1229 lines
31 KiB
C
1229 lines
31 KiB
C
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_ACTIVITY_H
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#define AI_ACTIVITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define ACTIVITY_NOT_AVAILABLE -1
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typedef enum
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{
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ACT_INVALID = -1, // So we have something more succint to check for than '-1'
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ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
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ACT_IDLE,
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ACT_TRANSITION,
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ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW?
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ACT_COVER_MED, // FIXME: unsupported?
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ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH?
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ACT_WALK,
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ACT_WALK_AIM,
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ACT_WALK_CROUCH,
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ACT_WALK_CROUCH_AIM,
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ACT_RUN,
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ACT_RUN_AIM,
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ACT_RUN_CROUCH,
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ACT_RUN_CROUCH_AIM,
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ACT_RUN_PROTECTED,
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ACT_SCRIPT_CUSTOM_MOVE,
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ACT_RANGE_ATTACK1,
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ACT_RANGE_ATTACK2,
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ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
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ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
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ACT_DIESIMPLE,
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ACT_DIEBACKWARD,
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ACT_DIEFORWARD,
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ACT_DIEVIOLENT,
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ACT_DIERAGDOLL,
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ACT_FLY, // Fly (and flap if appropriate)
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ACT_HOVER,
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ACT_GLIDE,
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ACT_SWIM,
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ACT_JUMP,
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ACT_HOP, // vertical jump
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ACT_LEAP, // long forward jump
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ACT_LAND,
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ACT_CLIMB_UP,
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ACT_CLIMB_DOWN,
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ACT_CLIMB_DISMOUNT,
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ACT_SHIPLADDER_UP,
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ACT_SHIPLADDER_DOWN,
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ACT_STRAFE_LEFT,
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ACT_STRAFE_RIGHT,
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ACT_ROLL_LEFT, // tuck and roll, left
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ACT_ROLL_RIGHT, // tuck and roll, right
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ACT_TURN_LEFT, // turn quickly left (stationary)
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ACT_TURN_RIGHT, // turn quickly right (stationary)
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ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
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ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
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ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position)
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ACT_USE,
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ACT_ALIEN_BURROW_IDLE,
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ACT_ALIEN_BURROW_OUT,
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ACT_SIGNAL1,
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ACT_SIGNAL2,
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ACT_SIGNAL3,
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ACT_SIGNAL_ADVANCE, // Squad handsignals, specific.
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ACT_SIGNAL_FORWARD,
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ACT_SIGNAL_GROUP,
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ACT_SIGNAL_HALT,
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ACT_SIGNAL_LEFT,
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ACT_SIGNAL_RIGHT,
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ACT_SIGNAL_TAKECOVER,
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ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around.
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ACT_LOOKBACK_LEFT,
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ACT_COWER, // FIXME: unused, should be more extreme version of crouching
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ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays?
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ACT_BIG_FLINCH,
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ACT_MELEE_ATTACK1,
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ACT_MELEE_ATTACK2,
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ACT_RELOAD,
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ACT_RELOAD_START,
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ACT_RELOAD_FINISH,
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ACT_RELOAD_LOW,
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ACT_ARM, // pull out gun, for instance
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ACT_DISARM, // reholster gun
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ACT_DROP_WEAPON,
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ACT_DROP_WEAPON_SHOTGUN,
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ACT_PICKUP_GROUND, // pick up something in front of you on the ground
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ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you.
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ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)
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ACT_IDLE_RELAXED,
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ACT_IDLE_STIMULATED,
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ACT_IDLE_AGITATED,
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ACT_IDLE_STEALTH,
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ACT_IDLE_HURT,
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ACT_WALK_RELAXED,
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ACT_WALK_STIMULATED,
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ACT_WALK_AGITATED,
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ACT_WALK_STEALTH,
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ACT_RUN_RELAXED,
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ACT_RUN_STIMULATED,
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ACT_RUN_AGITATED,
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ACT_RUN_STEALTH,
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ACT_IDLE_AIM_RELAXED,
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ACT_IDLE_AIM_STIMULATED,
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ACT_IDLE_AIM_AGITATED,
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ACT_IDLE_AIM_STEALTH,
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ACT_WALK_AIM_RELAXED,
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ACT_WALK_AIM_STIMULATED,
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ACT_WALK_AIM_AGITATED,
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ACT_WALK_AIM_STEALTH,
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ACT_RUN_AIM_RELAXED,
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ACT_RUN_AIM_STIMULATED,
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ACT_RUN_AIM_AGITATED,
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ACT_RUN_AIM_STEALTH,
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ACT_CROUCHIDLE_STIMULATED,
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ACT_CROUCHIDLE_AIM_STIMULATED,
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ACT_CROUCHIDLE_AGITATED,
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ACT_WALK_HURT, // limp (loop)
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ACT_RUN_HURT, // limp (loop)
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ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
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ACT_SPECIAL_ATTACK2,
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ACT_COMBAT_IDLE, // FIXME: unused? agitated idle.
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ACT_WALK_SCARED,
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ACT_RUN_SCARED,
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ACT_VICTORY_DANCE, // killed a player, do a victory dance.
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ACT_DIE_HEADSHOT, // die, hit in head.
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ACT_DIE_CHESTSHOT, // die, hit in chest
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ACT_DIE_GUTSHOT, // die, hit in gut
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ACT_DIE_BACKSHOT, // die, hit in back
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ACT_FLINCH_HEAD,
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ACT_FLINCH_CHEST,
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ACT_FLINCH_STOMACH,
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ACT_FLINCH_LEFTARM,
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ACT_FLINCH_RIGHTARM,
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ACT_FLINCH_LEFTLEG,
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ACT_FLINCH_RIGHTLEG,
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ACT_FLINCH_PHYSICS,
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ACT_FLINCH_HEAD_BACK,
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ACT_FLINCH_HEAD_LEFT,
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ACT_FLINCH_HEAD_RIGHT,
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ACT_FLINCH_CHEST_BACK,
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ACT_FLINCH_STOMACH_BACK,
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ACT_FLINCH_CROUCH_FRONT,
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ACT_FLINCH_CROUCH_BACK,
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ACT_FLINCH_CROUCH_LEFT,
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ACT_FLINCH_CROUCH_RIGHT,
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ACT_IDLE_ON_FIRE, // ON FIRE animations
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ACT_WALK_ON_FIRE,
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ACT_RUN_ON_FIRE,
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ACT_RAPPEL_LOOP, // Rappel down a rope!
