_const("FIGHTER_LUCARIO_SHIELD_KIND_SPLIT")
#define FIGHTER_LUCARIO_SHIELD_GROUP_KIND_SPLIT lua_const("FIGHTER_LUCARIO_SHIELD_GROUP_KIND_SPLIT")
#define FIGHTER_ROBOT_REFLECTOR_KIND_ARMSPIN lua_const("FIGHTER_ROBOT_REFLECTOR_KIND_ARMSPIN")
#define FIHGTER_ROBOT_AREA_KIND_FINAL_ROCK_ON lua_const("FIHGTER_ROBOT_AREA_KIND_FINAL_ROCK_ON")
#define COLLISION_SOUND_ATTR_ROBOT_FINAL_HIT lua_const("COLLISION_SOUND_ATTR_ROBOT_FINAL_HIT")
#define COLLISION_SOUND_ATTR_TOONLINK_HIT lua_const("COLLISION_SOUND_ATTR_TOONLINK_HIT")
#define SO_VAR_INT_PREV_STATUS lua_const("SO_VAR_INT_PREV_STATUS")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_TAKT lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_TAKT")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_FAIRY lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_FAIRY")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_PIG lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_PIG")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOW")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOWARROW")
#define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOOMERANG")
#define FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER")
#define FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET")
#define FIGHTER_WOLF_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_ILLUSION")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_SLINGSHOT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SLINGSHOT")
#define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH")
#define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_DASH lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_DASH")
#define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_TURN lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_TURN")
#define MA_MSC_CMD_ITEM_THROW_ITEM_OFFSET_MOTION lua_const("MA_MSC_CMD_ITEM_THROW_ITEM_OFFSET_MOTION")
#define ATTACK_LR_CHECK_LR lua_const("ATTACK_LR_CHECK_LR")
#define WEAPON_MURABITO_TOMNOOK_ATTACK_ABSOLUTE_KIND_BOMB lua_const("WEAPON_MURABITO_TOMNOOK_ATTACK_ABSOLUTE_KIND_BOMB")
#define WEAPON_ROCKMAN_AIRSHOOTER_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK lua_const("WEAPON_ROCKMAN_AIRSHOOTER_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_PULL lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_PULL")
#define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_SEND_ATTACK_END lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_SEND_ATTACK_END")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKBUSTER lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKBUSTER")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_CHARGESHOT lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_CHARGESHOT")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_AIRSHOOTER lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_AIRSHOOTER")
#define FIGHTER_ROCKMAN_GENERATE_ARTICLE_HARDKNUCKLE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_HARDKNUCKLE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_ROCKMAN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_ROCKMAN_FINAL")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define WEAPON_ROCKMAN_HARDKNUCKLE_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK")
#define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_EXIT")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_TOWEL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_TOWEL")
#define COLLISION_CATEGORY_MASK_NO_FIGHTER lua_const("COLLISION_CATEGORY_MASK_NO_FIGHTER")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_HULAHOOP lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_HULAHOOP")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTE lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTE")
#define FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTEL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTEL")
#define WEAPON_ROSETTA_TICO_SEARCH_KIND_FREE_ATTACK_LR lua_const("WEAPON_ROSETTA_TICO_SEARCH_KIND_FREE_ATTACK_LR")
#define JOSTLE_PRI_HIGH lua_const("JOSTLE_PRI_HIGH")
#define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_CHAMPIONBELT lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_CHAMPIONBELT")
#define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_DOCLOUIS lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_DOCLOUIS")
#define WEAPON_LITTLEMAC_DOCLOUIS_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_LITTLEMAC_DOCLOUIS_MOTION_PART_SET_KIND_FACE")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_RESET_KO_GAUGE lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_RESET_KO_GAUGE")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_WATER lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_WATER")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_REQUEST_LOOP_DAMAGE_MOTION")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ATTACK_END lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ATTACK_END")
#define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_GODWING lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_GODWING")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_EXPLOSIVEFLAME lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_EXPLOSIVEFLAME")
#define FIGHTER_PALUTENA_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_PALUTENA_REFLECTOR_KIND_REFLECTOR")
#define MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR lua_const("MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR")
#define FIGHTER_PALUTENA_GENERATE_ARTICLE_REFLECTIONBOARD lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_REFLECTIONBOARD")
#define WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_EAT")
#define WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_FINISH_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_FINISH_EAT")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_ARTISTICPOINT lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_ARTISTICPOINT")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_FAIRY lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_FAIRY")
#define FIGHTER_PACMAN_GENERATE_ARTICLE_TRAMPOLINE lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_TRAMPOLINE")
#define COLLISION_SOUND_ATTR_PACMAN_WATER lua_const("COLLISION_SOUND_ATTR_PACMAN_WATER")
#define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_ON_JUMP lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_ON_JUMP")
#define WEAPON_REFLET_CHROM_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_REFLET_CHROM_MOTION_PART_SET_KIND_FACE")
#define FIGHTER_REFLET_GENERATE_ARTICLE_ELWIND lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_ELWIND")
#define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_NONE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_NONE")
#define COLLISION_SOUND_ATTR_REFLET_FINAL_SWORD lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_SWORD")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION")
#define COLLISION_SOUND_ATTR_REFLET_FINAL_ELEC lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_ELEC")
#define FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_END")
#define FIGHTER_REFLET_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION")
#define COLLISION_SOUND_ATTR_REFLET_FINAL_FIRE lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_FIRE")
#define ATTACK_DIRECTION_X lua_const("ATTACK_DIRECTION_X")
#define ATTACK_LR_CHECK_BACK_SLASH lua_const("ATTACK_LR_CHECK_BACK_SLASH")
#define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_NORMAL_GRAVITY_START lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_NORMAL_GRAVITY_START")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_SHULK_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_SHULK_FINAL")
#define COLLISION_SOUND_ATTR_SHULK_FINAL_RIKI lua_const("COLLISION_SOUND_ATTR_SHULK_FINAL_RIKI")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define COLLISION_SOUND_ATTR_SHULK_FINAL_DANBAN lua_const("COLLISION_SOUND_ATTR_SHULK_FINAL_DANBAN")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_TARGET_FLY_START lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_TARGET_FLY_START")
#define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_HAMMER lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_HAMMER")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_MAGICHAND lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_MAGICHAND")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_MECHAKOOPA lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_MECHAKOOPA")
#define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_GENERATE_BATTEN lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_GENERATE_BATTEN")
#define FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_DELAY_FRAME lua_const("FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_DELAY_FRAME")
#define FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_RETICLE_DISPLAY_FRAME lua_const("FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_RETICLE_DISPLAY_FRAME")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_DUCKHUNT_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_DUCKHUNT_FINAL")
#define COLLISION_SOUND_ATTR_DUCKHUNT_FINAL lua_const("COLLISION_SOUND_ATTR_DUCKHUNT_FINAL")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define WEAPON_DUCKHUNT_RETICLE_INSTANCE_WORK_ID_FLOAT_SIZE lua_const("WEAPON_DUCKHUNT_RETICLE_INSTANCE_WORK_ID_FLOAT_SIZE")
#define COLLISION_SOUND_ATTR_RYU_KICK lua_const("COLLISION_SOUND_ATTR_RYU_KICK")
#define COLLISION_SOUND_ATTR_RYU_PUNCH lua_const("COLLISION_SOUND_ATTR_RYU_PUNCH")
#define FIGHTER_RYU_GENERATE_ARTICLE_SACK lua_const("FIGHTER_RYU_GENERATE_ARTICLE_SACK")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_DECIDE_STRENGTH lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_DECIDE_STRENGTH")
#define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_DISABLE_SUPER_ARMOR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_DISABLE_SUPER_ARMOR")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_LOCK_ATTACK lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_LOCK_ATTACK")
#define COLLISION_SOUND_ATTR_RYU_FINAL01 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL01")
#define COLLISION_SOUND_ATTR_RYU_FINAL02 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL02")
#define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_REMOVE_FINAL_AURA lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_REMOVE_FINAL_AURA")
#define COLLISION_SOUND_ATTR_RYU_FINAL03 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL03")
#define FIGHTER_RYU_GENERATE_ARTICLE_SHINKUHADOKEN lua_const("FIGHTER_RYU_GENERATE_ARTICLE_SHINKUHADOKEN")
#define COLLISION_SOUND_ATTR_KEN_KICK lua_const("COLLISION_SOUND_ATTR_KEN_KICK")
#define COLLISION_SOUND_ATTR_KEN_PUNCH lua_const("COLLISION_SOUND_ATTR_KEN_PUNCH")
#define COLLISION_SOUND_ATTR_KEN_SHORYU lua_const("COLLISION_SOUND_ATTR_KEN_SHORYU")
#define COLLISION_SOUND_ATTR_KEN_FINAL01 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL01")
#define COLLISION_SOUND_ATTR_KEN_FINAL02 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL02")
#define COLLISION_SOUND_ATTR_KEN_FINAL03 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL03")
#define COLLISION_SOUND_ATTR_CLOUD_HIT lua_const("COLLISION_SOUND_ATTR_CLOUD_HIT")
#define COLLISION_SOUND_ATTR_CLOUD_SMASH_01 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_01")
#define COLLISION_SOUND_ATTR_CLOUD_SMASH_02 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_02")
#define COLLISION_SOUND_ATTR_CLOUD_SMASH_03 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_03")
#define FIGHTER_CLOUD_GENERATE_ARTICLE_WAVE lua_const("FIGHTER_CLOUD_GENERATE_ARTICLE_WAVE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_LB_SCENE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_LB_SCENE")
#define FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_LB_SCENE")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT")
#define COLLISION_SOUND_ATTR_CLOUD_FINAL_01 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_01")
#define COLLISION_SOUND_ATTR_CLOUD_FINAL_02 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_02")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION")
#define COLLISION_SOUND_ATTR_CLOUD_FINAL_03 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_03")
#define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_END_HIT")
#define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SHIELD")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFFECT_SWORD_AURA lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFFECT_SWORD_AURA")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_KAMUI_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_KAMUI_FINAL")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLAG_IS_KAMUI lua_const("WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLAG_IS_KAMUI")
#define WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLOAT_HOLD_RATE")
#define WEAPON_KAMUI_SPEARHAND_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND lua_const("WEAPON_KAMUI_SPEARHAND_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND")
#define WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_RELEASE lua_const("WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_RELEASE")
#define WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SET_CRITICAL_HIT_SE lua_const("WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SET_CRITICAL_HIT_SE")
#define WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SYNC_SPYCLOAK lua_const("WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SYNC_SPYCLOAK")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_DISABLE_ROOT_ATTACK lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_DISABLE_ROOT_ATTACK")
#define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_00 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_00")
#define COLLISION_SOUND_ATTR_BAYONETTA_HIT_01 lua_const("COLLISION_SOUND_ATTR_BAYONETTA_HIT_01")
#define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_01 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_01")
#define FIGHTER_BAYONETTA_SHOOTING_SLOT_L_ARM lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_L_ARM")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_MOTION_STOP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_MOTION_STOP")
#define FIGHTER_BAYONETTA_SHOOTING_SLOT_R_ARM lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_R_ARM")
#define FIGHTER_BAYONETTA_SHOOTING_SLOT_R_LEG lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_R_LEG")
#define FIGHTER_BAYONETTA_SHOOTING_SLOT_L_LEG lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_L_LEG")
#define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_02 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_02")
#define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_03 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_03")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CHECK_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CHECK_HOLD")
#define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_LEFT_FIRE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_LEFT_FIRE")
#define FIGHTER_BAYONETTA_GENERATE_ARTICLE_SPECIALN_BULLET lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_SPECIALN_BULLET")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HOLD_END_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HOLD_END_CHECK")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME_SUCCESS lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME_SUCCESS")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_CLIMAX_GAUGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_CLIMAX_GAUGE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_CLIMAX_GAUGE lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_CLIMAX_GAUGE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_TARGET_ENTRY lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_TARGET_ENTRY")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_HIT")
#define FIGHTER_BAYONETTA_FINAL_TARGET_SET_INVISIBLE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_SET_INVISIBLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SET_TARGET_VISIBILITY lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SET_TARGET_VISIBILITY")
#define FIGHTER_BAYONETTA_FINAL_TARGET_SET_VISIBLE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_SET_VISIBLE")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_CLIMAX_GAUGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_CLIMAX_GAUGE")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_FINISH lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_FINISH")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_SET lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_SET")
#define COLLISION_SOUND_ATTR_BAYONETTA_HIT_02 lua_const("COLLISION_SOUND_ATTR_BAYONETTA_HIT_02")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP")
#define SO_VAR_FLOAT_MOTION_RATE lua_const("SO_VAR_FLOAT_MOTION_RATE")
#define COLLISION_SOUND_ATTR_INKLING_HIT lua_const("COLLISION_SOUND_ATTR_INKLING_HIT")
#define FIGHTER_INKLING_GENERATE_ARTICLE_SPLASH lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SPLASH")
#define HIT_STATUS_MASK_NI lua_const("HIT_STATUS_MASK_NI")
#define FIGHTER_ATTACK_KIND_RIDLEY_FINAL lua_const("FIGHTER_ATTACK_KIND_RIDLEY_FINAL")
#define FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_01 lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_01")
#define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_02 lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_02")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_OFF lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_OFF")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_ON lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_ON")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_WAIST_DAMAGE_REQUEST lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_WAIST_DAMAGE_REQUEST")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_KROOL_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_KROOL_FINAL")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_VISUAL_SCENE_04_DAMAGE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_VISUAL_SCENE_04_DAMAGE")
#define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define COLLISION_SOUND_ATTR_SIMON_WHIP lua_const("COLLISION_SOUND_ATTR_SIMON_WHIP")
#define COLLISION_CATEGORY_MASK_STAGE_GIMMICK lua_const("COLLISION_CATEGORY_MASK_STAGE_GIMMICK")
#define FIGHTER_SIMON_GENERATE_ARTICLE_CRYSTAL lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_CRYSTAL")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_SIMON_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_SIMON_FINAL")
#define FIGHTER_SIMON_STATUS_FINAL_FLAG_ABS_SET lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_ABS_SET")
#define COLLISION_SOUND_ATTR_SIMON_CROSS lua_const("COLLISION_SOUND_ATTR_SIMON_CROSS")
#define PH2NDARY_CRAW_MOVE lua_const("PH2NDARY_CRAW_MOVE")
#define COLLISION_SOUND_ATTR_RICHTER_WHIP lua_const("COLLISION_SOUND_ATTR_RICHTER_WHIP")
#define COLLISION_SOUND_ATTR_RICHTER_CROSS lua_const("COLLISION_SOUND_ATTR_RICHTER_CROSS")
#define COLLISION_SOUND_ATTR_SHIZUE_HAMMER lua_const("COLLISION_SOUND_ATTR_SHIZUE_HAMMER")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_WEEDS lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_WEEDS")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_LEFT lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_LEFT")
#define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_RIGHT lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_RIGHT")
#define FIGHTER_SHIZUE_GENERATE_ARTICLE_SLINGSHOT lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_SLINGSHOT")
#define WEAPON_SHIZUE_SLINGSHOT_GENERATE_ARTICLE_BULLET lua_const("WEAPON_SHIZUE_SLINGSHOT_GENERATE_ARTICLE_BULLET")
#define FIGHTER_GAOGAEN_GENERATE_ARTICLE_CHAMPIONBELT lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_CHAMPIONBELT")
#define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_DAMAGE_CUT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_DAMAGE_CUT")
#define FIGHTER_ATTACK_ABSOLUTE_KIND_GAOGAEN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_GAOGAEN_FINAL")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT")
#define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION")
#define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_TORNADOSHOT lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_TORNADOSHOT")
#define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATTACK_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATTACK_END")
#define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLOAT_REFLECT_MOTION_FRAME")
#define FIGHTER_MIISWORDSMAN_REFLECTOR_KIND_REVERSE_SLASH lua_const("FIGHTER_MIISWORDSMAN_REFLECTOR_KIND_REVERSE_SLASH")
#define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLOAT_WAVE_ANGLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLOAT_WAVE_ANGLE")
#define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_WAVE lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_WAVE")
#define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_FLICK")
#define COLLISION_SOUND_ATTR_MIIGUNNER_BLASTER lua_const("COLLISION_SOUND_ATTR_MIIGUNNER_BLASTER")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_ATTACKAIRF_BULLET lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_ATTACKAIRF_BULLET")
#define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_BULLET_DISP lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_BULLET_DISP")
#define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_CHARGE lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_CHARGE")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GRENADELAUNCHER lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GRENADELAUNCHER")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FLAMEPILLAR lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FLAMEPILLAR")
#define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_BOTTOMSHOOT lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_BOTTOMSHOOT")
#define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLAG_STOP_ROLL lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLAG_STOP_ROLL")
#define ATTACK_SETOFF_KIND_NO_STOP lua_const("ATTACK_SETOFF_KIND_NO_STOP")
#define COLLISION_SOUND_ATTR_FREEZE lua_const("COLLISION_SOUND_ATTR_FREEZE")
#define FIGHTER_POPO_GENERATE_ARTICLE_CONDOR lua_const("FIGHTER_POPO_GENERATE_ARTICLE_CONDOR")
#define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_NORMAL_FALL lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_NORMAL_FALL")
#define FT_VAR_FLOAT_STICK_X_BACK lua_const("FT_VAR_FLOAT_STICK_X_BACK")
#define FIGHTER_POPO_GENERATE_ARTICLE_BLIZZARD lua_const("FIGHTER_POPO_GENERATE_ARTICLE_BLIZZARD")
#define FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG")
#define FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG_HIT lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG_HIT")
#define FIGHTER_POPO_GENERATE_ARTICLE_WHITEBEAR lua_const("FIGHTER_POPO_GENERATE_ARTICLE_WHITEBEAR")
#define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_ENABLE_COUPLE")
#define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_ENABLE_COUPLE")
#define FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_ENABLE_COUPLE")
#define WEAPON_POPO_ICEBERG_INSTANCE_WORK_ID_FLAG_CHANGE_ATTACK_UPDATE_BASE lua_const("WEAPON_POPO_ICEBERG_INSTANCE_WORK_ID_FLAG_CHANGE_ATTACK_UPDATE_BASE")
#define WEAPON_POPO_ICE_SHOT_ATTACK_ID_MAIN lua_const("WEAPON_POPO_ICE_SHOT_ATTACK_ID_MAIN")
#define COLLISION_SOUND_ATTR_MIIENEMYG_BLASTER lua_const("COLLISION_SOUND_ATTR_MIIENEMYG_BLASTER")
#define FIGHTER_MIIENEMYG_GENERATE_ARTICLE_ATTACKAIRF_BULLET lua_const("FIGHTER_MIIENEMYG_GENERATE_ARTICLE_ATTACKAIRF_BULLET")
#define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_BLOW_SPIKEBALL lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_BLOW_SPIKEBALL")
#define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK")
#define FIGHTER_PACKUN_GENERATE_ARTICLE_BOSSPACKUN lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_BOSSPACKUN")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_LEFT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_LEFT")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_RIGHT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_RIGHT")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_END_CAPTURE lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_END_CAPTURE")
#define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_REACTIVE lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_REACTIVE")
#define FIGHTER_STATUS_STOP_CEIL_FLAG_FALL lua_const("FIGHTER_STATUS_STOP_CEIL_FLAG_FALL")
#define COLLISION_PART_MASK_BODY lua_const("COLLISION_PART_MASK_BODY")
#define MA_MSC_CMD_SLOPE_SLOPE_INTP lua_const("MA_MSC_CMD_SLOPE_SLOPE_INTP")
#define SLOPE_STATUS_LR lua_const("SLOPE_STATUS_LR")
#define SLOPE_STATUS_NONE lua_const("SLOPE_STATUS_NONE")
#define SLOPE_STATUS_TOP lua_const("SLOPE_STATUS_TOP")
#define SLOPE_STATUS_L lua_const("SLOPE_STATUS_L")
#define MA_MSC_CMD_PHYSICS_START_CHARGE lua_const("MA_MSC_CMD_PHYSICS_START_CHARGE")
#define SLOPE_STATUS_R lua_const("SLOPE_STATUS_R")
#define ATTACH_ITEM_GROUP_HAT lua_const("ATTACH_ITEM_GROUP_HAT")
#define ATTACH_ITEM_GROUP_BACK lua_const("ATTACH_ITEM_GROUP_BACK")
#define MA_MSC_CMD_PHYSICS_PH_SWING_STOP lua_const("MA_MSC_CMD_PHYSICS_PH_SWING_STOP")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_FACIAL_ON_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_FACIAL_ON_FINAL")
#define ATTACK_DIRECTION_Y_MINUS lua_const("ATTACK_DIRECTION_Y_MINUS")
#define ATTACK_DIRECTION_Z_MINUS lua_const("ATTACK_DIRECTION_Z_MINUS")
#define ATTACK_DIRECTION_X_MINUS lua_const("ATTACK_DIRECTION_X_MINUS")
#define CAMERA_QUAKE_KIND_NONE lua_const("CAMERA_QUAKE_KIND_NONE")
#define WEAPON_SAMUS_GBEAM_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_SHOOT")
#define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET")
#define FIGHTER_SAMUSD_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_BUNSHIN")
#define MA_MSC_CMD_CAMERA_SET_UPDATE_POS lua_const("MA_MSC_CMD_CAMERA_SET_UPDATE_POS")
#define FIGHTER_PITB_GENERATE_ARTICLE_BOW lua_const("FIGHTER_PITB_GENERATE_ARTICLE_BOW")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_KIBY_HIDE_GUN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_KIBY_HIDE_GUN")
#define FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_1 lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_1")
#define FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_2 lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_2")
#define FIGHTER_MARTH_STATUS_RESULT_FLAG_TWIST_SWORD lua_const("FIGHTER_MARTH_STATUS_RESULT_FLAG_TWIST_SWORD")
#define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_MILK lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_MILK")
#define SO_VAR_INT_CURRENT_STATUS lua_const("SO_VAR_INT_CURRENT_STATUS")
#define ITEM_SNAKECBOX_ACTION_ENABLE_PICKUP lua_const("ITEM_SNAKECBOX_ACTION_ENABLE_PICKUP")
#define FIGHTER_SNAKE_STATUS_ENTRY_FLAG_SPYCLOAK lua_const("FIGHTER_SNAKE_STATUS_ENTRY_FLAG_SPYCLOAK")
#define SLOPE_STATUS_TPART lua_const("SLOPE_STATUS_TPART")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_BEETLE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BEETLE")
#define FIGHTER_MURABITO_GENERATE_ARTICLE_FURNITURE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FURNITURE")
#define FIGHTER_ROCKMAN_ARMFORM_WASTEHEAT lua_const("FIGHTER_ROCKMAN_ARMFORM_WASTEHEAT")
#define FIGHTER_ROCKMAN_ARMFORM_NONE lua_const("FIGHTER_ROCKMAN_ARMFORM_NONE")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_ATTACK_HIT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_ATTACK_HIT")
#define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_IS_SWEAT_MODEL lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_IS_SWEAT_MODEL")
#define FIGHTER_PACMAN_APPEAL_HI_A lua_const("FIGHTER_PACMAN_APPEAL_HI_A")
#define FIGHTER_PACMAN_APPEAL_HI_B lua_const("FIGHTER_PACMAN_APPEAL_HI_B")
#define FIGHTER_PACMAN_APPEAL_HI_C lua_const("FIGHTER_PACMAN_APPEAL_HI_C")
#define FIGHTER_PACMAN_APPEAL_HI_D lua_const("FIGHTER_PACMAN_APPEAL_HI_D")
#define FIGHTER_PACMAN_APPEAL_HI_E lua_const("FIGHTER_PACMAN_APPEAL_HI_E")
#define FIGHTER_PACMAN_APPEAL_HI_F lua_const("FIGHTER_PACMAN_APPEAL_HI_F")
#define FIGHTER_PACMAN_APPEAL_HI_G lua_const("FIGHTER_PACMAN_APPEAL_HI_G")
#define FIGHTER_PACMAN_APPEAL_HI_H lua_const("FIGHTER_PACMAN_APPEAL_HI_H")
#define FIGHTER_PACMAN_APPEAL_HI_I lua_const("FIGHTER_PACMAN_APPEAL_HI_I")
#define FIGHTER_PACMAN_APPEAL_HI_J lua_const("FIGHTER_PACMAN_APPEAL_HI_J")
#define FIGHTER_PACMAN_APPEAL_HI_K lua_const("FIGHTER_PACMAN_APPEAL_HI_K")
#define FIGHTER_PACMAN_APPEAL_HI_L lua_const("FIGHTER_PACMAN_APPEAL_HI_L")
#define FIGHTER_PACMAN_APPEAL_HI_M lua_const("FIGHTER_PACMAN_APPEAL_HI_M")
#define FIGHTER_PACMAN_APPEAL_HI_N lua_const("FIGHTER_PACMAN_APPEAL_HI_N")
#define FIGHTER_PACMAN_APPEAL_HI_O lua_const("FIGHTER_PACMAN_APPEAL_HI_O")
#define FIGHTER_PACMAN_APPEAL_HI_P lua_const("FIGHTER_PACMAN_APPEAL_HI_P")
#define FIGHTER_PACMAN_APPEAL_HI_Q lua_const("FIGHTER_PACMAN_APPEAL_HI_Q")
#define FIGHTER_PACMAN_APPEAL_HI_R lua_const("FIGHTER_PACMAN_APPEAL_HI_R")
#define FIGHTER_PACMAN_APPEAL_HI_S lua_const("FIGHTER_PACMAN_APPEAL_HI_S")
#define FIGHTER_PACMAN_APPEAL_HI_T lua_const("FIGHTER_PACMAN_APPEAL_HI_T")
#define FIGHTER_PACMAN_APPEAL_HI_U lua_const("FIGHTER_PACMAN_APPEAL_HI_U")
#define FIGHTER_KOOPAJR_GENERATE_ARTICLE_PICOPICOHAMMER lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_PICOPICOHAMMER")
#define MA_MSC_CMD_ARTICLE_SET_ROT_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_SET_ROT_ARTICLE")
#define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_INT_GUNMAN_INIT_STATUS lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_INT_GUNMAN_INIT_STATUS")
#define SPECIAL_PAINT_SQUID_TO_HUMAN lua_const("SPECIAL_PAINT_SQUID_TO_HUMAN")
#define FIGHTER_PACKUN_GENERATE_ARTICLE_MARIO lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_MARIO")
#define SO_VAR_INT_HAVE_ITEM_KIND lua_const("SO_VAR_INT_HAVE_ITEM_KIND")
#define MA_MSC_CMD_SOUND_STOP_SE_STATUS lua_const("MA_MSC_CMD_SOUND_STOP_SE_STATUS")
#define MA_MSC_CMD_SOUND_IS_PLAYING_STATUS lua_const("MA_MSC_CMD_SOUND_IS_PLAYING_STATUS")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_MIDDLE_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_MIDDLE_AURAPOWER")
#define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_HIGH_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_HIGH_AURAPOWER")
#define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLOAT_CHARGE_RATE lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLOAT_CHARGE_RATE")
#define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_OPPONENT_REACTION_FRAME lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_OPPONENT_REACTION_FRAME")
#define VOICE_DEFAULT lua_const("VOICE_DEFAULT")
#define VOICE_US_EN lua_const("VOICE_US_EN")
#define VOICE_US_FR lua_const("VOICE_US_FR")
#define VOICE_EU_EN lua_const("VOICE_EU_EN")
#define VOICE_EU_FR lua_const("VOICE_EU_FR")
#define VOICE_EU_IT lua_const("VOICE_EU_IT")
#define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION")
#define WEAPON_ZELDA_DEIN_S_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_ZELDA_DEIN_S_INSTANCE_WORK_ID_FLOAT_RATE")
#define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION")
#define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE")
#define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_SE_PLAYED lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_SE_PLAYED")
#define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_C3 lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_C3")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_MIDDLE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_MIDDLE")
#define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_HIGH lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_HIGH")
#define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO")
#define FIGHTER_SHULK_STATUS_WORK_ID_INT_FINAL_VOICE_TYPE lua_const("FIGHTER_SHULK_STATUS_WORK_ID_INT_FINAL_VOICE_TYPE")
#define WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_PLAY_MISSED_SE lua_const("WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_PLAY_MISSED_SE")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define FIGHTER_BAYONETTA_COSTUME_KIND_BAYONETTA_1 lua_const("FIGHTER_BAYONETTA_COSTUME_KIND_BAYONETTA_1")
#define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_NENSYO_KICK_CHARGE_RATE lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_NENSYO_KICK_CHARGE_RATE")
#define WEAPON_MIIGUNNER_STEALTHBOMB_S_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_INSTANCE_WORK_ID_FLOAT_RATE")
#define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_MAIN_FIGHTER_NANA lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_MAIN_FIGHTER_NANA")
#define FT_VAR_INT_TEAM_COLOR lua_const("FT_VAR_INT_TEAM_COLOR")
#define FIGHTER_STATUS_TELEPORT_FLAG_END_EFFECT lua_const("FIGHTER_STATUS_TELEPORT_FLAG_END_EFFECT")
#define ITEM_SWING_ACTION_EFFECT lua_const("ITEM_SWING_ACTION_EFFECT")
#define GF_SCENE_ROOT_LAYER_GROUND lua_const("GF_SCENE_ROOT_LAYER_GROUND")
#define EFFECT_SCREEN_PRIO_LOW lua_const("EFFECT_SCREEN_PRIO_LOW")
#define EFFECT_SCREEN_PRIO_NORMAL lua_const("EFFECT_SCREEN_PRIO_NORMAL")
#define EFFECT_SCREEN_PRIO_ITEM lua_const("EFFECT_SCREEN_PRIO_ITEM")
#define EF_FLIP_YZ lua_const("EF_FLIP_YZ")
#define EF_FLIP_NONE lua_const("EF_FLIP_NONE")
#define EF_FLIP_1 lua_const("EF_FLIP_1")
#define EF_FLIP_XY lua_const("EF_FLIP_XY")
#define EF_FLIP_ZX lua_const("EF_FLIP_ZX")
#define EFFECT_AXIS_X lua_const("EFFECT_AXIS_X")
#define TRAIL_BLEND_ALPHA lua_const("TRAIL_BLEND_ALPHA")
#define TRAIL_CULL_NONE lua_const("TRAIL_CULL_NONE")
#define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_INT_EFFECT_HANDLE")
#define MA_MSC_COLOR_BLEND_LIGHT_AXIS lua_const("MA_MSC_COLOR_BLEND_LIGHT_AXIS")
#define MA_MSC_COLOR_BLEND_LIGHT_AXIS_FRM lua_const("MA_MSC_COLOR_BLEND_LIGHT_AXIS_FRM")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_METAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAL")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_GOLD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GOLD")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_SPYCLOAK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPYCLOAK")
#define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_COLOR lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_COLOR")
#define MA_MSC_CMD_EFFECT_AFTER_IMAGE3_ON lua_const("MA_MSC_CMD_EFFECT_AFTER_IMAGE3_ON")
#define TRAIL_BLEND_BLEND_SRC_ONE lua_const("TRAIL_BLEND_BLEND_SRC_ONE")
#define EFFECT_SUB_ATTRIBUTE_NO_JOINT_SCALE lua_const("EFFECT_SUB_ATTRIBUTE_NO_JOINT_SCALE")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_R lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_R")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_G lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_G")
#define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_B lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_B")
#define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_EFFECT lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_EFFECT")
#define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_ATTACK_HIT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_ATTACK_HIT")
#define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_DASH lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_DASH")
#define FIGHTER_ROY_STATUS_FINAL_FLAG_REMOVE_FINAL_AURA lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_REMOVE_FINAL_AURA")
#define FIGHTER_SONIC_INSTANCE_WORK_FLAG_DISABLE_RUN_TRACE lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_DISABLE_RUN_TRACE")
#define FIGHTER_STATUS_WIN_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_STATUS_WIN_WORK_INT_EFFECT_HANDLE")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_R lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_R")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_G lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_G")
#define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_B lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_B")
#define WEAPON_MURABITO_SPRINKLING_WATER_INSTANCE_WORK_ID_FLAG_EFFECT_REQUEST lua_const("WEAPON_MURABITO_SPRINKLING_WATER_INSTANCE_WORK_ID_FLAG_EFFECT_REQUEST")
#define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_VIS_WHOLE lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_VIS_WHOLE")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_X lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_X")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Y lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Y")
#define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Z lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Z")
#define FIGHTER_WIIFIT_STATUS_SPECIAL_S_FLAG_HEADING_BALL_SELF lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_S_FLAG_HEADING_BALL_SELF")
#define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TOGGLE_TWINKLE_EFFECT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TOGGLE_TWINKLE_EFFECT")
#define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_MENU_MOTION lua_const("FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_MENU_MOTION")
#define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_FRAME lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_FRAME")
#define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define MA_MSC_EFFECT_SET_SYNC_SCALE lua_const("MA_MSC_EFFECT_SET_SYNC_SCALE")
#define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_COMMAND lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_COMMAND")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE_LB lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE_LB")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT2 lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT2")
#define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_CLIMHAZZARD_SWORD lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_CLIMHAZZARD_SWORD")
#define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_HIT_COLLISION_HIT lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_HIT_COLLISION_HIT")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFEECT_TRANSFORM_WIND lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFEECT_TRANSFORM_WIND")
#define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFEECT_TRANSFORM_WIND lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFEECT_TRANSFORM_WIND")
#define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT")
#define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE1 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE1")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC1 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC1")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100END lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100END")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100A lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100A")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100B lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100B")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_STILETTO lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_STILETTO")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE2 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE2")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC3 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC3")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC2 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC2")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_AFTERBURNER_LINE lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_AFTERBURNER_LINE")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_WIND lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_WIND")
#define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_SPIRAL lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_SPIRAL")
#define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_SCREEN_EFFECT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_SCREEN_EFFECT")
