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Version 2.11.0
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ActorState enumeration

Subset of the client’s actor/controller state machine (Zproto.EActorState, see data/StarResonanceData/proto/zproto/enum_e_actor_state.proto) exposed on EntityStateChanged. Only the values Stellar currently consumes are named; every other wire code — including ones the game adds in a future patch — is reported as Unknown rather than throwing (same tolerance policy as PartyLeaveKind). Named-value numbers are the proto’s own wire ints, so a caller comparing against the raw wire value never needs a separate lookup table.

public enum ActorState
name value description
Unknown 0 Wire value not one of the states named below.
Dead 9 ActorStateDead (9) — the entity’s client-side state machine entered its dead state. Raised from the Panda.ZGame.EntityCtrlDead.OnEnter patch (2026-07-28 entity-state-death-signal spec): the client cannot render a dead entity without entering this state, whatever caused the death — including scripted removals that never zero the target’s HP.
Breaking 23 ActorStateBreaking (23) — the entity entered its “break” (poise-broken) phase. Raised from the Panda.ZGame.ZStateBreaking.OnEnter patch; a free corroborating win from the same design (gives frametime-spike reports an exact in-log timestamp to correlate against).