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ACT_180_LEFT, // 180 degree left turn
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ACT_180_RIGHT,
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ACT_90_LEFT, // 90 degree turns
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ACT_90_RIGHT,
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ACT_STEP_LEFT, // Single steps
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ACT_STEP_RIGHT,
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ACT_STEP_BACK,
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ACT_STEP_FORE,
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ACT_GESTURE_RANGE_ATTACK1,
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ACT_GESTURE_RANGE_ATTACK2,
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ACT_GESTURE_MELEE_ATTACK1,
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ACT_GESTURE_MELEE_ATTACK2,
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ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
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ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
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ACT_MELEE_ATTACK_SWING_GESTURE,
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ACT_GESTURE_SMALL_FLINCH,
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ACT_GESTURE_BIG_FLINCH,
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ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion
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ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
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ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion
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ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
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ACT_GESTURE_FLINCH_HEAD,
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ACT_GESTURE_FLINCH_CHEST,
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ACT_GESTURE_FLINCH_STOMACH,
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ACT_GESTURE_FLINCH_LEFTARM,
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ACT_GESTURE_FLINCH_RIGHTARM,
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ACT_GESTURE_FLINCH_LEFTLEG,
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ACT_GESTURE_FLINCH_RIGHTLEG,
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ACT_GESTURE_TURN_LEFT,
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ACT_GESTURE_TURN_RIGHT,
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ACT_GESTURE_TURN_LEFT45,
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ACT_GESTURE_TURN_RIGHT45,
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ACT_GESTURE_TURN_LEFT90,
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ACT_GESTURE_TURN_RIGHT90,
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ACT_GESTURE_TURN_LEFT45_FLAT,
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ACT_GESTURE_TURN_RIGHT45_FLAT,
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ACT_GESTURE_TURN_LEFT90_FLAT,
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ACT_GESTURE_TURN_RIGHT90_FLAT,
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// HALF-LIFE 1 compatability stuff goes here. Temporary!
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ACT_BARNACLE_HIT, // barnacle tongue hits a monster
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ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
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ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
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ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
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// Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
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// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
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// is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
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// with the NPC's current sequence. (SJB)
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ACT_DO_NOT_DISTURB,
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ACT_SPECIFIC_SEQUENCE,
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// viewmodel (weapon) activities
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// FIXME: move these to the specific viewmodels, no need to make global
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ACT_VM_DRAW,
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ACT_VM_HOLSTER,
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ACT_VM_IDLE,
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ACT_VM_FIDGET,
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ACT_VM_PULLBACK,
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ACT_VM_PULLBACK_HIGH,
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ACT_VM_PULLBACK_LOW,
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ACT_VM_THROW,
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ACT_VM_PULLPIN,
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ACT_VM_PRIMARYATTACK, // fire
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ACT_VM_SECONDARYATTACK, // alt. fire
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ACT_VM_RELOAD,
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ACT_VM_DRYFIRE, // fire with no ammo loaded.
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ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk)
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ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk)
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ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk)
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ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk)
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ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk)
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ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk)
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ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk)
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ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk)
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ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk)
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ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk)
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ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk)
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ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk)
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ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk)
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ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk)
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ACT_VM_SWINGMISS,
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ACT_VM_SWINGHIT,
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ACT_VM_IDLE_TO_LOWERED,
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ACT_VM_IDLE_LOWERED,
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ACT_VM_LOWERED_TO_IDLE,
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ACT_VM_RECOIL1,
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ACT_VM_RECOIL2,
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ACT_VM_RECOIL3,
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ACT_VM_PICKUP,
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ACT_VM_RELEASE,
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ACT_VM_ATTACH_SILENCER,
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ACT_VM_DETACH_SILENCER,
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ACT_VM_EMPTY_FIRE, // fire last round in magazine