#define WEAPON_BAYONETTA_GOMORRAH_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_GOMORRAH_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define FIGHTER_BAYONETTA_COSTUME_KIND_JEANNE lua_const("FIGHTER_BAYONETTA_COSTUME_KIND_JEANNE")
#define WEAPON_BAYONETTA_HAIR_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_HAIR_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_INT_COSTUME_KIND")
#define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_INT_JET_EFFECT_HANDLE lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_INT_JET_EFFECT_HANDLE")
#define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_R")
#define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_G")
#define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_B")
#define WEAPON_RIDLEY_GUNSHIP_INSTANCE_WORK_ID_INT_TARGET_NUM lua_const("WEAPON_RIDLEY_GUNSHIP_INSTANCE_WORK_ID_INT_TARGET_NUM")
#define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SPECIAL_EFFECT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SPECIAL_EFFECT")
#define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SPECIAL_EFFECT")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD_ADD lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD_ADD")
#define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_ID_SWORD_FLARE lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_ID_SWORD_FLARE")
#define EFFECT_AXIS_Y lua_const("EFFECT_AXIS_Y")
#define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SPECIAL_EFFECT")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_LEFT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_LEFT")
#define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_RIGHT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_RIGHT")
#define CONTROL_PAD_BUTTON_CATCH lua_const("CONTROL_PAD_BUTTON_CATCH")
#define FIGHTER_AI_CP_LEVEL_1 lua_const("FIGHTER_AI_CP_LEVEL_1")
#define FIGHTER_AI_CP_LEVEL_2 lua_const("FIGHTER_AI_CP_LEVEL_2")
#define FIGHTER_AI_CP_LEVEL_3 lua_const("FIGHTER_AI_CP_LEVEL_3")
#define FIGHTER_AI_CP_LEVEL_4 lua_const("FIGHTER_AI_CP_LEVEL_4")
#define FIGHTER_AI_CP_LEVEL_5 lua_const("FIGHTER_AI_CP_LEVEL_5")
#define FIGHTER_AI_CP_LEVEL_6 lua_const("FIGHTER_AI_CP_LEVEL_6")
#define FIGHTER_AI_CP_LEVEL_7 lua_const("FIGHTER_AI_CP_LEVEL_7")
#define FIGHTER_AI_CP_LEVEL_8 lua_const("FIGHTER_AI_CP_LEVEL_8")
#define FIGHTER_AI_CP_LEVEL_9 lua_const("FIGHTER_AI_CP_LEVEL_9")
#define ACT_C_A_BLOW_F lua_const("ACT_C_A_BLOW_F")
#define ACT_C_A_BLOW_U lua_const("ACT_C_A_BLOW_U")
#define ACT_C_A_ATK_F lua_const("ACT_C_A_ATK_F")
#define REFLET_ST_SP_HI_READY lua_const("REFLET_ST_SP_HI_READY")
#define ACT_NULL lua_const("ACT_NULL")
#define ACT_C_G_BLOW_F lua_const("ACT_C_G_BLOW_F")
#define ACT_A_GORO lua_const("ACT_A_GORO")
#define ACT_A_CATCH_ATK lua_const("ACT_A_CATCH_ATK")
#define ACT_A_FINAL lua_const("ACT_A_FINAL")
#define ACT_R_JUMP lua_const("ACT_R_JUMP")
#define ACT_R_ACT_LAST lua_const("ACT_R_ACT_LAST")
#define ACT_COMBO lua_const("ACT_COMBO")
#define ACT_C_GROUND lua_const("ACT_C_GROUND")
#define ACT_C_G_ATK_N lua_const("ACT_C_G_ATK_N")
#define ACT_C_G_ATK_F lua_const("ACT_C_G_ATK_F")
#define ACT_C_G_ATK_U lua_const("ACT_C_G_ATK_U")
#define ACT_C_G_ATK_D lua_const("ACT_C_G_ATK_D")
#define ACT_C_G_SMASH_F lua_const("ACT_C_G_SMASH_F")
#define ACT_C_G_SMASH_U lua_const("ACT_C_G_SMASH_U")
#define ACT_C_G_SMASH_D lua_const("ACT_C_G_SMASH_D")
#define ACT_C_G_BLOW_N lua_const("ACT_C_G_BLOW_N")
#define ACT_C_G_BLOW_U lua_const("ACT_C_G_BLOW_U")
#define ACT_C_G_BLOW_D lua_const("ACT_C_G_BLOW_D")
#define ACT_C_G_CATCH lua_const("ACT_C_G_CATCH")
#define ACT_C_G_NONE lua_const("ACT_C_G_NONE")
#define ACT_C_AIR lua_const("ACT_C_AIR")
#define ACT_C_A_ATK_N lua_const("ACT_C_A_ATK_N")
#define ACT_C_A_ATK_B lua_const("ACT_C_A_ATK_B")
#define ACT_C_A_ATK_U lua_const("ACT_C_A_ATK_U")
#define ACT_C_A_ATK_D lua_const("ACT_C_A_ATK_D")
#define ACT_C_A_BLOW_N lua_const("ACT_C_A_BLOW_N")
#define ACT_C_A_BLOW_D lua_const("ACT_C_A_BLOW_D")
#define ACT_C_G_ATK2_N lua_const("ACT_C_G_ATK2_N")
#define ACT_C_G_ATK2_F lua_const("ACT_C_G_ATK2_F")
#define ACT_C_G_ATK2_U lua_const("ACT_C_G_ATK2_U")
#define ACT_C_G_ATK2_D lua_const("ACT_C_G_ATK2_D")
#define ACT_C_G_DASH_ATTACK lua_const("ACT_C_G_DASH_ATTACK")
#define ACT_C_G_DASH_CATCH lua_const("ACT_C_G_DASH_CATCH")
#define ACT_C_G_TURN_CATCH lua_const("ACT_C_G_TURN_CATCH")
#define ACT_C_A_CATCH lua_const("ACT_C_A_CATCH")
#define FIGHTER_KIND_LIZARDON lua_const("FIGHTER_KIND_LIZARDON")
#define PEACH_ST_FLOAT lua_const("PEACH_ST_FLOAT")
#define CP_FLAG_SHIELD lua_const("CP_FLAG_SHIELD")
#define ACT_C_A_BLOW2_N lua_const("ACT_C_A_BLOW2_N")
#define ACT_C_A_BLOW2_F lua_const("ACT_C_A_BLOW2_F")
#define ACT_C_A_BLOW2_U lua_const("ACT_C_A_BLOW2_U")
#define ACT_C_G_BLOW2_N lua_const("ACT_C_G_BLOW2_N")
#define ACT_C_G_BLOW2_F lua_const("ACT_C_G_BLOW2_F")
#define ACT_C_G_BLOW2_U lua_const("ACT_C_G_BLOW2_U")
#define FIGHTER_WOLF_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_WOLF_STATUS_KIND_SPECIAL_HI_RUSH")
#define WIIFIT_ST_BREATHING lua_const("WIIFIT_ST_BREATHING")
#define WIIFIT_ST_BREATHING_GAUGE lua_const("WIIFIT_ST_BREATHING_GAUGE")
#define SHULK_ST_MONAD_SELECT lua_const("SHULK_ST_MONAD_SELECT")
#define SHULK_ST_MONAD_JUMP_UNABLE lua_const("SHULK_ST_MONAD_JUMP_UNABLE")
#define SHULK_ST_MONAD_SPEED_UNABLE lua_const("SHULK_ST_MONAD_SPEED_UNABLE")
#define SHULK_ST_MONAD_SHIELD_UNABLE lua_const("SHULK_ST_MONAD_SHIELD_UNABLE")
#define SHULK_ST_MONAD_BUSTER_UNABLE lua_const("SHULK_ST_MONAD_BUSTER_UNABLE")
#define SHULK_ST_MONAD_SMASH_UNABLE lua_const("SHULK_ST_MONAD_SMASH_UNABLE")
#define ATTACK_PHASE_END lua_const("ATTACK_PHASE_END")
#define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_START lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_START")
#define GAOGAEN_ST_SP_S_LARIAT lua_const("GAOGAEN_ST_SP_S_LARIAT")
#define ATTACK_PHASE_ACTIVE lua_const("ATTACK_PHASE_ACTIVE")
#define UNIQ_STAT_GENESIS lua_const("UNIQ_STAT_GENESIS")
#define DANGER_INVALID_HANDLE lua_const("DANGER_INVALID_HANDLE")
#define AI_STATUS_ATTACK_END lua_const("AI_STATUS_ATTACK_END")
#define AI_STATUS_CLIFF lua_const("AI_STATUS_CLIFF")
#define AI_STATUS_DOWN lua_const("AI_STATUS_DOWN")
#define STAT_SKILL_SHIELD_HEAL lua_const("STAT_SKILL_SHIELD_HEAL")
#define STAT_SKILL_MACH_STAMP lua_const("STAT_SKILL_MACH_STAMP")
#define STAT_SKILL_HIGH_SPEED_DASH lua_const("STAT_SKILL_HIGH_SPEED_DASH")
#define STAT_SKILL_SLOW_SUPER_ARMOR lua_const("STAT_SKILL_SLOW_SUPER_ARMOR")
#define STAT_SKILL_SUPER_ARMOR lua_const("STAT_SKILL_SUPER_ARMOR")
#define KIRBY_ST_STONE lua_const("KIRBY_ST_STONE")
#define AI_STATUS_REBIRTH lua_const("AI_STATUS_REBIRTH")
#define AI_STATUS_SP_FALL lua_const("AI_STATUS_SP_FALL")
#define AI_STATUS_DAMAGED lua_const("AI_STATUS_DAMAGED")
#define AI_STATUS_CATCH lua_const("AI_STATUS_CATCH")
#define ACT_C_NULL lua_const("ACT_C_NULL")
#define CP_FLAG_ATTACK lua_const("CP_FLAG_ATTACK")
#define AI_STATUS_FREE_DASH lua_const("AI_STATUS_FREE_DASH")
#define KIRBY_ST_COPY lua_const("KIRBY_ST_COPY")
#define FIGHTER_KIND_MIIENEMYF lua_const("FIGHTER_KIND_MIIENEMYF")
#define FIGHTER_KIND_MIIENEMYS lua_const("FIGHTER_KIND_MIIENEMYS")
#define FIGHTER_KIND_MIIENEMYG lua_const("FIGHTER_KIND_MIIENEMYG")
#define BAYONETTA_ST_FINAL lua_const("BAYONETTA_ST_FINAL")
#define ACT_C_REQ_G_POWER_RANGE_S lua_const("ACT_C_REQ_G_POWER_RANGE_S")
#define TYPE_ITEM lua_const("TYPE_ITEM")
#define ITEM_KIND_FAIRYBOTTLE lua_const("ITEM_KIND_FAIRYBOTTLE")
#define ITEM_KIND_CHEWING lua_const("ITEM_KIND_CHEWING")
#define TYPE_WEAPON lua_const("TYPE_WEAPON")
#define WEAPON_KIND_ROCKMAN_CRASHBOMB lua_const("WEAPON_KIND_ROCKMAN_CRASHBOMB")
#define FL_EXPLOSION_10 lua_const("FL_EXPLOSION_10")
#define CP_FLAG_ROLL lua_const("CP_FLAG_ROLL")
#define FL_EXPLOSION_30 lua_const("FL_EXPLOSION_30")
#define WEAPON_KIND_FOX_BLASTER_BULLET lua_const("WEAPON_KIND_FOX_BLASTER_BULLET")
#define WEAPON_KIND_MIIGUNNER_RAPIDSHOT_BULLET lua_const("WEAPON_KIND_MIIGUNNER_RAPIDSHOT_BULLET")
#define FL_REFLECTOR lua_const("FL_REFLECTOR")
#define FL_ABSORBER lua_const("FL_ABSORBER")
#define WEAPON_KIND_FALCO_BLASTER_BULLET lua_const("WEAPON_KIND_FALCO_BLASTER_BULLET")
#define FL_SPEED_DAMAGE lua_const("FL_SPEED_DAMAGE")
#define ITEM_KIND_BEETLE lua_const("ITEM_KIND_BEETLE")
#define ACT_C_G_BLOW_N2 lua_const("ACT_C_G_BLOW_N2")
#define ACT_C_G_BLOW_F2 lua_const("ACT_C_G_BLOW_F2")
#define ACT_C_G_BLOW_U2 lua_const("ACT_C_G_BLOW_U2")
#define ACT_C_G_BLOW_D2 lua_const("ACT_C_G_BLOW_D2")
#define ACT_C_G_BLOW_N3 lua_const("ACT_C_G_BLOW_N3")
#define ACT_C_G_BLOW_F3 lua_const("ACT_C_G_BLOW_F3")
#define ACT_C_G_BLOW_U3 lua_const("ACT_C_G_BLOW_U3")
#define ACT_C_G_BLOW_D3 lua_const("ACT_C_G_BLOW_D3")
#define GAOGAEN_ST_REVENGE lua_const("GAOGAEN_ST_REVENGE")
#define ACT_C_REQ_G_QUICK_RANGE_C lua_const("ACT_C_REQ_G_QUICK_RANGE_C")
#define ACT_C_REQ_G_QUICK_RANGE_S lua_const("ACT_C_REQ_G_QUICK_RANGE_S")
#define ACT_C_REQ_G_FEINT lua_const("ACT_C_REQ_G_FEINT")
#define ACT_C_REQ_G_DASH lua_const("ACT_C_REQ_G_DASH")
#define ACT_C_REQ_A_METEOR lua_const("ACT_C_REQ_A_METEOR")
#define ACT_C_REQ_A_NEAR lua_const("ACT_C_REQ_A_NEAR")
#define ACT_C_REQ_A_FEINT lua_const("ACT_C_REQ_A_FEINT")
#define AI_STATUS_ATTACK lua_const("AI_STATUS_ATTACK")
#define AI_STATUS_FREE_STOP lua_const("AI_STATUS_FREE_STOP")
#define AI_STATUS_SHIELD lua_const("AI_STATUS_SHIELD")
#define AI_STATUS_ESCAPE lua_const("AI_STATUS_ESCAPE")
#define AI_STATUS_ATTACK_HOLD lua_const("AI_STATUS_ATTACK_HOLD")
#define AI_STATUS_LANDING lua_const("AI_STATUS_LANDING")
#define AI_STATUS_JUMP_SQUAT lua_const("AI_STATUS_JUMP_SQUAT")
#define IKE_ST_SP_U_NO_CLIFF lua_const("IKE_ST_SP_U_NO_CLIFF")
#define POPO_ST_SINGLE lua_const("POPO_ST_SINGLE")
#define AI_STATUS_DAMAGED_CANCELABLE lua_const("AI_STATUS_DAMAGED_CANCELABLE")
#define STAT_SKILL_ESCAPE_UP lua_const("STAT_SKILL_ESCAPE_UP")
#define STAT_SPIRITS_EVENT_SPEEDUP lua_const("STAT_SPIRITS_EVENT_SPEEDUP")
#define CP_FLAG_RUN lua_const("CP_FLAG_RUN")
#define CP_FLAG_ATK_JUMP lua_const("CP_FLAG_ATK_JUMP")
#define CP_FLAG_SHOT lua_const("CP_FLAG_SHOT")
#define AI_STATUS_FREE_RUN lua_const("AI_STATUS_FREE_RUN")
#define AI_STATUS_FREE_RUN_BRAKE lua_const("AI_STATUS_FREE_RUN_BRAKE")
#define AI_STATUS_ATTACK_PREPARE lua_const("AI_STATUS_ATTACK_PREPARE")
#define AI_STATUS_GROUND_ATTACK_PREPARE lua_const("AI_STATUS_GROUND_ATTACK_PREPARE")
#define AI_STATUS_GROUND_ATTACK lua_const("AI_STATUS_GROUND_ATTACK")
#define AI_STATUS_COUNTER_HOLD lua_const("AI_STATUS_COUNTER_HOLD")
#define AI_STATUS_SHIELD_OFF lua_const("AI_STATUS_SHIELD_OFF")
#define AI_STATUS_CLIFF_OFF lua_const("AI_STATUS_CLIFF_OFF")
#define AI_STATUS_COUNTER_END lua_const("AI_STATUS_COUNTER_END")
#define AI_STATUS_PIYO lua_const("AI_STATUS_PIYO")
#define ACT_C_REQ_G_GUARD_CANCEL lua_const("ACT_C_REQ_G_GUARD_CANCEL")
#define ROSETTA_ST_TICO_FREE lua_const("ROSETTA_ST_TICO_FREE")
#define ITEM_KIND_RAYGUNSHOT lua_const("ITEM_KIND_RAYGUNSHOT")
#define WEAPON_KIND_KOOPA_BREATH lua_const("WEAPON_KIND_KOOPA_BREATH")
#define WEAPON_KIND_PLIZARDON_BREATH lua_const("WEAPON_KIND_PLIZARDON_BREATH")
#define WEAPON_KIND_NESS_PK_FIRE lua_const("WEAPON_KIND_NESS_PK_FIRE")
#define WEAPON_KIND_REFLET_GIGAFIRE lua_const("WEAPON_KIND_REFLET_GIGAFIRE")
#define STAT_SKILL_JUST_GUARD_UP lua_const("STAT_SKILL_JUST_GUARD_UP")
#define STAT_SKILL_JUST_SHIELD_REFLECT lua_const("STAT_SKILL_JUST_SHIELD_REFLECT")
#define WEAPON_KIND_INKLING_INKBULLET lua_const("WEAPON_KIND_INKLING_INKBULLET")
#define ACT_C_REQ_G_JUMP_SUSTAIN lua_const("ACT_C_REQ_G_JUMP_SUSTAIN")
#define ACT_C_REQ_G_LOWER lua_const("ACT_C_REQ_G_LOWER")
#define ACT_C_REQ_G_SHOT_L lua_const("ACT_C_REQ_G_SHOT_L")
#define LINK_ST_SP_LW lua_const("LINK_ST_SP_LW")
#define FOX_ST_SP_AIR_S lua_const("FOX_ST_SP_AIR_S")
#define PEACH_ST_DIS_FLOAT lua_const("PEACH_ST_DIS_FLOAT")
#define SHEIK_ST_SP_AIR_D lua_const("SHEIK_ST_SP_AIR_D")
#define MARIOD_ST_SP_LW_HOP lua_const("MARIOD_ST_SP_LW_HOP")
#define GW_ST_OIL_MAX lua_const("GW_ST_OIL_MAX")
#define SZEROSUIT_ST_SP_AIR_LW lua_const("SZEROSUIT_ST_SP_AIR_LW")
#define WARIO_ST_BIKE_READY lua_const("WARIO_ST_BIKE_READY")
#define SNAKE_ST_SP_LW_READY lua_const("SNAKE_ST_SP_LW_READY")
#define SNAKE_ST_SP_HI lua_const("SNAKE_ST_SP_HI")
#define POKEMON_ST_DIS_SP_LW lua_const("POKEMON_ST_DIS_SP_LW")
#define DIDDY_ST_DIS_SP_S lua_const("DIDDY_ST_DIS_SP_S")
#define PIKMIN_ST_HEAVY lua_const("PIKMIN_ST_HEAVY")
#define ROBOT_ST_GYRO_READY lua_const("ROBOT_ST_GYRO_READY")
#define LITTLEMAC_ST_KO_GAGE_MAX lua_const("LITTLEMAC_ST_KO_GAGE_MAX")
#define LITTLEMAC_ST_SP_S lua_const("LITTLEMAC_ST_SP_S")
#define PACMAN_ST_FRUITS lua_const("PACMAN_ST_FRUITS")
#define PACMAN_ST_DIS_SP_S lua_const("PACMAN_ST_DIS_SP_S")
#define REFLET_ST_SP_N_READY lua_const("REFLET_ST_SP_N_READY")
#define SHULK_ST_MONAD_EFFECTED lua_const("SHULK_ST_MONAD_EFFECTED")
#define SHULK_ST_MONAD_JUMP lua_const("SHULK_ST_MONAD_JUMP")
#define SHULK_ST_MONAD_SPEED lua_const("SHULK_ST_MONAD_SPEED")
#define KOOPAJR_ST_DIS_SP_S lua_const("KOOPAJR_ST_DIS_SP_S")
#define DUCKHUNT_ST_CLAY lua_const("DUCKHUNT_ST_CLAY")
#define DUCKHUNT_ST_CAN lua_const("DUCKHUNT_ST_CAN")
#define RYU_ST_HIT_CANCEL lua_const("RYU_ST_HIT_CANCEL")
#define BAYONETTA_ST_SP_AIR_S lua_const("BAYONETTA_ST_SP_AIR_S")
#define BAYONETTA_ST_SP_HI lua_const("BAYONETTA_ST_SP_HI")
#define SHIZUE_ST_SP_LW_READY lua_const("SHIZUE_ST_SP_LW_READY")
#define PACKUN_ST_SP_S lua_const("PACKUN_ST_SP_S")
#define UNIQ_STAT_REBIRTH lua_const("UNIQ_STAT_REBIRTH")
#define UNIQ_STAT_DAMAGE lua_const("UNIQ_STAT_DAMAGE")
#define UNIQ_STAT_FIXDMG lua_const("UNIQ_STAT_FIXDMG")
#define UNIQ_STAT_MEWTWO_THROWN lua_const("UNIQ_STAT_MEWTWO_THROWN")
#define UNIQ_STAT_CATCH lua_const("UNIQ_STAT_CATCH")
#define UNIQ_STAT_DOWN lua_const("UNIQ_STAT_DOWN")
#define UNIQ_STAT_CLIFF lua_const("UNIQ_STAT_CLIFF")
#define UNIQ_STAT_ATTACK lua_const("UNIQ_STAT_ATTACK")
#define ATTACK_PHASE_PREPARE lua_const("ATTACK_PHASE_PREPARE")
#define ATTACK_PHASE_START lua_const("ATTACK_PHASE_START")
#define ATTACK_PHASE_NONE lua_const("ATTACK_PHASE_NONE")
#define UNIQ_STAT_ATTACK_GROUND lua_const("UNIQ_STAT_ATTACK_GROUND")
#define UNIQ_STAT_ATK_HOLD lua_const("UNIQ_STAT_ATK_HOLD")
#define UNIQ_STAT_ATK_HOLD_FAST lua_const("UNIQ_STAT_ATK_HOLD_FAST")
#define UNIQ_STAT_COUNTER lua_const("UNIQ_STAT_COUNTER")
#define UNIQ_STAT_GUARD lua_const("UNIQ_STAT_GUARD")
#define UNIQ_STAT_JUMP_SQUAT lua_const("UNIQ_STAT_JUMP_SQUAT")
#define UNIQ_STAT_FALL_SP lua_const("UNIQ_STAT_FALL_SP")
#define UNIQ_STAT_ESCAPE lua_const("UNIQ_STAT_ESCAPE")
#define UNIQ_STAT_CATCH_END lua_const("UNIQ_STAT_CATCH_END")
#define AI_STATUS_TERM lua_const("AI_STATUS_TERM")
#define ITEM_STATUS_KIND_FALL lua_const("ITEM_STATUS_KIND_FALL")
#define ITEM_STATUS_KIND_LANDING lua_const("ITEM_STATUS_KIND_LANDING")
#define ITEM_STATUS_KIND_JUMP lua_const("ITEM_STATUS_KIND_JUMP")
#define ITEM_STATUS_KIND_JUMP_AIR lua_const("ITEM_STATUS_KIND_JUMP_AIR")
#define ITEM_STATUS_KIND_PASS_FLOOR lua_const("ITEM_STATUS_KIND_PASS_FLOOR")
#define ITEM_STATUS_KIND_WAIT lua_const("ITEM_STATUS_KIND_WAIT")
#define ITEM_STATUS_KIND_RUN lua_const("ITEM_STATUS_KIND_RUN")
#define ITEM_STATUS_KIND_ESCAPE_FALL lua_const("ITEM_STATUS_KIND_ESCAPE_FALL")
#define ITEM_STATUS_KIND_ESCAPE_JUMP lua_const("ITEM_STATUS_KIND_ESCAPE_JUMP")
#define ITEM_STATUS_KIND_NONE lua_const("ITEM_STATUS_KIND_NONE")
#define ITEM_INSTANCE_WORK_FLAG_JUMP_AIR_ENABLE lua_const("ITEM_INSTANCE_WORK_FLAG_JUMP_AIR_ENABLE")
#define ITEM_STATUS_KIND_ESCAPE_AIR lua_const("ITEM_STATUS_KIND_ESCAPE_AIR")
#define ASSIST_PARAM_FLOAT_CHECK_JUMP_TARGET_DISTANCE_X lua_const("ASSIST_PARAM_FLOAT_CHECK_JUMP_TARGET_DISTANCE_X")
#define ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_DISTANCE lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_DISTANCE")
#define ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_PER")
#define ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_AIR_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_AIR_PER")
#define ASSIST_PARAM_FLOAT_CHECK_OTTOTTO_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_OTTOTTO_JUMP_PER")
#define ITEM_INSTANCE_WORK_INT_TRACKING_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_TRACKING_COUNTER")
#define ITEM_INSTANCE_WORK_INT_LIFE_TIME_MAX lua_const("ITEM_INSTANCE_WORK_INT_LIFE_TIME_MAX")
#define ITEM_INSTANCE_WORK_INT_LIFE_TIME lua_const("ITEM_INSTANCE_WORK_INT_LIFE_TIME")
#define ITEM_STATUS_KIND_EXIT lua_const("ITEM_STATUS_KIND_EXIT")
#define ITEM_TARGET_TYPE_RANDOM_FIGHTER_ASSIST lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER_ASSIST")
#define ITEM_INSTANCE_WORK_INT_GROUND_DAMAGE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_GROUND_DAMAGE_COUNT")
#define ASSIST_PARAM_FLOAT_WARP_TARGET_OFFSET_Y lua_const("ASSIST_PARAM_FLOAT_WARP_TARGET_OFFSET_Y")
#define ASSIST_PARAM_INT_WARP_SAMPLING_NUM lua_const("ASSIST_PARAM_INT_WARP_SAMPLING_NUM")
#define ITEM_TARGET_TYPE_IKE_FINAL lua_const("ITEM_TARGET_TYPE_IKE_FINAL")
#define ITEM_INSTANCE_WORK_FLAG_VANISH lua_const("ITEM_INSTANCE_WORK_FLAG_VANISH")
#define ITEM_INSTANCE_WORK_FLAG_EATABLE lua_const("ITEM_INSTANCE_WORK_FLAG_EATABLE")
#define ITEM_INSTANCE_WORK_INT_IGNORE_CAPTURE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_IGNORE_CAPTURE_COUNT")
#define ITEM_KINETIC_FLAG_NO_WIND lua_const("ITEM_KINETIC_FLAG_NO_WIND")
#define ITEM_KINETIC_FLAG_NO_OUTSIDE_ATTACK lua_const("ITEM_KINETIC_FLAG_NO_OUTSIDE_ATTACK")
#define ASSIST_PARAM_FLOAT_EXIT_DAMAGE_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_DAMAGE_MUL")
#define ASSIST_PARAM_FLOAT_EXIT_HIT_EFFECT_SCALE_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_HIT_EFFECT_SCALE_MUL")
#define ITEM_INSTANCE_WORK_FLOAT_HIT_EFFECT_SCALE_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_HIT_EFFECT_SCALE_MUL")
#define ASSIST_PARAM_FLOAT_EXIT_HIT_STOP_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_HIT_STOP_MUL")
#define ITEM_INSTANCE_WORK_FLOAT_HP_MAX lua_const("ITEM_INSTANCE_WORK_FLOAT_HP_MAX")
#define ASSIST_PARAM_FLOAT_DAMAGE_NEAR_DEATH_HP_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_NEAR_DEATH_HP_PER")
#define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_PER lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_PER")
#define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MIN")
#define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MAX")
#define ITEM_STATUS_KIND_DAMAGE lua_const("ITEM_STATUS_KIND_DAMAGE")
#define ITEM_STATUS_KIND_WARP lua_const("ITEM_STATUS_KIND_WARP")
#define ASSIST_PARAM_INT_WARP_ATTACK_CHECK_FRAME lua_const("ASSIST_PARAM_INT_WARP_ATTACK_CHECK_FRAME")
#define ASSIST_PARAM_FLOAT_WARP_CHECK_TARGET_DISTANCE lua_const("ASSIST_PARAM_FLOAT_WARP_CHECK_TARGET_DISTANCE")
#define ASSIST_PARAM_INT_WARP_OUT_OF_AREA_WAIT_FRAME lua_const("ASSIST_PARAM_INT_WARP_OUT_OF_AREA_WAIT_FRAME")
#define ASSIST_PARAM_INT_WARP_GROUND_DAMAGE_COUNT lua_const("ASSIST_PARAM_INT_WARP_GROUND_DAMAGE_COUNT")
#define ITEM_STATUS_KIND_CAPTURE_BEGIN lua_const("ITEM_STATUS_KIND_CAPTURE_BEGIN")
#define ITEM_STATUS_KIND_CAPTURE_TERM lua_const("ITEM_STATUS_KIND_CAPTURE_TERM")
#define ITEM_STATUS_KIND_CAPTURE_KAWASAKI_TOSS lua_const("ITEM_STATUS_KIND_CAPTURE_KAWASAKI_TOSS")
#define ITEM_STATUS_KIND_CAPTURE_KAWASAKI_COOK lua_const("ITEM_STATUS_KIND_CAPTURE_KAWASAKI_COOK")
#define ASSIST_PARAM_INT_WARP_RETURN_ENABLE_FRAME lua_const("ASSIST_PARAM_INT_WARP_RETURN_ENABLE_FRAME")
#define ITEM_STATUS_KIND_TURN lua_const("ITEM_STATUS_KIND_TURN")
#define ASSIST_PARAM_FLOAT_DAMAGE_START_DAMAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_START_DAMAGE")
#define ASSIST_PARAM_FLOAT_DAMAGE_END_DAMAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_END_DAMAGE")
#define ASSIST_PARAM_INT_DAMAGE_LIGHT_REACTION_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_LIGHT_REACTION_FRAME")
#define ASSIST_PARAM_INT_DAMAGE_SMASHED_STATUS_VANISH_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_SMASHED_STATUS_VANISH_FRAME")
#define ASSIST_PARAM_FLOAT_DAMAGE_SMASHED_STATUS_VANISH_SPEED lua_const("ASSIST_PARAM_FLOAT_DAMAGE_SMASHED_STATUS_VANISH_SPEED")
#define ePL_CKIND_CPU lua_const("ePL_CKIND_CPU")
#define ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_RATE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_RATE")
#define ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_MAX lua_const("ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_MAX")
#define BATTLE_OBJECT_CATEGORY_GIMMICK lua_const("BATTLE_OBJECT_CATEGORY_GIMMICK")
#define BATTLE_OBJECT_CATEGORY_TERM lua_const("BATTLE_OBJECT_CATEGORY_TERM")
#define ASSIST_PARAM_FLOAT_DAMAGE_MUL_FROM_STAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_MUL_FROM_STAGE")
#define ITEM_KINETIC_TYPE_DAMAGE lua_const("ITEM_KINETIC_TYPE_DAMAGE")
#define ITEM_INSTANCE_WORK_FLAG_IS_SMASH_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_IS_SMASH_DAMAGE")
#define ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_LOST_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_LOST_EFFECT")
#define ASSIST_PARAM_FLOAT_DAMAGE_PRELANDING_DISTANCE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_PRELANDING_DISTANCE")
#define ASSIST_PARAM_FLOAT_DAMAGE_SMOKE_GENERATE_HP_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_SMOKE_GENERATE_HP_PER")
#define ITEM_INSTANCE_WORK_FLAG_TARGETABLE lua_const("ITEM_INSTANCE_WORK_FLAG_TARGETABLE")
#define ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE")
#define ITEM_INSTANCE_WORK_FLOAT_HP lua_const("ITEM_INSTANCE_WORK_FLOAT_HP")
#define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MIN")
#define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MAX")
#define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_PER")
#define ASSIST_PARAM_INT_DAMAGE_STATUS_ESCAPE_SEARCH_START_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_STATUS_ESCAPE_SEARCH_START_FRAME")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_OVER_ANGLE lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_OVER_ANGLE")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MIN")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MAX")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK_HIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK_HIT")
#define ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MIN")
#define ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MAX")
#define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MIN")
#define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MAX")
#define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK")
#define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK_HIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK_HIT")
#define ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MIN")
#define ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MAX")
#define ITEM_KINETIC_TYPE_NORMAL lua_const("ITEM_KINETIC_TYPE_NORMAL")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_X lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_X")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_Y lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_Y")
#define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_TO_AIR_SELECTION_PROBABILITY lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_TO_AIR_SELECTION_PROBABILITY")
#define ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MIN")
#define ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MAX")
#define ITEM_INSTANCE_WORK_INT_TARGET_TASK_ID lua_const("ITEM_INSTANCE_WORK_INT_TARGET_TASK_ID")
#define ITEM_TARGET_TYPE_UPDATE lua_const("ITEM_TARGET_TYPE_UPDATE")
#define ITEM_TARGET_TYPE_NEAR_FIGHTER lua_const("ITEM_TARGET_TYPE_NEAR_FIGHTER")
#define ASSIST_PARAM_INT_ESCAPE_AIR_XLU_FRAME lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_XLU_FRAME")
#define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_JUMP lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_JUMP")
#define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_AIR lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_AIR")
#define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_LANDING_WAIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_LANDING_WAIT")
#define ITEM_KINETIC_ENERGY_ID_GRAVITY lua_const("ITEM_KINETIC_ENERGY_ID_GRAVITY")
#define ITEM_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("ITEM_KINETIC_ENERGY_ID_GROUND_MOVEMENT")
#define ITEM_KINETIC_ENERGY_ID_JOSTLE lua_const("ITEM_KINETIC_ENERGY_ID_JOSTLE")
#define ITEM_KINETIC_TYPE_NONE lua_const("ITEM_KINETIC_TYPE_NONE")
#define ITEM_INSTANCE_WORK_FLAG_RUN_START lua_const("ITEM_INSTANCE_WORK_FLAG_RUN_START")
#define ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_PER")
#define ASSIST_PARAM_FLOAT_CHECK_CLIFF_WAIT_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_WAIT_PER")
#define ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MIN lua_const("ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MIN")
#define ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MAX lua_const("ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MAX")
#define ASSIST_PARAM_INT_WARP_STANDING_WAIT_FRAME lua_const("ASSIST_PARAM_INT_WARP_STANDING_WAIT_FRAME")
#define ITEM_INSTANCE_WORK_FLAG_MISS_TARGET_BY_CHANGING lua_const("ITEM_INSTANCE_WORK_FLAG_MISS_TARGET_BY_CHANGING")
#define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_X lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_X")
#define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Y lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Y")
#define BOSS_COMMON_PARAM_FLOAT_TARGET_SEARCH_NEAREST_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_TARGET_SEARCH_NEAREST_MUL")
#define ITEM_LINK_NO_CREATEOWNER lua_const("ITEM_LINK_NO_CREATEOWNER")
#define ITEM_INSTANCE_WORK_FLOAT_STRENGTH lua_const("ITEM_INSTANCE_WORK_FLOAT_STRENGTH")
#define ITEM_INSTANCE_WORK_FLOAT_LEVEL lua_const("ITEM_INSTANCE_WORK_FLOAT_LEVEL")
#define ITEM_INSTANCE_WORK_FLAG_IMMORTAL lua_const("ITEM_INSTANCE_WORK_FLAG_IMMORTAL")
#define ITEM_INSTANCE_WORK_FLAG_ANGRY lua_const("ITEM_INSTANCE_WORK_FLAG_ANGRY")
#define BOSS_COMMON_PARAM_FLOAT_ANGRY_WAIT_FRAME_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_ANGRY_WAIT_FRAME_MUL")
#define ITEM_INSTANCE_WORK_FLOAT_DOWN_DAMAGE_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DOWN_DAMAGE_MUL")
#define FLAG_IGNORE lua_const("FLAG_IGNORE")
#define FLAG_THROUGHABLE lua_const("FLAG_THROUGHABLE")
#define FLAG_IGNORE_BOSS lua_const("FLAG_IGNORE_BOSS")
#define ITEM_AREA_KIND_BODY lua_const("ITEM_AREA_KIND_BODY")
#define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV0 lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV0")
#define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV10 lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV10")
#define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_MAX lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_MAX")
#define ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_MAIN lua_const("ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_MAIN")
#define ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_SUB1 lua_const("ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_SUB1")
#define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_OVER_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_OVER_MUL")
#define FIGHTER_KIND_ZENIGAME lua_const("FIGHTER_KIND_ZENIGAME")
#define FIGHTER_KIND_FUSHIGISOU lua_const("FIGHTER_KIND_FUSHIGISOU")
#define FIGHTER_KIND_BASE_HEAD lua_const("FIGHTER_KIND_BASE_HEAD")
#define FIGHTER_KIND_BASE_TAIL lua_const("FIGHTER_KIND_BASE_TAIL")
#define ITEM_INSTANCE_WORK_FLOAT_KIILADARZ_ATTACK_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_KIILADARZ_ATTACK_MUL")
#define ITEM_INSTANCE_WORK_INT_PARAMETER_ITEM_KIND lua_const("ITEM_INSTANCE_WORK_INT_PARAMETER_ITEM_KIND")
#define ITEM_STATUS_KIND_DEAD lua_const("ITEM_STATUS_KIND_DEAD")
#define ITEM_KINETIC_TYPE_MOTION_LINKED lua_const("ITEM_KINETIC_TYPE_MOTION_LINKED")
#define ITEM_INSTANCE_WORK_FLAG_BOSS_KEYOFF_BGM lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_KEYOFF_BGM")
#define ITEM_INSTANCE_WORK_FLAG_BOSS_STOP_SE lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_STOP_SE")
#define ITEM_INSTANCE_WORK_FLAG_BOSS_DEAD lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_DEAD")
#define ITEM_ANIMCMD_KIND_GAME lua_const("ITEM_ANIMCMD_KIND_GAME")
#define ITEM_ANIMCMD_KIND_EFFECT lua_const("ITEM_ANIMCMD_KIND_EFFECT")
#define ITEM_ANIMCMD_KIND_SOUND lua_const("ITEM_ANIMCMD_KIND_SOUND")
#define ITEM_STATUS_KIND_TRANS_PHASE lua_const("ITEM_STATUS_KIND_TRANS_PHASE")
#define ITEM_KINETIC_ENERGY_ID_OUTER lua_const("ITEM_KINETIC_ENERGY_ID_OUTER")
#define ITEM_KINETIC_ENERGY_ID_STOP lua_const("ITEM_KINETIC_ENERGY_ID_STOP")
#define ITEM_KINETIC_ENERGY_ID_GROUND lua_const("ITEM_KINETIC_ENERGY_ID_GROUND")
#define GROUND_COLL_ATTR_DAMAGE1 lua_const("GROUND_COLL_ATTR_DAMAGE1")
#define GROUND_COLL_ATTR_DAMAGE2 lua_const("GROUND_COLL_ATTR_DAMAGE2")
#define GROUND_COLL_ATTR_DAMAGE3 lua_const("GROUND_COLL_ATTR_DAMAGE3")
#define GROUND_COLL_ATTR_DEATH lua_const("GROUND_COLL_ATTR_DEATH")
#define ITEM_KIND_BOMBCHU lua_const("ITEM_KIND_BOMBCHU")
#define ITEM_KIND_PASARAN lua_const("ITEM_KIND_PASARAN")
#define ITEM_KIND_WILYCAPSULESHOT2 lua_const("ITEM_KIND_WILYCAPSULESHOT2")
#define ITEM_COMMON_PARAM_INT_TRAIT_ORIGINAL lua_const("ITEM_COMMON_PARAM_INT_TRAIT_ORIGINAL")
#define ITEM_TRAIT_FLAG_ASSIST lua_const("ITEM_TRAIT_FLAG_ASSIST")
#define ITEM_TRAIT_FLAG_POKEMON lua_const("ITEM_TRAIT_FLAG_POKEMON")
#define ITEM_TRAIT_FLAG_WEAPON lua_const("ITEM_TRAIT_FLAG_WEAPON")
#define ITEM_TRAIT_FLAG_BOSS lua_const("ITEM_TRAIT_FLAG_BOSS")
#define ITEM_STATUS_KIND_STANDBY lua_const("ITEM_STATUS_KIND_STANDBY")
#define ITEM_STATUS_KIND_INITIALIZE lua_const("ITEM_STATUS_KIND_INITIALIZE")
#define ITEM_STATUS_KIND_HAVE lua_const("ITEM_STATUS_KIND_HAVE")
#define ITEM_STATUS_KIND_SPHAVE lua_const("ITEM_STATUS_KIND_SPHAVE")
#define ITEM_COMMON_PARAM_INT_CAPTURED lua_const("ITEM_COMMON_PARAM_INT_CAPTURED")
#define ITEM_STATUS_KIND_CAPTURE lua_const("ITEM_STATUS_KIND_CAPTURE")
#define ITEM_STATUS_KIND_CAPTURE_CUT lua_const("ITEM_STATUS_KIND_CAPTURE_CUT")
#define ITEM_STATUS_KIND_THROWN lua_const("ITEM_STATUS_KIND_THROWN")
#define ITEM_STATUS_KIND_CAPTURE_SHOULDER lua_const("ITEM_STATUS_KIND_CAPTURE_SHOULDER")
#define ITEM_STATUS_KIND_CLUNG lua_const("ITEM_STATUS_KIND_CLUNG")
#define ITEM_STATUS_KIND_CLUNG_GANON lua_const("ITEM_STATUS_KIND_CLUNG_GANON")
#define ITEM_STATUS_KIND_CLUNG_DIDDY lua_const("ITEM_STATUS_KIND_CLUNG_DIDDY")
#define ITEM_STATUS_KIND_THROWN_DIDDY lua_const("ITEM_STATUS_KIND_THROWN_DIDDY")
#define ITEM_STATUS_KIND_SWALLOWED lua_const("ITEM_STATUS_KIND_SWALLOWED")
#define ITEM_STATUS_KIND_SWALLOWED_DRINK lua_const("ITEM_STATUS_KIND_SWALLOWED_DRINK")
#define ITEM_STATUS_KIND_SWALLOWED_THROWN_STAR lua_const("ITEM_STATUS_KIND_SWALLOWED_THROWN_STAR")
#define ITEM_STATUS_KIND_CAPTURE_YOSHI lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI")
#define ITEM_STATUS_KIND_CAPTURE_YOSHI_WAIT lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI_WAIT")
#define ITEM_STATUS_KIND_THROWN_YOSHI lua_const("ITEM_STATUS_KIND_THROWN_YOSHI")
#define ITEM_STATUS_KIND_CAPTURE_YOSHI_EGG lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI_EGG")
#define ITEM_STATUS_KIND_YOSHI_EGG lua_const("ITEM_STATUS_KIND_YOSHI_EGG")
#define ITEM_STATUS_KIND_KOOPA_DIVED lua_const("ITEM_STATUS_KIND_KOOPA_DIVED")
#define ITEM_STATUS_KIND_CAPTURE_MURABITO lua_const("ITEM_STATUS_KIND_CAPTURE_MURABITO")
#define ITEM_STATUS_KIND_CAPTURE_ROCKMAN lua_const("ITEM_STATUS_KIND_CAPTURE_ROCKMAN")
#define ITEM_STATUS_KIND_CAPTURE_SNAKE lua_const("ITEM_STATUS_KIND_CAPTURE_SNAKE")
#define ITEM_STATUS_KIND_WARIO_BITE lua_const("ITEM_STATUS_KIND_WARIO_BITE")
#define ITEM_STATUS_KIND_CAPTURE_REFLET lua_const("ITEM_STATUS_KIND_CAPTURE_REFLET")
#define ITEM_STATUS_KIND_CAPTURE_MEWTWO lua_const("ITEM_STATUS_KIND_CAPTURE_MEWTWO")
#define ITEM_STATUS_KIND_CAPTURE_RIDLEY lua_const("ITEM_STATUS_KIND_CAPTURE_RIDLEY")
#define ITEM_STATUS_KIND_CAPTURE_GAOGAEN lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN")
#define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_THROW lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_THROW")
#define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_ATTACH_ROPE lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_ATTACH_ROPE")
#define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_RETURN lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_RETURN")
#define ITEM_STATUS_KIND_CAPTURE_MIIFIGHTER_SUPLEX lua_const("ITEM_STATUS_KIND_CAPTURE_MIIFIGHTER_SUPLEX")
#define ITEM_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN lua_const("ITEM_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN")
#define ITEM_STATUS_KIND_CAPTURE_FISHINGROD lua_const("ITEM_STATUS_KIND_CAPTURE_FISHINGROD")
#define ITEM_KINETIC_FLAG_DISABLE_AUTO_GRAVITY_ROT_Z lua_const("ITEM_KINETIC_FLAG_DISABLE_AUTO_GRAVITY_ROT_Z")
#define ITEM_KINETIC_TYPE_HAVE lua_const("ITEM_KINETIC_TYPE_HAVE")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_RATE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_RATE")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_START lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_START")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_LOOP lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_LOOP")
#define ITEM_COMMON_PARAM_HASH_THROWN_NODE lua_const("ITEM_COMMON_PARAM_HASH_THROWN_NODE")
#define ITEM_INSTANCE_WORK_INT_THROWN_MOTION_HASH lua_const("ITEM_INSTANCE_WORK_INT_THROWN_MOTION_HASH")
#define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_START lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_START")
#define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_RATE lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_RATE")
#define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_LOOP lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_LOOP")
#define ITEM_COMMON_PARAM_FLOAT_DONKEY_SHOULDERED_MOTION_FRAME lua_const("ITEM_COMMON_PARAM_FLOAT_DONKEY_SHOULDERED_MOTION_FRAME")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_X")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_Y")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_X")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_Y")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_X")
#define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_Y")
#define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_DEDEDE_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_DEDEDE_FRAME")
#define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KIRBY_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KIRBY_FRAME")
#define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KROOL_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KROOL_FRAME")
#define ITEM_GAME_PARAM_INT_SWALLOWED_THROWN_STAR_FRAME lua_const("ITEM_GAME_PARAM_INT_SWALLOWED_THROWN_STAR_FRAME")
#define ITEM_GAME_PARAM_FLOAT_SWALLOWED_THROWN_STAR_CANCEL_HOP_Y lua_const("ITEM_GAME_PARAM_FLOAT_SWALLOWED_THROWN_STAR_CANCEL_HOP_Y")
#define ITEM_COMMON_PARAM_FLOAT_EGG_SCALE lua_const("ITEM_COMMON_PARAM_FLOAT_EGG_SCALE")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X_SNAKE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X_SNAKE")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y_SNAKE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y_SNAKE")
#define ITEM_COMMON_PARAM_HASH_WARIO_BITE_MOTION lua_const("ITEM_COMMON_PARAM_HASH_WARIO_BITE_MOTION")
#define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_MOTION_FRAME lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_MOTION_FRAME")
#define ITEM_COMMON_PARAM_HASH_WARIO_BITE_NODE lua_const("ITEM_COMMON_PARAM_HASH_WARIO_BITE_NODE")
#define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_X")
#define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_Y")
#define ITEM_COMMON_PARAM_FLOAT_GRAVITY_ACCEL lua_const("ITEM_COMMON_PARAM_FLOAT_GRAVITY_ACCEL")
#define ITEM_COMMON_PARAM_HASH_CAPTURED_NODE lua_const("ITEM_COMMON_PARAM_HASH_CAPTURED_NODE")
#define ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_X")
#define ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_Y")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X")
#define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y")
#define ITEM_GAME_PARAM_INT_CAPTURED_TIME lua_const("ITEM_GAME_PARAM_INT_CAPTURED_TIME")
#define ITEM_GAME_PARAM_INT_CAPTURED_TIME_ADD_PER_DAMAGE lua_const("ITEM_GAME_PARAM_INT_CAPTURED_TIME_ADD_PER_DAMAGE")
#define ITEM_INSTANCE_WORK_INT_TRAIT_FLAG lua_const("ITEM_INSTANCE_WORK_INT_TRAIT_FLAG")
#define ITEM_COMMON_PARAM_HASH_CAPTURED_MOTION lua_const("ITEM_COMMON_PARAM_HASH_CAPTURED_MOTION")
#define ITEM_COMMON_PARAM_INT_THROWN_ROT_KIND lua_const("ITEM_COMMON_PARAM_INT_THROWN_ROT_KIND")
#define ITEM_STATUS_KIND_THROW lua_const("ITEM_STATUS_KIND_THROW")
#define ITEM_INSTANCE_WORK_INT_NO_DAMAGE_FRAME lua_const("ITEM_INSTANCE_WORK_INT_NO_DAMAGE_FRAME")
#define ITEM_INSTANCE_WORK_INT_NO_PICKUP_FRAME lua_const("ITEM_INSTANCE_WORK_INT_NO_PICKUP_FRAME")
#define ITEM_INSTANCE_WORK_FLAG_AI_IS_IN_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AI_IS_IN_EFFECT")
#define ITEM_KIND_DRAGOONSET lua_const("ITEM_KIND_DRAGOONSET")
#define ITEM_GAME_PARAM_INT_BOMB_CONFIRM_STOP_FRAME lua_const("ITEM_GAME_PARAM_INT_BOMB_CONFIRM_STOP_FRAME")
#define FIGHTER_FACIAL_BOMB_FEAR lua_const("FIGHTER_FACIAL_BOMB_FEAR")
#define ITEM_INSTANCE_WORK_FLAG_TAKE_OFF lua_const("ITEM_INSTANCE_WORK_FLAG_TAKE_OFF")
#define ITEM_INSTANCE_WORK_FLAG_DISABLE_JOSTLE lua_const("ITEM_INSTANCE_WORK_FLAG_DISABLE_JOSTLE")
#define ITEM_STATUS_KIND_MAX lua_const("ITEM_STATUS_KIND_MAX")
#define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_SETTING lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_SETTING")
#define ITEM_STATUS_KIND_FOR_ASSIST_START lua_const("ITEM_STATUS_KIND_FOR_ASSIST_START")
#define ITEM_STATUS_KIND_FOR_ASSIST_TERM lua_const("ITEM_STATUS_KIND_FOR_ASSIST_TERM")
#define ITEM_STATUS_KIND_FOR_POKEMON_START lua_const("ITEM_STATUS_KIND_FOR_POKEMON_START")
#define ITEM_STATUS_KIND_FOR_POKEMON_TERM lua_const("ITEM_STATUS_KIND_FOR_POKEMON_TERM")
#define ITEM_STATUS_KIND_BORN lua_const("ITEM_STATUS_KIND_BORN")
#define ITEM_STATUS_KIND_ENTRY lua_const("ITEM_STATUS_KIND_ENTRY")
#define ITEM_STATUS_KIND_START lua_const("ITEM_STATUS_KIND_START")
#define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS")
#define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_COROUTINE lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_COROUTINE")
#define ITEM_STATUS_KIND_LEAVE lua_const("ITEM_STATUS_KIND_LEAVE")
#define ITEM_STATUS_WORK_FLAG_DAMAGE lua_const("ITEM_STATUS_WORK_FLAG_DAMAGE")
#define ITEM_INSTANCE_WORK_FLAG_REACTION lua_const("ITEM_INSTANCE_WORK_FLAG_REACTION")
#define ITEM_STATUS_WORK_FLAG_DEAD lua_const("ITEM_STATUS_WORK_FLAG_DEAD")
#define ITEM_STATUS_WORK_INT_NO_RHOMBUS_UPDATE_COUNT lua_const("ITEM_STATUS_WORK_INT_NO_RHOMBUS_UPDATE_COUNT")
#define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH")
#define ITEM_LINK_NO_CUTIN lua_const("ITEM_LINK_NO_CUTIN")
#define ITEM_COMMON_PARAM_FLOAT_LOST_EFFECT_SCALE lua_const("ITEM_COMMON_PARAM_FLOAT_LOST_EFFECT_SCALE")
#define ITEM_AKIRA_STATUS_KIND_WALK lua_const("ITEM_AKIRA_STATUS_KIND_WALK")
#define ITEM_AKIRA_STATUS_KIND_FRONT_STEP lua_const("ITEM_AKIRA_STATUS_KIND_FRONT_STEP")
#define ITEM_AKIRA_STATUS_KIND_BACK_STEP lua_const("ITEM_AKIRA_STATUS_KIND_BACK_STEP")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_MOUKO_KOUHAZAN lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_MOUKO_KOUHAZAN")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_RIMON_CHOCHU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_RIMON_CHOCHU")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_TETSUZANKOU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_TETSUZANKOU")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_RENKANTAI lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_RENKANTAI")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_TOKYAKU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_TOKYAKU")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_VERTICAL_TOKYAKU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_VERTICAL_TOKYAKU")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI")
#define ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI_LANDING lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI_LANDING")
#define ITEM_AKIRA_STATUS_KIND_GUARD lua_const("ITEM_AKIRA_STATUS_KIND_GUARD")
#define ITEM_AKIRA_STATUS_KIND_GUARD_BREAK lua_const("ITEM_AKIRA_STATUS_KIND_GUARD_BREAK")
#define ITEM_AKIRA_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_NONE")
#define ITEM_AKIRA_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_ALL")
#define ITEM_AKIRA_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_BULLET")
#define ITEM_AKIRA_SHIELD_GROUP_KIND_ALL lua_const("ITEM_AKIRA_SHIELD_GROUP_KIND_ALL")
#define ITEM_AKIRA_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_AKIRA_SHIELD_GROUP_KIND_BULLET")
#define ITEM_INSTANCE_WORK_FLAG_VIA_EXIT lua_const("ITEM_INSTANCE_WORK_FLAG_VIA_EXIT")
#define ITEM_LIFETIME_TYPE_ALWAYS_GROUND_LOST lua_const("ITEM_LIFETIME_TYPE_ALWAYS_GROUND_LOST")
#define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_GROUND lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_GROUND")
#define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_AIR lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_AIR")
#define ITEM_AKIRA_INSTANCE_WORK_FLAG_PAA lua_const("ITEM_AKIRA_INSTANCE_WORK_FLAG_PAA")
#define ITEM_KIND_AKIRA lua_const("ITEM_KIND_AKIRA")
#define ITEM_ALUCARD_STATUS_KIND_DIVE_KICK_AFTER_HOP_JUMP lua_const("ITEM_ALUCARD_STATUS_KIND_DIVE_KICK_AFTER_HOP_JUMP")
#define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_BAT lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_BAT")
#define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN")
#define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN_JUMP_AIR lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN_JUMP_AIR")
#define ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK lua_const("ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK")
#define ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK_BRAKE lua_const("ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK_BRAKE")
#define ITEM_ALUCARD_STATUS_KIND_BACK_DASH lua_const("ITEM_ALUCARD_STATUS_KIND_BACK_DASH")
#define ITEM_ALUCARD_STATUS_KIND_ATTACK_DIVE_KICK lua_const("ITEM_ALUCARD_STATUS_KIND_ATTACK_DIVE_KICK")
#define ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_GROUND lua_const("ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_GROUND")
#define ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_AIR lua_const("ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_AIR")
#define ITEM_PARTIAL_MOTION_SLOT_0 lua_const("ITEM_PARTIAL_MOTION_SLOT_0")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_END lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_END")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_FINISH_END lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_FINISH_END")
#define ITEM_ALUCARD_INSTANCE_WORK_ATTACK_MIST_LOOP_EFFECT_HANDLE lua_const("ITEM_ALUCARD_INSTANCE_WORK_ATTACK_MIST_LOOP_EFFECT_HANDLE")
#define ITEM_ALUCARD_INSTANCE_WORK_ATTACK_CONSECUTIVE_EFFECT_HANDLE lua_const("ITEM_ALUCARD_INSTANCE_WORK_ATTACK_CONSECUTIVE_EFFECT_HANDLE")
#define ITEM_ALUCARD_STATUS_KIND_ATTACK_CONSECUTIVE lua_const("ITEM_ALUCARD_STATUS_KIND_ATTACK_CONSECUTIVE")
#define ITEM_TARGET_TYPE_RANDOM_FIGHTER lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_VALMECEU_DIR_CHANGE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_VALMECEU_DIR_CHANGE")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_TURN_MOVE_ENERGY_APPLICATE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_TURN_MOVE_ENERGY_APPLICATE")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_CHANGE_FORM lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_CHANGE_FORM")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_TRANSFORM_END_READY lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_TRANSFORM_END_READY")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_DIVE_KICK_ENERGY_START lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_DIVE_KICK_ENERGY_START")
#define ITEM_KIND_ALUCARD lua_const("ITEM_KIND_ALUCARD")
#define ITEM_INSTANCE_WORK_FLAG_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_2")
#define ITEM_LIFETIME_TYPE_NONE lua_const("ITEM_LIFETIME_TYPE_NONE")
#define ITEM_KIND_ANDROSS lua_const("ITEM_KIND_ANDROSS")
#define ITEM_SCALE_ANIM_TYPE_SMALL_TO_NORMAL lua_const("ITEM_SCALE_ANIM_TYPE_SMALL_TO_NORMAL")
#define ITEM_KIND_ANDROSSSHOT lua_const("ITEM_KIND_ANDROSSSHOT")
#define ITEM_VARIATION_NONE lua_const("ITEM_VARIATION_NONE")
#define ITEM_COMMON_PARAM_FLOAT_CLIP_SPHERE_R lua_const("ITEM_COMMON_PARAM_FLOAT_CLIP_SPHERE_R")
#define ITEM_INSTANCE_WORK_INT_VALUE_1 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_1")
#define ITEM_INSTANCE_WORK_INT_MESSAGE lua_const("ITEM_INSTANCE_WORK_INT_MESSAGE")
#define ITEM_INSTANCE_WORK_FLAG_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_1")
#define ITEM_STATUS_WORK_FLOAT_0 lua_const("ITEM_STATUS_WORK_FLOAT_0")
#define ITEM_TARGET_TYPE_EX lua_const("ITEM_TARGET_TYPE_EX")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_1")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_2")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_3 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_3")
#define ITEM_ASHLEY_STATUS_KIND_EFFECT_START lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_START")
#define ITEM_ASHLEY_STATUS_KIND_EFFECT_DOING lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_DOING")
#define ITEM_ASHLEY_STATUS_KIND_EFFECT_END lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_END")
#define ITEM_KIND_ASHLEY lua_const("ITEM_KIND_ASHLEY")
#define AREA_SHAPE_TYPE_CIRCLE lua_const("AREA_SHAPE_TYPE_CIRCLE")
#define IT_AREA_GROUP_NORMAL lua_const("IT_AREA_GROUP_NORMAL")
#define AREA_SHAPE_FLAG_RESET_DISABLE lua_const("AREA_SHAPE_FLAG_RESET_DISABLE")
#define FIGHTER_AREA_GROUP_BODY lua_const("FIGHTER_AREA_GROUP_BODY")
#define ITEM_AREA_KIND_SPECIALIZER lua_const("ITEM_AREA_KIND_SPECIALIZER")
#define ITEM_BAITO_STATUS_KIND_PREPARATION lua_const("ITEM_BAITO_STATUS_KIND_PREPARATION")
#define ITEM_BAITO_STATUS_KIND_APPEAL lua_const("ITEM_BAITO_STATUS_KIND_APPEAL")
#define ITEM_BAITO_STATUS_KIND_CATCH_FAILED lua_const("ITEM_BAITO_STATUS_KIND_CATCH_FAILED")
#define ITEM_BAITO_STATUS_KIND_DEADAREA lua_const("ITEM_BAITO_STATUS_KIND_DEADAREA")
#define ITEM_BAITO_MESSAGE_KIND_APPEARL lua_const("ITEM_BAITO_MESSAGE_KIND_APPEARL")
#define ITEM_BAITO_MESSAGE_KIND_LOST_SUCCESS lua_const("ITEM_BAITO_MESSAGE_KIND_LOST_SUCCESS")
#define ITEM_BAITO_MESSAGE_KIND_LOST_FAILED lua_const("ITEM_BAITO_MESSAGE_KIND_LOST_FAILED")
#define ITEM_BAITO_MESSAGE_KIND_CATCH_FAILED lua_const("ITEM_BAITO_MESSAGE_KIND_CATCH_FAILED")
#define ITEM_KIND_BAITOCRANE lua_const("ITEM_KIND_BAITOCRANE")
#define ITEM_BAITOCRANE_STATUS_KIND_MOVE lua_const("ITEM_BAITOCRANE_STATUS_KIND_MOVE")
#define ITEM_BAITOCRANE_STATUS_KIND_DOWN lua_const("ITEM_BAITOCRANE_STATUS_KIND_DOWN")
#define ITEM_BAITOCRANE_STATUS_KIND_CATCH lua_const("ITEM_BAITOCRANE_STATUS_KIND_CATCH")
#define ITEM_BAITOCRANE_STATUS_KIND_RELEASE lua_const("ITEM_BAITOCRANE_STATUS_KIND_RELEASE")
#define ITEM_BAITOCRANE_STATUS_KIND_UP_SUCCESS lua_const("ITEM_BAITOCRANE_STATUS_KIND_UP_SUCCESS")
#define ITEM_BAITOCRANE_STATUS_KIND_UP_FAILED lua_const("ITEM_BAITOCRANE_STATUS_KIND_UP_FAILED")
#define FIGHTER_SIZE_SS lua_const("FIGHTER_SIZE_SS")
#define FIGHTER_SIZE_S lua_const("FIGHTER_SIZE_S")
#define FIGHTER_SIZE_M lua_const("FIGHTER_SIZE_M")
#define FIGHTER_LOG_ATTACK_KIND_ASSIST_ATTACK lua_const("FIGHTER_LOG_ATTACK_KIND_ASSIST_ATTACK")
#define ITEM_BAITOCRANE_INSTANCE_WORK_FLAG_GRAB lua_const("ITEM_BAITOCRANE_INSTANCE_WORK_FLAG_GRAB")
#define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_GROUND")
#define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_AIR")
#define ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_GROUND")
#define ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_AIR")
#define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_GROUND")
#define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_AIR")
#define ITEM_BOMBERMAN_STATUS_KIND_BOMBESCAPE lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBESCAPE")
#define ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DANGER lua_const("ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DANGER")
#define ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DESTROYED lua_const("ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DESTROYED")
#define ITEM_KIND_BOMBERMANBOMB lua_const("ITEM_KIND_BOMBERMANBOMB")
#define ITEM_KIND_BOMBERMANBOMB2 lua_const("ITEM_KIND_BOMBERMANBOMB2")
#define ITEM_LINK_NO_MESSAGE lua_const("ITEM_LINK_NO_MESSAGE")
#define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER")
#define ITEM_BOMBERMAN_MESSAGE_KIND_BOMBPUNCH_HIT lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_BOMBPUNCH_HIT")
#define ITEM_BOMBERMAN_MESSAGE_KIND_UPDATE_BOMB lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_UPDATE_BOMB")
#define ITEM_BOMBERMAN_MESSAGE_KIND_DANGER_BOMB lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_DANGER_BOMB")
#define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_AREA_REQUEST lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_AREA_REQUEST")
#define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER_REQUEST lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER_REQUEST")
#define ITEM_KIND_BOMBERMANBOMBMANAGER lua_const("ITEM_KIND_BOMBERMANBOMBMANAGER")
#define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_REMOCON_TRIGGER lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_REMOCON_TRIGGER")
#define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBCREATE lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBCREATE")
#define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBPUT lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBPUT")
#define ITEM_KIND_BOMBERMAN lua_const("ITEM_KIND_BOMBERMAN")
#define ITEM_BOMBERMANBOMB_JUMP_REVERSE lua_const("ITEM_BOMBERMANBOMB_JUMP_REVERSE")
#define GROUND_TOUCH_FLAG_DOWN_SIDE lua_const("GROUND_TOUCH_FLAG_DOWN_SIDE")
#define ITEM_CLAPTRAP_STATUS_KIND_LOW_JUMP lua_const("ITEM_CLAPTRAP_STATUS_KIND_LOW_JUMP")
#define ITEM_CLAPTRAP_STATUS_KIND_ATTACK_BITE_REMOVE lua_const("ITEM_CLAPTRAP_STATUS_KIND_ATTACK_BITE_REMOVE")
#define ITEM_INSTANCE_WORK_FLAG_HAVE_POSITION_ONLY lua_const("ITEM_INSTANCE_WORK_FLAG_HAVE_POSITION_ONLY")
#define ITEM_INSTANCE_WORK_FLAG_HAVE_STICK lua_const("ITEM_INSTANCE_WORK_FLAG_HAVE_STICK")
#define ITEM_SLOPE_TYPE_SLANT_SMOOTH lua_const("ITEM_SLOPE_TYPE_SLANT_SMOOTH")
#define ITEM_COMMON_PARAM_INT_SLOPE_TYPE lua_const("ITEM_COMMON_PARAM_INT_SLOPE_TYPE")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_CONTROLLER lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_CONTROLLER")
#define ITEM_CRAPTRAP_INSTANCE_WORK_FLAG_BITE_RELEASE lua_const("ITEM_CRAPTRAP_INSTANCE_WORK_FLAG_BITE_RELEASE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_STATUS lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_STATUS")
#define ITEM_KIND_CLAPTRAP lua_const("ITEM_KIND_CLAPTRAP")
#define ITEM_CYBORG_STATUS_KIND_ATTACK lua_const("ITEM_CYBORG_STATUS_KIND_ATTACK")
#define ITEM_CYBORG_STATUS_KIND_ATTACK_AIR lua_const("ITEM_CYBORG_STATUS_KIND_ATTACK_AIR")
#define ITEM_KIND_CYBORG lua_const("ITEM_KIND_CYBORG")
#define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_DOWN_GROUND lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_DOWN_GROUND")
#define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_GROUND lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_GROUND")
#define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_AIR lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_AIR")
#define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_DOWN_UP lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_DOWN_UP")
#define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_UP_DOWN lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_UP_DOWN")
#define ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHDOWN_CANCEL_FRAME lua_const("ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHDOWN_CANCEL_FRAME")
#define ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHUP_CANCEL_FRAME lua_const("ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHUP_CANCEL_FRAME")
#define ITEM_KIND_DARKKNIGHT lua_const("ITEM_KIND_DARKKNIGHT")
#define ITEM_KIND_DEVIL lua_const("ITEM_KIND_DEVIL")
#define ITEM_TARGET_TYPE_NONE lua_const("ITEM_TARGET_TYPE_NONE")
#define IT_AI_TYPE_MOVE_TARGET_STOP lua_const("IT_AI_TYPE_MOVE_TARGET_STOP")
#define ITEM_STATUS_WORK_FLAG_NEAR_TARGET lua_const("ITEM_STATUS_WORK_FLAG_NEAR_TARGET")
#define IT_AI_TYPE_MANUAL lua_const("IT_AI_TYPE_MANUAL")
#define ITEM_TARGET_TYPE_CAMERA_TARGET lua_const("ITEM_TARGET_TYPE_CAMERA_TARGET")
#define ITEM_INSTANCE_WORK_INT_VALUE_2 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_2")
#define ITEM_INSTANCE_WORK_INT_VALUE_3 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_3")
#define ITEM_INSTANCE_WORK_INT_VALUE_4 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_4")
#define ITEM_DOSSUN_STATUS_KIND_WARP lua_const("ITEM_DOSSUN_STATUS_KIND_WARP")
#define ITEM_DOSSUN_STATUS_KIND_RISING lua_const("ITEM_DOSSUN_STATUS_KIND_RISING")
#define ITEM_DOSSUN_STATUS_KIND_PRESAGE lua_const("ITEM_DOSSUN_STATUS_KIND_PRESAGE")
#define ITEM_LIFETIME_TYPE_ALWAYS lua_const("ITEM_LIFETIME_TYPE_ALWAYS")
#define CAMERA_STATUS_SLEEP lua_const("CAMERA_STATUS_SLEEP")
#define ITEM_INSTANCE_WORK_FLAG_FORCE_WHOLE_HIT_NORMAL lua_const("ITEM_INSTANCE_WORK_FLAG_FORCE_WHOLE_HIT_NORMAL")
#define ITEM_COLLISION_TEAM lua_const("ITEM_COLLISION_TEAM")
#define ITEM_KIND_DOSSUN lua_const("ITEM_KIND_DOSSUN")
#define ITEM_DRIVER_STATUS_KIND_APPEAR_LANDING lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_LANDING")
#define ITEM_DRIVER_STATUS_KIND_APPEAR_RIDE lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RIDE")
#define ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START")
#define ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START_TURN lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START_TURN")
#define ITEM_DRIVER_STATUS_KIND_RUN_START lua_const("ITEM_DRIVER_STATUS_KIND_RUN_START")
#define ITEM_DRIVER_STATUS_KIND_TURN_CHOICE lua_const("ITEM_DRIVER_STATUS_KIND_TURN_CHOICE")
#define ITEM_DRIVER_STATUS_KIND_TURN lua_const("ITEM_DRIVER_STATUS_KIND_TURN")
#define ITEM_DRIVER_STATUS_KIND_TURN_SHORT lua_const("ITEM_DRIVER_STATUS_KIND_TURN_SHORT")
#define ITEM_DRIVER_STATUS_KIND_JUMP_CHOICE lua_const("ITEM_DRIVER_STATUS_KIND_JUMP_CHOICE")
#define ITEM_DRIVER_STATUS_KIND_JUMP_STEP lua_const("ITEM_DRIVER_STATUS_KIND_JUMP_STEP")
#define ITEM_DRIVER_STATUS_KIND_CARRY_RUN lua_const("ITEM_DRIVER_STATUS_KIND_CARRY_RUN")
#define ITEM_DRIVER_STATUS_KIND_CARRY_TURN lua_const("ITEM_DRIVER_STATUS_KIND_CARRY_TURN")
#define ITEM_TARGET_TYPE_MANY_SIDE lua_const("ITEM_TARGET_TYPE_MANY_SIDE")
#define ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_LR lua_const("ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_LR")
#define ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_FIGHTER lua_const("ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_FIGHTER")
#define ITEM_KIND_DRIVER lua_const("ITEM_KIND_DRIVER")
#define ITEM_ELEKA_STATUS_KIND_APPEAR lua_const("ITEM_ELEKA_STATUS_KIND_APPEAR")
#define ITEM_ELEKA_STATUS_KIND_WAIT lua_const("ITEM_ELEKA_STATUS_KIND_WAIT")
#define ITEM_ELEKA_STATUS_KIND_SELECTACTION lua_const("ITEM_ELEKA_STATUS_KIND_SELECTACTION")
#define ITEM_ELEKA_STATUS_KIND_MOVECONTINUE lua_const("ITEM_ELEKA_STATUS_KIND_MOVECONTINUE")
#define ITEM_ELEKA_STATUS_KIND_WARP_START lua_const("ITEM_ELEKA_STATUS_KIND_WARP_START")
#define ITEM_ELEKA_STATUS_KIND_WARP lua_const("ITEM_ELEKA_STATUS_KIND_WARP")
#define ITEM_ELEKA_STATUS_KIND_WARP_END lua_const("ITEM_ELEKA_STATUS_KIND_WARP_END")
#define ITEM_ELEKA_STATUS_KIND_SPEEDSHOT lua_const("ITEM_ELEKA_STATUS_KIND_SPEEDSHOT")
#define ITEM_ELEKA_STATUS_KIND_HOMINGSHOT lua_const("ITEM_ELEKA_STATUS_KIND_HOMINGSHOT")
#define ITEM_ELEKA_STATUS_KIND_DIFFUSIONSHOT lua_const("ITEM_ELEKA_STATUS_KIND_DIFFUSIONSHOT")
#define ITEM_KIND_ELEKA lua_const("ITEM_KIND_ELEKA")
#define ITEM_INSTANCE_WORK_FLAG_SPEED_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_SPEED_DAMAGE")
#define ITEM_KIND_ELEKASHOT2 lua_const("ITEM_KIND_ELEKASHOT2")
#define ITEM_KIND_ELEKASHOT3 lua_const("ITEM_KIND_ELEKASHOT3")
#define ITEM_KIND_ELEKASHOT lua_const("ITEM_KIND_ELEKASHOT")
#define ITEM_INSTANCE_WORK_FLAG_VALUE_3 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_3")
#define ITEM_INSTANCE_WORK_FLAG_DISABLE_AUTO_GRAVITY_MOVE lua_const("ITEM_INSTANCE_WORK_FLAG_DISABLE_AUTO_GRAVITY_MOVE")
#define ITEM_PROPERTY_PARAM_INT_PARENT_MESSAGE lua_const("ITEM_PROPERTY_PARAM_INT_PARENT_MESSAGE")
#define ITEM_ELEKASHOT3_INSTANCE_WORK_INT_PARENT_TARGET_ID lua_const("ITEM_ELEKASHOT3_INSTANCE_WORK_INT_PARENT_TARGET_ID")
#define ITEM_FLYANDHAND_STATUS_KIND_MOVE1 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE1")
#define ITEM_FLYANDHAND_STATUS_KIND_MOVE2 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE2")
#define ITEM_FLYANDHAND_STATUS_KIND_MOVE3 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE3")
#define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLOAT_TARGET_LENGTH lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLOAT_TARGET_LENGTH")
#define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_DEAD lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_DEAD")
#define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_LOST")
#define ITEM_FLYANDHANDFLY_INSTANCE_WORK_INT_CREATE_TIME lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_INT_CREATE_TIME")
#define ITEM_KINETIC_FLAG_DIRECT_TRANSN lua_const("ITEM_KINETIC_FLAG_DIRECT_TRANSN")
#define ITEM_KIND_FLYANDHANDFLY lua_const("ITEM_KIND_FLYANDHANDFLY")
#define ITEM_FLYANDHANDFLY_ACTION_SET_ANGLE lua_const("ITEM_FLYANDHANDFLY_ACTION_SET_ANGLE")
#define ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE_IS_NO_REACTION lua_const("ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE_IS_NO_REACTION")
#define ITEM_FLYANDHANDFLY_ACTION_LOST lua_const("ITEM_FLYANDHANDFLY_ACTION_LOST")
#define ITEM_KIND_FLYANDHAND lua_const("ITEM_KIND_FLYANDHAND")
#define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE1 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE1")
#define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE2 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE2")
#define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE3 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE3")
#define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE4 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE4")
#define ITEM_FLYANDHANDFLY_STATUS_KIND_DEAD lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_DEAD")
#define STOP_OTHER_KIND_NORMAL lua_const("STOP_OTHER_KIND_NORMAL")
#define ITEM_GHIRAHIM_STATUS_KIND_APPEAL lua_const("ITEM_GHIRAHIM_STATUS_KIND_APPEAL")
#define ITEM_GHIRAHIM_STATUS_KIND_ATKTELEPORT lua_const("ITEM_GHIRAHIM_STATUS_KIND_ATKTELEPORT")
#define ITEM_GHIRAHIM_STATUS_KIND_DASHCUT lua_const("ITEM_GHIRAHIM_STATUS_KIND_DASHCUT")
#define ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_GROUND lua_const("ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_GROUND")
#define ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_AIR lua_const("ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_AIR")
#define ITEM_GHIRAHIM_STATUS_KIND_KNIFE_GROUND lua_const("ITEM_GHIRAHIM_STATUS_KIND_KNIFE_GROUND")
#define ITEM_GHIRAHIM_STATUS_KIND_KNIFE_AIR lua_const("ITEM_GHIRAHIM_STATUS_KIND_KNIFE_AIR")
#define ITEM_GHIRAHIM_STATUS_KIND_JUMP_VERTICAL lua_const("ITEM_GHIRAHIM_STATUS_KIND_JUMP_VERTICAL")
#define ITEM_GHIRAHIM_STATUS_KIND_BACK_JUMP lua_const("ITEM_GHIRAHIM_STATUS_KIND_BACK_JUMP")
#define ITEM_KIND_GHIRAHIM lua_const("ITEM_KIND_GHIRAHIM")
#define ITEM_KIND_GHIRAHIMKNIFE lua_const("ITEM_KIND_GHIRAHIMKNIFE")
#define ITEM_KIND_GHIRAHIMKNIFE2 lua_const("ITEM_KIND_GHIRAHIMKNIFE2")
#define ITEM_GHIRAHIM_INSTANCE_WORK_FLAG_CHANGE_ATTACK lua_const("ITEM_GHIRAHIM_INSTANCE_WORK_FLAG_CHANGE_ATTACK")
#define ITEM_STATUS_WORK_FLAG_HIT lua_const("ITEM_STATUS_WORK_FLAG_HIT")
#define ITEM_KIND_GOROH lua_const("ITEM_KIND_GOROH")
#define ITEM_GUILE_STATUS_KIND_SQUAT lua_const("ITEM_GUILE_STATUS_KIND_SQUAT")
#define ITEM_GUILE_STATUS_KIND_SQUAT_WAIT lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_WAIT")
#define ITEM_GUILE_STATUS_KIND_SQUAT_REVERSE lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_REVERSE")
#define ITEM_GUILE_STATUS_KIND_SQUAT_GUARD lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_GUARD")
#define ITEM_GUILE_STATUS_KIND_SONICBOOM lua_const("ITEM_GUILE_STATUS_KIND_SONICBOOM")
#define ITEM_GUILE_STATUS_KIND_SUMMERSAULT_LIGHT lua_const("ITEM_GUILE_STATUS_KIND_SUMMERSAULT_LIGHT")
#define ITEM_GUILE_STATUS_KIND_SUMMERSAULT_HARD lua_const("ITEM_GUILE_STATUS_KIND_SUMMERSAULT_HARD")
#define ITEM_GUILE_STATUS_KIND_VERTICAL_JUMP lua_const("ITEM_GUILE_STATUS_KIND_VERTICAL_JUMP")
#define ITEM_GUILE_STATUS_KIND_FRONT_JUMP lua_const("ITEM_GUILE_STATUS_KIND_FRONT_JUMP")
#define ITEM_GUILE_STATUS_KIND_HIGH_KICK_AIR lua_const("ITEM_GUILE_STATUS_KIND_HIGH_KICK_AIR")
#define ITEM_GUILE_STATUS_KIND_MIDDLE_KICK_AIR lua_const("ITEM_GUILE_STATUS_KIND_MIDDLE_KICK_AIR")
#define ITEM_KIND_GUILESHOT lua_const("ITEM_KIND_GUILESHOT")
#define GUILE_ATTACK_KIND_NONE lua_const("GUILE_ATTACK_KIND_NONE")
#define GUILE_ATTACK_KIND_SONICBOOM_SHORT_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_SHORT_LIGHT")
#define GUILE_ATTACK_KIND_SONICBOOM_SHORT_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_SHORT_HARD")
#define GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_LIGHT")
#define GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_HARD")
#define GUILE_ATTACK_KIND_SONICBOOM_LONG_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_LONG_LIGHT")
#define GUILE_ATTACK_KIND_SONICBOOM_LONG_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_LONG_HARD")
#define GUILE_ATTACK_KIND_SUMMERSAULTKICK_LIGHT lua_const("GUILE_ATTACK_KIND_SUMMERSAULTKICK_LIGHT")
#define GUILE_ATTACK_KIND_SUMMERSAULTKICK_HARD lua_const("GUILE_ATTACK_KIND_SUMMERSAULTKICK_HARD")
#define GUILE_ATTACK_KIND_VERTICAL_JUMP_ATTACK lua_const("GUILE_ATTACK_KIND_VERTICAL_JUMP_ATTACK")
#define GUILE_ATTACK_KIND_FRONT_JUMP_ATTACK lua_const("GUILE_ATTACK_KIND_FRONT_JUMP_ATTACK")
#define ITEM_TARGET_TYPE_MANY_SIDE_FIX lua_const("ITEM_TARGET_TYPE_MANY_SIDE_FIX")
#define ITEM_GUILE_INSTANCE_WORK_FLAG_TURN_RIGHT lua_const("ITEM_GUILE_INSTANCE_WORK_FLAG_TURN_RIGHT")
#define ITEM_GUILE_INSTANCE_WORK_FLAG_VISIBLE_KUSI lua_const("ITEM_GUILE_INSTANCE_WORK_FLAG_VISIBLE_KUSI")
#define GUILE_WEIGHT_KIND_HARD lua_const("GUILE_WEIGHT_KIND_HARD")
#define GUILE_WEIGHT_KIND_LIGHT lua_const("GUILE_WEIGHT_KIND_LIGHT")
#define ITEM_GUILE_ACTION_INITIALIZE lua_const("ITEM_GUILE_ACTION_INITIALIZE")
#define ITEM_KIND_GUILE lua_const("ITEM_KIND_GUILE")
#define ITEM_GUILESHOT_STATUS_KIND_LIGHT lua_const("ITEM_GUILESHOT_STATUS_KIND_LIGHT")
#define ITEM_GUILESHOT_STATUS_KIND_HARD lua_const("ITEM_GUILESHOT_STATUS_KIND_HARD")
#define ITEM_COMMON_STATUS_KIND_TERM lua_const("ITEM_COMMON_STATUS_KIND_TERM")
#define ITEM_HAMMERBROS_STATUS_KIND_JUMP lua_const("ITEM_HAMMERBROS_STATUS_KIND_JUMP")
#define ITEM_HAMMERBROS_STATUS_KIND_JUMP_HAMMER lua_const("ITEM_HAMMERBROS_STATUS_KIND_JUMP_HAMMER")
#define ITEM_HAMMERBROS_STATUS_KIND_WAIT lua_const("ITEM_HAMMERBROS_STATUS_KIND_WAIT")
#define ITEM_KIND_HAMMERBROSHAMMER lua_const("ITEM_KIND_HAMMERBROSHAMMER")
#define ITEM_KIND_HAMMERBROS lua_const("ITEM_KIND_HAMMERBROS")
#define ITEM_INSTANCE_WORK_FLAG_REFLECT_GROUND lua_const("ITEM_INSTANCE_WORK_FLAG_REFLECT_GROUND")
#define ITEM_HEBIGARASU_STATUS_KIND_APPEAR lua_const("ITEM_HEBIGARASU_STATUS_KIND_APPEAR")
#define ITEM_HEBIGARASU_STATUS_KIND_DIVE lua_const("ITEM_HEBIGARASU_STATUS_KIND_DIVE")
#define ITEM_HEBIGARASU_STATUS_KIND_HIDING lua_const("ITEM_HEBIGARASU_STATUS_KIND_HIDING")
#define ITEM_HEBIGARASU_STATUS_KIND_HIDING_FIRST lua_const("ITEM_HEBIGARASU_STATUS_KIND_HIDING_FIRST")
#define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_UP lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_UP")
#define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_MIDDLE lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_MIDDLE")
#define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_DOWN lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_DOWN")
#define ITEM_HEBIGARASU_STATUS_KIND_VANISH lua_const("ITEM_HEBIGARASU_STATUS_KIND_VANISH")
#define ITEM_HEBIGARASU_STATUS_KIND_DAMAGE_STUN lua_const("ITEM_HEBIGARASU_STATUS_KIND_DAMAGE_STUN")
#define ITEM_HEBIGARASU_STATUS_KIND_EXIT lua_const("ITEM_HEBIGARASU_STATUS_KIND_EXIT")
#define ITEM_HEBIGARASU_STATUS_KIND_DEAD lua_const("ITEM_HEBIGARASU_STATUS_KIND_DEAD")
#define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DEAD lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DEAD")
#define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DAMAGE_STUN lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DAMAGE_STUN")
#define CAMERA_STATUS_NORMAL lua_const("CAMERA_STATUS_NORMAL")
#define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_ASSIST_BEAT_REQUEST lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_ASSIST_BEAT_REQUEST")
#define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_LOST")
#define ITEM_TARGET_TYPE_NEAR_FIGHTER_ALL lua_const("ITEM_TARGET_TYPE_NEAR_FIGHTER_ALL")
#define ITEM_KIND_HEBIGARASU lua_const("ITEM_KIND_HEBIGARASU")
#define ITEM_JEFF_INSTANCE_WORK_FLOAT_ROCKET_ROTATE lua_const("ITEM_JEFF_INSTANCE_WORK_FLOAT_ROCKET_ROTATE")
#define ITEM_KIND_JEFF lua_const("ITEM_KIND_JEFF")
#define ITEM_KIND_JEFFPENCILROCKET lua_const("ITEM_KIND_JEFFPENCILROCKET")
#define ITEM_KIND_JEFFPENCILBULLET lua_const("ITEM_KIND_JEFFPENCILBULLET")
#define ITEM_INSTANCE_WORK_INT_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_COUNTER")
#define ITEM_INSTANCE_WORK_INT_COUNTER_2 lua_const("ITEM_INSTANCE_WORK_INT_COUNTER_2")
#define ITEM_JIRO_STATUS_KIND_TURN_RUN lua_const("ITEM_JIRO_STATUS_KIND_TURN_RUN")
#define ITEM_JIRO_STATUS_KIND_CHASE_OFF lua_const("ITEM_JIRO_STATUS_KIND_CHASE_OFF")
#define ITEM_JIRO_STATUS_KIND_HOP lua_const("ITEM_JIRO_STATUS_KIND_HOP")
#define ITEM_JIRO_STATUS_KIND_RUN lua_const("ITEM_JIRO_STATUS_KIND_RUN")
#define ITEM_JIRO_STATUS_KIND_EX_RUN lua_const("ITEM_JIRO_STATUS_KIND_EX_RUN")
#define ITEM_JIRO_STATUS_KIND_HOLD lua_const("ITEM_JIRO_STATUS_KIND_HOLD")
#define ITEM_JIRO_STATUS_KIND_HOLD_SPECIAL lua_const("ITEM_JIRO_STATUS_KIND_HOLD_SPECIAL")
#define ITEM_JIRO_STATUS_KIND_WALL_BURY lua_const("ITEM_JIRO_STATUS_KIND_WALL_BURY")
#define ITEM_KIND_JIRO lua_const("ITEM_KIND_JIRO")
#define ITEM_INSTANCE_WORK_FLAG_GROUND_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_GROUND_DAMAGE")
#define ITEM_INSTANCE_WORK_INT_VALUE_7 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_7")
#define ITEM_JOE_STATUS_KIND_ATTACK1 lua_const("ITEM_JOE_STATUS_KIND_ATTACK1")
#define ITEM_JOE_STATUS_KIND_ATTACK2 lua_const("ITEM_JOE_STATUS_KIND_ATTACK2")
#define ITEM_JOE_STATUS_KIND_FINISH lua_const("ITEM_JOE_STATUS_KIND_FINISH")
#define ITEM_KIND_JOE lua_const("ITEM_KIND_JOE")
#define ITEM_KIND_JOESHOT lua_const("ITEM_KIND_JOESHOT")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_START")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_MAIN")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_END")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_START")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_MAIN")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_END")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SWING lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SWING")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_START")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_MAIN")
#define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_END")
#define ITEM_KIND_KAWASAKISHOT lua_const("ITEM_KIND_KAWASAKISHOT")
#define ITEM_KIND_KAWASAKIPOT lua_const("ITEM_KIND_KAWASAKIPOT")
#define ITEM_KIND_TABEMONO lua_const("ITEM_KIND_TABEMONO")
#define ITEM_KAWASAKIPOT_ACTION_CATCH lua_const("ITEM_KAWASAKIPOT_ACTION_CATCH")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_SLOPE lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_SLOPE")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_CANCEL lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_CANCEL")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SLOPE_SLANT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SLOPE_SLANT")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_COOK_MOVE lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_COOK_MOVE")
#define ITEM_KAWASAKIPOT_ACTION_COOK lua_const("ITEM_KAWASAKIPOT_ACTION_COOK")
#define ITEM_KAWASAKIPOT_ACTION_COOK_END lua_const("ITEM_KAWASAKIPOT_ACTION_COOK_END")
#define ITEM_KAWASAKIPOT_ACTION_RELEASE lua_const("ITEM_KAWASAKIPOT_ACTION_RELEASE")
#define ITEM_KAWASAKIPOT_ACTION_LOST lua_const("ITEM_KAWASAKIPOT_ACTION_LOST")
#define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SPAWN_PRESENT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SPAWN_PRESENT")
#define ITEM_KIND_KAWASAKI lua_const("ITEM_KIND_KAWASAKI")
#define ITEM_KAWASHIMA_STATUS_KIND_FLY lua_const("ITEM_KAWASHIMA_STATUS_KIND_FLY")
#define ITEM_KIND_KAWASHIMA lua_const("ITEM_KIND_KAWASHIMA")
#define KAWASHIMA_DIRECTION_NONE lua_const("KAWASHIMA_DIRECTION_NONE")
#define ITEM_KIND_KAWASHIMASHOT lua_const("ITEM_KIND_KAWASHIMASHOT")
#define ITEM_SPECIALIZED_PARAM_FLOAT_CLIP_SPHERE_R lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_CLIP_SPHERE_R")
#define KAWASHIMA_DIRECTION_BOTTOM lua_const("KAWASHIMA_DIRECTION_BOTTOM")
#define KAWASHIMA_DIRECTION_TOP lua_const("KAWASHIMA_DIRECTION_TOP")
#define KAWASHIMA_DIRECTION_LEFT lua_const("KAWASHIMA_DIRECTION_LEFT")
#define KAWASHIMA_DIRECTION_RIGHT lua_const("KAWASHIMA_DIRECTION_RIGHT")
#define KAWASHIMASHOT_INSTANCE_WORK_INT_VALUE lua_const("KAWASHIMASHOT_INSTANCE_WORK_INT_VALUE")
#define ITEM_KAWASHIMASHOT_STATUS_KIND_MOVE lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_MOVE")
#define ITEM_KAWASHIMASHOT_STATUS_KIND_TOUCH lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_TOUCH")
#define ITEM_KAWASHIMASHOT_STATUS_KIND_BOMB lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_BOMB")
#define ITEM_KAWASHIMASHOT_STATUS_KIND_BIGBOMB lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_BIGBOMB")
#define ITEM_KAWASHIMASHOT_STATUS_KIND_DAMAGE lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_DAMAGE")
#define ITEM_KINETIC_ENERGY_ID_CONTROL lua_const("ITEM_KINETIC_ENERGY_ID_CONTROL")
#define ITEM_KAWASHIMASHOT_MESSAGE_KIND_TOUCH lua_const("ITEM_KAWASHIMASHOT_MESSAGE_KIND_TOUCH")
#define ITEM_KAWASHIMASHOT_MESSAGE_KIND_LOST lua_const("ITEM_KAWASHIMASHOT_MESSAGE_KIND_LOST")
#define ITEM_INSTANCE_WORK_FLAG_AI_SOON_TO_BE_ATTACK lua_const("ITEM_INSTANCE_WORK_FLAG_AI_SOON_TO_BE_ATTACK")
#define ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_1")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_4 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_4")
#define ITEM_KNUCKLES_STATUS_KIND_PUNCH_COMBO lua_const("ITEM_KNUCKLES_STATUS_KIND_PUNCH_COMBO")
#define ITEM_KNUCKLES_STATUS_KIND_JUMPING_OUT_UPPER lua_const("ITEM_KNUCKLES_STATUS_KIND_JUMPING_OUT_UPPER")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_GROUND_START lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_GROUND_START")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_AIR_START lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_AIR_START")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HOMING lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HOMING")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_CANCEL lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_CANCEL")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_LANDING lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_LANDING")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_REBOUND lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_REBOUND")
#define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HIT lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HIT")
#define ITEM_KNUCKLES_INSTANCE_WORK_FLAG_CHANGE_SPHERE lua_const("ITEM_KNUCKLES_INSTANCE_WORK_FLAG_CHANGE_SPHERE")
#define ITEM_KNUCKLES_INSTANCE_WORK_FLAG_EXIT_FLIP_OFF lua_const("ITEM_KNUCKLES_INSTANCE_WORK_FLAG_EXIT_FLIP_OFF")
#define ITEM_KIND_KNUCKLES lua_const("ITEM_KIND_KNUCKLES")
#define ITEM_KOZUKATA_MESSAGE_KIND_SLEEP_CAMERA_SUBJECT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_SLEEP_CAMERA_SUBJECT")
#define ITEM_KOZUKATA_MESSAGE_KIND_EXIT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_EXIT")
#define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_SPAWN_SIGHT lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_SPAWN_SIGHT")
#define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_START_CAMERA lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_START_CAMERA")
#define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_VISIBLE_SIGHT lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_VISIBLE_SIGHT")
#define ITEM_KIND_KOZUKATASIGHT lua_const("ITEM_KIND_KOZUKATASIGHT")
#define ITEM_KOZUKATA_MESSAGE_KIND_VISIBLE_SIGHT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_VISIBLE_SIGHT")
#define ITEM_KOZUKATA_MESSAGE_KIND_FORCE_EXIT_SIGHT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_FORCE_EXIT_SIGHT")
#define ITEM_KOZUKATASIGHT_STATUS_KIND_RANDOM_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_RANDOM_MOVE")
#define ITEM_KOZUKATASIGHT_STATUS_KIND_TARGET_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_TARGET_MOVE")
#define ITEM_KOZUKATASIGHT_STATUS_KIND_LAST_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_LAST_MOVE")
#define ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER_WAIT lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER_WAIT")
#define ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER")
#define ITEM_KOZUKATAGHOST_KIND_MAX lua_const("ITEM_KOZUKATAGHOST_KIND_MAX")
#define ITEM_KOZUKATASIGHT_CAMERA_PRIORITY lua_const("ITEM_KOZUKATASIGHT_CAMERA_PRIORITY")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SPAWN_GHOST lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SPAWN_GHOST")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SHUTTER_END lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SHUTTER_END")
#define ITEM_KIND_KOZUKATAGHOST lua_const("ITEM_KIND_KOZUKATAGHOST")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_FINDER lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_FINDER")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_DEL_CURSOR lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_DEL_CURSOR")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_KOZUKATA lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_KOZUKATA")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_END_SOUND_EFFECT lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_END_SOUND_EFFECT")
#define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_LOST")
#define ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_AIR lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_AIR")
#define ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_GROUND")
#define ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_AIR lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_AIR")
#define ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_GROUND")
#define ITEM_KRYSTAL_STATUS_KIND_ESCAPE_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ESCAPE_GROUND")
#define ITEM_KIND_KRYSTALSHOT lua_const("ITEM_KIND_KRYSTALSHOT")
#define ITEM_KRYSTAL_INSTANCE_WORK_FLAG_IS_FIRST_LANDING lua_const("ITEM_KRYSTAL_INSTANCE_WORK_FLAG_IS_FIRST_LANDING")
#define ITEM_KINETIC_FLAG_NONE lua_const("ITEM_KINETIC_FLAG_NONE")
#define ITEM_KINETIC_TYPE_UNIQ lua_const("ITEM_KINETIC_TYPE_UNIQ")
#define ITEM_LIN_STATUS_KIND_START_AIR lua_const("ITEM_LIN_STATUS_KIND_START_AIR")
#define ITEM_LIN_STATUS_KIND_ATTACK_AIR lua_const("ITEM_LIN_STATUS_KIND_ATTACK_AIR")
#define ITEM_LIN_STATUS_KIND_START_GROUND lua_const("ITEM_LIN_STATUS_KIND_START_GROUND")
#define ITEM_LIN_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_LIN_STATUS_KIND_ATTACK_GROUND")
#define ITEM_LIN_STATUS_KIND_COUNTER_ATTACK lua_const("ITEM_LIN_STATUS_KIND_COUNTER_ATTACK")
#define ITEM_KIND_LIN lua_const("ITEM_KIND_LIN")
#define ITEM_LIN_INSTANCE_WORK_FLAG_ENABLE_COUNTER lua_const("ITEM_LIN_INSTANCE_WORK_FLAG_ENABLE_COUNTER")
#define ITEM_SLOPE_TYPE_NONE lua_const("ITEM_SLOPE_TYPE_NONE")
#define ITEM_LIOLEUS_STATUS_KIND_WAIT lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT")
#define ITEM_LIOLEUS_STATUS_KIND_TURN lua_const("ITEM_LIOLEUS_STATUS_KIND_TURN")
#define ITEM_LIOLEUS_STATUS_KIND_TURN_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_TURN_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_START")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3 lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_END")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TAIL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TAIL")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_START")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_END")
#define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_SEARCH_GROUND lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_SEARCH_GROUND")
#define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_MOVE_LANDING lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_MOVE_LANDING")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_NAIL_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_NAIL_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_GROUND lua_const("ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_GROUND")
#define ITEM_LIOLEUS_STATUS_KIND_LEAVE_LANDING lua_const("ITEM_LIOLEUS_STATUS_KIND_LEAVE_LANDING")
#define ITEM_LIOLEUS_STATUS_KIND_LEAVE_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_LEAVE_AIR")
#define ITEM_LIOLEUS_STATUS_KIND_DEAD lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD")
#define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_START lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_START")
#define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_LOOP lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_LOOP")
#define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_END lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_END")
#define ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_START lua_const("ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_START")
#define ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_END lua_const("ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_END")
#define ITEM_INSTANCE_WORK_FLAG_DAMAGE_FLASHING_BOSS lua_const("ITEM_INSTANCE_WORK_FLAG_DAMAGE_FLASHING_BOSS")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_CHECK_GROUND lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_CHECK_GROUND")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_ATTACH_GROUND lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_ATTACH_GROUND")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_CHANGE_MODE_GROUND_ATTACH lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_CHANGE_MODE_GROUND_ATTACH")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_LIOLEUSSHOT lua_const("ITEM_KIND_LIOLEUSSHOT")
#define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE")
#define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE3 lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE3")
#define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE_BACKJUMP lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE_BACKJUMP")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_ENERGY lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_ENERGY")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_BRAKE lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_BRAKE")
#define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM")
#define ITEM_KIND_LIOLEUS lua_const("ITEM_KIND_LIOLEUS")
#define ITEM_METROID_STATUS_KIND_ICE lua_const("ITEM_METROID_STATUS_KIND_ICE")
#define ITEM_KINETIC_TYPE_GEMINI lua_const("ITEM_KINETIC_TYPE_GEMINI")