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ACT_VM_EMPTY_RELOAD, // Reload from an Empty state
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ACT_VM_EMPTY_DRAW, // Deploy an Empty weapon
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ACT_VM_EMPTY_IDLE, // Idle in an Empty state
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//===========================
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// HL2 Specific Activities
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//===========================
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// SLAM Specialty Activities
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ACT_SLAM_STICKWALL_IDLE,
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ACT_SLAM_STICKWALL_ND_IDLE,
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ACT_SLAM_STICKWALL_ATTACH,
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ACT_SLAM_STICKWALL_ATTACH2,
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ACT_SLAM_STICKWALL_ND_ATTACH,
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ACT_SLAM_STICKWALL_ND_ATTACH2,
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ACT_SLAM_STICKWALL_DETONATE,
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ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
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ACT_SLAM_STICKWALL_DRAW,
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ACT_SLAM_STICKWALL_ND_DRAW,
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ACT_SLAM_STICKWALL_TO_THROW,
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ACT_SLAM_STICKWALL_TO_THROW_ND,
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ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
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ACT_SLAM_THROW_IDLE,
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ACT_SLAM_THROW_ND_IDLE,
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ACT_SLAM_THROW_THROW,
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ACT_SLAM_THROW_THROW2,
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ACT_SLAM_THROW_THROW_ND,
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ACT_SLAM_THROW_THROW_ND2,
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ACT_SLAM_THROW_DRAW,
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ACT_SLAM_THROW_ND_DRAW,
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ACT_SLAM_THROW_TO_STICKWALL,
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ACT_SLAM_THROW_TO_STICKWALL_ND,
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ACT_SLAM_THROW_DETONATE,
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ACT_SLAM_THROW_DETONATOR_HOLSTER,
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ACT_SLAM_THROW_TO_TRIPMINE_ND,
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ACT_SLAM_TRIPMINE_IDLE,
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ACT_SLAM_TRIPMINE_DRAW,
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ACT_SLAM_TRIPMINE_ATTACH,
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ACT_SLAM_TRIPMINE_ATTACH2,
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ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
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ACT_SLAM_TRIPMINE_TO_THROW_ND,
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ACT_SLAM_DETONATOR_IDLE,
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ACT_SLAM_DETONATOR_DRAW,
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ACT_SLAM_DETONATOR_DETONATE,
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ACT_SLAM_DETONATOR_HOLSTER,
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ACT_SLAM_DETONATOR_STICKWALL_DRAW,
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ACT_SLAM_DETONATOR_THROW_DRAW,
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// Shotgun Specialty Activities
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ACT_SHOTGUN_RELOAD_START,
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ACT_SHOTGUN_RELOAD_FINISH,
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ACT_SHOTGUN_PUMP,
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// SMG2 special activities
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ACT_SMG2_IDLE2,
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ACT_SMG2_FIRE2,
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ACT_SMG2_DRAW2,
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ACT_SMG2_RELOAD2,
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ACT_SMG2_DRYFIRE2,
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ACT_SMG2_TOAUTO,
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ACT_SMG2_TOBURST,
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// Physcannon special activities
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ACT_PHYSCANNON_UPGRADE,
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// weapon override activities
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ACT_RANGE_ATTACK_AR1,
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ACT_RANGE_ATTACK_AR2,
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ACT_RANGE_ATTACK_AR2_LOW,
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ACT_RANGE_ATTACK_AR2_GRENADE,
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ACT_RANGE_ATTACK_HMG1,
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ACT_RANGE_ATTACK_ML,
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ACT_RANGE_ATTACK_SMG1,
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ACT_RANGE_ATTACK_SMG1_LOW,
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ACT_RANGE_ATTACK_SMG2,
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ACT_RANGE_ATTACK_SHOTGUN,
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ACT_RANGE_ATTACK_SHOTGUN_LOW,
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ACT_RANGE_ATTACK_PISTOL,
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ACT_RANGE_ATTACK_PISTOL_LOW,
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ACT_RANGE_ATTACK_SLAM,
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ACT_RANGE_ATTACK_TRIPWIRE,
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ACT_RANGE_ATTACK_THROW,
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ACT_RANGE_ATTACK_SNIPER_RIFLE,
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ACT_RANGE_ATTACK_RPG,
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ACT_MELEE_ATTACK_SWING,
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ACT_RANGE_AIM_LOW,
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ACT_RANGE_AIM_SMG1_LOW,
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ACT_RANGE_AIM_PISTOL_LOW,
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ACT_RANGE_AIM_AR2_LOW,
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ACT_COVER_PISTOL_LOW,
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ACT_COVER_SMG1_LOW,
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// weapon override activities
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ACT_GESTURE_RANGE_ATTACK_AR1,
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ACT_GESTURE_RANGE_ATTACK_AR2,
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ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
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ACT_GESTURE_RANGE_ATTACK_HMG1,
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ACT_GESTURE_RANGE_ATTACK_ML,
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ACT_GESTURE_RANGE_ATTACK_SMG1,
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ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
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ACT_GESTURE_RANGE_ATTACK_SMG2,
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ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
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ACT_GESTURE_RANGE_ATTACK_PISTOL,
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ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
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ACT_GESTURE_RANGE_ATTACK_SLAM,
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ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
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ACT_GESTURE_RANGE_ATTACK_THROW,
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ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
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ACT_GESTURE_MELEE_ATTACK_SWING,
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ACT_IDLE_RIFLE,
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ACT_IDLE_SMG1,
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ACT_IDLE_ANGRY_SMG1,
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ACT_IDLE_PISTOL,
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ACT_IDLE_ANGRY_PISTOL,
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ACT_IDLE_ANGRY_SHOTGUN,
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ACT_IDLE_STEALTH_PISTOL,
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ACT_IDLE_PACKAGE,
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ACT_WALK_PACKAGE,
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ACT_IDLE_SUITCASE,
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ACT_WALK_SUITCASE,
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ACT_IDLE_SMG1_RELAXED,
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ACT_IDLE_SMG1_STIMULATED,
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ACT_WALK_RIFLE_RELAXED,
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ACT_RUN_RIFLE_RELAXED,
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ACT_WALK_RIFLE_STIMULATED,
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ACT_RUN_RIFLE_STIMULATED,
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ACT_IDLE_AIM_RIFLE_STIMULATED,
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ACT_WALK_AIM_RIFLE_STIMULATED,
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ACT_RUN_AIM_RIFLE_STIMULATED,
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ACT_IDLE_SHOTGUN_RELAXED,
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ACT_IDLE_SHOTGUN_STIMULATED,
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ACT_IDLE_SHOTGUN_AGITATED,
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// Policing activities
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ACT_WALK_ANGRY,
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ACT_POLICE_HARASS1,
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ACT_POLICE_HARASS2,
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// Manned guns
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ACT_IDLE_MANNEDGUN,
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// Melee weapon
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ACT_IDLE_MELEE,
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ACT_IDLE_ANGRY_MELEE,
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// RPG activities
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ACT_IDLE_RPG_RELAXED,
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ACT_IDLE_RPG,
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ACT_IDLE_ANGRY_RPG,
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ACT_COVER_LOW_RPG,
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ACT_WALK_RPG,
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ACT_RUN_RPG,
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ACT_WALK_CROUCH_RPG,
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ACT_RUN_CROUCH_RPG,
|
|
ACT_WALK_RPG_RELAXED,
|
|
ACT_RUN_RPG_RELAXED,
|
|
|
|
ACT_WALK_RIFLE,
|
|
ACT_WALK_AIM_RIFLE,
|
|
ACT_WALK_CROUCH_RIFLE,
|
|
ACT_WALK_CROUCH_AIM_RIFLE,
|
|
ACT_RUN_RIFLE,
|
|
ACT_RUN_AIM_RIFLE,
|
|
ACT_RUN_CROUCH_RIFLE,
|
|
ACT_RUN_CROUCH_AIM_RIFLE,
|
|
ACT_RUN_STEALTH_PISTOL,
|
|
|
|
ACT_WALK_AIM_SHOTGUN,
|
|
ACT_RUN_AIM_SHOTGUN,
|
|
|
|
ACT_WALK_PISTOL,
|
|
ACT_RUN_PISTOL,
|
|
ACT_WALK_AIM_PISTOL,
|
|
ACT_RUN_AIM_PISTOL,
|
|
ACT_WALK_STEALTH_PISTOL,
|
|
ACT_WALK_AIM_STEALTH_PISTOL,
|
|
ACT_RUN_AIM_STEALTH_PISTOL,
|
|
|
|
// Reloads
|
|
ACT_RELOAD_PISTOL,
|
|
ACT_RELOAD_PISTOL_LOW,
|
|
ACT_RELOAD_SMG1,
|
|
ACT_RELOAD_SMG1_LOW,
|
|
ACT_RELOAD_SHOTGUN,
|
|
ACT_RELOAD_SHOTGUN_LOW,
|
|
|
|
ACT_GESTURE_RELOAD,
|
|
ACT_GESTURE_RELOAD_PISTOL,
|
|
ACT_GESTURE_RELOAD_SMG1,
|
|
ACT_GESTURE_RELOAD_SHOTGUN,
|
|
|
|
// Busy animations
|
|
ACT_BUSY_LEAN_LEFT,
|
|
ACT_BUSY_LEAN_LEFT_ENTRY,
|
|
ACT_BUSY_LEAN_LEFT_EXIT,
|
|
ACT_BUSY_LEAN_BACK,
|
|
ACT_BUSY_LEAN_BACK_ENTRY,
|
|
ACT_BUSY_LEAN_BACK_EXIT,
|
|
ACT_BUSY_SIT_GROUND,
|
|
ACT_BUSY_SIT_GROUND_ENTRY,
|
|
ACT_BUSY_SIT_GROUND_EXIT,
|
|
ACT_BUSY_SIT_CHAIR,
|
|
ACT_BUSY_SIT_CHAIR_ENTRY,
|
|
ACT_BUSY_SIT_CHAIR_EXIT,
|
|
ACT_BUSY_STAND,
|
|
ACT_BUSY_QUEUE,
|
|
|
|
// Dodge animations
|
|
ACT_DUCK_DODGE,
|
|
|
|
// For NPCs being lifted/eaten by barnacles:
|
|
// being swallowed by a barnacle
|
|
ACT_DIE_BARNACLE_SWALLOW,
|
|
// being lifted by a barnacle
|
|
ACT_GESTURE_BARNACLE_STRANGLE,
|
|
|
|
ACT_PHYSCANNON_DETACH, // An activity to be played if we're picking this up with the physcannon
|
|
ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH
|
|
ACT_PHYSCANNON_ANIMATE_PRE, // An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE
|
|
ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE
|
|
|
|
ACT_DIE_FRONTSIDE,
|
|
ACT_DIE_RIGHTSIDE,
|
|
ACT_DIE_BACKSIDE,
|
|
ACT_DIE_LEFTSIDE,
|
|
|
|
ACT_DIE_CROUCH_FRONTSIDE,
|
|
ACT_DIE_CROUCH_RIGHTSIDE,
|
|
ACT_DIE_CROUCH_BACKSIDE,
|
|
ACT_DIE_CROUCH_LEFTSIDE,
|
|
|
|
ACT_OPEN_DOOR,
|
|
|
|
// Dynamic interactions
|
|
ACT_DI_ALYX_ZOMBIE_MELEE,
|
|
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
|
|
ACT_DI_ALYX_HEADCRAB_MELEE,
|
|
ACT_DI_ALYX_ANTLION,
|
|
|
|
ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
|
|
ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
|
|
|
|
ACT_READINESS_RELAXED_TO_STIMULATED,
|
|
ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
|
|
ACT_READINESS_AGITATED_TO_STIMULATED,
|
|
ACT_READINESS_STIMULATED_TO_RELAXED,
|
|
|
|
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
|
|
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
|
|
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
|
|
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
|
|
|
|
ACT_IDLE_CARRY,
|
|
ACT_WALK_CARRY,
|
|
|
|
//===========================
|
|
// TF2 Specific Activities
|
|
//===========================
|
|
ACT_STARTDYING,
|
|
ACT_DYINGLOOP,
|
|
ACT_DYINGTODEAD,
|
|
|
|
ACT_RIDE_MANNED_GUN,
|
|
|
|
// All viewmodels
|
|
ACT_VM_SPRINT_ENTER,
|
|
ACT_VM_SPRINT_IDLE,
|
|
ACT_VM_SPRINT_LEAVE,
|
|
|
|
// Looping weapon firing
|
|
ACT_FIRE_START,
|
|
ACT_FIRE_LOOP,
|
|
ACT_FIRE_END,
|
|
|
|
ACT_CROUCHING_GRENADEIDLE,
|
|
ACT_CROUCHING_GRENADEREADY,
|
|
ACT_CROUCHING_PRIMARYATTACK,
|
|
ACT_OVERLAY_GRENADEIDLE,
|
|
ACT_OVERLAY_GRENADEREADY,
|
|
ACT_OVERLAY_PRIMARYATTACK,
|
|
ACT_OVERLAY_SHIELD_UP,
|
|
ACT_OVERLAY_SHIELD_DOWN,
|
|
ACT_OVERLAY_SHIELD_UP_IDLE,
|
|
ACT_OVERLAY_SHIELD_ATTACK,
|
|
ACT_OVERLAY_SHIELD_KNOCKBACK,
|
|
ACT_SHIELD_UP,
|
|
ACT_SHIELD_DOWN,
|
|
ACT_SHIELD_UP_IDLE,
|
|
ACT_SHIELD_ATTACK,
|
|
ACT_SHIELD_KNOCKBACK,
|
|
ACT_CROUCHING_SHIELD_UP,
|
|
ACT_CROUCHING_SHIELD_DOWN,
|
|
ACT_CROUCHING_SHIELD_UP_IDLE,
|
|
ACT_CROUCHING_SHIELD_ATTACK,
|
|
ACT_CROUCHING_SHIELD_KNOCKBACK,
|
|
|
|
// turning in place
|
|
ACT_TURNRIGHT45,
|
|
ACT_TURNLEFT45,
|
|
|
|
ACT_TURN,
|
|
|
|
ACT_OBJ_ASSEMBLING,
|
|
ACT_OBJ_DISMANTLING,
|
|
ACT_OBJ_STARTUP,
|
|
ACT_OBJ_RUNNING,
|
|
ACT_OBJ_IDLE,
|
|
ACT_OBJ_PLACING,
|
|
ACT_OBJ_DETERIORATING,
|
|
ACT_OBJ_UPGRADING,
|
|
|
|
// Deploy
|
|
ACT_DEPLOY,
|
|
ACT_DEPLOY_IDLE,
|
|
ACT_UNDEPLOY,
|
|
|
|
// Crossbow
|
|
ACT_CROSSBOW_DRAW_UNLOADED,
|
|
|
|
// Gauss
|
|
ACT_GAUSS_SPINUP,
|
|
ACT_GAUSS_SPINCYCLE,
|
|
|
|
//===========================
|
|
// CSPort Specific Activities
|
|
//===========================
|
|
|
|
ACT_VM_PRIMARYATTACK_SILENCED, // fire
|
|
ACT_VM_RELOAD_SILENCED,
|
|
ACT_VM_DRYFIRE_SILENCED, // fire with no ammo loaded.