#define ITEM_KIND_METROID lua_const("ITEM_KIND_METROID")
#define ITEM_HIT_EFFECT_KIND_FULL lua_const("ITEM_HIT_EFFECT_KIND_FULL")
#define ITEM_INSTANCE_WORK_INT_HIT_EFFECT_KIND lua_const("ITEM_INSTANCE_WORK_INT_HIT_EFFECT_KIND")
#define ITEM_HIT_EFFECT_KIND_NONE lua_const("ITEM_HIT_EFFECT_KIND_NONE")
#define ITEM_MIDNA_STATUS_KIND_RETURN_GROUND lua_const("ITEM_MIDNA_STATUS_KIND_RETURN_GROUND")
#define ITEM_MIDNA_STATUS_KIND_WAIT lua_const("ITEM_MIDNA_STATUS_KIND_WAIT")
#define ITEM_MIDNA_STATUS_KIND_TELEPORT lua_const("ITEM_MIDNA_STATUS_KIND_TELEPORT")
#define ITEM_MIDNA_STATUS_KIND_SWING_ARM lua_const("ITEM_MIDNA_STATUS_KIND_SWING_ARM")
#define ITEM_MIDNA_STATUS_KIND_THROW_ATTACK lua_const("ITEM_MIDNA_STATUS_KIND_THROW_ATTACK")
#define ITEM_KIND_MIDNA lua_const("ITEM_KIND_MIDNA")
#define ITEM_MONSTERS_STATUS_KIND_ROOT_WAIT lua_const("ITEM_MONSTERS_STATUS_KIND_ROOT_WAIT")
#define ITEM_KIND_MONSTERSCHILD lua_const("ITEM_KIND_MONSTERSCHILD")
#define ITEM_MONSTERS_MESSAGE_KIND_MOVE_START lua_const("ITEM_MONSTERS_MESSAGE_KIND_MOVE_START")
#define ITEM_MONSTERS_MESSAGE_KIND_LOST lua_const("ITEM_MONSTERS_MESSAGE_KIND_LOST")
#define ITEM_MONSTERS_MESSAGE_KIND_SMASH_DEAD lua_const("ITEM_MONSTERS_MESSAGE_KIND_SMASH_DEAD")
#define ITEM_KIND_MONSTERS lua_const("ITEM_KIND_MONSTERS")
#define ITEM_INSTANCE_WORK_INT_FORCE_REMOVE_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_FORCE_REMOVE_COUNTER")
#define ITEM_INSTANCE_WORK_INT_VALUE_5 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_5")
#define ITEM_INSTANCE_WORK_INT_VALUE_6 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_6")
#define ITEM_MONSTERSCHILD_STATUS_KIND_MOVE lua_const("ITEM_MONSTERSCHILD_STATUS_KIND_MOVE")
#define ITEM_MONSTERSCHILD_STATUS_KIND_EXIT lua_const("ITEM_MONSTERSCHILD_STATUS_KIND_EXIT")
#define ITEM_MONSTERS_MESSAGE_KIND_SYNC_HP lua_const("ITEM_MONSTERS_MESSAGE_KIND_SYNC_HP")
#define ITEM_MOON_STATUS_KIND_APPEAR lua_const("ITEM_MOON_STATUS_KIND_APPEAR")
#define ITEM_MOON_STATUS_KIND_IMPACT lua_const("ITEM_MOON_STATUS_KIND_IMPACT")
#define ITEM_KIND_MOON lua_const("ITEM_KIND_MOON")
#define ITEM_MOON_INSTANCE_WORK_FLAG_SHOCKWAVE_EFFECT_REMOVE lua_const("ITEM_MOON_INSTANCE_WORK_FLAG_SHOCKWAVE_EFFECT_REMOVE")
#define ITEM_MOON_INSTANCE_WORK_FLAG_DEBRIS_RISE_EFFECT_REMOVE lua_const("ITEM_MOON_INSTANCE_WORK_FLAG_DEBRIS_RISE_EFFECT_REMOVE")
#define ITEM_INSTANCE_WORK_FLAG_APPLY_WORLD_MOVE lua_const("ITEM_INSTANCE_WORK_FLAG_APPLY_WORLD_MOVE")
#define ITEM_MOON_INSTANCE_WORK_SHOCKWAVE_EFFECT_HANDLE lua_const("ITEM_MOON_INSTANCE_WORK_SHOCKWAVE_EFFECT_HANDLE")
#define ITEM_MOON_INSTANCE_WORK_DEBRIS_RISE_EFFECT_HADNLE lua_const("ITEM_MOON_INSTANCE_WORK_DEBRIS_RISE_EFFECT_HADNLE")
#define ITEM_MOTHERBRAIN_STATUS_KIND_TURN lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_TURN")
#define ITEM_MOTHERBRAIN_STATUS_KIND_SHOT_BLASTER_LASER lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_SHOT_BLASTER_LASER")
#define ITEM_MOTHERBRAIN_STATUS_KIND_WAIT lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_WAIT")
#define ITEM_MOTHERBRAIN_STATUS_KIND_GROW lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_GROW")
#define ITEM_MOTHERBRAIN_STATUS_KIND_SLIDING lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_SLIDING")
#define ITEM_MOTHERBRAIN_STATUS_KIND_INITIAL_HIDE lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_INITIAL_HIDE")
#define ITEM_MOTHERBRAIN_STATUS_KIND_EXPLODING lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_EXPLODING")
#define ITEM_KIND_MOTHERBRAIN lua_const("ITEM_KIND_MOTHERBRAIN")
#define ITEM_KIND_MOTHERBRAINSHOT lua_const("ITEM_KIND_MOTHERBRAINSHOT")
#define ITEM_KIND_MOTHERBRAINSHOT2 lua_const("ITEM_KIND_MOTHERBRAINSHOT2")
#define ITEM_INSTANCE_WORK_FLAG_VALUE_4 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_4")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_5 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_5")
#define ITEM_NIGHTMARE_STATUS_KIND_ORB_FLY lua_const("ITEM_NIGHTMARE_STATUS_KIND_ORB_FLY")
#define ITEM_NIGHTMARE_STATUS_KIND_WIZARD_APPEAR lua_const("ITEM_NIGHTMARE_STATUS_KIND_WIZARD_APPEAR")
#define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_START_BLIND lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_START_BLIND")
#define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_BLIND lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_BLIND")
#define ITEM_NIGHTMARE_INSTANCE_WORK_INT_SCALING_STATUS lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_INT_SCALING_STATUS")
#define ITEM_KIND_NIGHTMARE lua_const("ITEM_KIND_NIGHTMARE")
#define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_ATTACK lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_ATTACK")
#define ITEM_NIKKI_STATUS_KIND_CHANGE_FRONT lua_const("ITEM_NIKKI_STATUS_KIND_CHANGE_FRONT")
#define ITEM_NIKKI_STATUS_KIND_DRAW lua_const("ITEM_NIKKI_STATUS_KIND_DRAW")
#define ITEM_KIND_NIKKIILLUST1 lua_const("ITEM_KIND_NIKKIILLUST1")
#define ITEM_KIND_NIKKIILLUST2 lua_const("ITEM_KIND_NIKKIILLUST2")
#define ITEM_KIND_NIKKIILLUST3 lua_const("ITEM_KIND_NIKKIILLUST3")
#define ITEM_KIND_NIKKIILLUST4 lua_const("ITEM_KIND_NIKKIILLUST4")
#define ITEM_KIND_NIKKIILLUST5 lua_const("ITEM_KIND_NIKKIILLUST5")
#define ITEM_KIND_NIKKIILLUST6 lua_const("ITEM_KIND_NIKKIILLUST6")
#define ITEM_NIKKI_INSTANCE_WORK_FLAG_CAMERA_FRONT lua_const("ITEM_NIKKI_INSTANCE_WORK_FLAG_CAMERA_FRONT")
#define ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_X lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_X")
#define ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_Y lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_Y")
#define ITEM_NIKKI_INSTANCE_WORK_FLOAT_OFFSET_Z lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_OFFSET_Z")
#define ITEM_NIKKI_INSTANCE_WORK_FLOAT_ROT_Y lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_ROT_Y")
#define ITEM_NIKKI_INSTANCE_WORK_FLOAT_NEAR_CLIP_OFFSET lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_NEAR_CLIP_OFFSET")
#define SHADOW_DRAW_FLAG_OWNER lua_const("SHADOW_DRAW_FLAG_OWNER")
#define ITEM_NIKKIILLUST6_INSTANCE_WORK_FLOAT_TARGET_OFFSET lua_const("ITEM_NIKKIILLUST6_INSTANCE_WORK_FLOAT_TARGET_OFFSET")
#define ITEM_KIND_NIKKI lua_const("ITEM_KIND_NIKKI")
#define ITEM_NIKKIILLUST1_INSTANCE_WORK_INT_ATTACK_COUNT lua_const("ITEM_NIKKIILLUST1_INSTANCE_WORK_INT_ATTACK_COUNT")
#define ITEM_SMASHBALL_STATUS_KIND_THROUGH lua_const("ITEM_SMASHBALL_STATUS_KIND_THROUGH")
#define ITEM_SMASHBALL_STATUS_KIND_BOUND lua_const("ITEM_SMASHBALL_STATUS_KIND_BOUND")
#define ITEM_SMASHBALL_STATUS_FIGHTER_DRAWING lua_const("ITEM_SMASHBALL_STATUS_FIGHTER_DRAWING")
#define ITEM_SMASHBALL_STATUS_KIND_EXIT lua_const("ITEM_SMASHBALL_STATUS_KIND_EXIT")
#define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Z lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Z")
#define ITEM_KIND_SMASHBALL lua_const("ITEM_KIND_SMASHBALL")
#define ITEM_KIND_SMASHBOMB lua_const("ITEM_KIND_SMASHBOMB")
#define ITEM_KINETIC_FLAG_AI_BOUND lua_const("ITEM_KINETIC_FLAG_AI_BOUND")
#define ITEM_KINETIC_FLAG_AI_MOVE_NO_SET_SPEED lua_const("ITEM_KINETIC_FLAG_AI_MOVE_NO_SET_SPEED")
#define ITEM_TARGET_TYPE_RANDOM_ITEM lua_const("ITEM_TARGET_TYPE_RANDOM_ITEM")
#define ITEM_STATUS_WORK_FLOAT_1 lua_const("ITEM_STATUS_WORK_FLOAT_1")
#define ITEM_TARGET_TYPE_MYSELF lua_const("ITEM_TARGET_TYPE_MYSELF")
#define IT_AI_TYPE_MOVE_TARGET lua_const("IT_AI_TYPE_MOVE_TARGET")
#define ITEM_KIND_NINTENDOGS lua_const("ITEM_KIND_NINTENDOGS")
#define ITEM_KIND_NINTENDOGSHI lua_const("ITEM_KIND_NINTENDOGSHI")
#define ITEM_RIKI_STATUS_KIND_WAIT lua_const("ITEM_RIKI_STATUS_KIND_WAIT")
#define ITEM_RIKI_STATUS_KIND_APPLY_EFFECT lua_const("ITEM_RIKI_STATUS_KIND_APPLY_EFFECT")
#define ITEM_GAME_PARAM_INT_MELEE_LIFE_FRAME lua_const("ITEM_GAME_PARAM_INT_MELEE_LIFE_FRAME")
#define ITEM_KIND_RIKI lua_const("ITEM_KIND_RIKI")
#define ITEM_ROBIN_STATUS_KIND_TELEPORT lua_const("ITEM_ROBIN_STATUS_KIND_TELEPORT")
#define ITEM_ROBIN_STATUS_KIND_ATTACK lua_const("ITEM_ROBIN_STATUS_KIND_ATTACK")
#define ITEM_ROBIN_STATUS_KIND_PRESS lua_const("ITEM_ROBIN_STATUS_KIND_PRESS")
#define ITEM_ROBIN_STATUS_KIND_LIFT lua_const("ITEM_ROBIN_STATUS_KIND_LIFT")
#define ITEM_KIND_ROBINSHOT lua_const("ITEM_KIND_ROBINSHOT")
#define ITEM_KIND_ROBINPRESS lua_const("ITEM_KIND_ROBINPRESS")
#define ITEM_KIND_ROBINLIFT lua_const("ITEM_KIND_ROBINLIFT")
#define ITEM_ROBIN_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_ROBIN_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_ROBIN lua_const("ITEM_KIND_ROBIN")
#define ITEM_ROBINPRESS_STATUS_KIND_UP lua_const("ITEM_ROBINPRESS_STATUS_KIND_UP")
#define ITEM_ROBINPRESS_STATUS_KIND_DOWN lua_const("ITEM_ROBINPRESS_STATUS_KIND_DOWN")
#define ITEM_ROBINSHOT_STATUS_KIND_SEARCH lua_const("ITEM_ROBINSHOT_STATUS_KIND_SEARCH")
#define ITEM_ROBINSHOT_STATUS_KIND_CORRECT lua_const("ITEM_ROBINSHOT_STATUS_KIND_CORRECT")
#define ITEM_ROBINSHOT_STATUS_KIND_DAMAGE lua_const("ITEM_ROBINSHOT_STATUS_KIND_DAMAGE")
#define ITEM_STATUS_WORK_FLAG_FOUND lua_const("ITEM_STATUS_WORK_FLAG_FOUND")
#define ITEM_RODIN_STATUS_KIND_ATTACK_STRAIGHT lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_STRAIGHT")
#define ITEM_RODIN_STATUS_KIND_ATTACK_ONETWO lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_ONETWO")
#define ITEM_RODIN_STATUS_KIND_ATTACK_UPPER lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_UPPER")
#define ITEM_RODIN_STATUS_KIND_ATTACK_TRAMPLE lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_TRAMPLE")
#define ITEM_RODIN_STATUS_KIND_ATTACK_HEELDROP lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_HEELDROP")
#define ITEM_RODIN_STATUS_KIND_ATTACK_KICKUP lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_KICKUP")
#define ITEM_RODIN_STATUS_KIND_ATTACK_KICKDOWN lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_KICKDOWN")
#define ITEM_RODIN_STATUS_KIND_HEELDROP_LANDING lua_const("ITEM_RODIN_STATUS_KIND_HEELDROP_LANDING")
#define ITEM_RODIN_STATUS_KIND_KICKDOWN_LANDING lua_const("ITEM_RODIN_STATUS_KIND_KICKDOWN_LANDING")
#define ITEM_RODIN_STATUS_KIND_FLUTTER lua_const("ITEM_RODIN_STATUS_KIND_FLUTTER")
#define ITEM_KIND_RODINARMR lua_const("ITEM_KIND_RODINARMR")
#define ITEM_KIND_RODINARML lua_const("ITEM_KIND_RODINARML")
#define ITEM_KIND_RODINARMSTRAIGHT lua_const("ITEM_KIND_RODINARMSTRAIGHT")
#define ITEM_KIND_RODINARMUPPER lua_const("ITEM_KIND_RODINARMUPPER")
#define ITEM_RODIN_MESSAGE_KIND_CANCEL lua_const("ITEM_RODIN_MESSAGE_KIND_CANCEL")
#define ITEM_RODIN_MESSAGE_KIND_HIT_STOP lua_const("ITEM_RODIN_MESSAGE_KIND_HIT_STOP")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_RIGHT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_RIGHT")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_LEFT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_LEFT")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_STRAIGHT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_STRAIGHT")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_UPPER lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_UPPER")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_HEEL_DROP_START lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_HEEL_DROP_START")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_LANDING_CHECK_ENABLE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_LANDING_CHECK_ENABLE")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_WALL_CHECK_ENABLE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_WALL_CHECK_ENABLE")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_CREATE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_CREATE")
#define ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_THROW lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_THROW")
#define ITEM_SABLE_STATUS_KIND_WAIT lua_const("ITEM_SABLE_STATUS_KIND_WAIT")
#define ITEM_SABLE_STATUS_KIND_PRINCE_APPEAL lua_const("ITEM_SABLE_STATUS_KIND_PRINCE_APPEAL")
#define ITEM_SABLE_STATUS_KIND_PRINCE_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_PRINCE_CHANGE")
#define ITEM_SABLE_STATUS_KIND_FROG_FALL lua_const("ITEM_SABLE_STATUS_KIND_FROG_FALL")
#define ITEM_SABLE_STATUS_KIND_FROG_LANDING lua_const("ITEM_SABLE_STATUS_KIND_FROG_LANDING")
#define ITEM_SABLE_STATUS_KIND_FROG_JUMP lua_const("ITEM_SABLE_STATUS_KIND_FROG_JUMP")
#define ITEM_SABLE_STATUS_KIND_FROG_JUMP_AIR lua_const("ITEM_SABLE_STATUS_KIND_FROG_JUMP_AIR")
#define ITEM_SABLE_STATUS_KIND_FROG_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_FROG_CHANGE")
#define ITEM_SABLE_STATUS_KIND_FROG_SMASH lua_const("ITEM_SABLE_STATUS_KIND_FROG_SMASH")
#define ITEM_SABLE_STATUS_KIND_SNAKE_RUN lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_RUN")
#define ITEM_SABLE_STATUS_KIND_SNAKE_TURN lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_TURN")
#define ITEM_SABLE_STATUS_KIND_SNAKE_FALL lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_FALL")
#define ITEM_SABLE_STATUS_KIND_SNAKE_LANDING lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_LANDING")
#define ITEM_SABLE_STATUS_KIND_SNAKE_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_CHANGE")
#define ITEM_SABLE_STATUS_KIND_SNAKE_SMASH lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_SMASH")
#define GROUND_COLL_ATTR_ASASE_EARTH lua_const("GROUND_COLL_ATTR_ASASE_EARTH")
#define ITEM_KIND_SABLE lua_const("ITEM_KIND_SABLE")
#define ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW")
#define ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW_LOOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW_LOOP")
#define ITEM_SHADOW_STATUS_KIND_ATTACK_STOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_STOP")
#define ITEM_SHADOW_STATUS_KIND_ATTACK_STOP_LOOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_STOP_LOOP")
#define ITEM_SHADOW_STATUS_KIND_ATTACK_END lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_END")
#define ITEM_KIND_SHADOW lua_const("ITEM_KIND_SHADOW")
#define ITEM_SHERIFF_STATUS_KIND_SELECTWALK lua_const("ITEM_SHERIFF_STATUS_KIND_SELECTWALK")
#define ITEM_SHERIFF_STATUS_KIND_WALKTARGETY lua_const("ITEM_SHERIFF_STATUS_KIND_WALKTARGETY")
#define ITEM_SHERIFF_STATUS_KIND_WALKTARGETX lua_const("ITEM_SHERIFF_STATUS_KIND_WALKTARGETX")
#define ITEM_SHERIFF_STATUS_KIND_WALKUP lua_const("ITEM_SHERIFF_STATUS_KIND_WALKUP")
#define ITEM_SHERIFF_STATUS_KIND_WALKDOWN lua_const("ITEM_SHERIFF_STATUS_KIND_WALKDOWN")
#define ITEM_SHERIFF_STATUS_KIND_WALKLEFT lua_const("ITEM_SHERIFF_STATUS_KIND_WALKLEFT")
#define ITEM_SHERIFF_STATUS_KIND_WALKRIGHT lua_const("ITEM_SHERIFF_STATUS_KIND_WALKRIGHT")
#define ITEM_KIND_SHERIFFSHOT lua_const("ITEM_KIND_SHERIFFSHOT")
#define ITEM_KIND_SHERIFF lua_const("ITEM_KIND_SHERIFF")
#define IT_AI_TYPE_MOVE_TARGET_PASS lua_const("IT_AI_TYPE_MOVE_TARGET_PASS")
#define ITEM_SHIOKARAZU_STATUS_KIND_ZOOM_WAIT lua_const("ITEM_SHIOKARAZU_STATUS_KIND_ZOOM_WAIT")
#define ITEM_SHIOKARAZU_BGM_KIND_SHIOKARABUSHI lua_const("ITEM_SHIOKARAZU_BGM_KIND_SHIOKARABUSHI")
#define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_LEFT lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_LEFT")
#define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_RIGHT lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_RIGHT")
#define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_UP lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_UP")
#define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_DOWN lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_DOWN")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_GROUND lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_GROUND")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_AIR lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_AIR")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_START lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_START")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_HOP lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_HOP")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_END lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_END")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_LANDING lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_LANDING")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_GROUND lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_GROUND")
#define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_AIR lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_AIR")
#define ITEM_SHOVELKNIGHT_INSTANCE_WORK_FLAG_DIG_GROUND_OBJECT_CREATE lua_const("ITEM_SHOVELKNIGHT_INSTANCE_WORK_FLAG_DIG_GROUND_OBJECT_CREATE")
#define ITEM_KIND_SHOVELKNIGHTSHOT lua_const("ITEM_KIND_SHOVELKNIGHTSHOT")
#define ITEM_SHOVELKNIGHT_ACTION_KIND_FORCE_LOST lua_const("ITEM_SHOVELKNIGHT_ACTION_KIND_FORCE_LOST")
#define ITEM_KIND_SHOVELKNIGHTPITFALL lua_const("ITEM_KIND_SHOVELKNIGHTPITFALL")
#define ITEM_KIND_SHOVELKNIGHT lua_const("ITEM_KIND_SHOVELKNIGHT")
#define ITEM_SKULLKID_STATUS_KIND_APPLY_EFFECT lua_const("ITEM_SKULLKID_STATUS_KIND_APPLY_EFFECT")
#define ITEM_SKULLKID_INSTANCE_WORK_FLAG_FLIP_SCREEN lua_const("ITEM_SKULLKID_INSTANCE_WORK_FLAG_FLIP_SCREEN")
#define ITEM_INSTANCE_WORK_INT_AI_VALUE_1 lua_const("ITEM_INSTANCE_WORK_INT_AI_VALUE_1")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_START")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_MAIN")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_END")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_START")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_MAIN")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_END")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_START")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_MAIN")
#define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_END")
#define ITEM_SPRINGMAN_STATUS_KIND_STEP_IN lua_const("ITEM_SPRINGMAN_STATUS_KIND_STEP_IN")
#define ITEM_SPRINGMAN_STATUS_KIND_STEP_OUT lua_const("ITEM_SPRINGMAN_STATUS_KIND_STEP_OUT")
#define ITEM_SPRINGMAN_STATUS_KIND_GUARD lua_const("ITEM_SPRINGMAN_STATUS_KIND_GUARD")
#define ITEM_SPRINGMAN_STATUS_KIND_GUARD_BREAK lua_const("ITEM_SPRINGMAN_STATUS_KIND_GUARD_BREAK")
#define ITEM_SPRINGMAN_ARM_STATUS_NONE lua_const("ITEM_SPRINGMAN_ARM_STATUS_NONE")
#define ITEM_SPRINGMANSHOT_ACTION_LOST lua_const("ITEM_SPRINGMANSHOT_ACTION_LOST")
#define ITEM_KIND_SPRINGMANSHOT lua_const("ITEM_KIND_SPRINGMANSHOT")
#define ITEM_SPRINGMANSHOT_ACTION_SET_SIDE lua_const("ITEM_SPRINGMANSHOT_ACTION_SET_SIDE")
#define ITEM_SPRINGMAN_ARM_STATUS_SHOOT lua_const("ITEM_SPRINGMAN_ARM_STATUS_SHOOT")
#define ITEM_SPRINGMAN_ARM_STATUS_RETURN lua_const("ITEM_SPRINGMAN_ARM_STATUS_RETURN")
#define ITEM_SPRINGMANSHOT_ACTION_BRAKE lua_const("ITEM_SPRINGMANSHOT_ACTION_BRAKE")
#define ITEM_SPRINGMAN_ARM_STATUS_STOP lua_const("ITEM_SPRINGMAN_ARM_STATUS_STOP")
#define ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_NO_REACTION lua_const("ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_NO_REACTION")
#define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_NONE")
#define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_ALL")
#define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_BULLET")
#define ITEM_SPRINGMAN_SHIELD_GROUP_KIND_ALL lua_const("ITEM_SPRINGMAN_SHIELD_GROUP_KIND_ALL")
#define ITEM_SPRINGMAN_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_SPRINGMAN_SHIELD_GROUP_KIND_BULLET")
#define ITEM_SPRINGMAN_ACTION_PUNCH_R_HIT_STOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_HIT_STOP")
#define ITEM_SPRINGMAN_ACTION_PUNCH_L_HIT_STOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_HIT_STOP")
#define ITEM_SPRINGMAN_ACTION_PUNCH_R_MISS lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_MISS")
#define ITEM_SPRINGMAN_ACTION_PUNCH_L_MISS lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_MISS")
#define ITEM_SPRINGMAN_ACTION_PUNCH_R_HOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_HOP")
#define ITEM_SPRINGMAN_ACTION_PUNCH_L_HOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_HOP")
#define ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_SPRINGMAN lua_const("ITEM_KIND_SPRINGMAN")
#define ITEM_SPRINGMANSHOT_STATUS_KIND_HOP lua_const("ITEM_SPRINGMANSHOT_STATUS_KIND_HOP")
#define ITEM_SUKAPONSHOT_STATUS_KIND_HOP lua_const("ITEM_SUKAPONSHOT_STATUS_KIND_HOP")
#define ITEM_SPRINGMANSHOT_INSTANCE_WORK_INT_PARENT_TARGET_ID lua_const("ITEM_SPRINGMANSHOT_INSTANCE_WORK_INT_PARENT_TARGET_ID")
#define ITEM_STAFY_STATUS_KIND_WALK lua_const("ITEM_STAFY_STATUS_KIND_WALK")
#define ITEM_STAFY_STATUS_KIND_ATTACK_AIR lua_const("ITEM_STAFY_STATUS_KIND_ATTACK_AIR")
#define ITEM_STAFY_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_STAFY_STATUS_KIND_ATTACK_GROUND")
#define ITEM_KIND_STAFY lua_const("ITEM_KIND_STAFY")
#define ITEM_WALUIGI_STATUS_KIND_ATTACK_AIR lua_const("ITEM_WALUIGI_STATUS_KIND_ATTACK_AIR")
#define ITEM_WALUIGI_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_WALUIGI_STATUS_KIND_ATTACK_GROUND")
#define ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_OMEGA lua_const("ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_OMEGA")
#define ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_GAMMA lua_const("ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_GAMMA")
#define ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_GAMMA lua_const("ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_GAMMA")
#define ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_OMEGA lua_const("ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_OMEGA")
#define ITEM_STARMAN_STATUS_KIND_TELEPORT lua_const("ITEM_STARMAN_STATUS_KIND_TELEPORT")
#define ITEM_STARMAN_STATUS_KIND_WAIT lua_const("ITEM_STARMAN_STATUS_KIND_WAIT")
#define ITEM_KIND_STARMAN lua_const("ITEM_KIND_STARMAN")
#define ITEM_KIND_STARMANGAMMABEAM lua_const("ITEM_KIND_STARMANGAMMABEAM")
#define ITEM_KIND_STARMANOMEGABEAM lua_const("ITEM_KIND_STARMANOMEGABEAM")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_GRAB lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_GRAB")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_THROW lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_THROW")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_START lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_START")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_MAIN lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_MAIN")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_END lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_END")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_START lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_START")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_MAIN lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_MAIN")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_END lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_END")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_HOP lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_HOP")
#define ITEM_SUKAPON_STATUS_KIND_ATTACK_SHOOT lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_SHOOT")
#define ITEM_SUKAPON_STATUS_KIND_GUARD lua_const("ITEM_SUKAPON_STATUS_KIND_GUARD")
#define ITEM_SUKAPON_STATUS_KIND_GUARD_BREAK lua_const("ITEM_SUKAPON_STATUS_KIND_GUARD_BREAK")
#define ITEM_SUKAPON_STATUS_KIND_DOWN lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN")
#define ITEM_SUKAPON_STATUS_KIND_DOWN_BOUND lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN_BOUND")
#define ITEM_SUKAPON_STATUS_KIND_DOWN_END lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN_END")
#define ITEM_SUKAPON_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_SUKAPON_INSTANCE_WORK_FLAG_THROW")
#define ITEM_KIND_SUKAPONSHOT lua_const("ITEM_KIND_SUKAPONSHOT")
#define ITEM_SUKAPON_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_NONE")
#define ITEM_SUKAPON_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_ALL")
#define ITEM_SUKAPON_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_BULLET")
#define ITEM_SUKAPON_SHIELD_GROUP_KIND_ALL lua_const("ITEM_SUKAPON_SHIELD_GROUP_KIND_ALL")
#define ITEM_SUKAPON_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_SUKAPON_SHIELD_GROUP_KIND_BULLET")
#define ITEM_SUKAPON_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_SUKAPON_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_SUKAPON_INSTANCE_WORK_INT_DOWN_BOUND_COUNT lua_const("ITEM_SUKAPON_INSTANCE_WORK_INT_DOWN_BOUND_COUNT")
#define ITEM_KIND_SUKAPON lua_const("ITEM_KIND_SUKAPON")
#define ITEM_TAKAMARU_STATUS_KIND_JUMP_VERTICAL lua_const("ITEM_TAKAMARU_STATUS_KIND_JUMP_VERTICAL")
#define ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_AIR lua_const("ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_AIR")
#define ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_GROUND lua_const("ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_GROUND")
#define ITEM_TAKAMARU_STATUS_KIND_ATTACKSWORD lua_const("ITEM_TAKAMARU_STATUS_KIND_ATTACKSWORD")
#define ITEM_KIND_TAKAMARUSHOT lua_const("ITEM_KIND_TAKAMARUSHOT")
#define ITEM_KIND_TAKAMARU lua_const("ITEM_KIND_TAKAMARU")
#define ITEM_TAKAMARU_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_TAKAMARU_INSTANCE_WORK_FLAG_SPAWN_SHOT")
#define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_START lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_START")
#define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_END lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_END")
#define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_RELEASE lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_RELEASE")
#define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_START lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_START")
#define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_EXEC lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_EXEC")
#define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_SHORT lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_SHORT")
#define ITEM_TIKI_STATUS_KIND_DRAGON_BREATH lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_BREATH")
#define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_UP lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_UP")
#define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_DOWN lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_DOWN")
#define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH")
#define ITEM_TARGET_TYPE_MANY_SIDE_FROM_ORIGIN lua_const("ITEM_TARGET_TYPE_MANY_SIDE_FROM_ORIGIN")
#define ITEM_TIKI_INSTANCE_WORK_FLAG_HIT_ENABLE lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_HIT_ENABLE")
#define ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_READY lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_READY")
#define ITEM_TIKI_INSTANCE_WORK_FLAG_NECK_RETURN_START lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_NECK_RETURN_START")
#define ITEM_TIKI_INSTANCE_WORK_FLAG_SPREAD_STOP lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_SPREAD_STOP")
#define ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_EMBERS_START_EFFECT lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_EMBERS_START_EFFECT")
#define ITEM_KIND_TIKISHOT lua_const("ITEM_KIND_TIKISHOT")
#define ITEM_TIKI_MESSAGE_KIND_ANGLE lua_const("ITEM_TIKI_MESSAGE_KIND_ANGLE")
#define ITEM_KIND_TIKI lua_const("ITEM_KIND_TIKI")
#define ITEM_TIKISHOT_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_TIKISHOT_INSTANCE_WORK_FLAG_ATTACK_END")
#define ITEM_TVGAME_STATUS_KIND_MOVE lua_const("ITEM_TVGAME_STATUS_KIND_MOVE")
#define ITEM_TVGAME_STATUS_KIND_RESUME lua_const("ITEM_TVGAME_STATUS_KIND_RESUME")
#define ITEM_KIND_TVGAMESHOT lua_const("ITEM_KIND_TVGAMESHOT")
#define ITEM_KIND_TVGAME lua_const("ITEM_KIND_TVGAME")
#define ITEM_TRAIT_FLAG_ASSIST_SUB lua_const("ITEM_TRAIT_FLAG_ASSIST_SUB")
#define ITEM_TVGAMESHOT_STATUS_KIND_MOVE lua_const("ITEM_TVGAMESHOT_STATUS_KIND_MOVE")
#define ITEM_TVGAMESHOT_STATUS_KIND_HIDE lua_const("ITEM_TVGAMESHOT_STATUS_KIND_HIDE")
#define ITEM_TVGAMESHOT_STATUS_KIND_SHOWRESULT lua_const("ITEM_TVGAMESHOT_STATUS_KIND_SHOWRESULT")
#define ITEM_VINCE_STATUS_KIND_PRE_DRAW lua_const("ITEM_VINCE_STATUS_KIND_PRE_DRAW")
#define ITEM_VINCE_STATUS_KIND_DRAW_START lua_const("ITEM_VINCE_STATUS_KIND_DRAW_START")
#define ITEM_VINCE_STATUS_KIND_DRAW lua_const("ITEM_VINCE_STATUS_KIND_DRAW")
#define ITEM_VINCE_STATUS_KIND_DRAW_END lua_const("ITEM_VINCE_STATUS_KIND_DRAW_END")
#define ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_HANDLE lua_const("ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_HANDLE")
#define ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_KIND lua_const("ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_KIND")
#define ITEM_WALUIGI_STATUS_KIND_PREFINISH lua_const("ITEM_WALUIGI_STATUS_KIND_PREFINISH")
#define ITEM_WALUIGI_STATUS_KIND_FINISH lua_const("ITEM_WALUIGI_STATUS_KIND_FINISH")
#define ITEM_KIND_WALUIGI lua_const("ITEM_KIND_WALUIGI")
#define ITEM_WANWAN_STATUS_KIND_INITIAL_HIDE lua_const("ITEM_WANWAN_STATUS_KIND_INITIAL_HIDE")
#define ITEM_WANWAN_STATUS_KIND_MOVING lua_const("ITEM_WANWAN_STATUS_KIND_MOVING")
#define ITEM_WANWAN_STATUS_KIND_TURNING lua_const("ITEM_WANWAN_STATUS_KIND_TURNING")
#define ITEM_WANWAN_STATUS_KIND_BITE_HOLD_ATTACKING lua_const("ITEM_WANWAN_STATUS_KIND_BITE_HOLD_ATTACKING")
#define ITEM_WANWAN_STATUS_KIND_BITE_ATTACKING lua_const("ITEM_WANWAN_STATUS_KIND_BITE_ATTACKING")
#define ITEM_WANWAN_STATUS_KIND_BITE_FALL lua_const("ITEM_WANWAN_STATUS_KIND_BITE_FALL")
#define ITEM_WANWAN_STATUS_KIND_BITE_BACK lua_const("ITEM_WANWAN_STATUS_KIND_BITE_BACK")
#define ITEM_WANWAN_STATUS_KIND_LIFT_UP lua_const("ITEM_WANWAN_STATUS_KIND_LIFT_UP")
#define ITEM_KIND_WANWAN lua_const("ITEM_KIND_WANWAN")
#define WANWAN_MESSAGE_ID_READY lua_const("WANWAN_MESSAGE_ID_READY")
#define WANWAN_MESSAGE_ID_INITIAL_SEARCH lua_const("WANWAN_MESSAGE_ID_INITIAL_SEARCH")
#define MOTION_NODE_ROTATE_ORDER_ZXY lua_const("MOTION_NODE_ROTATE_ORDER_ZXY")
#define ITEM_KIND_WANWANPILE lua_const("ITEM_KIND_WANWANPILE")
#define PH2NDARY_CRAW_2POS lua_const("PH2NDARY_CRAW_2POS")
#define WANWANPILE_MESSAGE_ID_READY lua_const("WANWANPILE_MESSAGE_ID_READY")
#define ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_2")
#define PH2NDARY_CRAW_FALL lua_const("PH2NDARY_CRAW_FALL")
#define ITEM_WILYCAPSULE_STATUS_KIND_WARP_START lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP_START")
#define ITEM_WILYCAPSULE_STATUS_KIND_WARP lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP")
#define ITEM_WILYCAPSULE_STATUS_KIND_WARP_END lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP_END")
#define ITEM_WILYCAPSULE_STATUS_KIND_HOMING_SHOT lua_const("ITEM_WILYCAPSULE_STATUS_KIND_HOMING_SHOT")
#define ITEM_WILYCAPSULE_STATUS_KIND_THUNDER_SHOT lua_const("ITEM_WILYCAPSULE_STATUS_KIND_THUNDER_SHOT")
#define ITEM_WILYCAPSULE_STATUS_KIND_RUSH lua_const("ITEM_WILYCAPSULE_STATUS_KIND_RUSH")
#define ITEM_KIND_WILYCAPSULESHOT lua_const("ITEM_KIND_WILYCAPSULESHOT")
#define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_SHOT_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_SHOT_START")
#define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_PARENT lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_PARENT")
#define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_MOVE_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_MOVE_START")
#define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_BRAKE_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_BRAKE_START")
#define ITEM_KIND_WILYCAPSULEWILY lua_const("ITEM_KIND_WILYCAPSULEWILY")
#define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_FIRE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_FIRE")
#define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_PARALYZE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_PARALYZE")
#define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_ICE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_ICE")
#define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_2ND lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_2ND")
#define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_1ST lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_1ST")
#define ITEM_WRIGHT_STATUS_KIND_SPAWN_BUILDING lua_const("ITEM_WRIGHT_STATUS_KIND_SPAWN_BUILDING")
#define ITEM_KIND_WRIGHT lua_const("ITEM_KIND_WRIGHT")
#define ITEM_WRIGHT_INSTANCE_WORK_FLAG_SPAWN_BUILDING lua_const("ITEM_WRIGHT_INSTANCE_WORK_FLAG_SPAWN_BUILDING")
#define ITEM_KIND_WRIGHTBUIL lua_const("ITEM_KIND_WRIGHTBUIL")
#define ITEM_WRIGHT_MESSAGE_KIND_COUNTER_ATTACK lua_const("ITEM_WRIGHT_MESSAGE_KIND_COUNTER_ATTACK")
#define ITEM_TARGET_TYPE_TARGET lua_const("ITEM_TARGET_TYPE_TARGET")
#define ITEM_TARGET_TYPE_UNDER_GROUND lua_const("ITEM_TARGET_TYPE_UNDER_GROUND")
#define ITEM_INSTANCE_WORK_FLAG_TARGET_FOUND lua_const("ITEM_INSTANCE_WORK_FLAG_TARGET_FOUND")
#define ITEM_ZERO_STATUS_KIND_ATTACK_3SLASH lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_3SLASH")
#define ITEM_ZERO_STATUS_KIND_ATTACK_RYUUENJIN lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_RYUUENJIN")
#define ITEM_ZERO_STATUS_KIND_ATTACK_KUUENZAN lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_KUUENZAN")
#define ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO")
#define ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO_AIR lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO_AIR")
#define ITEM_ZERO_STATUS_KIND_DASH_GROUND lua_const("ITEM_ZERO_STATUS_KIND_DASH_GROUND")
#define ITEM_ZERO_STATUS_KIND_DASH_AIR lua_const("ITEM_ZERO_STATUS_KIND_DASH_AIR")
#define ITEM_ZERO_INSTANCE_WORK_FLAG_IS_TRANS_MOVE lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_IS_TRANS_MOVE")
#define ITEM_ZERO_INSTANCE_WORK_FLAG_CAN_LANDING lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_CAN_LANDING")
#define ITEM_ZERO_INSTANCE_WORK_FLAG_SHOT_START lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_SHOT_START")
#define ITEM_KINETIC_FLAG_MOTION_ENERGY_OFF lua_const("ITEM_KINETIC_FLAG_MOTION_ENERGY_OFF")
#define ITEM_KIND_ZEROSHOT lua_const("ITEM_KIND_ZEROSHOT")
#define ITEM_SUPERLEAFTAIL_ACTION_FLY_START lua_const("ITEM_SUPERLEAFTAIL_ACTION_FLY_START")
#define ITEM_SUPERLEAFTAIL_ACTION_FLY_END lua_const("ITEM_SUPERLEAFTAIL_ACTION_FLY_END")
#define ITEM_KIND_SUPERLEAFTAIL lua_const("ITEM_KIND_SUPERLEAFTAIL")
#define ITEM_USAGIHAT_STATUS_KIND_BUMP lua_const("ITEM_USAGIHAT_STATUS_KIND_BUMP")
#define ITEM_USAGIHAT_ACTION_INFINITY lua_const("ITEM_USAGIHAT_ACTION_INFINITY")
#define ITEM_USAGIHAT_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_USAGIHAT_INSTANCE_WORK_FLAG_HAVE_INFINITY")
#define ITEM_USAGIHAT_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_USAGIHAT_INSTANCE_WORK_INT_HAVE_COUNTER")
#define ITEM_USAGIHAT_ACTION_SET_HAVE_COUNTER lua_const("ITEM_USAGIHAT_ACTION_SET_HAVE_COUNTER")
#define ITEM_INSTANCE_WORK_FLOAT_EQUIPMENT_FRAME lua_const("ITEM_INSTANCE_WORK_FLOAT_EQUIPMENT_FRAME")
#define ITEM_GAME_PARAM_INT_REMOVE_FLASH_FRAME lua_const("ITEM_GAME_PARAM_INT_REMOVE_FLASH_FRAME")
#define ITEM_LIFETIME_TYPE_ITEM_DEFAULT lua_const("ITEM_LIFETIME_TYPE_ITEM_DEFAULT")
#define ITEM_INSTANCE_WORK_INT_SE_BOUND_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_BOUND_HASH")
#define ITEM_INSTANCE_WORK_INT_SE_WATER_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_WATER_HASH")
#define ITEM_KIND_USAGIHAT lua_const("ITEM_KIND_USAGIHAT")
#define ITEM_KIND_BOX lua_const("ITEM_KIND_BOX")
#define ITEM_KIND_CAPSULE lua_const("ITEM_KIND_CAPSULE")
#define ITEM_ASSIST_INSTANCE_WORK_FLOAT_ASSIST_OFFSET_X lua_const("ITEM_ASSIST_INSTANCE_WORK_FLOAT_ASSIST_OFFSET_X")
#define ITEM_STATUS_WORK_FLAG_LOT_CREATE_BOMB lua_const("ITEM_STATUS_WORK_FLAG_LOT_CREATE_BOMB")
#define ITEM_BACKSHIELD_STATUS_KIND_BUMP lua_const("ITEM_BACKSHIELD_STATUS_KIND_BUMP")
#define ITEM_LINK_NO_TEAMOWNER lua_const("ITEM_LINK_NO_TEAMOWNER")
#define ITEM_BACKSHIELD_ACTION_INFINITY lua_const("ITEM_BACKSHIELD_ACTION_INFINITY")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_LIFE_INFINITY lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_LIFE_INFINITY")
#define ITEM_BACKSHIELD_ACTION_SET_HAVE_COUNTER lua_const("ITEM_BACKSHIELD_ACTION_SET_HAVE_COUNTER")
#define ITEM_BACKSHIELD_INSTANCE_WORK_INT_LIFE_FRAME lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_LIFE_FRAME")
#define ITEM_BACKSHIELD_INSTANCE_WORK_INT_UNABLE_POCKET lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_UNABLE_POCKET")
#define ITEM_BACKSHIELD_INSTANCE_WORK_INT_EQUIPPED lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_EQUIPPED")
#define ITEM_KIND_BACKSHIELD lua_const("ITEM_KIND_BACKSHIELD")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_ROTATE_ANGLE_DEG lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_ROTATE_ANGLE_DEG")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_TARGET_ANGLE_DEG lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_TARGET_ANGLE_DEG")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_PRE_FIGHTER_LR lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_PRE_FIGHTER_LR")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_NOW_FIGHTER_LR lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_NOW_FIGHTER_LR")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_ENABLE lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_ENABLE")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_DAMAGE lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_DAMAGE")
#define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_EATEN lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_EATEN")
#define ITEM_STATUS_WORK_INT_0 lua_const("ITEM_STATUS_WORK_INT_0")
#define ITEM_STATUS_WORK_INT_1 lua_const("ITEM_STATUS_WORK_INT_1")
#define ITEM_BACKSHIELD_INSTANCE_WORK_INT_EXEC_CHASE_FIGHTER lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_EXEC_CHASE_FIGHTER")
#define ITEM_BADGE_STATUS_KIND_BUMP lua_const("ITEM_BADGE_STATUS_KIND_BUMP")
#define ITEM_BADGE_ACTION_INFINITY lua_const("ITEM_BADGE_ACTION_INFINITY")
#define ITEM_BADGE_ACTION_SET_HAVE_COUNTER lua_const("ITEM_BADGE_ACTION_SET_HAVE_COUNTER")
#define ITEM_KIND_BADGE lua_const("ITEM_KIND_BADGE")
#define ITEM_BANANA_ACTION_SPECIAL_THROW lua_const("ITEM_BANANA_ACTION_SPECIAL_THROW")
#define ITEM_BANANA_INSTANCE_WORK_FLAG_DIDDY_SPECIAL_THROW lua_const("ITEM_BANANA_INSTANCE_WORK_FLAG_DIDDY_SPECIAL_THROW")
#define ITEM_BANANA_ACTION_BANANAGUN_THROW lua_const("ITEM_BANANA_ACTION_BANANAGUN_THROW")
#define ITEM_INSTANCE_WORK_INT_PUT_IN_POCKET_COUNT lua_const("ITEM_INSTANCE_WORK_INT_PUT_IN_POCKET_COUNT")
#define ITEM_INSTANCE_WORK_FLAG_GROUND_LOST lua_const("ITEM_INSTANCE_WORK_FLAG_GROUND_LOST")
#define ITEM_INSTANCE_WORK_INT_BULLET lua_const("ITEM_INSTANCE_WORK_INT_BULLET")
#define ITEM_KIND_BANANAGUNSHOT lua_const("ITEM_KIND_BANANAGUNSHOT")
#define ITEM_INSTANCE_WORK_FLOAT_BULLET_FLOAT lua_const("ITEM_INSTANCE_WORK_FLOAT_BULLET_FLOAT")
#define ITEM_KIND_BANANAGUN_EMPTY lua_const("ITEM_KIND_BANANAGUN_EMPTY")
#define ITEM_BARREL_STATUS_KIND_MOVE lua_const("ITEM_BARREL_STATUS_KIND_MOVE")
#define ITEM_KIND_LIOLEUSBOSSBARREL lua_const("ITEM_KIND_LIOLEUSBOSSBARREL")
#define ITEM_KIND_LIOLEUSBOSS lua_const("ITEM_KIND_LIOLEUSBOSS")
#define ITEM_KINETIC_TYPE_ROLLING lua_const("ITEM_KINETIC_TYPE_ROLLING")
#define ITEM_KIND_BARREL lua_const("ITEM_KIND_BARREL")
#define ITEM_SCALE_ANIM_TYPE_NONE lua_const("ITEM_SCALE_ANIM_TYPE_NONE")
#define ITEM_BEETLE_STATUS_KIND_FLY lua_const("ITEM_BEETLE_STATUS_KIND_FLY")
#define ITEM_BEETLE_STATUS_KIND_FLY_TURN_ATTACK lua_const("ITEM_BEETLE_STATUS_KIND_FLY_TURN_ATTACK")
#define ITEM_BEETLE_STATUS_KIND_FLY_TURN_REFLECT lua_const("ITEM_BEETLE_STATUS_KIND_FLY_TURN_REFLECT")
#define ITEM_BEETLE_STATUS_KIND_FLY_AWAY lua_const("ITEM_BEETLE_STATUS_KIND_FLY_AWAY")
#define ITEM_BEETLE_STATUS_KIND_BUMP lua_const("ITEM_BEETLE_STATUS_KIND_BUMP")
#define ITEM_BEETLE_STATUS_KIND_FALLING lua_const("ITEM_BEETLE_STATUS_KIND_FALLING")
#define ITEM_BEETLE_STATUS_KIND_FALLING_BROKEN lua_const("ITEM_BEETLE_STATUS_KIND_FALLING_BROKEN")
#define ITEM_BEETLE_STATUS_KIND_FIGHTER_DEAD_GRAB_RELEASE lua_const("ITEM_BEETLE_STATUS_KIND_FIGHTER_DEAD_GRAB_RELEASE")
#define FIGHTER_INSTANCE_WORK_ID_FLAG_HIT_REFLECTOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HIT_REFLECTOR")
#define ITEM_INSTANCE_WORK_INT_HAVE_NODE_HASH lua_const("ITEM_INSTANCE_WORK_INT_HAVE_NODE_HASH")
#define FIGHTER_LOG_ATTACK_KIND_ITEM_ATTACK lua_const("FIGHTER_LOG_ATTACK_KIND_ITEM_ATTACK")
#define ITEM_INSTANCE_WORK_INT_SE_LOST_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_LOST_HASH")
#define ITEM_KINETIC_ENERGY_ID_ROT lua_const("ITEM_KINETIC_ENERGY_ID_ROT")
#define ITEM_BLACKBALL_STATUS_KIND_AIR_BOND lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_BOND")
#define ITEM_BLACKBALL_STATUS_KIND_AIR_WAIT lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_WAIT")
#define ITEM_BLACKBALL_STATUS_KIND_AIR_ATTACK lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_ATTACK")
#define ITEM_SPECIAL_FORCE_TYPE_CAPTURE lua_const("ITEM_SPECIAL_FORCE_TYPE_CAPTURE")
#define ITEM_SPECIAL_FORCE_TYPE_SHIZUE_HOOKED lua_const("ITEM_SPECIAL_FORCE_TYPE_SHIZUE_HOOKED")
#define ITEM_SCALE_ANIM_TYPE_INTERPOLATE lua_const("ITEM_SCALE_ANIM_TYPE_INTERPOLATE")
#define ITEM_KIND_BLACKBALL lua_const("ITEM_KIND_BLACKBALL")
#define ITEM_BOMBCHU_STATUS_KIND_GROUND_FLY lua_const("ITEM_BOMBCHU_STATUS_KIND_GROUND_FLY")
#define ITEM_HIT_KIND_STOP lua_const("ITEM_HIT_KIND_STOP")
#define ITEM_INSTANCE_WORK_INT_HIT_KIND lua_const("ITEM_INSTANCE_WORK_INT_HIT_KIND")
#define ITEM_BOMBER_STATUS_KIND_TURN lua_const("ITEM_BOMBER_STATUS_KIND_TURN")
#define ITEM_BOMBER_STATUS_KIND_ENTER_LANDING lua_const("ITEM_BOMBER_STATUS_KIND_ENTER_LANDING")
#define ITEM_BOMBER_STATUS_KIND_CLIFF lua_const("ITEM_BOMBER_STATUS_KIND_CLIFF")
#define ITEM_BOMBER_STATUS_KIND_BORN_FALL lua_const("ITEM_BOMBER_STATUS_KIND_BORN_FALL")
#define ITEM_BOMBER_STATUS_KIND_BORN_LANDING lua_const("ITEM_BOMBER_STATUS_KIND_BORN_LANDING")
#define ITEM_BOMBER_STATUS_KIND_BORN2 lua_const("ITEM_BOMBER_STATUS_KIND_BORN2")
#define CONSTRAINT_FLAG_FLIP_ROT_X lua_const("CONSTRAINT_FLAG_FLIP_ROT_X")
#define CONSTRAINT_FLAG_FLIP_ROT_Z lua_const("CONSTRAINT_FLAG_FLIP_ROT_Z")
#define ITEM_INSTANCE_WORK_INT_BOMB_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_BOMB_COUNTER")
#define ITEM_BOMBER_INSTANCE_WORK_FLAG_BORN_END lua_const("ITEM_BOMBER_INSTANCE_WORK_FLAG_BORN_END")
#define ITEM_BOMBHEI_STATUS_KIND_TURN lua_const("ITEM_BOMBHEI_STATUS_KIND_TURN")
#define ITEM_BOMBHEI_STATUS_KIND_ENTER_FALL lua_const("ITEM_BOMBHEI_STATUS_KIND_ENTER_FALL")
#define ITEM_BOMBHEI_STATUS_KIND_ENTER_LANDING lua_const("ITEM_BOMBHEI_STATUS_KIND_ENTER_LANDING")
#define ITEM_VARIATION_BOMBHEI_TIMEBOMB lua_const("ITEM_VARIATION_BOMBHEI_TIMEBOMB")
#define ITEM_VARIATION_BOMBHEI_EVENT lua_const("ITEM_VARIATION_BOMBHEI_EVENT")
#define ITEM_VARIATION_BOMBHEI_SUDDENDEATH lua_const("ITEM_VARIATION_BOMBHEI_SUDDENDEATH")
#define ITEM_INSTANCE_WORK_INT_BOUND_FLAG lua_const("ITEM_INSTANCE_WORK_INT_BOUND_FLAG")
#define ITEM_BOUND_FLAG_FLOOR lua_const("ITEM_BOUND_FLAG_FLOOR")
#define ITEM_SPECIALIZED_PARAM_FLOAT_HITSIZE lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_HITSIZE")
#define ITEM_KIND_LIOLEUSBOSSBOMBHEI lua_const("ITEM_KIND_LIOLEUSBOSSBOMBHEI")
#define ITEM_VARIATION_BOMBHEI_ADVENTURE lua_const("ITEM_VARIATION_BOMBHEI_ADVENTURE")
#define ITEM_BOOK_STATUS_KIND_BEFORE_BORN lua_const("ITEM_BOOK_STATUS_KIND_BEFORE_BORN")
#define ITEM_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_INSTANCE_WORK_INT_BOUND_COUNT")
#define ITEM_KIND_BOOK lua_const("ITEM_KIND_BOOK")
#define ITEM_BOOMERANG_STATUS_KIND_FLY lua_const("ITEM_BOOMERANG_STATUS_KIND_FLY")
#define ITEM_BOOMERANG_STATUS_KIND_TURN lua_const("ITEM_BOOMERANG_STATUS_KIND_TURN")
#define ITEM_BOOMERANG_STATUS_KIND_BUMP_WALL lua_const("ITEM_BOOMERANG_STATUS_KIND_BUMP_WALL")
#define ITEM_BOOMERANG_STATUS_KIND_BUMP_REFLECT lua_const("ITEM_BOOMERANG_STATUS_KIND_BUMP_REFLECT")
#define ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_FLY lua_const("ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_FLY")
#define ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_TURN lua_const("ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_TURN")
#define ITEM_BOSSGALAGA_STATUS_KIND_FLYSKY lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYSKY")
#define ITEM_BOSSGALAGA_STATUS_KIND_WAIT lua_const("ITEM_BOSSGALAGA_STATUS_KIND_WAIT")
#define ITEM_BOSSGALAGA_STATUS_KIND_TURNDOWN lua_const("ITEM_BOSSGALAGA_STATUS_KIND_TURNDOWN")
#define ITEM_BOSSGALAGA_STATUS_KIND_FLYTARGET lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYTARGET")
#define ITEM_BOSSGALAGA_STATUS_KIND_BEAM lua_const("ITEM_BOSSGALAGA_STATUS_KIND_BEAM")
#define ITEM_BOSSGALAGA_STATUS_KIND_FLYAWAY lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYAWAY")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ROTATE_DEG lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ROTATE_DEG")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_Y lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_Y")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_X lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_X")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DIR_LEFT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DIR_LEFT")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_X lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_X")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_Y lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_Y")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_BEAM_EFFECT_HANDLE lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_BEAM_EFFECT_HANDLE")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_COUNT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_COUNT")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_FRAME")
#define ITEM_KIND_BOSSGALAGA lua_const("ITEM_KIND_BOSSGALAGA")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DAMAGE_COLOR lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DAMAGE_COLOR")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_CUT_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_CUT_FRAME")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CLATTER_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CLATTER_FRAME")
#define ITEM_SPECIAL_FORCE_TYPE_POCKET lua_const("ITEM_SPECIAL_FORCE_TYPE_POCKET")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_PULL lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_PULL")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_FIGHTER_SIZE lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_FIGHTER_SIZE")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_ANIM_WAIT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_ANIM_WAIT")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ANIM_RAD lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ANIM_RAD")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_FRAME_INDEX lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_FRAME_INDEX")
#define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_REMAIN_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_REMAIN_FRAME")
#define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_X lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_X")
#define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Y lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Y")
#define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Z lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Z")
#define ITEM_STATUS_WORK_INT_2 lua_const("ITEM_STATUS_WORK_INT_2")
#define ITEM_BUMPER_STATUS_KIND_BOND_WALL lua_const("ITEM_BUMPER_STATUS_KIND_BOND_WALL")
#define ITEM_BUMPER_STATUS_KIND_BOND_WALL_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_BOND_WALL_ATTACK")
#define ITEM_BUMPER_STATUS_KIND_AIR_BOND lua_const("ITEM_BUMPER_STATUS_KIND_AIR_BOND")
#define ITEM_BUMPER_STATUS_KIND_AIR_WAIT lua_const("ITEM_BUMPER_STATUS_KIND_AIR_WAIT")
#define ITEM_BUMPER_STATUS_KIND_AIR_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_AIR_ATTACK")
#define ITEM_BUMPER_STATUS_KIND_GROUND_BOND lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_BOND")
#define ITEM_BUMPER_STATUS_KIND_GROUND_WAIT lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_WAIT")
#define ITEM_BUMPER_STATUS_KIND_GROUND_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_ATTACK")
#define ITEM_KIND_BUMPER lua_const("ITEM_KIND_BUMPER")
#define ITEM_KINETIC_TYPE_BOND lua_const("ITEM_KINETIC_TYPE_BOND")
#define ITEM_CARRIERBOX_STATUS_KIND_MOVE lua_const("ITEM_CARRIERBOX_STATUS_KIND_MOVE")
#define ITEM_KIND_CARRIERBOX lua_const("ITEM_KIND_CARRIERBOX")
#define ITEM_BOUND_FLAG_WALL lua_const("ITEM_BOUND_FLAG_WALL")
#define ITEM_KINETIC_FLAG_BOUND_X_ON_SLANT lua_const("ITEM_KINETIC_FLAG_BOUND_X_ON_SLANT")
#define ITEM_STATUS_WORK_FLAG_USE_SPEED_POWER lua_const("ITEM_STATUS_WORK_FLAG_USE_SPEED_POWER")
#define ITEM_CHEWING_STATUS_KIND_BOND lua_const("ITEM_CHEWING_STATUS_KIND_BOND")
#define ITEM_CHEWING_STATUS_KIND_GROUND_BOND lua_const("ITEM_CHEWING_STATUS_KIND_GROUND_BOND")
#define ITEM_CHEWING_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_CHEWING_STATUS_KIND_HAVE_SLEEP")
#define ITEM_SPECIAL_FORCE_TYPE_DEDEDE_SWALLOW lua_const("ITEM_SPECIAL_FORCE_TYPE_DEDEDE_SWALLOW")
#define ITEM_INSTANCE_WORK_FLAG_POKEMON_CHANGE_START lua_const("ITEM_INSTANCE_WORK_FLAG_POKEMON_CHANGE_START")
#define ITEM_CHICKEN_STATUS_KIND_TURN lua_const("ITEM_CHICKEN_STATUS_KIND_TURN")
#define ITEM_CHICKEN_STATUS_KIND_ESCAPE lua_const("ITEM_CHICKEN_STATUS_KIND_ESCAPE")
#define ITEM_CHICKEN_STATUS_KIND_WAIT lua_const("ITEM_CHICKEN_STATUS_KIND_WAIT")
#define ITEM_CHICKEN_STATUS_KIND_FLY lua_const("ITEM_CHICKEN_STATUS_KIND_FLY")
#define ITEM_CHICKEN_STATUS_KIND_JUMP lua_const("ITEM_CHICKEN_STATUS_KIND_JUMP")
#define ITEM_CHICKEN_STATUS_KIND_DAMAGE lua_const("ITEM_CHICKEN_STATUS_KIND_DAMAGE")
#define ITEM_CHICKEN_STATUS_KIND_COUNTER lua_const("ITEM_CHICKEN_STATUS_KIND_COUNTER")
#define ITEM_TARGET_TYPE_RANDOM_FIGHTER_ALL lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER_ALL")
#define ITEM_KIND_CHICKEN lua_const("ITEM_KIND_CHICKEN")
#define ITEM_KIND_CHICKENPARTY lua_const("ITEM_KIND_CHICKENPARTY")
#define ITEM_INSTANCE_WORK_FLAG_KEEP_TARGET_ON_FIGHTER_CHANGE lua_const("ITEM_INSTANCE_WORK_FLAG_KEEP_TARGET_ON_FIGHTER_CHANGE")
#define ITEM_CHICKENPARTY_STATUS_KIND_COUNTER lua_const("ITEM_CHICKENPARTY_STATUS_KIND_COUNTER")
#define ITEM_CHICKENPARTY_STATUS_KIND_RUSH lua_const("ITEM_CHICKENPARTY_STATUS_KIND_RUSH")
#define ITEM_CHICKENPARTY_STATUS_KIND_TURNJUMP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_TURNJUMP")
#define ITEM_CHICKENPARTY_STATUS_KIND_JUMP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_JUMP")
#define ITEM_CHICKENPARTY_STATUS_KIND_HOP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_HOP")
#define ITEM_CHICKENPARTY_STATUS_KIND_TURN lua_const("ITEM_CHICKENPARTY_STATUS_KIND_TURN")
#define ITEM_CHICKENPARTY_STATUS_KIND_WARP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_WARP")
#define ITEM_COMMON_PARAM_FLOAT_LR_DIR lua_const("ITEM_COMMON_PARAM_FLOAT_LR_DIR")
#define ITEM_CHICKENPARTY_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_CHICKENPARTY_INSTANCE_WORK_FLAG_IS_BOSS")
#define ITEM_KIND_CLUBSHOT lua_const("ITEM_KIND_CLUBSHOT")
#define ITEM_CLUBSHOT_ACTION_SHOOT lua_const("ITEM_CLUBSHOT_ACTION_SHOOT")
#define ITEM_CLUBSHOT_INSTANCE_WORK_FLAG_NEAR_GROUND lua_const("ITEM_CLUBSHOT_INSTANCE_WORK_FLAG_NEAR_GROUND")
#define ITEM_KINETIC_TYPE_TEETOTUM lua_const("ITEM_KINETIC_TYPE_TEETOTUM")
#define AREA_SHAPE_TYPE_RECTANGLE lua_const("AREA_SHAPE_TYPE_RECTANGLE")
#define AREA_SHAPE_FLAG_FOLLOW_NODE lua_const("AREA_SHAPE_FLAG_FOLLOW_NODE")
#define IT_AREA_GROUP_PICKUP_SMALL lua_const("IT_AREA_GROUP_PICKUP_SMALL")
#define IT_AREA_GROUP_PICKUP_LARGE lua_const("IT_AREA_GROUP_PICKUP_LARGE")
#define IT_AREA_GROUP_ROLLUP lua_const("IT_AREA_GROUP_ROLLUP")
#define ITEM_CROSSBOMB_STATUS_KIND_TIMEUP lua_const("ITEM_CROSSBOMB_STATUS_KIND_TIMEUP")
#define ITEM_INSTANCE_WORK_INT_HAVE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_HAVE_COUNT")
#define ITEM_KIND_CROSSBOMB lua_const("ITEM_KIND_CROSSBOMB")
#define ITEM_CROSSBOMB_ACTION_PLAYABLEROLL lua_const("ITEM_CROSSBOMB_ACTION_PLAYABLEROLL")
#define JOSTLE_LAYER_ALL lua_const("JOSTLE_LAYER_ALL")
#define ITEM_STATUS_PARAM_FLOAT_VITAL_UP lua_const("ITEM_STATUS_PARAM_FLOAT_VITAL_UP")
#define ITEM_KIND_CURRYSHOT lua_const("ITEM_KIND_CURRYSHOT")
#define ITEM_PEACHDAIKON_STATUS_KIND_THROW_BOUND lua_const("ITEM_PEACHDAIKON_STATUS_KIND_THROW_BOUND")
#define ITEM_PEACHDAIKON_ACTION_SPECIAL_INIT lua_const("ITEM_PEACHDAIKON_ACTION_SPECIAL_INIT")
#define ITEM_DAISYDAIKON_ACTION_SPECIAL_INIT lua_const("ITEM_DAISYDAIKON_ACTION_SPECIAL_INIT")
#define ITEM_PEACHDAIKON_INSTANCE_WORK_INT_ATTACK_POWER lua_const("ITEM_PEACHDAIKON_INSTANCE_WORK_INT_ATTACK_POWER")
#define ITEM_SCALE_ANIM_TYPE_LOOP lua_const("ITEM_SCALE_ANIM_TYPE_LOOP")
#define ITEM_VARIATION_DEKU_LIOLEUS lua_const("ITEM_VARIATION_DEKU_LIOLEUS")
#define ITEM_KIND_DEKU lua_const("ITEM_KIND_DEKU")
#define ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_BOUND_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_BOUND_EFFECT")
#define ITEM_DIDDYPEANUTS_STATUS_KIND_BEFORE_BORN lua_const("ITEM_DIDDYPEANUTS_STATUS_KIND_BEFORE_BORN")
#define ITEM_DIDDYPEANUTS_STATUS_KIND_THROW_BOUND lua_const("ITEM_DIDDYPEANUTS_STATUS_KIND_THROW_BOUND")
#define ITEM_DIDDYPEANUTST_ACTION_FINAL lua_const("ITEM_DIDDYPEANUTST_ACTION_FINAL")
#define ITEM_KIND_DIDDYPEANUTS lua_const("ITEM_KIND_DIDDYPEANUTS")
#define ITEM_DOLL_INSTANCE_WORK_INT_LIFE lua_const("ITEM_DOLL_INSTANCE_WORK_INT_LIFE")
#define ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_Z")
#define ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_SPEED lua_const("ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_SPEED")
#define ITEM_DOLL_INSTANCE_WORK_FLAG_FIRST_DAMAGE lua_const("ITEM_DOLL_INSTANCE_WORK_FLAG_FIRST_DAMAGE")
#define ITEM_DOLL_ACTION_SPECIAL_INIT lua_const("ITEM_DOLL_ACTION_SPECIAL_INIT")
#define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_REACTION_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_REACTION_MUL")
#define ITEM_DOLPHINBOMB_STATUS_KIND_INSTALLATION lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_INSTALLATION")
#define ITEM_DOLPHINBOMB_STATUS_KIND_FLYING lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FLYING")
#define ITEM_DOLPHINBOMB_STATUS_KIND_FALLING_WAIT lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FALLING_WAIT")
#define ITEM_DOLPHINBOMB_STATUS_KIND_FALLING lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FALLING")
#define ITEM_KIND_DOLPHINBOMB lua_const("ITEM_KIND_DOLPHINBOMB")
#define ITEM_DOSEISAN_STATUS_KIND_FALL_MOVE lua_const("ITEM_DOSEISAN_STATUS_KIND_FALL_MOVE")
#define ITEM_DOSEISAN_STATUS_KIND_GROUND_MOVE lua_const("ITEM_DOSEISAN_STATUS_KIND_GROUND_MOVE")
#define ITEM_DOSEISAN_STATUS_KIND_GROUND_TURN lua_const("ITEM_DOSEISAN_STATUS_KIND_GROUND_TURN")
#define ITEM_DOSEISAN_STATUS_KIND_THROW_COMEBACK lua_const("ITEM_DOSEISAN_STATUS_KIND_THROW_COMEBACK")
#define ITEM_DOSEISAN_STATUS_KIND_FUTTOBI_AFTER lua_const("ITEM_DOSEISAN_STATUS_KIND_FUTTOBI_AFTER")
#define ITEM_SLOPE_TYPE_SLANT lua_const("ITEM_SLOPE_TYPE_SLANT")
#define ITEM_DRAGOONSET_INSTANCE_WORK_FLAG_ATTACK lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLAG_ATTACK")
#define ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_X lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_X")
#define ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_Y lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_Y")
#define ITEM_KINETIC_FLAG_Z_LR_TRANSN lua_const("ITEM_KINETIC_FLAG_Z_LR_TRANSN")
#define ITEM_KIND_DRAGOONSIGHT lua_const("ITEM_KIND_DRAGOONSIGHT")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_6 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_6")
#define ITEM_INSTANCE_WORK_FLOAT_VALUE_7 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_7")
#define ITEM_KIND_DRILLSHOT lua_const("ITEM_KIND_DRILLSHOT")
#define ITEM_KIND_DRILL_EMPTY lua_const("ITEM_KIND_DRILL_EMPTY")
#define ITEM_DRILLSHOT_STATUS_KIND_MOVERIGHT lua_const("ITEM_DRILLSHOT_STATUS_KIND_MOVERIGHT")
#define ITEM_DRILLSHOT_STATUS_KIND_MOVELEFT lua_const("ITEM_DRILLSHOT_STATUS_KIND_MOVELEFT")
#define ITEM_DRILLSHOT_STATUS_KIND_STICK lua_const("ITEM_DRILLSHOT_STATUS_KIND_STICK")
#define ITEM_STATUS_WORK_FLOAT_4 lua_const("ITEM_STATUS_WORK_FLOAT_4")
#define ITEM_STATUS_WORK_FLOAT_5 lua_const("ITEM_STATUS_WORK_FLOAT_5")
#define GROUND_TOUCH_ID_MIN lua_const("GROUND_TOUCH_ID_MIN")
#define GROUND_TOUCH_ID_MAX lua_const("GROUND_TOUCH_ID_MAX")
#define ITEM_EXPLOSIONBOMB_ACTION_WIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_WIRE")
#define ITEM_EXPLOSIONBOMB_ACTION_PULL_WIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_PULL_WIRE")
#define ITEM_FAIRYBOTTLE_ACTION_USE_FAIRY lua_const("ITEM_FAIRYBOTTLE_ACTION_USE_FAIRY")
#define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_USE_FAIRY lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_USE_FAIRY")
#define ITEM_FAIRYBOTTLE_ACTION_HIT_ATTACK lua_const("ITEM_FAIRYBOTTLE_ACTION_HIT_ATTACK")
#define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_CAN_TOUCH lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_CAN_TOUCH")
#define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_IS_BOSS")
#define ITEM_KIND_FINALPEACH lua_const("ITEM_KIND_FINALPEACH")
#define ITEM_VARIATION_TABEMONO_PEACH lua_const("ITEM_VARIATION_TABEMONO_PEACH")
#define ITEM_KIND_FINALDAISY lua_const("ITEM_KIND_FINALDAISY")
#define ITEM_VARIATION_TABEMONO_DAISY lua_const("ITEM_VARIATION_TABEMONO_DAISY")
#define ITEM_FIREBAR_INSTANCE_WORK_INT_EFFECT_ID lua_const("ITEM_FIREBAR_INSTANCE_WORK_INT_EFFECT_ID")
#define ITEM_COMMON_PARAM_FLOAT_DEDEDE_ADD_SPEED_Y lua_const("ITEM_COMMON_PARAM_FLOAT_DEDEDE_ADD_SPEED_Y")
#define ITEM_KIND_FIREFLOWERSHOT lua_const("ITEM_KIND_FIREFLOWERSHOT")
#define ITEM_FREEZER_STATUS_KIND_TURN lua_const("ITEM_FREEZER_STATUS_KIND_TURN")
#define ITEM_KIND_FREEZER lua_const("ITEM_KIND_FREEZER")
#define ITEM_GENESISSET_STATUS_KIND_END lua_const("ITEM_GENESISSET_STATUS_KIND_END")
#define ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_AIR lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_AIR")
#define ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_GROUND lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_GROUND")
#define ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_AIR lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_AIR")
#define ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_GROUND lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_GROUND")
#define ITEM_GOLDENHAMMER_ACTION_FLASHING_ON lua_const("ITEM_GOLDENHAMMER_ACTION_FLASHING_ON")
#define ITEM_GRASS_INSTANCE_WORK_INT_CREATE_OBJECT_ID lua_const("ITEM_GRASS_INSTANCE_WORK_INT_CREATE_OBJECT_ID")
#define ITEM_GRASS_ACTION_NONE lua_const("ITEM_GRASS_ACTION_NONE")
#define ITEM_GREENSHELL_STATUS_KIND_MOVE lua_const("ITEM_GREENSHELL_STATUS_KIND_MOVE")
#define ITEM_KIND_GREENSHELL lua_const("ITEM_KIND_GREENSHELL")
#define ITEM_HIT_KIND_NONE lua_const("ITEM_HIT_KIND_NONE")
#define ITEM_KIND_HAMMERHEAD lua_const("ITEM_KIND_HAMMERHEAD")
#define ITEM_HAMMER_ACTION_FLASHING_ON lua_const("ITEM_HAMMER_ACTION_FLASHING_ON")
#define ITEM_VARIATION_HAMMER_NO_HAZURE lua_const("ITEM_VARIATION_HAMMER_NO_HAZURE")
#define ITEM_HEALBALL_STATUS_KIND_BUMP lua_const("ITEM_HEALBALL_STATUS_KIND_BUMP")
#define ITEM_HEALBALL_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_HEALBALL_STATUS_KIND_HAVE_SLEEP")
#define ITEM_KIND_HEALBALL lua_const("ITEM_KIND_HEALBALL")
#define ITEM_HEALBALL_EVENT_STICK_DROP lua_const("ITEM_HEALBALL_EVENT_STICK_DROP")
#define ITEM_HEALBALL_INSTANCE_WORK_INT_UN_CHEWING_TASKID lua_const("ITEM_HEALBALL_INSTANCE_WORK_INT_UN_CHEWING_TASKID")
#define ITEM_HEALBALL_INSTANCE_WORK_FLOAT_RECOVER_REMAIN lua_const("ITEM_HEALBALL_INSTANCE_WORK_FLOAT_RECOVER_REMAIN")
#define ITEM_HEALBALL_INSTANCE_WORK_FLOAT_HOW_MANY_DROP_RATE lua_const("ITEM_HEALBALL_INSTANCE_WORK_FLOAT_HOW_MANY_DROP_RATE")
#define ITEM_KIND_HEART lua_const("ITEM_KIND_HEART")
#define ITEM_VARIATION_HEART_FULL lua_const("ITEM_VARIATION_HEART_FULL")
#define ITEM_KIND_HONEYCOMB lua_const("ITEM_KIND_HONEYCOMB")
#define ITEM_KIND_HONEYCOMBBEE lua_const("ITEM_KIND_HONEYCOMBBEE")
#define ITEM_HONEYCOMBBEE_STATUS_KIND_ADVENT lua_const("ITEM_HONEYCOMBBEE_STATUS_KIND_ADVENT")
#define ITEM_HONEYCOMBBEE_STATUS_KIND_PASSING lua_const("ITEM_HONEYCOMBBEE_STATUS_KIND_PASSING")
#define ITEM_LINK_NO_TARGET lua_const("ITEM_LINK_NO_TARGET")
#define ITEM_KILLEREYE_STATUS_KIND_DAMAGE lua_const("ITEM_KILLEREYE_STATUS_KIND_DAMAGE")
#define ITEM_KILLEREYE_STATUS_KIND_TURN lua_const("ITEM_KILLEREYE_STATUS_KIND_TURN")
#define ITEM_KILLEREYE_STATUS_KIND_INSTALLATION lua_const("ITEM_KILLEREYE_STATUS_KIND_INSTALLATION")
#define ITEM_KILLEREYE_STATUS_KIND_AIRINSTALLATION lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRINSTALLATION")
#define ITEM_KILLEREYE_STATUS_KIND_AIRWAIT lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRWAIT")
#define ITEM_KILLEREYE_STATUS_KIND_WAIT lua_const("ITEM_KILLEREYE_STATUS_KIND_WAIT")
#define ITEM_KILLEREYE_STATUS_KIND_SHOT_READY lua_const("ITEM_KILLEREYE_STATUS_KIND_SHOT_READY")
#define ITEM_KILLEREYE_STATUS_KIND_SHOT lua_const("ITEM_KILLEREYE_STATUS_KIND_SHOT")
#define ITEM_KILLEREYE_STATUS_KIND_AIRSHOT_READY lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRSHOT_READY")
#define ITEM_KILLEREYE_STATUS_KIND_AIRSHOT lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRSHOT")
#define ITEM_KIND_KILLEREYE lua_const("ITEM_KIND_KILLEREYE")
#define ITEM_KIND_KILLEREYESHOT lua_const("ITEM_KIND_KILLEREYESHOT")
#define HIT_STOP_MUL_TARGET_OPPONENT lua_const("HIT_STOP_MUL_TARGET_OPPONENT")
#define ITEM_SLOPE_TYPE_KILLEREYE lua_const("ITEM_SLOPE_TYPE_KILLEREYE")
#define ITEM_INSTANCE_WORK_FLOAT_POWER_UP_THROW lua_const("ITEM_INSTANCE_WORK_FLOAT_POWER_UP_THROW")
#define ITEM_INSTANCE_WORK_INT_ATTACKER_ATTRIBUTE lua_const("ITEM_INSTANCE_WORK_INT_ATTACKER_ATTRIBUTE")
#define ITEM_KILLEREYE_INSTANCE_WORK_FLAG_IS_FLASHING_END lua_const("ITEM_KILLEREYE_INSTANCE_WORK_FLAG_IS_FLASHING_END")
#define ITEM_STATUS_WORK_INT_4 lua_const("ITEM_STATUS_WORK_INT_4")
#define ITEM_STATUS_WORK_INT_5 lua_const("ITEM_STATUS_WORK_INT_5")
#define ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_POWER_MUL lua_const("ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_POWER_MUL")
#define ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_REACTION_MUL lua_const("ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_REACTION_MUL")
#define ITEM_KILLSWORD_PARAM_BOOL_IS_CRITICAL_ATTACK lua_const("ITEM_KILLSWORD_PARAM_BOOL_IS_CRITICAL_ATTACK")
#define ITEM_KROOLCROWN_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_KROOLCROWN_STATUS_KIND_WAIT_RESPAWN")
#define ITEM_KROOLCROWN_ACTION_SET_SCALE lua_const("ITEM_KROOLCROWN_ACTION_SET_SCALE")
#define ITEM_KIND_KUSUDAMA lua_const("ITEM_KIND_KUSUDAMA")
#define ITEM_LINKARROW_STATUS_KIND_STICK lua_const("ITEM_LINKARROW_STATUS_KIND_STICK")
#define ITEM_LINKARROW_STATUS_KIND_STICK_AIR lua_const("ITEM_LINKARROW_STATUS_KIND_STICK_AIR")
#define ITEM_LINKARROW_INSTANCE_WORK_OFFSET_X lua_const("ITEM_LINKARROW_INSTANCE_WORK_OFFSET_X")
#define ITEM_LINKARROW_INSTANCE_WORK_OFFSET_Y lua_const("ITEM_LINKARROW_INSTANCE_WORK_OFFSET_Y")
#define ITEM_LINKARROW_INSTANCE_WORK_ROT_X lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_X")
#define ITEM_LINKARROW_INSTANCE_WORK_ROT_Y lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_Y")
#define ITEM_LINKARROW_INSTANCE_WORK_ROT_Z lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_Z")
#define ITEM_LINKARROW_ACTION_INIT_GROUND_UP lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_UP")
#define ITEM_LINKARROW_ACTION_INIT_GROUND_DOWN lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_DOWN")
#define ITEM_LINKARROW_ACTION_INIT_GROUND_LEFT lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_LEFT")
#define ITEM_LINKARROW_ACTION_INIT_GROUND_RIGHT lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_RIGHT")
#define ITEM_LINKARROW_INSTANCE_WORK_FLAG_CAPTURED lua_const("ITEM_LINKARROW_INSTANCE_WORK_FLAG_CAPTURED")
#define ITEM_METALBLADE_STATUS_KIND_STICK_AIR lua_const("ITEM_METALBLADE_STATUS_KIND_STICK_AIR")
#define ITEM_LINKBOMB_STATUS_KIND_HITSTOP_BEFORE_BORN lua_const("ITEM_LINKBOMB_STATUS_KIND_HITSTOP_BEFORE_BORN")
#define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_BLAST lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_BLAST")
#define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_RIGHT lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_RIGHT")
#define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_LOST")
#define ITEM_LOG_INSTANCE_WORK_INT_LIFE lua_const("ITEM_LOG_INSTANCE_WORK_INT_LIFE")
#define ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_Z")
#define ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_SPEED lua_const("ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_SPEED")
#define ITEM_LOG_INSTANCE_WORK_FLAG_FIRST_DAMAGE lua_const("ITEM_LOG_INSTANCE_WORK_FLAG_FIRST_DAMAGE")
#define ITEM_LOG_ACTION_SPECIAL_INIT lua_const("ITEM_LOG_ACTION_SPECIAL_INIT")
#define FIGHTER_INSTANCE_WORK_ID_INT_SPIRITS_MACH_STAMP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SPIRITS_MACH_STAMP_FRAME")
#define FIGHTER_INSTANCE_WORK_ID_FLOAT_SPIRITS_MACH_STAMP_ATTACK_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SPIRITS_MACH_STAMP_ATTACK_MUL")
#define ITEM_MAGICBALL_STATUS_KIND_NORMAL_TO_MAGIC lua_const("ITEM_MAGICBALL_STATUS_KIND_NORMAL_TO_MAGIC")
#define ITEM_MAGICBALL_STATUS_KIND_MAGIC_THROW lua_const("ITEM_MAGICBALL_STATUS_KIND_MAGIC_THROW")
#define ITEM_MAGICBALL_INSTANCE_WORK_FLAG_THROW_UPDOWN lua_const("ITEM_MAGICBALL_INSTANCE_WORK_FLAG_THROW_UPDOWN")
#define ITEM_KIND_MAGICBALL lua_const("ITEM_KIND_MAGICBALL")
#define ITEM_KINETIC_FLAG_ROLLING_NO_UPDATE_ROT lua_const("ITEM_KINETIC_FLAG_ROLLING_NO_UPDATE_ROT")
#define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_X lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_X")
#define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Y lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Y")
#define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Z lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Z")
#define ITEM_MAGICBALL_INSTANCE_WORK_FLAG_SOUND_THROW_FIRE lua_const("ITEM_MAGICBALL_INSTANCE_WORK_FLAG_SOUND_THROW_FIRE")
#define ITEM_MAGICPOT_STATUS_KIND_VIOLENT lua_const("ITEM_MAGICPOT_STATUS_KIND_VIOLENT")
#define ITEM_KIND_MAGICPOTWIND lua_const("ITEM_KIND_MAGICPOTWIND")
#define ITEM_INSTANCE_WORK_FLOAT_POWER_UP_SHOOT lua_const("ITEM_INSTANCE_WORK_FLOAT_POWER_UP_SHOOT")
#define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_X lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_X")
#define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_Y lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_Y")
#define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_SCALE lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_SCALE")
#define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLAG_VIOLENT_WIND lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLAG_VIOLENT_WIND")
#define ITEM_MAGICPOTWIND_ACTION_SHOOT lua_const("ITEM_MAGICPOTWIND_ACTION_SHOOT")
#define ITEM_KIND_POKEBALL lua_const("ITEM_KIND_POKEBALL")
#define ITEM_KIND_MAXIMTOMATO lua_const("ITEM_KIND_MAXIMTOMATO")
#define ITEM_MECHAKOOPA_STATUS_KIND_INJECTION lua_const("ITEM_MECHAKOOPA_STATUS_KIND_INJECTION")
#define ITEM_MECHAKOOPA_STATUS_KIND_BOUND lua_const("ITEM_MECHAKOOPA_STATUS_KIND_BOUND")
#define ITEM_MECHAKOOPA_STATUS_KIND_GETUP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_GETUP")
#define ITEM_MECHAKOOPA_STATUS_KIND_MOVE lua_const("ITEM_MECHAKOOPA_STATUS_KIND_MOVE")
#define ITEM_MECHAKOOPA_STATUS_KIND_TURN lua_const("ITEM_MECHAKOOPA_STATUS_KIND_TURN")
#define ITEM_MECHAKOOPA_STATUS_KIND_STOP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_STOP")
#define ITEM_MECHAKOOPA_STATUS_KIND_HOP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_HOP")
#define ITEM_MECHAKOOPA_STATUS_KIND_HOP_TO_LOST lua_const("ITEM_MECHAKOOPA_STATUS_KIND_HOP_TO_LOST")
#define ITEM_MECHAKOOPA_STATUS_KIND_DEAD lua_const("ITEM_MECHAKOOPA_STATUS_KIND_DEAD")
#define ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_TEAM_ATTACK lua_const("ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_TEAM_ATTACK")
#define ITEM_MECHAKOOPA_ACTION_INJECTION lua_const("ITEM_MECHAKOOPA_ACTION_INJECTION")
#define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_SPEED_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_SPEED_MUL")
#define ITEM_SPECIALIZED_PARAM_FLOAT_AIR_BRAKE_X lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_AIR_BRAKE_X")
#define ITEM_KINETIC_FLAG_AI_BOUND_X lua_const("ITEM_KINETIC_FLAG_AI_BOUND_X")
#define ITEM_SPECIALIZED_PARAM_FLOAT_GROUND_BRAKE_X lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GROUND_BRAKE_X")
#define ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_THROW")
#define ITEM_METALBLADE_STATUS_KIND_STICK_GROUND lua_const("ITEM_METALBLADE_STATUS_KIND_STICK_GROUND")
#define ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPECIAL_THROW lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPECIAL_THROW")
#define ITEM_METALBLADE_ACTION_SPECIAL_THROW lua_const("ITEM_METALBLADE_ACTION_SPECIAL_THROW")
#define ITEM_METALBLADE_INSTANCE_WORK_INT_INIT_SPEED_REVERSE_FRAME lua_const("ITEM_METALBLADE_INSTANCE_WORK_INT_INIT_SPEED_REVERSE_FRAME")
#define ITEM_METALBLADE_INSTANCE_WORK_FLAG_DROP lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_DROP")
#define ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPEED_REVERSE lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPEED_REVERSE")
#define ITEM_METALBLADE_INSTANCE_WORK_FLAG_REFLECT lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_REFLECT")
#define ITEM_VARIATION_MURABITOFRUIT_APPLE lua_const("ITEM_VARIATION_MURABITOFRUIT_APPLE")
#define ITEM_KIND_MURABITOFRUIT lua_const("ITEM_KIND_MURABITOFRUIT")
#define ITEM_VARIATION_MURABITOFRUIT_PEAR lua_const("ITEM_VARIATION_MURABITOFRUIT_PEAR")
#define ITEM_VARIATION_MURABITOFRUIT_PEACH lua_const("ITEM_VARIATION_MURABITOFRUIT_PEACH")
#define ITEM_VARIATION_MURABITOFRUIT_ORANGE lua_const("ITEM_VARIATION_MURABITOFRUIT_ORANGE")
#define ITEM_VARIATION_MURABITOFRUIT_CHERRY lua_const("ITEM_VARIATION_MURABITOFRUIT_CHERRY")
#define ITEM_MUSHROOM_STATUS_KIND_TURN lua_const("ITEM_MUSHROOM_STATUS_KIND_TURN")
#define ITEM_KIND_MUSHROOM lua_const("ITEM_KIND_MUSHROOM")
#define ITEM_PACMANAPPLE_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANAPPLE_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMAN_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_THROW")
#define ITEM_PACMAN_INSTANCE_WORK_FLAG_HIT lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_HIT")
#define ITEM_PACMAN_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_PACMAN_INSTANCE_WORK_INT_BOUND_COUNT")
#define ITEM_PACMAN_INSTANCE_WORK_INT_LIFE lua_const("ITEM_PACMAN_INSTANCE_WORK_INT_LIFE")
#define ITEM_PACMAN_ACTION_CHARGE_HAVE lua_const("ITEM_PACMAN_ACTION_CHARGE_HAVE")
#define ITEM_PACMAN_INSTANCE_WORK_FLAG_DROP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_DROP")
#define ITEM_PACMAN_INSTANCE_WORK_FLAG_UNABLE_PICKUP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_UNABLE_PICKUP")
#define ITEM_PACMAN_INSTANCE_WORK_FLAG_HOP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_HOP")
#define ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL")
#define ITEM_PACMANBELL_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANBELL_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMANBELL_INSTANCE_WORK_INT_TOP_DEAD_CENTRE lua_const("ITEM_PACMANBELL_INSTANCE_WORK_INT_TOP_DEAD_CENTRE")
#define ITEM_PACMANBELL_INSTANCE_WORK_INT_THROW_FRAME lua_const("ITEM_PACMANBELL_INSTANCE_WORK_INT_THROW_FRAME")
#define ITEM_PACMANBOSS_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANBOSS_STATUS_KIND_SPECIAL_HAVE")
#define PACMANBOSS_STATE_FIRST lua_const("PACMANBOSS_STATE_FIRST")
#define ITEM_PACMANBOSS_INSTANCE_WORK_INT_STATE lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_STATE")
#define PACMANBOSS_STATE_ROT_END lua_const("PACMANBOSS_STATE_ROT_END")
#define ITEM_PACMANBOSS_INSTANCE_WORK_INT_THROW_FRAME lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_THROW_FRAME")
#define ITEM_PACMANBOSS_INSTANCE_WORK_INT_ROT_FRAME lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_ROT_FRAME")
#define ITEM_PACMANBOSS_INSTANCE_WORK_FLOAT_ROT_ANGLE lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_FLOAT_ROT_ANGLE")
#define ITEM_PACMANCHERRY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANCHERRY_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMANKEY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANKEY_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMANMELON_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANMELON_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMANORANGE_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANORANGE_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PACMANSTRAWBERRY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANSTRAWBERRY_STATUS_KIND_SPECIAL_HAVE")
#define ITEM_PASARAN_STATUS_KIND_GROUND_FLY lua_const("ITEM_PASARAN_STATUS_KIND_GROUND_FLY")
#define ITEM_PASARAN_INSTANCE_WORK_FLOAT_POWER lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_POWER")
#define ITEM_PASARAN_INSTANCE_WORK_FLOAT_SCALE lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_SCALE")
#define ITEM_PASARAN_INSTANCE_WORK_FLOAT_ATK_SIZE lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_ATK_SIZE")
#define ITEM_PASARAN_INSTANCE_WORK_INT_HIT_STOP_CNT lua_const("ITEM_PASARAN_INSTANCE_WORK_INT_HIT_STOP_CNT")
#define ITEM_PASARAN_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_PASARAN_INSTANCE_WORK_FLAG_IS_BOSS")
#define ITEM_KIND_PELLET lua_const("ITEM_KIND_PELLET")
#define ITEM_PITFALL_STATUS_KIND_THROUGH_GROUND lua_const("ITEM_PITFALL_STATUS_KIND_THROUGH_GROUND")
#define ITEM_PITFALL_STATUS_KIND_THROUGH_AIR lua_const("ITEM_PITFALL_STATUS_KIND_THROUGH_AIR")
#define ITEM_VARIATION_PITFALL_LIOLEUS lua_const("ITEM_VARIATION_PITFALL_LIOLEUS")
#define ITEM_KIND_PITFALL lua_const("ITEM_KIND_PITFALL")
#define ITEM_POWBLOCK_STATUS_KIND_EFFECT_MOTION lua_const("ITEM_POWBLOCK_STATUS_KIND_EFFECT_MOTION")
#define ITEM_POWBLOCK_STATUS_KIND_BOUNCE lua_const("ITEM_POWBLOCK_STATUS_KIND_BOUNCE")
#define ITEM_POWBLOCK_INSTANCE_WORK_INT_ATTACK_OBJECT_ID lua_const("ITEM_POWBLOCK_INSTANCE_WORK_INT_ATTACK_OBJECT_ID")
#define ITEM_KIND_POWBLOCK lua_const("ITEM_KIND_POWBLOCK")
#define AREA_SHAPE_FLAG_STATUS_DISABLE lua_const("AREA_SHAPE_FLAG_STATUS_DISABLE")
#define ITEM_POWERESA_INSTANCE_WORK_FLOAT_DAMAGE lua_const("ITEM_POWERESA_INSTANCE_WORK_FLOAT_DAMAGE")
#define ITEM_POWERESA_ACTION_INIT lua_const("ITEM_POWERESA_ACTION_INIT")
#define ITEM_POWERESA_INSTANCE_WORK_INT_OWNER_ID lua_const("ITEM_POWERESA_INSTANCE_WORK_INT_OWNER_ID")
#define ITEM_POWERESA_INSTANCE_WORK_INT_TEAM_NO lua_const("ITEM_POWERESA_INSTANCE_WORK_INT_TEAM_NO")
#define ITEM_KIND_REVENGESHOOTERSHOT lua_const("ITEM_KIND_REVENGESHOOTERSHOT")
#define ITEM_REVENGESHOOTER_ACTION_INITIALIZE lua_const("ITEM_REVENGESHOOTER_ACTION_INITIALIZE")
#define ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_POWER lua_const("ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_POWER")
#define ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_SIZE lua_const("ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_SIZE")
#define ITEM_HOLYWATER_STATUS_KIND_FIRE_PILLAR lua_const("ITEM_HOLYWATER_STATUS_KIND_FIRE_PILLAR")
#define ITEM_KIND_RIPSTICKSHOT lua_const("ITEM_KIND_RIPSTICKSHOT")
#define ITEM_RIPSTICKSHOT_ACTION_SHOOT lua_const("ITEM_RIPSTICKSHOT_ACTION_SHOOT")
#define ITEM_ROBOTGYRO_STATUS_KIND_FURAFURA lua_const("ITEM_ROBOTGYRO_STATUS_KIND_FURAFURA")
#define ITEM_ROCKETBELT_STATUS_KIND_FLY_AWAY lua_const("ITEM_ROCKETBELT_STATUS_KIND_FLY_AWAY")
#define ITEM_ROCKETBELT_ACTION_INFINITY lua_const("ITEM_ROCKETBELT_ACTION_INFINITY")
#define ITEM_ROCKETBELT_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_FLAG_HAVE_INFINITY")
#define ITEM_ROCKETBELT_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_INT_HAVE_COUNTER")
#define ITEM_ROCKETBELT_ACTION_SET_ENERGY lua_const("ITEM_ROCKETBELT_ACTION_SET_ENERGY")
#define ITEM_ROCKETBELT_ACTION_SET_HAVE_COUNTER lua_const("ITEM_ROCKETBELT_ACTION_SET_HAVE_COUNTER")
#define ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_FRONT_EFFECT_HANDLE lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_FRONT_EFFECT_HANDLE")
#define ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_REAR_EFFECT_HANDLE lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_REAR_EFFECT_HANDLE")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_POWER_UP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_POWER_UP")
#define ITEM_SANDBAG_STATUS_KIND_CATCH_CUT lua_const("ITEM_SANDBAG_STATUS_KIND_CATCH_CUT")
#define ITEM_SANDBAG_STATUS_KIND_CAPTURE_THROW lua_const("ITEM_SANDBAG_STATUS_KIND_CAPTURE_THROW")
#define ITEM_SANDBAG_STATUS_KIND_CATCH lua_const("ITEM_SANDBAG_STATUS_KIND_CATCH")
#define ITEM_SANDBAG_STATUS_KIND_DOWN lua_const("ITEM_SANDBAG_STATUS_KIND_DOWN")
#define ITEM_HIT_EFFECT_KIND_EFFECT_ONLY lua_const("ITEM_HIT_EFFECT_KIND_EFFECT_ONLY")
#define DAMAGE_STATUS_DAMAGE lua_const("DAMAGE_STATUS_DAMAGE")
#define DAMAGE_STATUS_DAMAGE_FLY lua_const("DAMAGE_STATUS_DAMAGE_FLY")
#define DAMAGE_STATUS_DAMAGE_FLY_ROLL lua_const("DAMAGE_STATUS_DAMAGE_FLY_ROLL")
#define DAMAGE_STATUS_DAMAGE_AIR lua_const("DAMAGE_STATUS_DAMAGE_AIR")
#define DAMAGE_STATUS_DOWN lua_const("DAMAGE_STATUS_DOWN")
#define DAMAGE_STATUS_DOWN_WAIT lua_const("DAMAGE_STATUS_DOWN_WAIT")
#define DAMAGE_STATUS_DOWN_DAMAGE lua_const("DAMAGE_STATUS_DOWN_DAMAGE")
#define DAMAGE_STATUS_BURY lua_const("DAMAGE_STATUS_BURY")
#define ITEM_SANDBAG_ACTION_HEAL lua_const("ITEM_SANDBAG_ACTION_HEAL")
#define ITEM_SANDBAG_ACTION_GOHOUBI_EFFECT lua_const("ITEM_SANDBAG_ACTION_GOHOUBI_EFFECT")
#define ITEM_SANDBAG_INSTANCE_WORK_FLAG_NO_POCKET lua_const("ITEM_SANDBAG_INSTANCE_WORK_FLAG_NO_POCKET")
#define ITEM_KIND_SANDBAG lua_const("ITEM_KIND_SANDBAG")
#define ITEM_KINETIC_FLAG_SANDBAG lua_const("ITEM_KINETIC_FLAG_SANDBAG")
#define ITEM_INSTANCE_WORK_FLAG_DMAGE_CAMERA_QUAKE lua_const("ITEM_INSTANCE_WORK_FLAG_DMAGE_CAMERA_QUAKE")
#define ITEM_PARTIAL_MOTION_SLOT_1 lua_const("ITEM_PARTIAL_MOTION_SLOT_1")
#define AUDIENCE_KANSEI lua_const("AUDIENCE_KANSEI")
#define AUDIENCE_LEVEL_L lua_const("AUDIENCE_LEVEL_L")
#define AUDIENCE_LEVEL_M lua_const("AUDIENCE_LEVEL_M")
#define AUDIENCE_LEVEL_S lua_const("AUDIENCE_LEVEL_S")
#define ITEM_SLOPE_TYPE_UP_SMOOTH lua_const("ITEM_SLOPE_TYPE_UP_SMOOTH")
#define ITEM_SCREW_STATUS_KIND_BUMP lua_const("ITEM_SCREW_STATUS_KIND_BUMP")
#define ITEM_SCREW_ACTION_INFINITY lua_const("ITEM_SCREW_ACTION_INFINITY")
#define ITEM_SCREW_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_SCREW_INSTANCE_WORK_FLAG_HAVE_INFINITY")
#define ITEM_SCREW_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_SCREW_INSTANCE_WORK_INT_HAVE_COUNTER")
#define ITEM_SCREW_ACTION_SET_HAVE_COUNTER lua_const("ITEM_SCREW_ACTION_SET_HAVE_COUNTER")
#define ITEM_SCREW_ACTION_RESET lua_const("ITEM_SCREW_ACTION_RESET")
#define ITEM_KIND_SCREW lua_const("ITEM_KIND_SCREW")
#define ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_AIR lua_const("ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_AIR")
#define ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_GROUND lua_const("ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_GROUND")
#define ITEM_KIND_SENSORBOMB lua_const("ITEM_KIND_SENSORBOMB")
#define ITEM_SLOW_RESULT_NORMAL lua_const("ITEM_SLOW_RESULT_NORMAL")
#define ITEM_KIND_SLOW lua_const("ITEM_KIND_SLOW")
#define ITEM_VARIATION_SMARTBOMB_FINALSTAGE lua_const("ITEM_VARIATION_SMARTBOMB_FINALSTAGE")
#define ITEM_SMARTBOMB_ACTION_PLAYABLEROLL lua_const("ITEM_SMARTBOMB_ACTION_PLAYABLEROLL")
#define ITEM_KIND_SMARTBOMB lua_const("ITEM_KIND_SMARTBOMB")
#define ITEM_VARIATION_SMARTBOMB_EVENTSTAGE lua_const("ITEM_VARIATION_SMARTBOMB_EVENTSTAGE")
#define ITEM_KIND_LIOLEUSBOSSSMARTBOMB lua_const("ITEM_KIND_LIOLEUSBOSSSMARTBOMB")
#define ITEM_SMASHBALLHEAVY_STATUS_KIND_MOVE lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_MOVE")
#define ITEM_SMASHBALLHEAVY_STATUS_KIND_ROLLSTART lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_ROLLSTART")
#define ITEM_SMASHBALLHEAVY_STATUS_KIND_RESTART lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_RESTART")