|
|
ACT_VM_IDLE_SILENCED,
|
|
ACT_VM_DRAW_SILENCED,
|
|
ACT_VM_IDLE_EMPTY_LEFT,
|
|
ACT_VM_DRYFIRE_LEFT,
|
|
|
|
// new for CS2
|
|
ACT_VM_IS_DRAW,
|
|
ACT_VM_IS_HOLSTER,
|
|
ACT_VM_IS_IDLE,
|
|
ACT_VM_IS_PRIMARYATTACK,
|
|
|
|
ACT_PLAYER_IDLE_FIRE,
|
|
ACT_PLAYER_CROUCH_FIRE,
|
|
ACT_PLAYER_CROUCH_WALK_FIRE,
|
|
ACT_PLAYER_WALK_FIRE,
|
|
ACT_PLAYER_RUN_FIRE,
|
|
|
|
ACT_IDLETORUN,
|
|
ACT_RUNTOIDLE,
|
|
|
|
ACT_VM_DRAW_DEPLOYED,
|
|
|
|
ACT_HL2MP_IDLE_MELEE,
|
|
ACT_HL2MP_RUN_MELEE,
|
|
ACT_HL2MP_IDLE_CROUCH_MELEE,
|
|
ACT_HL2MP_WALK_CROUCH_MELEE,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
|
|
ACT_HL2MP_GESTURE_RELOAD_MELEE,
|
|
ACT_HL2MP_JUMP_MELEE,
|
|
|
|
// Portal!
|
|
ACT_VM_FIZZLE,
|
|
|
|
// Multiplayer
|
|
ACT_MP_STAND_IDLE,
|
|
ACT_MP_CROUCH_IDLE,
|
|
ACT_MP_CROUCH_DEPLOYED_IDLE,
|
|
ACT_MP_CROUCH_DEPLOYED,
|
|
ACT_MP_DEPLOYED_IDLE,
|
|
ACT_MP_RUN,
|
|
ACT_MP_WALK,
|
|
ACT_MP_AIRWALK,
|
|
ACT_MP_CROUCHWALK,
|
|
ACT_MP_SPRINT,
|
|
ACT_MP_JUMP,
|
|
ACT_MP_JUMP_START,
|
|
ACT_MP_JUMP_FLOAT,
|
|
ACT_MP_JUMP_LAND,
|
|
ACT_MP_JUMP_IMPACT_N,
|
|
ACT_MP_JUMP_IMPACT_E,
|
|
ACT_MP_JUMP_IMPACT_W,
|
|
ACT_MP_JUMP_IMPACT_S,
|
|
ACT_MP_JUMP_IMPACT_TOP,
|
|
ACT_MP_DOUBLEJUMP,
|
|
ACT_MP_SWIM,
|
|
ACT_MP_DEPLOYED,
|
|
ACT_MP_SWIM_DEPLOYED,
|
|
ACT_MP_VCD,
|
|
|
|
ACT_MP_ATTACK_STAND_PRIMARYFIRE,
|
|
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
|
|
ACT_MP_ATTACK_STAND_SECONDARYFIRE,
|
|
ACT_MP_ATTACK_STAND_GRENADE,
|
|
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
|
|
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
|
|
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
|
|
ACT_MP_ATTACK_CROUCH_GRENADE,
|
|
ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
|
|
ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
|
|
ACT_MP_ATTACK_SWIM_GRENADE,
|
|
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
|
|
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
|
|
ACT_MP_ATTACK_AIRWALK_GRENADE,
|
|
ACT_MP_RELOAD_STAND,
|
|
ACT_MP_RELOAD_STAND_LOOP,
|
|
ACT_MP_RELOAD_STAND_END,
|
|
ACT_MP_RELOAD_CROUCH,
|
|
ACT_MP_RELOAD_CROUCH_LOOP,
|
|
ACT_MP_RELOAD_CROUCH_END,
|
|
ACT_MP_RELOAD_SWIM,
|
|
ACT_MP_RELOAD_SWIM_LOOP,
|
|
ACT_MP_RELOAD_SWIM_END,
|
|
ACT_MP_RELOAD_AIRWALK,
|
|
ACT_MP_RELOAD_AIRWALK_LOOP,
|
|
ACT_MP_RELOAD_AIRWALK_END,
|
|
ACT_MP_ATTACK_STAND_PREFIRE,
|
|
ACT_MP_ATTACK_STAND_POSTFIRE,
|
|
ACT_MP_ATTACK_STAND_STARTFIRE,
|
|
ACT_MP_ATTACK_CROUCH_PREFIRE,
|
|
ACT_MP_ATTACK_CROUCH_POSTFIRE,
|
|
ACT_MP_ATTACK_SWIM_PREFIRE,
|
|
ACT_MP_ATTACK_SWIM_POSTFIRE,
|
|
|
|
// Multiplayer - Primary
|
|
ACT_MP_STAND_PRIMARY,
|
|
ACT_MP_CROUCH_PRIMARY,
|
|
ACT_MP_RUN_PRIMARY,
|
|
ACT_MP_WALK_PRIMARY,
|
|
ACT_MP_AIRWALK_PRIMARY,
|
|
ACT_MP_CROUCHWALK_PRIMARY,
|
|
ACT_MP_JUMP_PRIMARY,
|
|
ACT_MP_JUMP_START_PRIMARY,
|
|
ACT_MP_JUMP_FLOAT_PRIMARY,
|
|
ACT_MP_JUMP_LAND_PRIMARY,
|
|
ACT_MP_SWIM_PRIMARY,
|
|
ACT_MP_DEPLOYED_PRIMARY,
|
|
ACT_MP_SWIM_DEPLOYED_PRIMARY,
|
|
|
|
ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK
|
|
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
|
|
ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
|
|
ACT_MP_ATTACK_SWIM_PRIMARY,
|
|
ACT_MP_ATTACK_AIRWALK_PRIMARY,
|
|
|
|
ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK
|
|
ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
|
|
ACT_MP_RELOAD_STAND_PRIMARY_END,
|
|
ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK
|
|
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
|
|
ACT_MP_RELOAD_CROUCH_PRIMARY_END,
|
|
ACT_MP_RELOAD_SWIM_PRIMARY,
|
|
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
|
|
ACT_MP_RELOAD_SWIM_PRIMARY_END,
|
|
ACT_MP_RELOAD_AIRWALK_PRIMARY,
|
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
|
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
|
|
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
|
|
|
|
|
|
// Secondary
|
|
ACT_MP_STAND_SECONDARY,
|
|
ACT_MP_CROUCH_SECONDARY,
|
|
ACT_MP_RUN_SECONDARY,
|
|
ACT_MP_WALK_SECONDARY,
|
|
ACT_MP_AIRWALK_SECONDARY,
|
|
ACT_MP_CROUCHWALK_SECONDARY,
|
|
ACT_MP_JUMP_SECONDARY,
|
|
ACT_MP_JUMP_START_SECONDARY,
|
|
ACT_MP_JUMP_FLOAT_SECONDARY,
|
|
ACT_MP_JUMP_LAND_SECONDARY,
|
|
ACT_MP_SWIM_SECONDARY,
|
|
|
|
ACT_MP_ATTACK_STAND_SECONDARY, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_SECONDARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_SECONDARY,
|
|
ACT_MP_ATTACK_AIRWALK_SECONDARY,
|
|
|
|
ACT_MP_RELOAD_STAND_SECONDARY, // RUN, WALK
|
|
ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
|
|
ACT_MP_RELOAD_STAND_SECONDARY_END,
|
|
ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK
|
|
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
|
|
ACT_MP_RELOAD_CROUCH_SECONDARY_END,
|
|
ACT_MP_RELOAD_SWIM_SECONDARY,
|
|
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
|
|
ACT_MP_RELOAD_SWIM_SECONDARY_END,
|
|
ACT_MP_RELOAD_AIRWALK_SECONDARY,
|
|
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
|
|
ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
|
|
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
|
|
|
|
// Melee
|
|
ACT_MP_STAND_MELEE,
|
|
ACT_MP_CROUCH_MELEE,
|
|
ACT_MP_RUN_MELEE,
|
|
ACT_MP_WALK_MELEE,
|
|
ACT_MP_AIRWALK_MELEE,
|
|
ACT_MP_CROUCHWALK_MELEE,
|
|
ACT_MP_JUMP_MELEE,
|
|
ACT_MP_JUMP_START_MELEE,
|
|
ACT_MP_JUMP_FLOAT_MELEE,
|
|
ACT_MP_JUMP_LAND_MELEE,
|
|
ACT_MP_SWIM_MELEE,
|
|
|
|
ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK
|
|
ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
|
|
ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK
|
|
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
|
|
ACT_MP_ATTACK_SWIM_MELEE,
|
|
ACT_MP_ATTACK_AIRWALK_MELEE,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
|
|
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
|
|
|
|
// Item1
|
|
ACT_MP_STAND_ITEM1,
|
|
ACT_MP_CROUCH_ITEM1,
|
|
ACT_MP_RUN_ITEM1,
|
|
ACT_MP_WALK_ITEM1,
|
|
ACT_MP_AIRWALK_ITEM1,
|
|
ACT_MP_CROUCHWALK_ITEM1,
|
|
ACT_MP_JUMP_ITEM1,
|
|
ACT_MP_JUMP_START_ITEM1,
|
|
ACT_MP_JUMP_FLOAT_ITEM1,
|
|
ACT_MP_JUMP_LAND_ITEM1,
|
|
ACT_MP_SWIM_ITEM1,
|
|
|
|
ACT_MP_ATTACK_STAND_ITEM1, // RUN, WALK
|
|
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
|
|
ACT_MP_ATTACK_CROUCH_ITEM1, // CROUCHWALK
|
|
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
|
|
ACT_MP_ATTACK_SWIM_ITEM1,
|
|
ACT_MP_ATTACK_AIRWALK_ITEM1,
|
|
|
|
// Item2
|
|
ACT_MP_STAND_ITEM2,
|
|
ACT_MP_CROUCH_ITEM2,
|
|
ACT_MP_RUN_ITEM2,
|
|
ACT_MP_WALK_ITEM2,
|
|
ACT_MP_AIRWALK_ITEM2,
|
|
ACT_MP_CROUCHWALK_ITEM2,
|
|
ACT_MP_JUMP_ITEM2,
|
|
ACT_MP_JUMP_START_ITEM2,
|
|
ACT_MP_JUMP_FLOAT_ITEM2,
|
|
ACT_MP_JUMP_LAND_ITEM2,
|
|
ACT_MP_SWIM_ITEM2,
|
|
|
|
ACT_MP_ATTACK_STAND_ITEM2, // RUN, WALK
|
|
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
|
|
ACT_MP_ATTACK_CROUCH_ITEM2, // CROUCHWALK
|
|
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
|
|
ACT_MP_ATTACK_SWIM_ITEM2,
|
|
ACT_MP_ATTACK_AIRWALK_ITEM2,
|
|
|
|
// Flinches
|
|
ACT_MP_GESTURE_FLINCH,
|
|
ACT_MP_GESTURE_FLINCH_PRIMARY,
|
|
ACT_MP_GESTURE_FLINCH_SECONDARY,
|
|
ACT_MP_GESTURE_FLINCH_MELEE,
|
|
ACT_MP_GESTURE_FLINCH_ITEM1,
|
|
ACT_MP_GESTURE_FLINCH_ITEM2,
|
|
|
|
ACT_MP_GESTURE_FLINCH_HEAD,
|
|
ACT_MP_GESTURE_FLINCH_CHEST,
|
|
ACT_MP_GESTURE_FLINCH_STOMACH,
|
|
ACT_MP_GESTURE_FLINCH_LEFTARM,
|
|
ACT_MP_GESTURE_FLINCH_RIGHTARM,
|
|
ACT_MP_GESTURE_FLINCH_LEFTLEG,
|
|
ACT_MP_GESTURE_FLINCH_RIGHTLEG,
|
|
|
|
// Team Fortress specific - medic heal, medic infect, etc.....