#define ITEM_SMASHBALLHEAVY_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_WAIT_RESPAWN")
#define ITEM_KIND_SMASHBALLHEAVY lua_const("ITEM_KIND_SMASHBALLHEAVY")
#define ITEM_SMASHBALLHEAVY_ACTION_DROP_RESTART lua_const("ITEM_SMASHBALLHEAVY_ACTION_DROP_RESTART")
#define ITEM_KIND_SMASHBOMBHEAVY lua_const("ITEM_KIND_SMASHBOMBHEAVY")
#define ITEM_SMOKESCREEN_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_SMOKESCREEN_STATUS_KIND_HAVE_SLEEP")
#define ITEM_SNAKECBOX_ACTION_RESULT lua_const("ITEM_SNAKECBOX_ACTION_RESULT")
#define ITEM_SNAKECBOX_INSTANCE_WORK_FLAG_FOR_RESULT lua_const("ITEM_SNAKECBOX_INSTANCE_WORK_FLAG_FOR_RESULT")
#define ITEM_KINETIC_FLAG_THROW_KEEP_AIR lua_const("ITEM_KINETIC_FLAG_THROW_KEEP_AIR")
#define ITEM_SOCCERBALL_STATUS_KIND_WARP lua_const("ITEM_SOCCERBALL_STATUS_KIND_WARP")
#define ITEM_KIND_SOCCERBALL lua_const("ITEM_KIND_SOCCERBALL")
#define ITEM_ST_APPLE_STATUS_KIND_NORMAL lua_const("ITEM_ST_APPLE_STATUS_KIND_NORMAL")
#define ITEM_KIND_ST_APPLE lua_const("ITEM_KIND_ST_APPLE")
#define ITEM_ST_SHELL_STATUS_KIND_DAMAGE_FLY lua_const("ITEM_ST_SHELL_STATUS_KIND_DAMAGE_FLY")
#define ITEM_ST_SHELL_STATUS_KIND_MOVE lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE")
#define ITEM_ST_SHELL_STATUS_KIND_MOVE_FALL lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE_FALL")
#define ITEM_ST_SHELL_STATUS_KIND_MOVE_TURN lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE_TURN")
#define ITEM_ST_SHELL_STATUS_KIND_GETUP lua_const("ITEM_ST_SHELL_STATUS_KIND_GETUP")
#define ITEM_ST_CRAB_STATUS_KIND_ANGRY lua_const("ITEM_ST_CRAB_STATUS_KIND_ANGRY")
#define ITEM_ST_SHELL_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_ST_SHELL_STATUS_KIND_WAIT_RESPAWN")
#define ITEM_ST_SHELL_STATUS_KIND_STAGE_GIMMICK lua_const("ITEM_ST_SHELL_STATUS_KIND_STAGE_GIMMICK")
#define ITEM_KIND_ST_CRAB lua_const("ITEM_KIND_ST_CRAB")
#define ITEM_KIND_ST_SHELL lua_const("ITEM_KIND_ST_SHELL")
#define ITEM_ST_SHELL_ACTION_BLOW_UP lua_const("ITEM_ST_SHELL_ACTION_BLOW_UP")
#define ITEM_ST_SHELL_ACTION_UNABLE lua_const("ITEM_ST_SHELL_ACTION_UNABLE")
#define ITEM_ST_SHELL_ACTION_ENABLE lua_const("ITEM_ST_SHELL_ACTION_ENABLE")
#define ITEM_ST_SHELL_ACTION_STAGE_GIMMICK lua_const("ITEM_ST_SHELL_ACTION_STAGE_GIMMICK")
#define ITEM_VARIATION_ST_FRUIT_APPLE lua_const("ITEM_VARIATION_ST_FRUIT_APPLE")
#define ITEM_KIND_ST_FRUIT lua_const("ITEM_KIND_ST_FRUIT")
#define ITEM_VARIATION_ST_FRUIT_DELICIOUS_APPLE lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_APPLE")
#define ITEM_VARIATION_ST_FRUIT_PEAR lua_const("ITEM_VARIATION_ST_FRUIT_PEAR")
#define ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEAR lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEAR")
#define ITEM_VARIATION_ST_FRUIT_ORANGE lua_const("ITEM_VARIATION_ST_FRUIT_ORANGE")
#define ITEM_VARIATION_ST_FRUIT_DELICIOUS_ORANGE lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_ORANGE")
#define ITEM_VARIATION_ST_FRUIT_PEACH lua_const("ITEM_VARIATION_ST_FRUIT_PEACH")
#define ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEACH lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEACH")
#define ITEM_VARIATION_ST_FRUIT_CHERRY lua_const("ITEM_VARIATION_ST_FRUIT_CHERRY")
#define ITEM_VARIATION_ST_FRUIT_DELICIOUS_CHERRY lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_CHERRY")
#define ITEM_VARIATION_ST_FRUIT_LEMON lua_const("ITEM_VARIATION_ST_FRUIT_LEMON")
#define ITEM_VARIATION_ST_FRUIT_MANGO lua_const("ITEM_VARIATION_ST_FRUIT_MANGO")
#define ITEM_VARIATION_ST_FRUIT_LYCHEE lua_const("ITEM_VARIATION_ST_FRUIT_LYCHEE")
#define ITEM_VARIATION_ST_FRUIT_BANANA lua_const("ITEM_VARIATION_ST_FRUIT_BANANA")
#define ITEM_KIND_ST_FRUITBOMB lua_const("ITEM_KIND_ST_FRUITBOMB")
#define ITEM_VARIATION_ST_ICE_YASAI_CORN lua_const("ITEM_VARIATION_ST_ICE_YASAI_CORN")
#define ITEM_KIND_ST_ICE_YASAI lua_const("ITEM_KIND_ST_ICE_YASAI")
#define ITEM_VARIATION_ST_ICE_YASAI_HAKUSAI lua_const("ITEM_VARIATION_ST_ICE_YASAI_HAKUSAI")
#define ITEM_VARIATION_ST_ICE_YASAI_POTATO lua_const("ITEM_VARIATION_ST_ICE_YASAI_POTATO")
#define ITEM_VARIATION_ST_ICE_YASAI_PUMPKIN lua_const("ITEM_VARIATION_ST_ICE_YASAI_PUMPKIN")
#define ITEM_VARIATION_ST_ICE_YASAI_TURNIP lua_const("ITEM_VARIATION_ST_ICE_YASAI_TURNIP")
#define ITEM_VARIATION_ST_ICE_YASAI_MUSHROOM lua_const("ITEM_VARIATION_ST_ICE_YASAI_MUSHROOM")
#define ITEM_VARIATION_ST_ICE_YASAI_CABBAGE lua_const("ITEM_VARIATION_ST_ICE_YASAI_CABBAGE")
#define ITEM_VARIATION_ST_ICE_YASAI_CUCUMBER lua_const("ITEM_VARIATION_ST_ICE_YASAI_CUCUMBER")
#define ITEM_VARIATION_ST_ICE_YASAI_EGGPLANT lua_const("ITEM_VARIATION_ST_ICE_YASAI_EGGPLANT")
#define ITEM_VARIATION_ST_ICE_YASAI_CARROT lua_const("ITEM_VARIATION_ST_ICE_YASAI_CARROT")
#define ITEM_KIND_ST_YAMABUKI_EGG lua_const("ITEM_KIND_ST_YAMABUKI_EGG")
#define ITEM_KIND_STAFFSHOT lua_const("ITEM_KIND_STAFFSHOT")
#define ITEM_KIND_STAFFROULETTE lua_const("ITEM_KIND_STAFFROULETTE")
#define ITEM_KIND_STAFFROULETTESHOT lua_const("ITEM_KIND_STAFFROULETTESHOT")
#define ITEM_STAFFSHOT_INSTANCE_WORK_FLOAT_CREATE_POS_X lua_const("ITEM_STAFFSHOT_INSTANCE_WORK_FLOAT_CREATE_POS_X")
#define ITEM_STAFFSHOT_INSTANCE_WORK_INT_EFFECT_HANDLE lua_const("ITEM_STAFFSHOT_INSTANCE_WORK_INT_EFFECT_HANDLE")
#define ITEM_STARRING_STATUS_KIND_FIXING lua_const("ITEM_STARRING_STATUS_KIND_FIXING")
#define ITEM_STARRING_STATUS_KIND_FIXED lua_const("ITEM_STARRING_STATUS_KIND_FIXED")
#define ITEM_STARRING_STATUS_KIND_FIXED_SHOOT lua_const("ITEM_STARRING_STATUS_KIND_FIXED_SHOOT")
#define ITEM_KIND_STARRING lua_const("ITEM_KIND_STARRING")
#define ITEM_STARRING_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_STARRING_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_STARRODSHOT lua_const("ITEM_KIND_STARRODSHOT")
#define ITEM_STARRODSHOT_ACTION_SHOOT lua_const("ITEM_STARRODSHOT_ACTION_SHOOT")
#define ITEM_KIND_STEELDIVERSHOT lua_const("ITEM_KIND_STEELDIVERSHOT")
#define ITEM_SUPERLEAF_STATUS_KIND_BUMP lua_const("ITEM_SUPERLEAF_STATUS_KIND_BUMP")
#define ITEM_SUPERLEAF_ACTION_INFINITY lua_const("ITEM_SUPERLEAF_ACTION_INFINITY")
#define ITEM_SUPERLEAF_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_SUPERLEAF_INSTANCE_WORK_FLAG_HAVE_INFINITY")
#define ITEM_SUPERLEAF_ACTION_SET_HAVE_COUNTER lua_const("ITEM_SUPERLEAF_ACTION_SET_HAVE_COUNTER")
#define ITEM_SUPERLEAF_ACTION_SET_NODE_SRT lua_const("ITEM_SUPERLEAF_ACTION_SET_NODE_SRT")
#define ITEM_SUPERLEAF_ACTION_SET_EAR_VISIBLE lua_const("ITEM_SUPERLEAF_ACTION_SET_EAR_VISIBLE")
#define ITEM_KIND_SUPERLEAF lua_const("ITEM_KIND_SUPERLEAF")
#define CHARGE_LEVEL_RAPID lua_const("CHARGE_LEVEL_RAPID")
#define CHARGE_LEVEL_MAX lua_const("CHARGE_LEVEL_MAX")
#define CHARGE_LEVEL_1 lua_const("CHARGE_LEVEL_1")
#define CHARGE_LEVEL_2 lua_const("CHARGE_LEVEL_2")
#define CHARGE_LEVEL_3 lua_const("CHARGE_LEVEL_3")
#define CHARGE_LEVEL_4 lua_const("CHARGE_LEVEL_4")
#define CHARGE_LEVEL_5 lua_const("CHARGE_LEVEL_5")
#define CHARGE_LEVEL_6 lua_const("CHARGE_LEVEL_6")
#define CHARGE_LEVEL_7 lua_const("CHARGE_LEVEL_7")
#define CHARGE_LEVEL_8 lua_const("CHARGE_LEVEL_8")
#define ITEM_KIND_SUPERSCOPESHOT lua_const("ITEM_KIND_SUPERSCOPESHOT")
#define ITEM_SUPERSCOPESHOT_ACTION_SHOOT lua_const("ITEM_SUPERSCOPESHOT_ACTION_SHOOT")
#define GROUND_CORRECT_SHAPE_FLAG_IGNORE_SCALE lua_const("GROUND_CORRECT_SHAPE_FLAG_IGNORE_SCALE")
#define ITEM_SUPERSTAR_STATUS_KIND_HIT_LR lua_const("ITEM_SUPERSTAR_STATUS_KIND_HIT_LR")
#define ITEM_SUPERSTAR_STATUS_KIND_HIT_UP lua_const("ITEM_SUPERSTAR_STATUS_KIND_HIT_UP")
#define ITEM_SUPERSTAR_STATUS_KIND_JUMP lua_const("ITEM_SUPERSTAR_STATUS_KIND_JUMP")
#define ITEM_KIND_SUPERSTAR lua_const("ITEM_KIND_SUPERSTAR")
#define ITEM_VARIATION_TABEMONO_CHERRIES lua_const("ITEM_VARIATION_TABEMONO_CHERRIES")
#define ITEM_VARIATION_TABEMONO_PEAR lua_const("ITEM_VARIATION_TABEMONO_PEAR")
#define ITEM_VARIATION_TABEMONO_MILK lua_const("ITEM_VARIATION_TABEMONO_MILK")
#define ITEM_VARIATION_TABEMONO_PANCAKE lua_const("ITEM_VARIATION_TABEMONO_PANCAKE")
#define ITEM_VARIATION_TABEMONO_TEA lua_const("ITEM_VARIATION_TABEMONO_TEA")
#define ITEM_VARIATION_TABEMONO_COLA lua_const("ITEM_VARIATION_TABEMONO_COLA")
#define ITEM_VARIATION_TABEMONO_SHORTCAKE lua_const("ITEM_VARIATION_TABEMONO_SHORTCAKE")
#define ITEM_VARIATION_TABEMONO_EBITEN lua_const("ITEM_VARIATION_TABEMONO_EBITEN")
#define ITEM_VARIATION_TABEMONO_KUSHIYAKI lua_const("ITEM_VARIATION_TABEMONO_KUSHIYAKI")
#define ITEM_VARIATION_TABEMONO_HAMBURGERSTEAK lua_const("ITEM_VARIATION_TABEMONO_HAMBURGERSTEAK")
#define ITEM_VARIATION_TABEMONO_TENSHIN lua_const("ITEM_VARIATION_TABEMONO_TENSHIN")
#define ITEM_VARIATION_TABEMONO_HOTDOG lua_const("ITEM_VARIATION_TABEMONO_HOTDOG")
#define ITEM_VARIATION_TABEMONO_CORNPOTAGE lua_const("ITEM_VARIATION_TABEMONO_CORNPOTAGE")
#define ITEM_VARIATION_TABEMONO_CHERRYPIE lua_const("ITEM_VARIATION_TABEMONO_CHERRYPIE")
#define ITEM_VARIATION_TABEMONO_CHOCOLATE lua_const("ITEM_VARIATION_TABEMONO_CHOCOLATE")
#define ITEM_VARIATION_TABEMONO_POPCORN lua_const("ITEM_VARIATION_TABEMONO_POPCORN")
#define ITEM_VARIATION_TABEMONO_SALAD lua_const("ITEM_VARIATION_TABEMONO_SALAD")
#define ITEM_VARIATION_TABEMONO_KIWI lua_const("ITEM_VARIATION_TABEMONO_KIWI")
#define ITEM_VARIATION_TABEMONO_MONTBLANC lua_const("ITEM_VARIATION_TABEMONO_MONTBLANC")
#define ITEM_VARIATION_TABEMONO_PAN lua_const("ITEM_VARIATION_TABEMONO_PAN")
#define ITEM_VARIATION_TABEMONO_RICEBALL lua_const("ITEM_VARIATION_TABEMONO_RICEBALL")
#define ITEM_VARIATION_TABEMONO_PASTA lua_const("ITEM_VARIATION_TABEMONO_PASTA")
#define ITEM_VARIATION_TABEMONO_GRAPE lua_const("ITEM_VARIATION_TABEMONO_GRAPE")
#define ITEM_VARIATION_TABEMONO_CANDY lua_const("ITEM_VARIATION_TABEMONO_CANDY")
#define ITEM_VARIATION_TABEMONO_LEMON lua_const("ITEM_VARIATION_TABEMONO_LEMON")
#define ITEM_VARIATION_TABEMONO_FRIEDEGG lua_const("ITEM_VARIATION_TABEMONO_FRIEDEGG")
#define ITEM_VARIATION_TABEMONO_APPLE lua_const("ITEM_VARIATION_TABEMONO_APPLE")
#define ITEM_VARIATION_TABEMONO_ROASTCHICKEN lua_const("ITEM_VARIATION_TABEMONO_ROASTCHICKEN")
#define ITEM_VARIATION_TABEMONO_STEAK lua_const("ITEM_VARIATION_TABEMONO_STEAK")
#define ITEM_VARIATION_TABEMONO_STEAMEDBUN lua_const("ITEM_VARIATION_TABEMONO_STEAMEDBUN")
#define ITEM_VARIATION_TABEMONO_PIZZA lua_const("ITEM_VARIATION_TABEMONO_PIZZA")
#define ITEM_VARIATION_TABEMONO_HAMBURGER lua_const("ITEM_VARIATION_TABEMONO_HAMBURGER")
#define ITEM_VARIATION_TABEMONO_PINEAPPLE lua_const("ITEM_VARIATION_TABEMONO_PINEAPPLE")
#define ITEM_VARIATION_TABEMONO_DONUT lua_const("ITEM_VARIATION_TABEMONO_DONUT")
#define ITEM_VARIATION_TABEMONO_CHEESE lua_const("ITEM_VARIATION_TABEMONO_CHEESE")
#define ITEM_VARIATION_TABEMONO_FRANKFURTER lua_const("ITEM_VARIATION_TABEMONO_FRANKFURTER")
#define ITEM_VARIATION_TABEMONO_GAMEWATCHAPPLE lua_const("ITEM_VARIATION_TABEMONO_GAMEWATCHAPPLE")
#define ITEM_INSTANCE_WORK_FLOAT_BASE_SCALE lua_const("ITEM_INSTANCE_WORK_FLOAT_BASE_SCALE")
#define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_GROUND lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_GROUND")
#define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_AIR lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_AIR")
#define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_FALL lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_FALL")
#define ITEM_KIND_TEAMHEALFIELD lua_const("ITEM_KIND_TEAMHEALFIELD")
#define ITEM_KIND_THUNDER lua_const("ITEM_KIND_THUNDER")
#define ITEM_THUNDER_RESULT_NORMAL lua_const("ITEM_THUNDER_RESULT_NORMAL")
#define ITEM_THUNDERSWORD_STATUS_KIND_BEFORE_BORN lua_const("ITEM_THUNDERSWORD_STATUS_KIND_BEFORE_BORN")
#define ITEM_KIND_THUNDERSWORD lua_const("ITEM_KIND_THUNDERSWORD")
#define ITEM_THUNDERSWORD_MESSAGE_KIND_SET_NO_ATTACK_PICKUP_FRAME lua_const("ITEM_THUNDERSWORD_MESSAGE_KIND_SET_NO_ATTACK_PICKUP_FRAME")
#define ITEM_TOGEZOSHELL_STATUS_KIND_HOMING lua_const("ITEM_TOGEZOSHELL_STATUS_KIND_HOMING")
#define ITEM_TOGEZOSHELL_STATUS_KIND_DROP lua_const("ITEM_TOGEZOSHELL_STATUS_KIND_DROP")
#define ITEM_KIND_TOGEZOSHELL lua_const("ITEM_KIND_TOGEZOSHELL")
#define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_HOP lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_HOP")
#define ITEM_YOUNGLINKBOMB_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_YOUNGLINKBOMB_INSTANCE_WORK_FLAG_LOST")
#define ITEM_UNIRA_STATUS_KIND_TOUCH_LR lua_const("ITEM_UNIRA_STATUS_KIND_TOUCH_LR")
#define ITEM_UNIRA_STATUS_KIND_TOUCH_UP lua_const("ITEM_UNIRA_STATUS_KIND_TOUCH_UP")
#define ITEM_UNIRA_STATUS_KIND_AIR_WAIT lua_const("ITEM_UNIRA_STATUS_KIND_AIR_WAIT")
#define ITEM_UNIRA_STATUS_KIND_WAIT_DOWN lua_const("ITEM_UNIRA_STATUS_KIND_WAIT_DOWN")
#define ITEM_UNIRA_STATUS_KIND_WAIT_UP lua_const("ITEM_UNIRA_STATUS_KIND_WAIT_UP")
#define ITEM_UNIRA_INSTANCE_WORK_FLAG_DIRECT_ATTACK_FLAG lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_DIRECT_ATTACK_FLAG")
#define ITEM_KIND_UNIRA lua_const("ITEM_KIND_UNIRA")
#define ITEM_UNIRA_INSTANCE_WORK_FLAG_UP_FLAG lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_UP_FLAG")
#define ITEM_HIT_KIND_FLY lua_const("ITEM_HIT_KIND_FLY")
#define ITEM_UNIRA_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_IS_BOSS")
#define ITEM_WALKMUSH_STATUS_KIND_TURN lua_const("ITEM_WALKMUSH_STATUS_KIND_TURN")
#define ITEM_WALKMUSH_STATUS_KIND_ENTER_LANDING lua_const("ITEM_WALKMUSH_STATUS_KIND_ENTER_LANDING")
#define ITEM_KIND_WALKMUSHSHOT lua_const("ITEM_KIND_WALKMUSHSHOT")
#define ITEM_WALKMUSHSHOT_ACTION_SHOOT lua_const("ITEM_WALKMUSHSHOT_ACTION_SHOOT")
#define ITEM_GAME_PARAM_INT_APPEAR_NO_DAMAGE_FRAME lua_const("ITEM_GAME_PARAM_INT_APPEAR_NO_DAMAGE_FRAME")
#define ITEM_COMMON_PARAM_INT_JOSTLE_PRIORITY lua_const("ITEM_COMMON_PARAM_INT_JOSTLE_PRIORITY")
#define ITEM_WALKMUSHSHOT_CONSTANT_ANGLE_DIV_NUM lua_const("ITEM_WALKMUSHSHOT_CONSTANT_ANGLE_DIV_NUM")
#define ITEM_WALKMUSHFLOWER_ACTION_SWING lua_const("ITEM_WALKMUSHFLOWER_ACTION_SWING")
#define ITEM_WALKMUSHFLOWER_ACTION_REVERSE_ON lua_const("ITEM_WALKMUSHFLOWER_ACTION_REVERSE_ON")
#define ITEM_WALKMUSHFLOWER_ACTION_REVERSE_OFF lua_const("ITEM_WALKMUSHFLOWER_ACTION_REVERSE_OFF")
#define ITEM_WALKMUSHFLOWER_ACTION_DROP lua_const("ITEM_WALKMUSHFLOWER_ACTION_DROP")
#define ITEM_KIND_WALKMUSHFLOWER lua_const("ITEM_KIND_WALKMUSHFLOWER")
#define ITEM_KIND_WARIOBIKE lua_const("ITEM_KIND_WARIOBIKE")
#define ITEM_WARIOBIKE_INSTANCE_WORK_INT_CREATE_FIGHTER_ID lua_const("ITEM_WARIOBIKE_INSTANCE_WORK_INT_CREATE_FIGHTER_ID")
#define ITEM_KIND_WARIOBIKEA lua_const("ITEM_KIND_WARIOBIKEA")
#define ITEM_KIND_WARIOBIKEB lua_const("ITEM_KIND_WARIOBIKEB")
#define ITEM_KIND_WARIOBIKEC lua_const("ITEM_KIND_WARIOBIKEC")
#define ITEM_KIND_WARIOBIKED lua_const("ITEM_KIND_WARIOBIKED")
#define ITEM_KIND_WARIOBIKEE lua_const("ITEM_KIND_WARIOBIKEE")
#define ITEM_KIND_WARPSTAR lua_const("ITEM_KIND_WARPSTAR")
#define LINK_ATTRIBUTE_REFERENCE_PARENT_POS lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_POS")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_GRAVITY lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_GRAVITY")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_KATAMUKI lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_KATAMUKI")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_TAKASA lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_TAKASA")
#define ITEM_WIIFITBALL_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_BOUND_COUNT")
#define ITEM_WIIFITBALL_ACTION_SPECIAL_INIT lua_const("ITEM_WIIFITBALL_ACTION_SPECIAL_INIT")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_THROW lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_THROW")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_START_GROUND lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_START_GROUND")
#define ITEM_WIIFITBALL_INSTANCE_WORK_INT_INIT_GRAVITY_FRAME lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_INIT_GRAVITY_FRAME")
#define ITEM_WIIFITBALL_INSTANCE_WORK_INT_LIFE lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_LIFE")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_INIT_WIND_SPEED_X lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_INIT_WIND_SPEED_X")
#define ITEM_KINETIC_ENERGY_ID_CONTROL_ROT lua_const("ITEM_KINETIC_ENERGY_ID_CONTROL_ROT")
#define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_ATTACK_START lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_ATTACK_START")
#define ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_ADD lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_ADD")
#define ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_MUL lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_MUL")
#define ITEM_WOOD_INSTANCE_WORK_INT_LOG_GROUP lua_const("ITEM_WOOD_INSTANCE_WORK_INT_LOG_GROUP")
#define ITEM_WOOD_INSTANCE_WORK_INT_STATE lua_const("ITEM_WOOD_INSTANCE_WORK_INT_STATE")
#define ITEM_CRAZYHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT")
#define ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK")
#define ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_RND_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_RND_WAIT")
#define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_START")
#define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI")
#define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_END")
#define ITEM_CRAZYHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_CRAZYHAND_STATUS_KIND_YUBI_BEAM")
#define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_START")
#define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK")
#define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_END")
#define ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU_PRE_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU lua_const("ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU")
#define ITEM_CRAZYHAND_STATUS_KIND_KUMO_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_KUMO_PRE_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_KUMO lua_const("ITEM_CRAZYHAND_STATUS_KIND_KUMO")
#define ITEM_CRAZYHAND_STATUS_KIND_DRILL_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_START")
#define ITEM_CRAZYHAND_STATUS_KIND_DRILL_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_ATTACK")
#define ITEM_CRAZYHAND_STATUS_KIND_DRILL_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_END")
#define ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU_HOLD")
#define ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START1 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START1")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START2 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START2")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_HOMING lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_HOMING")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CAPTURE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CAPTURE")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CENTER_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CENTER_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_2 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_2")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_3 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_3")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_END")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CANCEL lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CANCEL")
#define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_UMERU_HOMING lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_UMERU_HOMING")
#define ITEM_CRAZYHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT")
#define ITEM_CRAZYHAND_STATUS_KIND_GOOPAA lua_const("ITEM_CRAZYHAND_STATUS_KIND_GOOPAA")
#define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_START")
#define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW")
#define ITEM_CRAZYHAND_STATUS_KIND_DOWN_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_START")
#define ITEM_CRAZYHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_FALL")
#define ITEM_CRAZYHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_LANDING")
#define ITEM_CRAZYHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_DOWN_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_END")
#define ITEM_CRAZYHAND_STATUS_KIND_TURN lua_const("ITEM_CRAZYHAND_STATUS_KIND_TURN")
#define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TO_POINT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TO_POINT")
#define ITEM_CRAZYHAND_STATUS_KIND_WAIT_FEINT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_FEINT")
#define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TELEPORT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TELEPORT")
#define ITEM_CRAZYHAND_STATUS_KIND_WAIT_CHASE lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_CHASE")
#define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TIME lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TIME")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_PRE_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_READY lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_READY")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_START")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT")
#define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_END")
#define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_START")
#define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_END")
#define ITEM_CRAZYHAND_STATUS_KIND_LOOK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_START")
#define ITEM_CRAZYHAND_STATUS_KIND_LOOK_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_LOOK_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_ATTACK")
#define ITEM_CRAZYHAND_STATUS_KIND_LOOK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_END")
#define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_START")
#define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_END")
#define ITEM_CRAZYHAND_STATUS_KIND_DIG_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_PRE_MOVE")
#define ITEM_CRAZYHAND_STATUS_KIND_DIG_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_START")
#define ITEM_CRAZYHAND_STATUS_KIND_DIG_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_LOOP")
#define ITEM_CRAZYHAND_STATUS_KIND_DIG_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_END")
#define ITEM_CRAZYHAND_STATUS_KIND_BARK lua_const("ITEM_CRAZYHAND_STATUS_KIND_BARK")
#define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_START")
#define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK")
#define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_END")
#define ITEM_CRAZYHAND_STATUS_KIND_FINDER lua_const("ITEM_CRAZYHAND_STATUS_KIND_FINDER")
#define ITEM_CRAZYHAND_STATUS_KIND_WFINGER_BEAM_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_WFINGER_BEAM_START")
#define ITEM_VARIATION_CRAZYHAND_MASTERHAND_STANDARD lua_const("ITEM_VARIATION_CRAZYHAND_MASTERHAND_STANDARD")
#define ITEM_MASTERHAND_STATUS_KIND_DOWN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_START")
#define ITEM_MASTERHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_FALL")
#define ITEM_MASTERHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_LANDING")
#define ITEM_MASTERHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_LOOP")
#define ITEM_MASTERHAND_STATUS_KIND_DOWN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_END")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_READY lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_READY")
#define ITEM_MASTERHAND_MESSAGE_KIND_MASTERHAND_DEAD lua_const("ITEM_MASTERHAND_MESSAGE_KIND_MASTERHAND_DEAD")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDGRAVITYBALL_REMOVE lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDGRAVITYBALL_REMOVE")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_CHACE_START lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_CHACE_START")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_ATTACK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_ATTACK")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_END lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_END")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDWFINGERBEAM_SE_END lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDWFINGERBEAM_SE_END")
#define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHAND_DEAD lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHAND_DEAD")
#define ITEM_KIND_CRAZYHAND lua_const("ITEM_KIND_CRAZYHAND")
#define ITEM_KIND_MASTERHAND lua_const("ITEM_KIND_MASTERHAND")
#define ITEM_VARIATION_MASTERHAND_CRAZYHAND_STANDARD lua_const("ITEM_VARIATION_MASTERHAND_CRAZYHAND_STANDARD")
#define ITEM_VARIATION_CRAZYHAND_ADVENTURE1 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE1")
#define ITEM_VARIATION_CRAZYHAND_ADVENTURE2 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE2")
#define ITEM_VARIATION_CRAZYHAND_ADVENTURE3 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE3")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART")
#define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1")
#define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2")
#define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3")
#define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4")
#define ITEM_KIND_CRAZYHANDBOMB lua_const("ITEM_KIND_CRAZYHANDBOMB")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_INDEX lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_INDEX")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_MIDDLE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_MIDDLE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_RING lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_RING")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_PINKY lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_PINKY")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_CHASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_CHASE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_CHASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_CHASE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_OFF lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_OFF")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_ON lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_ON")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_THROW")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_RELEASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_RELEASE")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_START lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_START")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_GOOPAA lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_GOOPAA")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_SCRATCH_BLOW lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_SCRATCH_BLOW")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_BARK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_BARK")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_ELECTROSHOCK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_ELECTROSHOCK")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_FINDER lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_FINDER")
#define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_WFINGER_BEAM lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_WFINGER_BEAM")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_OFF lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_OFF")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_ON lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_ON")
#define ITEM_KIND_CRAZYHANDFIRE lua_const("ITEM_KIND_CRAZYHANDFIRE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_INT_FIRE_CHARIOT_MODE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_FIRE_CHARIOT_MODE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_RADIUS lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_RADIUS")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_ROTATE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_ROTATE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_SPEED lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_SPEED")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_INDEX lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_INDEX")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RELEASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RELEASE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_MIDDLE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_MIDDLE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RING lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RING")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_PINKY lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_PINKY")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_THUMB lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_THUMB")
#define ITEM_CRAZYHANDFIRE_ACTION_RELEASE lua_const("ITEM_CRAZYHANDFIRE_ACTION_RELEASE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_END_PURGE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_END_PURGE")
#define ITEM_CRAZYHANDFIRE_ACTION_PURGE lua_const("ITEM_CRAZYHANDFIRE_ACTION_PURGE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_GROW_FINGER_HOMING_END lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_GROW_FINGER_HOMING_END")
#define ITEM_KIND_CRAZYHANDSEARCHLIGHT lua_const("ITEM_KIND_CRAZYHANDSEARCHLIGHT")
#define ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_DUET lua_const("ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_DUET")
#define ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_RAD lua_const("ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_RAD")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SHOCK_WAVE_CREATE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SHOCK_WAVE_CREATE")
#define ITEM_KIND_CRAZYHANDSHOCKWAVE lua_const("ITEM_KIND_CRAZYHANDSHOCKWAVE")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FINDER_SHIRINK_START lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FINDER_SHIRINK_START")
#define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START")
#define ITEM_MASTERHAND_STATUS_KIND_WFINGER_BEAM_START lua_const("ITEM_MASTERHAND_STATUS_KIND_WFINGER_BEAM_START")
#define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_START lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_START")
#define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI")
#define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_END lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_END")
#define ITEM_MASTERHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBI_BEAM")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END")
#define ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD")
#define ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU")
#define ITEM_MASTERHAND_STATUS_KIND_DRILL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_START")
#define ITEM_MASTERHAND_STATUS_KIND_DRILL_ATTACK lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_ATTACK")
#define ITEM_MASTERHAND_STATUS_KIND_DRILL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_END")
#define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START")
#define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOMING")
#define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD")
#define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_HOMING")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CAPTURE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CAPTURE")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CENTER_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CENTER_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_THROW_END_1 lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_THROW_END_1")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_END lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_END")
#define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CANCEL lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CANCEL")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_HOMING")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START")
#define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END")
#define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_PRE_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_START")
#define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL")
#define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_END")
#define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_START")
#define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_HOLD")
#define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_FIRING lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_FIRING")
#define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_SHOOT lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_SHOOT")
#define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_END")
#define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_START")
#define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL")
#define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_END")
#define ITEM_MASTERHAND_STATUS_KIND_KENZAN_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_PRE_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_KENZAN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_START")
#define ITEM_MASTERHAND_STATUS_KIND_KENZAN lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN")
#define ITEM_MASTERHAND_STATUS_KIND_KENZAN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_END")
#define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_PRE_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_START lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_START")
#define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_END lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_END")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_UP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_UP")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_DOWN lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_DOWN")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_CHARGE_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_CHARGE_LOOP")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_LOOP")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH")
#define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH_END lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH_END")
#define ITEM_CRAZYHANDFIRE_STATUS_KIND_PURGE lua_const("ITEM_CRAZYHANDFIRE_STATUS_KIND_PURGE")
#define ITEM_CRAZYHANDGRAVITYBALL_STATUS_KIND_ATTACK lua_const("ITEM_CRAZYHANDGRAVITYBALL_STATUS_KIND_ATTACK")
#define ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_THROW")
#define ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_LOST")
#define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_1 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_1")
#define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_2 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_2")
#define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_3 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_3")
#define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_4 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_4")
#define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_INT_EFFECT_GROUND lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_INT_EFFECT_GROUND")
#define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_CHASE_END lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_CHASE_END")
#define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_ATTACK_END")
#define ITEM_DARZ_STATUS_KIND_TELEPORT lua_const("ITEM_DARZ_STATUS_KIND_TELEPORT")
#define ITEM_DARZ_STATUS_KIND_MANAGER_WAIT lua_const("ITEM_DARZ_STATUS_KIND_MANAGER_WAIT")
#define ITEM_DARZ_STATUS_KIND_MANAGER_VANISH lua_const("ITEM_DARZ_STATUS_KIND_MANAGER_VANISH")
#define ITEM_DARZ_STATUS_KIND_CHANGE_ANGRY lua_const("ITEM_DARZ_STATUS_KIND_CHANGE_ANGRY")
#define ITEM_DARZ_STATUS_KIND_DOWN_START lua_const("ITEM_DARZ_STATUS_KIND_DOWN_START")
#define ITEM_DARZ_STATUS_KIND_DOWN_LOOP lua_const("ITEM_DARZ_STATUS_KIND_DOWN_LOOP")
#define ITEM_DARZ_STATUS_KIND_DOWN_END lua_const("ITEM_DARZ_STATUS_KIND_DOWN_END")
#define ITEM_DARZ_STATUS_KIND_DOWN_CHASE_SPEAR lua_const("ITEM_DARZ_STATUS_KIND_DOWN_CHASE_SPEAR")
#define ITEM_DARZ_STATUS_KIND_CROSS_BOMB lua_const("ITEM_DARZ_STATUS_KIND_CROSS_BOMB")
#define ITEM_DARZ_STATUS_KIND_GATLING_START lua_const("ITEM_DARZ_STATUS_KIND_GATLING_START")
#define ITEM_DARZ_STATUS_KIND_GATLING_HOLD_LOOP lua_const("ITEM_DARZ_STATUS_KIND_GATLING_HOLD_LOOP")
#define ITEM_DARZ_STATUS_KIND_GATLING_LOOP lua_const("ITEM_DARZ_STATUS_KIND_GATLING_LOOP")
#define ITEM_DARZ_STATUS_KIND_GATLING_ANGER lua_const("ITEM_DARZ_STATUS_KIND_GATLING_ANGER")
#define ITEM_DARZ_STATUS_KIND_GATLING_END lua_const("ITEM_DARZ_STATUS_KIND_GATLING_END")
#define ITEM_DARZ_STATUS_KIND_TEAR_UP_START lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP_START")
#define ITEM_DARZ_STATUS_KIND_TEAR_UP lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP")
#define ITEM_DARZ_STATUS_KIND_TEAR_UP_ANGER lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP_ANGER")
#define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_START lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_START")
#define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_LOOP lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_LOOP")
#define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_END lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_END")
#define ITEM_DARZ_STATUS_KIND_CENTIPEDE_START lua_const("ITEM_DARZ_STATUS_KIND_CENTIPEDE_START")
#define ITEM_DARZ_STATUS_KIND_CENTIPEDE_LOOP lua_const("ITEM_DARZ_STATUS_KIND_CENTIPEDE_LOOP")
#define ITEM_DARZ_STATUS_KIND_CHASE_HAMMER lua_const("ITEM_DARZ_STATUS_KIND_CHASE_HAMMER")
#define ITEM_DARZ_STATUS_KIND_PIERCE_START lua_const("ITEM_DARZ_STATUS_KIND_PIERCE_START")
#define ITEM_DARZ_STATUS_KIND_PIERCE_LOOP lua_const("ITEM_DARZ_STATUS_KIND_PIERCE_LOOP")
#define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_START lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_START")
#define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_LOOP lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_LOOP")
#define ITEM_DARZ_STATUS_KIND_DARK_PILLAR lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR")
#define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_END lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_END")
#define ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER lua_const("ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER")
#define ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER_WAIT lua_const("ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER_WAIT")
#define ITEM_DARZ_STATUS_KIND_TORRENT lua_const("ITEM_DARZ_STATUS_KIND_TORRENT")
#define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_VANISH lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_VANISH")
#define ITEM_VARIATION_DARZ_DARKMAP lua_const("ITEM_VARIATION_DARZ_DARKMAP")
#define ITEM_VARIATION_DARZ_FINALMAP lua_const("ITEM_VARIATION_DARZ_FINALMAP")
#define ITEM_VARIATION_DARZ_KIILA lua_const("ITEM_VARIATION_DARZ_KIILA")
#define ITEM_KIND_DARZTEARUP lua_const("ITEM_KIND_DARZTEARUP")
#define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_DOWN_CHASE_ENABLE lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_DOWN_CHASE_ENABLE")
#define ITEM_TEAM_NO_KIILA lua_const("ITEM_TEAM_NO_KIILA")
#define ITEM_KIILA_STATUS_KIND_CHASE_SPEAR lua_const("ITEM_KIILA_STATUS_KIND_CHASE_SPEAR")
#define ITEM_KIILADARZ_MESSAGE_KIND_TERM lua_const("ITEM_KIILADARZ_MESSAGE_KIND_TERM")
#define ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_FINISH lua_const("ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_FINISH")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CROSS_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CROSS_BOMB")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_GATLING lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_GATLING")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TEAR_UP lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TEAR_UP")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SPACE_RUSH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SPACE_RUSH")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CENTIPEDE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CENTIPEDE")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_PIERCE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_PIERCE")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_DARK_PILLAR lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_DARK_PILLAR")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SUMMON_FIGHTER lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SUMMON_FIGHTER")