|
|
ACT_MP_GRENADE1_DRAW,
|
|
ACT_MP_GRENADE1_IDLE,
|
|
ACT_MP_GRENADE1_ATTACK,
|
|
ACT_MP_GRENADE2_DRAW,
|
|
ACT_MP_GRENADE2_IDLE,
|
|
ACT_MP_GRENADE2_ATTACK,
|
|
|
|
ACT_MP_PRIMARY_GRENADE1_DRAW,
|
|
ACT_MP_PRIMARY_GRENADE1_IDLE,
|
|
ACT_MP_PRIMARY_GRENADE1_ATTACK,
|
|
ACT_MP_PRIMARY_GRENADE2_DRAW,
|
|
ACT_MP_PRIMARY_GRENADE2_IDLE,
|
|
ACT_MP_PRIMARY_GRENADE2_ATTACK,
|
|
|
|
ACT_MP_SECONDARY_GRENADE1_DRAW,
|
|
ACT_MP_SECONDARY_GRENADE1_IDLE,
|
|
ACT_MP_SECONDARY_GRENADE1_ATTACK,
|
|
ACT_MP_SECONDARY_GRENADE2_DRAW,
|
|
ACT_MP_SECONDARY_GRENADE2_IDLE,
|
|
ACT_MP_SECONDARY_GRENADE2_ATTACK,
|
|
|
|
ACT_MP_MELEE_GRENADE1_DRAW,
|
|
ACT_MP_MELEE_GRENADE1_IDLE,
|
|
ACT_MP_MELEE_GRENADE1_ATTACK,
|
|
ACT_MP_MELEE_GRENADE2_DRAW,
|
|
ACT_MP_MELEE_GRENADE2_IDLE,
|
|
ACT_MP_MELEE_GRENADE2_ATTACK,
|
|
|
|
ACT_MP_ITEM1_GRENADE1_DRAW,
|
|
ACT_MP_ITEM1_GRENADE1_IDLE,
|
|
ACT_MP_ITEM1_GRENADE1_ATTACK,
|
|
ACT_MP_ITEM1_GRENADE2_DRAW,
|
|
ACT_MP_ITEM1_GRENADE2_IDLE,
|
|
ACT_MP_ITEM1_GRENADE2_ATTACK,
|
|
|
|
ACT_MP_ITEM2_GRENADE1_DRAW,
|
|
ACT_MP_ITEM2_GRENADE1_IDLE,
|
|
ACT_MP_ITEM2_GRENADE1_ATTACK,
|
|
ACT_MP_ITEM2_GRENADE2_DRAW,
|
|
ACT_MP_ITEM2_GRENADE2_IDLE,
|
|
ACT_MP_ITEM2_GRENADE2_ATTACK,
|
|
|
|
// Building
|
|
ACT_MP_STAND_BUILDING,
|
|
ACT_MP_CROUCH_BUILDING,
|
|
ACT_MP_RUN_BUILDING,
|
|
ACT_MP_WALK_BUILDING,
|
|
ACT_MP_AIRWALK_BUILDING,
|
|
ACT_MP_CROUCHWALK_BUILDING,
|
|
ACT_MP_JUMP_BUILDING,
|
|
ACT_MP_JUMP_START_BUILDING,
|
|
ACT_MP_JUMP_FLOAT_BUILDING,
|
|
ACT_MP_JUMP_LAND_BUILDING,
|
|
ACT_MP_SWIM_BUILDING,
|
|
|
|
ACT_MP_ATTACK_STAND_BUILDING, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_BUILDING, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_BUILDING,
|
|
ACT_MP_ATTACK_AIRWALK_BUILDING,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_BUILDING, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
|
|
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
|
|
|
|
ACT_MP_STAND_PDA,
|
|
ACT_MP_CROUCH_PDA,
|
|
ACT_MP_RUN_PDA,
|
|
ACT_MP_WALK_PDA,
|
|
ACT_MP_AIRWALK_PDA,
|
|
ACT_MP_CROUCHWALK_PDA,
|
|
ACT_MP_JUMP_PDA,
|
|
ACT_MP_JUMP_START_PDA,
|
|
ACT_MP_JUMP_FLOAT_PDA,
|
|
ACT_MP_JUMP_LAND_PDA,
|
|
ACT_MP_SWIM_PDA,
|
|
|
|
ACT_MP_ATTACK_STAND_PDA,
|
|
ACT_MP_ATTACK_SWIM_PDA,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT,
|
|
ACT_MP_GESTURE_VC_FISTPUMP,
|
|
ACT_MP_GESTURE_VC_THUMBSUP,
|
|
ACT_MP_GESTURE_VC_NODYES,
|
|
ACT_MP_GESTURE_VC_NODNO,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
|
|
ACT_MP_GESTURE_VC_NODYES_PRIMARY,
|
|
ACT_MP_GESTURE_VC_NODNO_PRIMARY,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
|
|
ACT_MP_GESTURE_VC_NODYES_SECONDARY,
|
|
ACT_MP_GESTURE_VC_NODNO_SECONDARY,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
|
|
ACT_MP_GESTURE_VC_NODYES_MELEE,
|
|
ACT_MP_GESTURE_VC_NODNO_MELEE,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
|
|
ACT_MP_GESTURE_VC_NODYES_ITEM1,
|
|
ACT_MP_GESTURE_VC_NODNO_ITEM1,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