#define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TORRENT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TORRENT")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_WAIT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_WAIT")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_VANISH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_VANISH")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_ATTACK_CHASE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_ATTACK_CHASE")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_START lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_START")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_END lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_END")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_SAME_ATTACK lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_SAME_ATTACK")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_TRANS_PHASE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_TRANS_PHASE")
#define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_PARTNER_DEAD lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_PARTNER_DEAD")
#define ITEM_KIND_FOR_DUET_DARZ lua_const("ITEM_KIND_FOR_DUET_DARZ")
#define ITEM_KIND_DARZ lua_const("ITEM_KIND_DARZ")
#define ITEM_VARIATION_BOSS_COMMON_STANDARD lua_const("ITEM_VARIATION_BOSS_COMMON_STANDARD")
#define ITEM_TEAM_NO_DARZ lua_const("ITEM_TEAM_NO_DARZ")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_INGAME_SE lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_INGAME_SE")
#define CAMERA_QUAKE_KIND_KEEPMIDDLE lua_const("CAMERA_QUAKE_KIND_KEEPMIDDLE")
#define CAMERA_QUAKE_KIND_KEEPLARGE lua_const("CAMERA_QUAKE_KIND_KEEPLARGE")
#define CAMERA_QUAKE_KIND_KEEP_MORE_LARGE lua_const("CAMERA_QUAKE_KIND_KEEP_MORE_LARGE")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_IN lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_IN")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_OUT lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_OUT")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_END lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_END")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_FALL lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_FALL")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_LANDING lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_LANDING")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_SPAWN_SHOT")
#define ITEM_KIND_DARZCROSSBOMB lua_const("ITEM_KIND_DARZCROSSBOMB")
#define ITEM_DARZBOMB_INSTANCE_WORK_INT_DELAY lua_const("ITEM_DARZBOMB_INSTANCE_WORK_INT_DELAY")
#define ITEM_KIND_DARZGATLINGSHOT lua_const("ITEM_KIND_DARZGATLINGSHOT")
#define ITEM_KIND_DARZTENTACLESHOT lua_const("ITEM_KIND_DARZTENTACLESHOT")
#define ITEM_DARZ_INSTANCE_WORK_FLAG_HOMING_END lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_HOMING_END")
#define ITEM_DARZ_INSTANCE_WORK_START_BRAKE lua_const("ITEM_DARZ_INSTANCE_WORK_START_BRAKE")
#define ITEM_DARZTEARUP_KIND_ANGER lua_const("ITEM_DARZTEARUP_KIND_ANGER")
#define ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_A lua_const("ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_A")
#define ITEM_KIND_DARZSPACERUSHSTENCIL lua_const("ITEM_KIND_DARZSPACERUSHSTENCIL")
#define ITEM_KIND_DARZSPACERUSH lua_const("ITEM_KIND_DARZSPACERUSH")
#define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_PARAM_HASH lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_PARAM_HASH")
#define ITEM_DARZ_MESSAGE_KIND_STENCIL_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_STENCIL_LOST_REQUEST")
#define ITEM_KIND_DARZCENTIPEDE lua_const("ITEM_KIND_DARZCENTIPEDE")
#define ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_LOST_REQUEST")
#define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_X lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_X")
#define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_Y lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_Y")
#define ITEM_KIND_DARZPIERCE lua_const("ITEM_KIND_DARZPIERCE")
#define ITEM_DARZ_MESSAGE_KIND_PIERCE_RIDE lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_RIDE")
#define ITEM_DARZ_MESSAGE_KIND_PIERCE_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_LOST_REQUEST")
#define ITEM_DARZ_MESSAGE_KIND_PIERCE_ATTACK lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_ATTACK")
#define ITEM_KIND_DARZPILLAR lua_const("ITEM_KIND_DARZPILLAR")
#define ITEM_DARZ_MESSAGE_KIND_TEARUP_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_TEARUP_LOST_REQUEST")
#define ITEM_KIND_DARZTORRENT lua_const("ITEM_KIND_DARZTORRENT")
#define ITEM_KIILATORRENT_INSTANCE_WORK_INT_PARAMETER_IDX lua_const("ITEM_KIILATORRENT_INSTANCE_WORK_INT_PARAMETER_IDX")
#define ITEM_KIILATORRENT_INSTANCE_WORK_FLAG_IS_DUET lua_const("ITEM_KIILATORRENT_INSTANCE_WORK_FLAG_IS_DUET")
#define ITEM_KIILATORRENT_ACTION_START lua_const("ITEM_KIILATORRENT_ACTION_START")
#define ITEM_KIILATORRENT_ACTION_START_REVERSE lua_const("ITEM_KIILATORRENT_ACTION_START_REVERSE")
#define ITEM_DARZTEARUP_KIND_1 lua_const("ITEM_DARZTEARUP_KIND_1")
#define ITEM_DARZTEARUP_KIND_2 lua_const("ITEM_DARZTEARUP_KIND_2")
#define ITEM_DARZTEARUP_KIND_3 lua_const("ITEM_DARZTEARUP_KIND_3")
#define ITEM_DARZCENTIPEDE_STATUS_KIND_HEAD_RUN lua_const("ITEM_DARZCENTIPEDE_STATUS_KIND_HEAD_RUN")
#define ITEM_DARZCENTIPEDE_STATUS_KIND_FOLLOW_RUN lua_const("ITEM_DARZCENTIPEDE_STATUS_KIND_FOLLOW_RUN")
#define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_ROT_Z")
#define ITEM_KIILACROSSBOMB_STATUS_KIND_DEAD lua_const("ITEM_KIILACROSSBOMB_STATUS_KIND_DEAD")
#define ITEM_KIILABOMB_INSTANCE_WORK_INT_DELAY lua_const("ITEM_KIILABOMB_INSTANCE_WORK_INT_DELAY")
#define ITEM_KIND_KIILA lua_const("ITEM_KIND_KIILA")
#define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_START lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_START")
#define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_HOLD_LOOP lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_HOLD_LOOP")
#define ITEM_DARZPIERCE_STATUS_KIND_PIERCE lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE")
#define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_LOOP lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_LOOP")
#define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_END lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_END")
#define ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ODD lua_const("ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ODD")
#define ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ATTACKED lua_const("ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ATTACKED")
#define ITEM_DARZPILLAR_STATUS_KIND_SHOOT lua_const("ITEM_DARZPILLAR_STATUS_KIND_SHOOT")
#define ITEM_DARZPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE")
#define ITEM_DARZPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE")
#define ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE")
#define ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE")
#define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_ENTRANCE_EFFECT_HANDLE lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_ENTRANCE_EFFECT_HANDLE")
#define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_EXIT_EFFECT_HANDLE lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_EXIT_EFFECT_HANDLE")
#define ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_IN lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_IN")
#define ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_OUT lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_OUT")
#define CONSTRAINT_FLAG_OFFSET_SCALE lua_const("CONSTRAINT_FLAG_OFFSET_SCALE")
#define ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_B lua_const("ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_B")
#define ITEM_KIND_KIILATORRENT lua_const("ITEM_KIND_KIILATORRENT")
#define ITEM_DRACULA2_STATUS_KIND_WAIT lua_const("ITEM_DRACULA2_STATUS_KIND_WAIT")
#define ITEM_DRACULA2_STATUS_KIND_FRONT_JUMP lua_const("ITEM_DRACULA2_STATUS_KIND_FRONT_JUMP")
#define ITEM_DRACULA2_STATUS_KIND_BACK_JUMP lua_const("ITEM_DRACULA2_STATUS_KIND_BACK_JUMP")
#define ITEM_DRACULA2_STATUS_KIND_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_TURN")
#define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_START lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_START")
#define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_LOOP lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_LOOP")
#define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_END lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_END")
#define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_START lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_START")
#define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_LOOP lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_LOOP")
#define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_END lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_END")
#define ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE lua_const("ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE")
#define ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE_TURN")
#define ITEM_DRACULA2_STATUS_KIND_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_SLASH")
#define ITEM_DRACULA2_STATUS_KIND_SLASH_THREE lua_const("ITEM_DRACULA2_STATUS_KIND_SLASH_THREE")
#define ITEM_DRACULA2_STATUS_KIND_STEP_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_STEP_SLASH")
#define ITEM_DRACULA2_STATUS_KIND_TURN_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_TURN_SLASH")
#define ITEM_DRACULA2_STATUS_KIND_STRIKE lua_const("ITEM_DRACULA2_STATUS_KIND_STRIKE")
#define ITEM_DRACULA2_STATUS_KIND_STEP_STRIKE lua_const("ITEM_DRACULA2_STATUS_KIND_STEP_STRIKE")
#define ITEM_DRACULA2_STATUS_KIND_SQUASH_START lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_START")
#define ITEM_DRACULA2_STATUS_KIND_SQUASH_END lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_END")
#define ITEM_DRACULA2_STATUS_KIND_SQUASH_END_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_END_TURN")
#define ITEM_DRACULA2_INSTANCE_WORK_FLAG_VANISH_MODEL lua_const("ITEM_DRACULA2_INSTANCE_WORK_FLAG_VANISH_MODEL")
#define ITEM_KIND_DRACULA2FIRESHOT lua_const("ITEM_KIND_DRACULA2FIRESHOT")
#define ITEM_DRACULA2_MESSAGE_KIND_SHOT_ANGLE lua_const("ITEM_DRACULA2_MESSAGE_KIND_SHOT_ANGLE")
#define ITEM_DRACULA2_FIRESHOT_KIND_ENABLE_FIRE_PILLAR lua_const("ITEM_DRACULA2_FIRESHOT_KIND_ENABLE_FIRE_PILLAR")
#define ITEM_DRACULA2_FIRESHOT_KIND_UNABLE_FIRE_PILLAR lua_const("ITEM_DRACULA2_FIRESHOT_KIND_UNABLE_FIRE_PILLAR")
#define ITEM_DRACULA2_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_DRACULA2_INSTANCE_WORK_FLAG_SPAWN_SHOT")
#define ITEM_KIND_DRACULA2HOMINGSHOT lua_const("ITEM_KIND_DRACULA2HOMINGSHOT")
#define ITEM_KIND_DRACULA2SHOCKWAVE lua_const("ITEM_KIND_DRACULA2SHOCKWAVE")
#define ITEM_KIND_DRACULA2SQUASHSHOCKWAVE lua_const("ITEM_KIND_DRACULA2SQUASHSHOCKWAVE")
#define ITEM_KIND_DRACULA2 lua_const("ITEM_KIND_DRACULA2")
#define ITEM_DRACULA2FIRESHOT_STATUS_KIND_FIRE_PILLAR lua_const("ITEM_DRACULA2FIRESHOT_STATUS_KIND_FIRE_PILLAR")
#define ITEM_DRACULA3WAY_ACTION_SET_SPEED_Y_MUL lua_const("ITEM_DRACULA3WAY_ACTION_SET_SPEED_Y_MUL")
#define ITEM_KIND_DRACULA lua_const("ITEM_KIND_DRACULA")
#define ITEM_DRACULA3WAY_ACTION_SET_TURN_SPEED_Y_MUL lua_const("ITEM_DRACULA3WAY_ACTION_SET_TURN_SPEED_Y_MUL")
#define ITEM_DRACULA3WAY_ACTION_SET_ANGLE lua_const("ITEM_DRACULA3WAY_ACTION_SET_ANGLE")
#define ITEM_KIND_DRACULA3WAY lua_const("ITEM_KIND_DRACULA3WAY")
#define ITEM_DRACULA_STATUS_KIND_CHANGE_START lua_const("ITEM_DRACULA_STATUS_KIND_CHANGE_START")
#define ITEM_DRACULA_STATUS_KIND_WAIT lua_const("ITEM_DRACULA_STATUS_KIND_WAIT")
#define ITEM_DRACULA_STATUS_KIND_TELEPORT_START lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_START")
#define ITEM_DRACULA_STATUS_KIND_TELEPORT_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_MAIN")
#define ITEM_DRACULA_STATUS_KIND_TELEPORT_END lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_END")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_START")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_MAIN")
#define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_END")
#define ITEM_KIND_DRACULAPILLAR lua_const("ITEM_KIND_DRACULAPILLAR")
#define ITEM_DRACULAPILLAR_ACTION_TYPE_FENCE_LAST lua_const("ITEM_DRACULAPILLAR_ACTION_TYPE_FENCE_LAST")
#define ITEM_DRACULAPILLAR_ACTION_TYPE_CHASE lua_const("ITEM_DRACULAPILLAR_ACTION_TYPE_CHASE")
#define ITEM_KIND_DRACULAFILL lua_const("ITEM_KIND_DRACULAFILL")
#define ITEM_DRACULAFILL_ACTION_SET_ANGLE lua_const("ITEM_DRACULAFILL_ACTION_SET_ANGLE")
#define ITEM_DRACULAFILL_ACTION_TYPE_STRAIGHT lua_const("ITEM_DRACULAFILL_ACTION_TYPE_STRAIGHT")
#define ITEM_DRACULAFILL_ACTION_TYPE_CURVE lua_const("ITEM_DRACULAFILL_ACTION_TYPE_CURVE")
#define ITEM_DRACULAFILL_ACTION_SET_SHOT_LEVEL lua_const("ITEM_DRACULAFILL_ACTION_SET_SHOT_LEVEL")
#define ITEM_DRACULA_INSTANCE_WORK_FLAG_UNVISIBLE lua_const("ITEM_DRACULA_INSTANCE_WORK_FLAG_UNVISIBLE")
#define ITEM_DRACULA_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_DRACULA_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_DRACULASTRAIGHT lua_const("ITEM_KIND_DRACULASTRAIGHT")
#define ITEM_KIND_DRACULABAT lua_const("ITEM_KIND_DRACULABAT")
#define ITEM_DRACULABAT_ACTION_SET_GOAL_X lua_const("ITEM_DRACULABAT_ACTION_SET_GOAL_X")
#define ITEM_DRACULABAT_ACTION_SET_ANGRY lua_const("ITEM_DRACULABAT_ACTION_SET_ANGRY")
#define ITEM_DRACULAPILLAR_STATUS_KIND_SHOOT lua_const("ITEM_DRACULAPILLAR_STATUS_KIND_SHOOT")
#define ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE")
#define ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE")
#define ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE")
#define ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE")
#define ITEM_GALLEOM_STATUS_KIND_WAIT lua_const("ITEM_GALLEOM_STATUS_KIND_WAIT")
#define ITEM_GALLEOM_STATUS_KIND_WALK_FRONT lua_const("ITEM_GALLEOM_STATUS_KIND_WALK_FRONT")
#define ITEM_GALLEOM_STATUS_KIND_WALK_BACK lua_const("ITEM_GALLEOM_STATUS_KIND_WALK_BACK")
#define ITEM_GALLEOM_STATUS_KIND_TURN lua_const("ITEM_GALLEOM_STATUS_KIND_TURN")
#define ITEM_GALLEOM_STATUS_KIND_ANGER lua_const("ITEM_GALLEOM_STATUS_KIND_ANGER")
#define ITEM_GALLEOM_STATUS_KIND_STEP_CRUSH lua_const("ITEM_GALLEOM_STATUS_KIND_STEP_CRUSH")
#define ITEM_GALLEOM_STATUS_KIND_UPPERCUT lua_const("ITEM_GALLEOM_STATUS_KIND_UPPERCUT")
#define ITEM_GALLEOM_STATUS_KIND_MISSILE lua_const("ITEM_GALLEOM_STATUS_KIND_MISSILE")
#define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_SQUAT lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_SQUAT")
#define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_CHARGE")
#define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_MAIN")
#define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_SQUAT lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_SQUAT")
#define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_CHARGE")
#define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_MAIN")
#define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_LANDING lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_LANDING")
#define ITEM_GALLEOM_STATUS_KIND_DOUBLE_ARM_PRESS lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_ARM_PRESS")
#define ITEM_GALLEOM_STATUS_KIND_HAMMER_KNUCKLE lua_const("ITEM_GALLEOM_STATUS_KIND_HAMMER_KNUCKLE")
#define ITEM_GALLEOM_STATUS_KIND_FALL_DOWN lua_const("ITEM_GALLEOM_STATUS_KIND_FALL_DOWN")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_TRANSFORM")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_CHARGE")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_MAIN")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_START lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_START")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_END lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_END")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN_TRANSFORM")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_TRANSFORM")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_CHARGE")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_MAIN")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_WAIT lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_WAIT")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN")
#define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN_TRANSFORM")
#define ITEM_GALLEOM_STATUS_KIND_SHOOT_START lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_START")
#define ITEM_GALLEOM_STATUS_KIND_SHOOT_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_MAIN")
#define ITEM_GALLEOM_STATUS_KIND_SHOOT_END lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_END")
#define ITEM_GALLEOM_STATUS_KIND_GRAB lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB")
#define ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH")
#define ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH_MISS lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH_MISS")
#define ITEM_GALLEOM_STATUS_KIND_GRAB_MISS lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_MISS")
#define ITEM_GALLEOM_STATUS_KIND_TURN_GRAB lua_const("ITEM_GALLEOM_STATUS_KIND_TURN_GRAB")
#define ITEM_KIND_GALLEOM lua_const("ITEM_KIND_GALLEOM")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_CHANGE_FORM lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_CHANGE_FORM")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_TANK_DEAD lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_TANK_DEAD")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_MISSILE lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_MISSILE")
#define ITEM_KIND_GALLEOMMISSILE lua_const("ITEM_KIND_GALLEOMMISSILE")
#define ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_MISSILE lua_const("ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_MISSILE")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_SHOCKWAVE lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_SHOCKWAVE")
#define ITEM_KIND_GALLEOMSHOCKWAVE lua_const("ITEM_KIND_GALLEOMSHOCKWAVE")
#define ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_SHOOT lua_const("ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_SHOOT")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_CATCH lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_CATCH")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_THROW")
#define ITEM_GALLEOM_INSTANCE_WORK_FLAG_DISABLE_CLATTER lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_DISABLE_CLATTER")
#define ITEM_GALLEOMMISSILE_STATUS_KIND_TAKE_FROM_POCKET lua_const("ITEM_GALLEOMMISSILE_STATUS_KIND_TAKE_FROM_POCKET")
#define ITEM_GANONBOSS_STATUS_KIND_DOWN_START lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_START")
#define ITEM_GANONBOSS_STATUS_KIND_DOWN_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_LOOP")
#define ITEM_GANONBOSS_STATUS_KIND_DOWN_END lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_END")
#define ITEM_GANONBOSS_STATUS_KIND_WALK_FRONT lua_const("ITEM_GANONBOSS_STATUS_KIND_WALK_FRONT")
#define ITEM_GANONBOSS_STATUS_KIND_WALK_BACK lua_const("ITEM_GANONBOSS_STATUS_KIND_WALK_BACK")
#define ITEM_GANONBOSS_STATUS_KIND_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_BACK_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_TURN_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_RETURN_START lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_START")
#define ITEM_GANONBOSS_STATUS_KIND_RETURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_RETURN_WALK lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_WALK")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_TURN")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_EXEC")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_LOOP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END_REVERSE lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END_REVERSE")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_TURN")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_CHARGE lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_CHARGE")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_EXEC")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SLASH_UP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SLASH_UP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_TURN")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_EXEC")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_RETURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_RETURN")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BACK_SLASH lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BACK_SLASH")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_INIT lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_INIT")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_BACK_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_TURN_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_BACK_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_TURN_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_HOLD")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_LOOP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_END")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_ENTRY lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_ENTRY")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_BACK lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_BACK")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_TURN")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_HOLD")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_SHOOT lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_SHOOT")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_END")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_LANDING lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_LANDING")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_BACK_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_TURN_JUMP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_HOLD")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_START")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP_END")
#define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_END")
#define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_IS_TOUCH lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_IS_TOUCH")
#define ITEM_GANONBOSS_INSTANCE_WORK_INT_DOWN_EFFECT_HANDLE_1 lua_const("ITEM_GANONBOSS_INSTANCE_WORK_INT_DOWN_EFFECT_HANDLE_1")
#define ITEM_KIND_GANONBOSSSHOT lua_const("ITEM_KIND_GANONBOSSSHOT")
#define ITEM_GANONBOSSSHOT_ACTION_SET_ANGLE lua_const("ITEM_GANONBOSSSHOT_ACTION_SET_ANGLE")
#define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_VANISH_MODEL lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_VANISH_MODEL")
#define ITEM_KIND_GANONBOSS lua_const("ITEM_KIND_GANONBOSS")
#define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_WAIT_END lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_WAIT_END")
#define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_HOMING_BOMB_SHOOT lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_HOMING_BOMB_SHOOT")
#define ITEM_KIND_GANONBOSSSHOT2 lua_const("ITEM_KIND_GANONBOSSSHOT2")
#define ITEM_GANONBOSSSHOT2_STATUS_KIND_TARGET_HOMING_MOVE lua_const("ITEM_GANONBOSSSHOT2_STATUS_KIND_TARGET_HOMING_MOVE")
#define ITEM_GANONBOSSSHOT2_STATUS_KIND_STRAIGHT_MOVE lua_const("ITEM_GANONBOSSSHOT2_STATUS_KIND_STRAIGHT_MOVE")
#define ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLAG_VALUE_BOMB_END lua_const("ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLAG_VALUE_BOMB_END")
#define ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLOAT_VALUE_BOMB_SCALE lua_const("ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLOAT_VALUE_BOMB_SCALE")
#define ITEM_KIILA_STATUS_KIND_TELEPORT lua_const("ITEM_KIILA_STATUS_KIND_TELEPORT")
#define ITEM_KIILA_STATUS_KIND_MANAGER_WAIT lua_const("ITEM_KIILA_STATUS_KIND_MANAGER_WAIT")
#define ITEM_KIILA_STATUS_KIND_MANAGER_VANISH lua_const("ITEM_KIILA_STATUS_KIND_MANAGER_VANISH")
#define ITEM_KIILA_STATUS_KIND_DOWN_START lua_const("ITEM_KIILA_STATUS_KIND_DOWN_START")
#define ITEM_KIILA_STATUS_KIND_DOWN_FALL lua_const("ITEM_KIILA_STATUS_KIND_DOWN_FALL")
#define ITEM_KIILA_STATUS_KIND_DOWN_LOOP lua_const("ITEM_KIILA_STATUS_KIND_DOWN_LOOP")
#define ITEM_KIILA_STATUS_KIND_DOWN_END lua_const("ITEM_KIILA_STATUS_KIND_DOWN_END")
#define ITEM_KIILA_STATUS_KIND_DOWN_CHASE_HUMMER lua_const("ITEM_KIILA_STATUS_KIND_DOWN_CHASE_HUMMER")
#define ITEM_KIILA_STATUS_KIND_CHANGE_ANGRY lua_const("ITEM_KIILA_STATUS_KIND_CHANGE_ANGRY")
#define ITEM_KIILA_STATUS_KIND_CROSS_BOMB lua_const("ITEM_KIILA_STATUS_KIND_CROSS_BOMB")
#define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_START lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_START")
#define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_LOOP lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_LOOP")
#define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN")
#define ITEM_KIILA_STATUS_KIND_LASER_RUSH_START lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_START")
#define ITEM_KIILA_STATUS_KIND_LASER_RUSH_LOOP lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_LOOP")
#define ITEM_KIILA_STATUS_KIND_LASER_RUSH_END lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_END")
#define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_START lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_START")
#define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_LOOP lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_LOOP")
#define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT")
#define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_END lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_END")
#define ITEM_KIILA_STATUS_KIND_THREAT_START lua_const("ITEM_KIILA_STATUS_KIND_THREAT_START")
#define ITEM_KIILA_STATUS_KIND_THREAT_LOOP lua_const("ITEM_KIILA_STATUS_KIND_THREAT_LOOP")
#define ITEM_KIILA_STATUS_KIND_THREAT_END lua_const("ITEM_KIILA_STATUS_KIND_THREAT_END")
#define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_START lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_START")
#define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_LOOP lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_LOOP")
#define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_END lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_END")
#define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_START lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_START")
#define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_HOLD lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_HOLD")
#define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB")
#define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_END lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_END")
#define ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER lua_const("ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER")
#define ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER_WAIT lua_const("ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER_WAIT")
#define ITEM_KIILA_STATUS_KIND_TORRENT lua_const("ITEM_KIILA_STATUS_KIND_TORRENT")
#define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_VANISH lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_VANISH")
#define ITEM_VARIATION_KIILA_LIGHTMAP lua_const("ITEM_VARIATION_KIILA_LIGHTMAP")
#define ITEM_VARIATION_KIILA_FINALMAP lua_const("ITEM_VARIATION_KIILA_FINALMAP")
#define ITEM_VARIATION_KIILA_DARZ lua_const("ITEM_VARIATION_KIILA_DARZ")
#define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_DOWN_CHASE_ENABLE lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_DOWN_CHASE_ENABLE")
#define ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA lua_const("ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA")
#define ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA_ANGER lua_const("ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA_ANGER")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CROSS_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CROSS_BOMB")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CRUSH_DOWN lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CRUSH_DOWN")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_LASER_RUSH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_LASER_RUSH")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_EXPLODE_SHOT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_EXPLODE_SHOT")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_THREAT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_THREAT")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_STATIC_MISSILE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_STATIC_MISSILE")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SMART_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SMART_BOMB")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SUMMON_FIGHTER lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SUMMON_FIGHTER")
#define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_TORRENT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_TORRENT")
#define ITEM_KIILACORE_ACTION_DAMAGE_FOR_DARZ lua_const("ITEM_KIILACORE_ACTION_DAMAGE_FOR_DARZ")
#define ITEM_KIILACORE_ACTION_DAMAGE lua_const("ITEM_KIILACORE_ACTION_DAMAGE")
#define ITEM_KIND_FOR_DUET_KIILA lua_const("ITEM_KIND_FOR_DUET_KIILA")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_INGAME_SE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_INGAME_SE")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_DOWN_LANDING lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_DOWN_LANDING")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_IN lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_IN")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_OUT lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_OUT")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_END lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_END")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_CROSS_BOMB_START lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_CROSS_BOMB_START")
#define ITEM_KIND_KIILACROSSBOMB lua_const("ITEM_KIND_KIILACROSSBOMB")
#define ITEM_KIILACRUSHWING_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_KIILACRUSHWING_INSTANCE_WORK_FLAG_ATTACK_END")
#define ITEM_KIND_KIILACRUSHWING lua_const("ITEM_KIND_KIILACRUSHWING")
#define ITEM_KIND_KIILALASER lua_const("ITEM_KIND_KIILALASER")
#define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X1 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X1")
#define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y1 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y1")
#define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X2 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X2")
#define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y2 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y2")
#define ITEM_KIILALASER_ACTION_ADD_ATTACK lua_const("ITEM_KIILALASER_ACTION_ADD_ATTACK")
#define ITEM_KIILALASER_ACTION_INITIALIZE lua_const("ITEM_KIILALASER_ACTION_INITIALIZE")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_EXPLODE_SHOT_CREATE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_EXPLODE_SHOT_CREATE")
#define ITEM_KIND_KIILAEXPLODESHOT1 lua_const("ITEM_KIND_KIILAEXPLODESHOT1")
#define ITEM_KIND_KIILASHOCKWAVE lua_const("ITEM_KIND_KIILASHOCKWAVE")
#define ITEM_KIND_KIILACORE lua_const("ITEM_KIND_KIILACORE")
#define ITEM_KIILACORE_ACTION_INIT_POS lua_const("ITEM_KIILACORE_ACTION_INIT_POS")
#define ITEM_KIILACORE_ACTION_INIT_DIRECTION lua_const("ITEM_KIILACORE_ACTION_INIT_DIRECTION")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_STATIC_MISSILE_CORE_HIT_CHANGE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STATIC_MISSILE_CORE_HIT_CHANGE")
#define ITEM_KIILACORE_ACTION_ATTACK_START lua_const("ITEM_KIILACORE_ACTION_ATTACK_START")
#define ITEM_KIILACORE_ACTION_ATTACK_END lua_const("ITEM_KIILACORE_ACTION_ATTACK_END")
#define ITEM_KIILA_INSTANCE_WORK_FLAG_ENERGY_SHOT_SHOOT lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ENERGY_SHOT_SHOOT")
#define ITEM_KIND_KIILASMARTBOMB lua_const("ITEM_KIND_KIILASMARTBOMB")
#define ITEM_KIILACORE_STATUS_KIND_ATTACK lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK")
#define ITEM_KIILACORE_STATUS_KIND_ATTACK_STOP lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK_STOP")
#define ITEM_KIILACORE_STATUS_KIND_ATTACK_END lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK_END")
#define ITEM_KIND_KIILASTRAIGHTSHOT lua_const("ITEM_KIND_KIILASTRAIGHTSHOT")
#define ITEM_KIILACRUSHWING_STATUS_KIND_CHARGE lua_const("ITEM_KIILACRUSHWING_STATUS_KIND_CHARGE")
#define ITEM_KIILACRUSHWING_STATUS_KIND_ATTACK lua_const("ITEM_KIILACRUSHWING_STATUS_KIND_ATTACK")
#define ITEM_KIILADARZ_STATUS_KIND_BOSS_SINGLE_WAIT lua_const("ITEM_KIILADARZ_STATUS_KIND_BOSS_SINGLE_WAIT")
#define ITEM_KIND_KIILAEXPLODESHOT2 lua_const("ITEM_KIND_KIILAEXPLODESHOT2")
#define ITEM_KIILAEXPLODESHOT2_ACTION_SET_ANGLE lua_const("ITEM_KIILAEXPLODESHOT2_ACTION_SET_ANGLE")
#define ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_WAIT_FRAME lua_const("ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_WAIT_FRAME")
#define ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_SE_NO lua_const("ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_SE_NO")
#define ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT1 lua_const("ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT1")
#define ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT2 lua_const("ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT2")
#define ITEM_KIILALASER_STATUS_KIND_SHOOT lua_const("ITEM_KIILALASER_STATUS_KIND_SHOOT")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_TURN")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_TURN")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_TURN")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_JUMP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_JUMP")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL2 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL2")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_HOLD lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_HOLD")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TAIL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TAIL")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_TURN")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_TURN_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_TURN_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_STEP_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_STEP_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_NAIL_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_NAIL_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END2 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END2")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_AIR")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_GROUND lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_GROUND")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_LOOP")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_LOOP")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_LOOP")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_LOOP")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_END")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR_START")
#define ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_MOVING_ON_Z_AXIS lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_MOVING_ON_Z_AXIS")
#define ITEM_LIOLEUSBOSS_DEAD_KIND_HOLE lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_HOLE")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_INT_DEAD_KIND lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_INT_DEAD_KIND")
#define ITEM_LIOLEUSBOSS_DEAD_KIND_GROUND lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_GROUND")
#define ITEM_LIOLEUSBOSS_DEAD_KIND_AIR lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_AIR")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_ENERGY lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_ENERGY")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_SHOOT")
#define ITEM_KIND_LIOLEUSBOSSSHOT lua_const("ITEM_KIND_LIOLEUSBOSSSHOT")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_RESTART lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_RESTART")
#define ITEM_KIND_LIOLEUSBOSSSHOT2 lua_const("ITEM_KIND_LIOLEUSBOSSSHOT2")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_BRAKE lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_BRAKE")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_LANDING lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_LANDING")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM")
#define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_STOP_HOLE_EFFECT lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_STOP_HOLE_EFFECT")
#define ITEM_MARX_STATUS_KIND_DEAD_REACTION lua_const("ITEM_MARX_STATUS_KIND_DEAD_REACTION")
#define ITEM_MARX_STATUS_KIND_MOVE_STRAIGHT lua_const("ITEM_MARX_STATUS_KIND_MOVE_STRAIGHT")
#define ITEM_MARX_STATUS_KIND_MOVE_TELEPORT lua_const("ITEM_MARX_STATUS_KIND_MOVE_TELEPORT")
#define ITEM_MARX_STATUS_KIND_AVOID_TELEPORT lua_const("ITEM_MARX_STATUS_KIND_AVOID_TELEPORT")
#define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_READY lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_READY")
#define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_LOOP")
#define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_END")
#define ITEM_MARX_STATUS_KIND_ATTACK_4_CUTTER lua_const("ITEM_MARX_STATUS_KIND_ATTACK_4_CUTTER")
#define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING")
#define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING_END")
#define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT")
#define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_SOW_SEED lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_SOW_SEED")
#define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_GROWS lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_GROWS")
#define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_LOOP")
#define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_SHOOT lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_SHOOT")
#define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_LOOP")
#define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_END")
#define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_LOOP")
#define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_END")
#define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_LOOP")
#define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_END")
#define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_START")
#define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER")
#define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_END")
#define ITEM_MARX_INSTANCE_WORK_FLAG_IS_CAMERANGE_INSIDE_TELEPORT_READY lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_IS_CAMERANGE_INSIDE_TELEPORT_READY")
#define ITEM_MARX_PLANT_MESSAGE_KIND_EXTINCTION_START lua_const("ITEM_MARX_PLANT_MESSAGE_KIND_EXTINCTION_START")
#define ITEM_MARX_INSTANCE_WORK_FLAG_PLANT_EXTINCTION_START lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_PLANT_EXTINCTION_START")
#define ITEM_MARX_PLANT_MESSAGE_KIND_GROWS_CANCEL lua_const("ITEM_MARX_PLANT_MESSAGE_KIND_GROWS_CANCEL")
#define ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_STOP lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_STOP")
#define ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_FIGHTER_VISIBLE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_FIGHTER_VISIBLE")
#define ITEM_MARX_INSTANCE_WORK_FLAG_FLIP_RESET lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FLIP_RESET")
#define ITEM_MARX_INSTANCE_WORK_INT_BLACK_HOLE_EFFECT lua_const("ITEM_MARX_INSTANCE_WORK_INT_BLACK_HOLE_EFFECT")
#define ITEM_MARX_INSTANCE_WORK_FLAG_BLACK_HOLE_VANISH lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_BLACK_HOLE_VANISH")
#define ITEM_MARX_INSTANCE_WORK_FLAG_FLY_OUT_HIT_ENABLE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FLY_OUT_HIT_ENABLE")
#define ITEM_KIND_MARX lua_const("ITEM_KIND_MARX")
#define ITEM_KIND_MARXPLANTSEED lua_const("ITEM_KIND_MARXPLANTSEED")
#define ITEM_MARXPLANTSEED_INSTANDE_WORK_INT_INFO_INDEX lua_const("ITEM_MARXPLANTSEED_INSTANDE_WORK_INT_INFO_INDEX")
#define ITEM_KIND_MARXPLANTBODY lua_const("ITEM_KIND_MARXPLANTBODY")
#define ITEM_MARX_INSTANCE_WORK_FLAG_ICE_BOMB_SHOOT lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ICE_BOMB_SHOOT")
#define ITEM_KIND_MARXICEBOMB1 lua_const("ITEM_KIND_MARXICEBOMB1")
#define ITEM_KIND_MARXCUTTER lua_const("ITEM_KIND_MARXCUTTER")
#define ITEMMARXCUTTER_ACTION_SET_ANGLE lua_const("ITEMMARXCUTTER_ACTION_SET_ANGLE")
#define ITEM_MARX_INSTANCE_WORK_FLAG_4_CUTTER lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_4_CUTTER")
#define ITEM_MARX_INSTANCE_WORK_FLAG_FOLLOW_EYE_CREATE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FOLLOW_EYE_CREATE")
#define ITEM_KIND_MARXCHASEEYE lua_const("ITEM_KIND_MARXCHASEEYE")
#define ITEM_MARXCHASEEYE_INSTANCE_WORK_FLAG_INIT_VISIBLE lua_const("ITEM_MARXCHASEEYE_INSTANCE_WORK_FLAG_INIT_VISIBLE")
#define ITEM_MARX_CHASE_EYE_MESSAGE_KIND_CHASE_START lua_const("ITEM_MARX_CHASE_EYE_MESSAGE_KIND_CHASE_START")
#define ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_SIGN_WAIT_FRAME lua_const("ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_SIGN_WAIT_FRAME")
#define ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_MOVE_LR lua_const("ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_MOVE_LR")
#define ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_GA_HEIGHT lua_const("ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_GA_HEIGHT")
#define ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_EFFECT lua_const("ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_EFFECT")
#define ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_START lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_START")
#define ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_END lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_END")
#define ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LOST lua_const("ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LOST")
#define ITEM_KIND_MARXEYELASER lua_const("ITEM_KIND_MARXEYELASER")
#define ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LR lua_const("ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LR")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_END lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_END")
#define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_1 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_1")
#define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_2 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_2")
#define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_3 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_3")
#define ITEM_MARXCHASEEYE_STATUS_KIND_START lua_const("ITEM_MARXCHASEEYE_STATUS_KIND_START")
#define ITEM_MARXCUTTER_INSTANCE_WORK_FLAG_LEFT_ROTATION lua_const("ITEM_MARXCUTTER_INSTANCE_WORK_FLAG_LEFT_ROTATION")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_START lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_START")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_HOLD lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_HOLD")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_LOOP lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_LOOP")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_FINISH lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_FINISH")
#define ITEM_MARXEYELASER_STATUS_KIND_LASER_LOST_READY lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_LOST_READY")
#define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_1 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_1")
#define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_2 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_2")
#define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_3 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_3")
#define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_4 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_4")
#define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_5 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_5")
#define ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_ON lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_ON")
#define ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_OFF lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_OFF")
#define ITEM_KIND_MARXICEBOMB2 lua_const("ITEM_KIND_MARXICEBOMB2")
#define ITEM_MARXPLANTBODY_STATUS_KIND_GROW lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_GROW")
#define ITEM_MARXPLANTBODY_STATUS_KIND_WITHER lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_WITHER")
#define ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_START lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_START")
#define ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_EXEC lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_EXEC")
#define ITEM_MARXPLANTBODY_INSTANCE_WORK_INT_WITHER_FRAME lua_const("ITEM_MARXPLANTBODY_INSTANCE_WORK_INT_WITHER_FRAME")
#define ITEM_MASTERHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT")
#define ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK")
#define ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK_MOVE")
#define ITEM_MASTERHAND_STATUS_KIND_RND_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_RND_WAIT")
#define ITEM_MASTERHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT")
#define ITEM_MASTERHAND_STATUS_KIND_GOOPAA lua_const("ITEM_MASTERHAND_STATUS_KIND_GOOPAA")
#define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_START lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_START")
#define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_LOOP")
#define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW")
#define ITEM_MASTERHAND_STATUS_KIND_TURN lua_const("ITEM_MASTERHAND_STATUS_KIND_TURN")
#define ITEM_MASTERHAND_STATUS_KIND_WAIT_TO_POINT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TO_POINT")
#define ITEM_MASTERHAND_STATUS_KIND_WAIT_FEINT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_FEINT")
#define ITEM_MASTERHAND_STATUS_KIND_WAIT_TELEPORT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TELEPORT")
#define ITEM_MASTERHAND_STATUS_KIND_WAIT_CHASE lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_CHASE")
#define ITEM_MASTERHAND_STATUS_KIND_WAIT_TIME lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TIME")
#define ITEM_MASTERHAND_STATUS_KIND_BARK lua_const("ITEM_MASTERHAND_STATUS_KIND_BARK")
#define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_START lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_START")
#define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK")
#define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_END lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_END")
#define ITEM_MASTERHAND_STATUS_KIND_FINDER lua_const("ITEM_MASTERHAND_STATUS_KIND_FINDER")
#define ITEM_MASTERHAND_MESSAGE_KIND_PAINTBALL_BORN lua_const("ITEM_MASTERHAND_MESSAGE_KIND_PAINTBALL_BORN")
#define ITEM_INSTANCE_WORK_INT_INK_COLOR lua_const("ITEM_INSTANCE_WORK_INT_INK_COLOR")
#define ITEM_VARIATION_MASTERHAND_ADVENTURE1 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE1")
#define ITEM_VARIATION_MASTERHAND_ADVENTURE2 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE2")
#define ITEM_VARIATION_MASTERHAND_ADVENTURE3 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE3")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART")
#define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1")
#define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2")
#define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3")
#define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIDEPPOU lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIDEPPOU")
#define ITEM_KIND_MASTERHANDBULLET lua_const("ITEM_KIND_MASTERHANDBULLET")
#define ITEM_MASTERHANDBULLET_ACTION_CHANGE_MOTION_SHOOT2 lua_const("ITEM_MASTERHANDBULLET_ACTION_CHANGE_MOTION_SHOOT2")
#define ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE lua_const("ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE")
#define ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE_DELAY lua_const("ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE_DELAY")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_THROW")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_RELEASE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_RELEASE")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_CREATE")
#define ITEM_KIND_MASTERHANDIRONBALL lua_const("ITEM_KIND_MASTERHANDIRONBALL")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_THROW")
#define ITEM_MASTERHANDIRONBALL_ACTION_SET_BOUND lua_const("ITEM_MASTERHANDIRONBALL_ACTION_SET_BOUND")
#define ITEM_MASTERHANDIRONBALL_ACTION_SET_STRAIGHT lua_const("ITEM_MASTERHANDIRONBALL_ACTION_SET_STRAIGHT")
#define ITEM_KIND_MASTERHANDSATELLITE lua_const("ITEM_KIND_MASTERHANDSATELLITE")
#define ITEM_MASTERHANDSATELLITE_ACTION_SET_ROT lua_const("ITEM_MASTERHANDSATELLITE_ACTION_SET_ROT")
#define ITEM_KIND_MASTERHANDSATELLITESHOT lua_const("ITEM_KIND_MASTERHANDSATELLITESHOT")
#define ITEM_MASTERHANDSATELLITESHOT_ACTION_SET_DUET lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_SET_DUET")
#define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_INT_POS_IDX lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_INT_POS_IDX")
#define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_MOVE_DONE lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_MOVE_DONE")
#define ITEM_MASTERHANDSATELLITE_ACTION_HIT_BEAM lua_const("ITEM_MASTERHANDSATELLITE_ACTION_HIT_BEAM")
#define ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_SHOOT lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_SHOOT")
#define ITEM_MASTERHANDSATELLITE_ACTION_SHRINK lua_const("ITEM_MASTERHANDSATELLITE_ACTION_SHRINK")
#define ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_DELETE lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_DELETE")
#define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_END lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_END")
#define ITEM_MASTERHANDSATELLITE_ACTION_LOST lua_const("ITEM_MASTERHANDSATELLITE_ACTION_LOST")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_CREATE")
#define ITEM_KIND_MASTERHANDPAINTBALL lua_const("ITEM_KIND_MASTERHANDPAINTBALL")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_THROW")
#define ITEM_MASTERHANDPAINTBALL_ACTION_ROT lua_const("ITEM_MASTERHANDPAINTBALL_ACTION_ROT")
#define ITEM_KIND_MASTERHANDKENZAN lua_const("ITEM_KIND_MASTERHANDKENZAN")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_CREATE")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_THROW")
#define ITEM_KIND_MASTERHANDCHAKRAM lua_const("ITEM_KIND_MASTERHANDCHAKRAM")
#define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT1 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT1")
#define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT3 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT3")
#define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT2 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT2")
#define ITEM_KIND_MASTERHANDENERGYSHOT lua_const("ITEM_KIND_MASTERHANDENERGYSHOT")
#define ITEM_MASTERHANDENERGYSHOT_ACTION_SHOOT lua_const("ITEM_MASTERHANDENERGYSHOT_ACTION_SHOOT")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START")
#define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_SE_STOP lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_SE_STOP")
#define ITEM_MASTERHANDBULLET_STATUS_KIND_SHOOT lua_const("ITEM_MASTERHANDBULLET_STATUS_KIND_SHOOT")
#define ITEM_MASTERHANDENERGYSHOT_STATUS_KIND_THROW2 lua_const("ITEM_MASTERHANDENERGYSHOT_STATUS_KIND_THROW2")
#define ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE1 lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE1")
#define ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE2 lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE2")
#define ITEM_MASTERHANDIRONBALL_STATUS_KIND_PRE_MOVE lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_PRE_MOVE")
#define ITEM_MASTERHANDKENZAN_STATUS_KIND_NEEDLE lua_const("ITEM_MASTERHANDKENZAN_STATUS_KIND_NEEDLE")
#define ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT lua_const("ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT")
#define ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT_END lua_const("ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_WAIT lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_WAIT")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_MOVE lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_MOVE")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_TURN lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_TURN")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_FALL")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LANDING")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LOOP")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_FALL")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_SUKA lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_SUKA")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_FALL")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_SUKA lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_SUKA")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBI_BEAM")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_END")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_START")
#define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_END")
#define ITEM_INSTANCE_WORK_INT_NO_GROUND_DAMAGE_FRAME_MAX lua_const("ITEM_INSTANCE_WORK_INT_NO_GROUND_DAMAGE_FRAME_MAX")
#define ITEM_VARIATION_PLAYABLE_MASTERHAND_BONUS lua_const("ITEM_VARIATION_PLAYABLE_MASTERHAND_BONUS")
#define ITEM_VARIATION_PLAYABLE_MASTERHAND_KUMITE lua_const("ITEM_VARIATION_PLAYABLE_MASTERHAND_KUMITE")
#define ITEM_PLAYABLE_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_MOVE_ENABLE lua_const("ITEM_PLAYABLE_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_MOVE_ENABLE")
#define ITEM_KIND_PLAYABLE_MASTERHANDBULLET lua_const("ITEM_KIND_PLAYABLE_MASTERHANDBULLET")
#define ITEM_KIND_PLAYABLE_MASTERHANDIRONBALL lua_const("ITEM_KIND_PLAYABLE_MASTERHANDIRONBALL")
#define ITEM_KIND_PLAYABLE_MASTERHANDCHAKRAM lua_const("ITEM_KIND_PLAYABLE_MASTERHANDCHAKRAM")
#define ITEM_KIND_PLAYABLE_MASTERHAND lua_const("ITEM_KIND_PLAYABLE_MASTERHAND")
#define ITEM_KIND_ARCEUS lua_const("ITEM_KIND_ARCEUS")
#define ITEM_DARKRAI_STATUS_KIND_SHOT lua_const("ITEM_DARKRAI_STATUS_KIND_SHOT")
#define ITEM_DARKRAI_STATUS_KIND_READY lua_const("ITEM_DARKRAI_STATUS_KIND_READY")
#define ITEM_DARKRAI_STATUS_KIND_LOSTWAIT lua_const("ITEM_DARKRAI_STATUS_KIND_LOSTWAIT")
#define ITEM_KIND_DARKRAI lua_const("ITEM_KIND_DARKRAI")
#define ITEM_KIND_DARKRAISHOT lua_const("ITEM_KIND_DARKRAISHOT")
#define ITEM_DARKRAISHOT_STATUS_KIND_ACTIVE lua_const("ITEM_DARKRAISHOT_STATUS_KIND_ACTIVE")
#define ITEM_DARKRAISHOT_STATUS_KIND_MOVE lua_const("ITEM_DARKRAISHOT_STATUS_KIND_MOVE")
#define ITEM_DEDENNE_STATUS_KIND_CHARGE lua_const("ITEM_DEDENNE_STATUS_KIND_CHARGE")
#define ITEM_DEDENNE_STATUS_KIND_JUMP lua_const("ITEM_DEDENNE_STATUS_KIND_JUMP")
#define ITEM_DEDENNE_STATUS_KIND_AIR_DISCHARGE lua_const("ITEM_DEDENNE_STATUS_KIND_AIR_DISCHARGE")
#define ITEM_KIND_DEDENNE lua_const("ITEM_KIND_DEDENNE")
#define ITEM_KIND_DEDENNESHOT lua_const("ITEM_KIND_DEDENNESHOT")
#define ITEM_DEOXYS_STATUS_KIND_UPSTART lua_const("ITEM_DEOXYS_STATUS_KIND_UPSTART")
#define ITEM_DEOXYS_STATUS_KIND_UP lua_const("ITEM_DEOXYS_STATUS_KIND_UP")
#define ITEM_DEOXYS_STATUS_KIND_BEAM lua_const("ITEM_DEOXYS_STATUS_KIND_BEAM")
#define ITEM_KIND_DEOXYS lua_const("ITEM_KIND_DEOXYS")
#define ITEM_EIEVUI_STATUS_KIND_SEARCH lua_const("ITEM_EIEVUI_STATUS_KIND_SEARCH")
#define ITEM_EIEVUI_STATUS_KIND_ATTACK lua_const("ITEM_EIEVUI_STATUS_KIND_ATTACK")
#define ITEM_EIEVUI_STATUS_KIND_BRAKE lua_const("ITEM_EIEVUI_STATUS_KIND_BRAKE")
#define ITEM_KIND_EIEVUI lua_const("ITEM_KIND_EIEVUI")
#define ITEM_EIEVUI_INSTANCE_WORK_INT_CURRENT_FRAME lua_const("ITEM_EIEVUI_INSTANCE_WORK_INT_CURRENT_FRAME")
#define ITEM_KIND_FIRE lua_const("ITEM_KIND_FIRE")
#define ITEM_FOKKO_STATUS_KIND_SHOT lua_const("ITEM_FOKKO_STATUS_KIND_SHOT")
#define ITEM_KIND_FOKKO lua_const("ITEM_KIND_FOKKO")
#define ITEM_KIND_FOKKOSHOT lua_const("ITEM_KIND_FOKKOSHOT")
#define ITEM_FOKKOSHOT_STATUS_KIND_SHOT lua_const("ITEM_FOKKOSHOT_STATUS_KIND_SHOT")
#define ITEM_FOKKOSHOT_STATUS_KIND_HIT lua_const("ITEM_FOKKOSHOT_STATUS_KIND_HIT")
#define ITEM_FOKKOSHOT_STATUS_KIND_PILLAR lua_const("ITEM_FOKKOSHOT_STATUS_KIND_PILLAR")
#define ITEM_ROKONSHOT_STATUS_KIND_SHOT lua_const("ITEM_ROKONSHOT_STATUS_KIND_SHOT")
#define COLLISION_KIND_MASK_AHSRAB lua_const("COLLISION_KIND_MASK_AHSRAB")
#define ITEM_GENESECT_STATUS_KIND_WAIT lua_const("ITEM_GENESECT_STATUS_KIND_WAIT")
#define ITEM_GENESECT_STATUS_KIND_TURN lua_const("ITEM_GENESECT_STATUS_KIND_TURN")
#define ITEM_GENESECT_STATUS_KIND_JUMP lua_const("ITEM_GENESECT_STATUS_KIND_JUMP")
#define ITEM_GENESECT_STATUS_KIND_JUMP_AIR lua_const("ITEM_GENESECT_STATUS_KIND_JUMP_AIR")
#define ITEM_GENESECT_STATUS_KIND_ATTACK_LASER lua_const("ITEM_GENESECT_STATUS_KIND_ATTACK_LASER")
#define ITEM_KIND_GENESECT lua_const("ITEM_KIND_GENESECT")
#define ITEM_KIND_GENESECTRAPIDSHOT lua_const("ITEM_KIND_GENESECTRAPIDSHOT")
#define ITEM_GIRATINA_STATUS_KIND_BACKSTEP lua_const("ITEM_GIRATINA_STATUS_KIND_BACKSTEP")
#define ITEM_GIRATINA_STATUS_KIND_BACKSTEPFALL lua_const("ITEM_GIRATINA_STATUS_KIND_BACKSTEPFALL")
#define ITEM_GIRATINA_STATUS_KIND_SHOT lua_const("ITEM_GIRATINA_STATUS_KIND_SHOT")
#define ITEM_GIRATINA_STATUS_KIND_WAIT lua_const("ITEM_GIRATINA_STATUS_KIND_WAIT")
#define ITEM_SLOPE_TYPE_SLANT_KEEP_Y_ROT lua_const("ITEM_SLOPE_TYPE_SLANT_KEEP_Y_ROT")
#define ITEM_KIND_GIRATINA lua_const("ITEM_KIND_GIRATINA")
#define ITEM_KIND_GIRATINASHOT lua_const("ITEM_KIND_GIRATINASHOT")
#define ITEM_GOGOAT_STATUS_KIND_WAIT lua_const("ITEM_GOGOAT_STATUS_KIND_WAIT")
#define ITEM_GOGOAT_STATUS_KIND_RUNSTART lua_const("ITEM_GOGOAT_STATUS_KIND_RUNSTART")
#define ITEM_GOGOAT_STATUS_KIND_RUN lua_const("ITEM_GOGOAT_STATUS_KIND_RUN")
#define ITEM_GOGOAT_STATUS_KIND_RUNEND lua_const("ITEM_GOGOAT_STATUS_KIND_RUNEND")
#define ITEM_GOGOAT_STATUS_KIND_TURN lua_const("ITEM_GOGOAT_STATUS_KIND_TURN")
#define ITEM_GOGOAT_STATUS_KIND_TURNWALL lua_const("ITEM_GOGOAT_STATUS_KIND_TURNWALL")
#define ITEM_GOGOAT_STATUS_KIND_TURNCLIFF lua_const("ITEM_GOGOAT_STATUS_KIND_TURNCLIFF")
#define ITEM_GOGOAT_STATUS_KIND_TURNCAMERA lua_const("ITEM_GOGOAT_STATUS_KIND_TURNCAMERA")
#define ITEM_GOGOAT_STATUS_KIND_JUMP lua_const("ITEM_GOGOAT_STATUS_KIND_JUMP")
#define ITEM_GOGOAT_STATUS_KIND_TURN_JUMP lua_const("ITEM_GOGOAT_STATUS_KIND_TURN_JUMP")
#define FLAG_IMMEDIATE_RELANDING_BAN lua_const("FLAG_IMMEDIATE_RELANDING_BAN")
#define ITEM_KIND_GOGOAT lua_const("ITEM_KIND_GOGOAT")
#define ITEM_HARIMARON_STATUS_KIND_ATTACK lua_const("ITEM_HARIMARON_STATUS_KIND_ATTACK")
#define ITEM_KIND_HARIMARON lua_const("ITEM_KIND_HARIMARON")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_START lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_START")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_LOOP lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_LOOP")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_END lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_END")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_START lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_START")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_LOOP lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_LOOP")
#define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_END lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_END")
#define ITEM_KIND_HASSAM lua_const("ITEM_KIND_HASSAM")
#define ITEM_KIND_HITODEMAN lua_const("ITEM_KIND_HITODEMAN")
#define ITEM_KIND_HITODEMANSHOT lua_const("ITEM_KIND_HITODEMANSHOT")
#define ITEM_KIND_KABIGON lua_const("ITEM_KIND_KABIGON")
#define ITEM_KAPUKOKEKO_STATUS_KIND_ELECTRIC_FIELD lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ELECTRIC_FIELD")
#define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_START lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_START")
#define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK")
#define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_END lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_END")
#define ITEM_KIND_KAPUKOKEKOSHOT lua_const("ITEM_KIND_KAPUKOKEKOSHOT")
#define ITEM_KIND_KAPUKOKEKO lua_const("ITEM_KIND_KAPUKOKEKO")
#define ITEM_KASEY_STATUS_KIND_TELEPORT_START lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_START")
#define ITEM_KASEY_STATUS_KIND_TELEPORT lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT")
#define ITEM_KASEY_STATUS_KIND_TELEPORT_WAIT lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_WAIT")
#define ITEM_KASEY_STATUS_KIND_TELEPORT_END lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_END")
#define ITEM_KASEY_INSTANCE_WORK_FLAG_CATCHED_FIGHTER lua_const("ITEM_KASEY_INSTANCE_WORK_FLAG_CATCHED_FIGHTER")
#define ITEM_KASEY_INSTANCE_WORK_FLAG_APPEAR_FIGHTER lua_const("ITEM_KASEY_INSTANCE_WORK_FLAG_APPEAR_FIGHTER")
#define ITEM_KIND_KASEY lua_const("ITEM_KIND_KASEY")
#define ITEM_KELDEO_STATUS_KIND_WAIT_GROUND lua_const("ITEM_KELDEO_STATUS_KIND_WAIT_GROUND")
#define ITEM_KELDEO_STATUS_KIND_TURN lua_const("ITEM_KELDEO_STATUS_KIND_TURN")
#define ITEM_KELDEO_STATUS_KIND_RUN lua_const("ITEM_KELDEO_STATUS_KIND_RUN")
#define ITEM_KELDEO_STATUS_KIND_SLASH_ATTACK lua_const("ITEM_KELDEO_STATUS_KIND_SLASH_ATTACK")
#define ITEM_KELDEO_STATUS_KIND_WARP lua_const("ITEM_KELDEO_STATUS_KIND_WARP")
#define ITEM_KIND_KELDEO lua_const("ITEM_KIND_KELDEO")
#define ITEM_KIREIHANA_STATUS_KIND_DANCE lua_const("ITEM_KIREIHANA_STATUS_KIND_DANCE")
#define ITEM_KIREIHANA_STATUS_KIND_GREET_AIR lua_const("ITEM_KIREIHANA_STATUS_KIND_GREET_AIR")
#define ITEM_KIREIHANA_STATUS_KIND_GREET_GROUND lua_const("ITEM_KIREIHANA_STATUS_KIND_GREET_GROUND")
#define ITEM_KIND_KIREIHANA lua_const("ITEM_KIND_KIREIHANA")
#define ITEM_KITERUGUMA_STATUS_KIND_WALK_START lua_const("ITEM_KITERUGUMA_STATUS_KIND_WALK_START")
#define ITEM_KITERUGUMA_STATUS_KIND_WALK lua_const("ITEM_KITERUGUMA_STATUS_KIND_WALK")
#define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_FRONT lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_FRONT")
#define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_UPPER lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_UPPER")
#define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_BACK lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_BACK")
#define ITEM_ALUCARD_INSTANCE_WORK_FLAG_ATTACK_MOVE_ENERGY_APPLICATE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_ATTACK_MOVE_ENERGY_APPLICATE")
#define ITEM_KIND_KITERUGUMA lua_const("ITEM_KIND_KITERUGUMA")
#define ITEM_KOFUURAI_STATUS_KIND_TURN lua_const("ITEM_KOFUURAI_STATUS_KIND_TURN")
#define ITEM_KOFUURAI_STATUS_KIND_WAIT_GROUND lua_const("ITEM_KOFUURAI_STATUS_KIND_WAIT_GROUND")
#define ITEM_KOFUURAI_STATUS_KIND_ATTACK lua_const("ITEM_KOFUURAI_STATUS_KIND_ATTACK")
#define ITEM_KIND_KOFUURAI lua_const("ITEM_KIND_KOFUURAI")
#define ITEM_KYOGRE_STATUS_KIND_FLY lua_const("ITEM_KYOGRE_STATUS_KIND_FLY")
#define ITEM_KYOGRE_STATUS_KIND_TURN lua_const("ITEM_KYOGRE_STATUS_KIND_TURN")
#define ITEM_KYOGRE_STATUS_KIND_ATTACKSTART lua_const("ITEM_KYOGRE_STATUS_KIND_ATTACKSTART")
#define ITEM_KYOGRE_STATUS_KIND_ATTACKLOOP lua_const("ITEM_KYOGRE_STATUS_KIND_ATTACKLOOP")
#define ITEM_KIND_KYOGRE lua_const("ITEM_KIND_KYOGRE")
#define ITEM_KIND_KYOGRESHOT lua_const("ITEM_KIND_KYOGRESHOT")
#define ITEM_KYUREM_STATUS_KIND_ENDATTACK lua_const("ITEM_KYUREM_STATUS_KIND_ENDATTACK")
#define ITEM_KIND_KYUREM lua_const("ITEM_KIND_KYUREM")
#define ITEM_KIND_LATIASLATIOS lua_const("ITEM_KIND_LATIASLATIOS")
#define ITEM_TARGET_TYPE_RANDOM_OUT_OF_CAMERA_LR lua_const("ITEM_TARGET_TYPE_RANDOM_OUT_OF_CAMERA_LR")
#define ITEM_LUGIA_STATUS_KIND_ATTACK lua_const("ITEM_LUGIA_STATUS_KIND_ATTACK")
#define ITEM_KIND_LUGIA lua_const("ITEM_KIND_LUGIA")
#define ITEM_KIND_LUGIASHOT lua_const("ITEM_KIND_LUGIASHOT")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_READY lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_READY")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_CHARGE lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_CHARGE")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_START lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_START")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_SHOOT lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_SHOOT")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_MAIN lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_MAIN")
#define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_END lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_END")
#define ITEM_LUNALA_STATUS_KIND_MOVE lua_const("ITEM_LUNALA_STATUS_KIND_MOVE")
#define ITEM_KIND_LUNALASHOT lua_const("ITEM_KIND_LUNALASHOT")
#define ITEM_LUNALA_INSTANCE_WORK_FLAG_ROT_START lua_const("ITEM_LUNALA_INSTANCE_WORK_FLAG_ROT_START")
#define ITEM_LUNALA_MESSAGE_KIND_MOVE_RAY lua_const("ITEM_LUNALA_MESSAGE_KIND_MOVE_RAY")
#define ITEM_KIND_LUNALA lua_const("ITEM_KIND_LUNALA")
#define ITEM_MAAIIKA_STATUS_KIND_WAIT lua_const("ITEM_MAAIIKA_STATUS_KIND_WAIT")
#define ITEM_MAAIIKA_STATUS_KIND_TUMBLE lua_const("ITEM_MAAIIKA_STATUS_KIND_TUMBLE")
#define ITEM_KIND_MAAIIKA lua_const("ITEM_KIND_MAAIIKA")
#define ITEM_MARSHADOW_STATUS_KIND_DIVE_START lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_START")
#define ITEM_MARSHADOW_STATUS_KIND_DIVE_MAIN lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_MAIN")
#define ITEM_MARSHADOW_STATUS_KIND_DIVE_WAIT lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_WAIT")
#define ITEM_MARSHADOW_STATUS_KIND_DIVE_ATTACK lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_ATTACK")
#define ITEM_MARSHADOW_STATUS_KIND_DIVE_END lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_END")
#define ITEM_MARSHADOW_STATUS_KIND_ATTACK lua_const("ITEM_MARSHADOW_STATUS_KIND_ATTACK")
#define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_LANDING lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_LANDING")
#define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_MOVE lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_MOVE")
#define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_SLOPE_SLANT lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_SLOPE_SLANT")
#define ITEM_KIND_MARSHADOW lua_const("ITEM_KIND_MARSHADOW")
#define ITEM_MARUMINE_STATUS_KIND_DUD_BORN lua_const("ITEM_MARUMINE_STATUS_KIND_DUD_BORN")
#define ITEM_MARUMINE_STATUS_KIND_ENTER_FALL lua_const("ITEM_MARUMINE_STATUS_KIND_ENTER_FALL")
#define ITEM_MARUMINE_STATUS_KIND_ENTER_LANDING lua_const("ITEM_MARUMINE_STATUS_KIND_ENTER_LANDING")
#define ITEM_KIND_MARUMINE lua_const("ITEM_KIND_MARUMINE")
#define ITEM_MELOETTA_STATUS_KIND_TURN lua_const("ITEM_MELOETTA_STATUS_KIND_TURN")
#define ITEM_MELOETTA_STATUS_KIND_MOVE lua_const("ITEM_MELOETTA_STATUS_KIND_MOVE")
#define ITEM_MELOETTA_STATUS_KIND_ATTACK lua_const("ITEM_MELOETTA_STATUS_KIND_ATTACK")
#define ITEM_KIND_MELOETTA lua_const("ITEM_KIND_MELOETTA")
#define ITEM_KIND_MELOETTASHOT lua_const("ITEM_KIND_MELOETTASHOT")
#define ITEM_METAGROSS_STATUS_KIND_ATTACK lua_const("ITEM_METAGROSS_STATUS_KIND_ATTACK")
#define ITEM_METAGROSS_STATUS_KIND_WAIT lua_const("ITEM_METAGROSS_STATUS_KIND_WAIT")
#define ITEM_KIND_METAGROSS lua_const("ITEM_KIND_METAGROSS")
#define ITEM_METAMON_STATUS_KIND_WAIT lua_const("ITEM_METAMON_STATUS_KIND_WAIT")
#define ITEM_METAMON_STATUS_KIND_METAMON_TO_FIGHTER lua_const("ITEM_METAMON_STATUS_KIND_METAMON_TO_FIGHTER")
#define ITEM_METAMON_STATUS_KIND_FIGHTER_TO_METAMON lua_const("ITEM_METAMON_STATUS_KIND_FIGHTER_TO_METAMON")
#define ITEM_METAMON_ACTION_TIMEUP_STAY lua_const("ITEM_METAMON_ACTION_TIMEUP_STAY")
#define ITEM_METAMON_ACTION_TIMEUP lua_const("ITEM_METAMON_ACTION_TIMEUP")
#define ITEM_METAMON_ACTION_KO lua_const("ITEM_METAMON_ACTION_KO")
#define ITEM_METAMON_ACTION_DEATH lua_const("ITEM_METAMON_ACTION_DEATH")
#define ITEM_METAMON_INSTANCE_WORK_EFFECT_SCALE lua_const("ITEM_METAMON_INSTANCE_WORK_EFFECT_SCALE")
#define ITEM_METAMON_INSTANCE_WORK_FLAG_FIGHTER_ON lua_const("ITEM_METAMON_INSTANCE_WORK_FLAG_FIGHTER_ON")
#define ITEM_KIND_METAMON lua_const("ITEM_KIND_METAMON")
#define ITEM_KIND_MEW lua_const("ITEM_KIND_MEW")
#define ITEM_MIJUMARU_STATUS_KIND_ATTACKSTART lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACKSTART")
#define ITEM_MIJUMARU_STATUS_KIND_ATTACK lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACK")
#define ITEM_MIJUMARU_STATUS_KIND_TURN lua_const("ITEM_MIJUMARU_STATUS_KIND_TURN")
#define ITEM_MIJUMARU_STATUS_KIND_ATTACKEND lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACKEND")
#define ITEM_KIND_MIJUMARU lua_const("ITEM_KIND_MIJUMARU")
#define ITEM_MIMIKKYU_STATUS_KIND_WALK lua_const("ITEM_MIMIKKYU_STATUS_KIND_WALK")
#define ITEM_MIMIKKYU_STATUS_KIND_RUN lua_const("ITEM_MIMIKKYU_STATUS_KIND_RUN")
#define ITEM_MIMIKKYU_STATUS_KIND_TURN lua_const("ITEM_MIMIKKYU_STATUS_KIND_TURN")
#define ITEM_MIMIKKYU_STATUS_KIND_JUMP lua_const("ITEM_MIMIKKYU_STATUS_KIND_JUMP")
#define ITEM_MIMIKKYU_STATUS_KIND_ATTACK lua_const("ITEM_MIMIKKYU_STATUS_KIND_ATTACK")
#define ITEM_MIMIKKYU_STATUS_KIND_ATTACK_AIR lua_const("ITEM_MIMIKKYU_STATUS_KIND_ATTACK_AIR")
#define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_START lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_START")
#define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_FALL lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_FALL")
#define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_LANDING lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_LANDING")
#define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP")
#define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_END lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_END")
#define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CAPTURED_FIGHTER_SCALE_BEGIN lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CAPTURED_FIGHTER_SCALE_BEGIN")
#define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_COMPLETE_CAPTURE lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_COMPLETE_CAPTURE")
#define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CATCH_CUT lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CATCH_CUT")
#define ITEM_KIND_MIMIKKYU lua_const("ITEM_KIND_MIMIKKYU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_AIR_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_AIR_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_CLIFF_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_CLIFF_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_CLIFF_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_TOBIDASU")
#define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_CLIFF_TOBIDASU")
#define ITEM_NAMAKOBUSHI_INSTANCE_WORK_INT_COUNTER_TREAD_UNABLE lua_const("ITEM_NAMAKOBUSHI_INSTANCE_WORK_INT_COUNTER_TREAD_UNABLE")
#define ITEM_NAMAKOBUSHI_INSTANCE_WORK_FLAG_IS_ATTACK_CANCEL lua_const("ITEM_NAMAKOBUSHI_INSTANCE_WORK_FLAG_IS_ATTACK_CANCEL")
#define ITEM_KIND_NAMAKOBUSHI lua_const("ITEM_KIND_NAMAKOBUSHI")
#define ITEM_NASYA_STATUS_KIND_WALK_START lua_const("ITEM_NASYA_STATUS_KIND_WALK_START")
#define ITEM_NASYA_STATUS_KIND_WALK lua_const("ITEM_NASYA_STATUS_KIND_WALK")
#define ITEM_NASYA_STATUS_KIND_WALK_END lua_const("ITEM_NASYA_STATUS_KIND_WALK_END")
#define ITEM_NASYA_INSTANCE_WORK_FLAG_START_UPDATE_COLLISION lua_const("ITEM_NASYA_INSTANCE_WORK_FLAG_START_UPDATE_COLLISION")
#define ITEM_NASYA_INSTANCE_WORK_INT_RIGHT_COL_IDX lua_const("ITEM_NASYA_INSTANCE_WORK_INT_RIGHT_COL_IDX")
#define ITEM_NASYA_INSTANCE_WORK_INT_LEFT_COL_IDX lua_const("ITEM_NASYA_INSTANCE_WORK_INT_LEFT_COL_IDX")
#define ITEM_KIND_NASSYA lua_const("ITEM_KIND_NASSYA")
#define ITEM_NYARTH_STATUS_KIND_SHOOT_AIR lua_const("ITEM_NYARTH_STATUS_KIND_SHOOT_AIR")
#define ITEM_NYARTH_STATUS_KIND_SHOOT lua_const("ITEM_NYARTH_STATUS_KIND_SHOOT")
#define ITEM_KIND_NYARTHSHOT lua_const("ITEM_KIND_NYARTHSHOT")
#define ITEM_KIND_NYARTH lua_const("ITEM_KIND_NYARTH")
#define ITEM_NYARTHSHOT_STATUS_KIND_SHOOT lua_const("ITEM_NYARTHSHOT_STATUS_KIND_SHOOT")
#define ITEM_NYARTHSHOT_STATUS_KIND_SLEEP lua_const("ITEM_NYARTHSHOT_STATUS_KIND_SLEEP")
#define ITEM_PALKIA_STATUS_KIND_CUT lua_const("ITEM_PALKIA_STATUS_KIND_CUT")
#define ITEM_PALKIA_STATUS_KIND_ROLL lua_const("ITEM_PALKIA_STATUS_KIND_ROLL")
#define ITEM_PALKIA_STATUS_KIND_ROLL_END lua_const("ITEM_PALKIA_STATUS_KIND_ROLL_END")
#define ITEM_KIND_PALKIA lua_const("ITEM_KIND_PALKIA")
#define ITEM_PEROPPAFU_STATUS_KIND_START lua_const("ITEM_PEROPPAFU_STATUS_KIND_START")
#define ITEM_PEROPPAFU_STATUS_KIND_ATTACK lua_const("ITEM_PEROPPAFU_STATUS_KIND_ATTACK")
#define ITEM_PEROPPAFU_STATUS_KIND_END lua_const("ITEM_PEROPPAFU_STATUS_KIND_END")
#define ITEM_KIND_PEROPPAFU lua_const("ITEM_KIND_PEROPPAFU")
#define ITEM_RAICHUA_STATUS_KIND_RUN_AIR lua_const("ITEM_RAICHUA_STATUS_KIND_RUN_AIR")
#define ITEM_RAICHUA_STATUS_KIND_LANDING_AIR lua_const("ITEM_RAICHUA_STATUS_KIND_LANDING_AIR")
#define ITEM_KIND_RAICHUA lua_const("ITEM_KIND_RAICHUA")
#define ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL_MAX lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL_MAX")
#define ITEM_ROKONA_STATUS_KIND_SHOT lua_const("ITEM_ROKONA_STATUS_KIND_SHOT")
#define ITEM_KIND_ROKONA lua_const("ITEM_KIND_ROKONA")
#define ITEM_KIND_ROKONASHOT lua_const("ITEM_KIND_ROKONASHOT")
#define ITEM_KIND_ROKON lua_const("ITEM_KIND_ROKON")
#define ITEM_KIND_ROKONSHOT lua_const("ITEM_KIND_ROKONSHOT")
#define ITEM_ROKONASHOT_STATUS_KIND_SHOT lua_const("ITEM_ROKONASHOT_STATUS_KIND_SHOT")
#define ITEM_ROKONSHOT_STATUS_KIND_HIT lua_const("ITEM_ROKONSHOT_STATUS_KIND_HIT")
#define ITEM_ROKONSHOT_STATUS_KIND_PILLAR lua_const("ITEM_ROKONSHOT_STATUS_KIND_PILLAR")
#define ITEM_SIRNIGHT_STATUS_KIND_ENTRY_AIR lua_const("ITEM_SIRNIGHT_STATUS_KIND_ENTRY_AIR")
#define ITEM_SIRNIGHT_STATUS_KIND_ENTRY_GROUND lua_const("ITEM_SIRNIGHT_STATUS_KIND_ENTRY_GROUND")
#define ITEM_SIRNIGHT_STATUS_KIND_WALK lua_const("ITEM_SIRNIGHT_STATUS_KIND_WALK")
#define ITEM_SIRNIGHT_STATUS_KIND_TURN lua_const("ITEM_SIRNIGHT_STATUS_KIND_TURN")
#define ITEM_KIND_SIRNIGHT lua_const("ITEM_KIND_SIRNIGHT")
#define ITEM_SOLGALEO_STATUS_KIND_ATTACK_START lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_START")
#define ITEM_SOLGALEO_STATUS_KIND_ATTACK_ROT lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_ROT")
#define ITEM_SOLGALEO_STATUS_KIND_ATTACK lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK")
#define ITEM_SOLGALEO_STATUS_KIND_ATTACK_SLEEP lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_SLEEP")
#define ITEM_SOLGALEO_STATUS_KIND_ATTACK_END lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_END")
#define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE2 lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE2")
#define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_TAKE_OFF lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_TAKE_OFF")
#define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE")
#define ITEM_INSTANCE_WORK_FLAG_IGNORE_DELETE_BY_STAGE lua_const("ITEM_INSTANCE_WORK_FLAG_IGNORE_DELETE_BY_STAGE")
#define ITEM_TOGEDEMARU_STATUS_KIND_WAIT lua_const("ITEM_TOGEDEMARU_STATUS_KIND_WAIT")
#define ITEM_TOGEDEMARU_STATUS_KIND_JUMP lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP")
#define ITEM_TOGEDEMARU_STATUS_KIND_JUMP_FALL lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP_FALL")
#define ITEM_TOGEDEMARU_STATUS_KIND_JUMP_LANDING lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP_LANDING")
#define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK")
#define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_FAILED lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_FAILED")
#define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_START lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_START")
#define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_LOOP lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_LOOP")
#define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_END lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_END")
#define ITEM_KIND_TOGEDEMARUSHOT lua_const("ITEM_KIND_TOGEDEMARUSHOT")
#define ITEM_KIND_TOGEDEMARU lua_const("ITEM_KIND_TOGEDEMARU")
#define ITEM_KIND_TOGEPY lua_const("ITEM_KIND_TOGEPY")
#define ITEM_TOSAKINTO_STATUS_KIND_JUMP_1 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_1")
#define ITEM_TOSAKINTO_STATUS_KIND_JUMP_2 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_2")
#define ITEM_TOSAKINTO_STATUS_KIND_JUMP_3 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_3")
#define ITEM_KIND_TOSAKINTO lua_const("ITEM_KIND_TOSAKINTO")
#define ITEM_KIND_TSUTARJA lua_const("ITEM_KIND_TSUTARJA")
#define ITEM_KIND_TSUTARJASHOT lua_const("ITEM_KIND_TSUTARJASHOT")
#define ITEM_KIND_VICTINI lua_const("ITEM_KIND_VICTINI")
#define ITEM_KIND_XERNEAS lua_const("ITEM_KIND_XERNEAS")
#define ITEM_YAYAKOMA_STATUS_KIND_WAIT lua_const("ITEM_YAYAKOMA_STATUS_KIND_WAIT")
#define ITEM_YAYAKOMA_STATUS_KIND_JUMPCHECK lua_const("ITEM_YAYAKOMA_STATUS_KIND_JUMPCHECK")
#define ITEM_YAYAKOMA_STATUS_KIND_JUMP lua_const("ITEM_YAYAKOMA_STATUS_KIND_JUMP")
#define ITEM_YAYAKOMA_STATUS_KIND_FLY lua_const("ITEM_YAYAKOMA_STATUS_KIND_FLY")
#define ITEM_YAYAKOMA_STATUS_KIND_WALK lua_const("ITEM_YAYAKOMA_STATUS_KIND_WALK")
#define ITEM_KIND_YAYAKOMA lua_const("ITEM_KIND_YAYAKOMA")
#define ITEM_YUKINOOH_STATUS_KIND_BLIZZARD lua_const("ITEM_YUKINOOH_STATUS_KIND_BLIZZARD")
#define ITEM_YUKINOOH_STATUS_KIND_FREEZEPUNCH lua_const("ITEM_YUKINOOH_STATUS_KIND_FREEZEPUNCH")
#define ITEM_YUKINOOH_STATUS_KIND_WAIT lua_const("ITEM_YUKINOOH_STATUS_KIND_WAIT")
#define ITEM_YUKINOOH_STATUS_KIND_WALL lua_const("ITEM_YUKINOOH_STATUS_KIND_WALL")
#define ITEM_KIND_YUKINOOH lua_const("ITEM_KIND_YUKINOOH")
#define ITEM_ZOROARK_STATUS_KIND_THROWUP lua_const("ITEM_ZOROARK_STATUS_KIND_THROWUP")
#define ITEM_ZOROARK_STATUS_KIND_PRESWIPE lua_const("ITEM_ZOROARK_STATUS_KIND_PRESWIPE")
#define ITEM_ZOROARK_STATUS_KIND_FURYSWIPES lua_const("ITEM_ZOROARK_STATUS_KIND_FURYSWIPES")
#define ITEM_ZOROARK_STATUS_KIND_SLAM lua_const("ITEM_ZOROARK_STATUS_KIND_SLAM")
#define ITEM_ZOROARK_STATUS_KIND_TELEPORT lua_const("ITEM_ZOROARK_STATUS_KIND_TELEPORT")
#define ITEM_ZOROARK_STATUS_KIND_WAIT lua_const("ITEM_ZOROARK_STATUS_KIND_WAIT")
#define ITEM_ZOROARK_STATUS_KIND_FAILWAIT lua_const("ITEM_ZOROARK_STATUS_KIND_FAILWAIT")
#define ITEM_KIND_ZOROARK lua_const("ITEM_KIND_ZOROARK")
#define ITEM_ZOROARK_INSTANCE_WORK_INT_CUR_ACTION lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_CUR_ACTION")
#define ITEM_ZOROARK_INSTANCE_WORK_INT_FURYSWIPES_COUNT lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_FURYSWIPES_COUNT")
#define ITEM_ZOROARK_INSTANCE_WORK_INT_TASK_ID lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_TASK_ID")
#define ITEM_ZOROARK_INSTANCE_WORK_INT_TARGET_STATE lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_TARGET_STATE")
#define ITEM_ZOROARK_INSTANCE_WORK_FLOAT_THROWUP_LR lua_const("ITEM_ZOROARK_INSTANCE_WORK_FLOAT_THROWUP_LR")
#define ITEM_ZOROARK_INSTANCE_WORK_FLAG_THROW_UP_GRAVITY_START lua_const("ITEM_ZOROARK_INSTANCE_WORK_FLAG_THROW_UP_GRAVITY_START")
#endif // CONST_VALUE_TABLE_H