|
|
ACT_MP_GESTURE_VC_NODYES_ITEM2,
|
|
ACT_MP_GESTURE_VC_NODNO_ITEM2,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
|
|
ACT_MP_GESTURE_VC_NODYES_BUILDING,
|
|
ACT_MP_GESTURE_VC_NODNO_BUILDING,
|
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
|
|
ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
|
|
ACT_MP_GESTURE_VC_FISTPUMP_PDA,
|
|
ACT_MP_GESTURE_VC_THUMBSUP_PDA,
|
|
ACT_MP_GESTURE_VC_NODYES_PDA,
|
|
ACT_MP_GESTURE_VC_NODNO_PDA,
|
|
|
|
|
|
ACT_VM_UNUSABLE,
|
|
ACT_VM_UNUSABLE_TO_USABLE,
|
|
ACT_VM_USABLE_TO_UNUSABLE,
|
|
|
|
// Specific viewmodel activities for weapon roles
|
|
ACT_PRIMARY_VM_DRAW,
|
|
ACT_PRIMARY_VM_HOLSTER,
|
|
ACT_PRIMARY_VM_IDLE,
|
|
ACT_PRIMARY_VM_PULLBACK,
|
|
ACT_PRIMARY_VM_PRIMARYATTACK,
|
|
ACT_PRIMARY_VM_SECONDARYATTACK,
|
|
ACT_PRIMARY_VM_RELOAD,
|
|
ACT_PRIMARY_VM_DRYFIRE,
|
|
ACT_PRIMARY_VM_IDLE_TO_LOWERED,
|
|
ACT_PRIMARY_VM_IDLE_LOWERED,
|
|
ACT_PRIMARY_VM_LOWERED_TO_IDLE,
|
|
|
|
ACT_SECONDARY_VM_DRAW,
|
|
ACT_SECONDARY_VM_HOLSTER,
|
|
ACT_SECONDARY_VM_IDLE,
|
|
ACT_SECONDARY_VM_PULLBACK,
|
|
ACT_SECONDARY_VM_PRIMARYATTACK,
|
|
ACT_SECONDARY_VM_SECONDARYATTACK,
|
|
ACT_SECONDARY_VM_RELOAD,
|
|
ACT_SECONDARY_VM_DRYFIRE,
|
|
ACT_SECONDARY_VM_IDLE_TO_LOWERED,
|
|
ACT_SECONDARY_VM_IDLE_LOWERED,
|
|
ACT_SECONDARY_VM_LOWERED_TO_IDLE,
|
|
|
|
ACT_MELEE_VM_DRAW,
|
|
ACT_MELEE_VM_HOLSTER,
|
|
ACT_MELEE_VM_IDLE,
|
|
ACT_MELEE_VM_PULLBACK,
|
|
ACT_MELEE_VM_PRIMARYATTACK,
|
|
ACT_MELEE_VM_SECONDARYATTACK,
|
|
ACT_MELEE_VM_RELOAD,
|
|
ACT_MELEE_VM_DRYFIRE,
|
|
ACT_MELEE_VM_IDLE_TO_LOWERED,
|
|
ACT_MELEE_VM_IDLE_LOWERED,
|
|
ACT_MELEE_VM_LOWERED_TO_IDLE,
|
|
|
|
ACT_PDA_VM_DRAW,
|
|
ACT_PDA_VM_HOLSTER,
|
|
ACT_PDA_VM_IDLE,
|
|
ACT_PDA_VM_PULLBACK,
|
|
ACT_PDA_VM_PRIMARYATTACK,
|
|
ACT_PDA_VM_SECONDARYATTACK,
|
|
ACT_PDA_VM_RELOAD,
|
|
ACT_PDA_VM_DRYFIRE,
|
|
ACT_PDA_VM_IDLE_TO_LOWERED,
|
|
ACT_PDA_VM_IDLE_LOWERED,
|
|
ACT_PDA_VM_LOWERED_TO_IDLE,
|
|
|
|
ACT_ITEM1_VM_DRAW,
|
|
ACT_ITEM1_VM_HOLSTER,
|
|
ACT_ITEM1_VM_IDLE,
|
|
ACT_ITEM1_VM_PULLBACK,
|
|
ACT_ITEM1_VM_PRIMARYATTACK,
|
|
ACT_ITEM1_VM_SECONDARYATTACK,
|
|
ACT_ITEM1_VM_RELOAD,
|
|
ACT_ITEM1_VM_DRYFIRE,
|
|
ACT_ITEM1_VM_IDLE_TO_LOWERED,
|
|
ACT_ITEM1_VM_IDLE_LOWERED,
|
|
ACT_ITEM1_VM_LOWERED_TO_IDLE,
|
|
|
|
ACT_ITEM2_VM_DRAW,
|
|
ACT_ITEM2_VM_HOLSTER,
|
|
ACT_ITEM2_VM_IDLE,
|
|
ACT_ITEM2_VM_PULLBACK,
|
|
ACT_ITEM2_VM_PRIMARYATTACK,
|
|
ACT_ITEM2_VM_SECONDARYATTACK,
|
|
ACT_ITEM2_VM_RELOAD,
|
|
ACT_ITEM2_VM_DRYFIRE,
|
|
ACT_ITEM2_VM_IDLE_TO_LOWERED,
|
|
ACT_ITEM2_VM_IDLE_LOWERED,
|
|
ACT_ITEM2_VM_LOWERED_TO_IDLE,
|
|
|
|
// Infested activities
|
|
ACT_RELOAD_SUCCEED,
|
|
ACT_RELOAD_FAIL,
|
|
// Autogun
|
|
ACT_WALK_AIM_AUTOGUN,
|
|
ACT_RUN_AIM_AUTOGUN,
|
|
ACT_IDLE_AUTOGUN,
|
|
ACT_IDLE_AIM_AUTOGUN,
|
|
ACT_RELOAD_AUTOGUN,
|
|
ACT_CROUCH_IDLE_AUTOGUN,
|
|
ACT_RANGE_ATTACK_AUTOGUN,
|
|
ACT_JUMP_AUTOGUN,
|
|
// Pistol
|
|
ACT_IDLE_AIM_PISTOL,
|
|
// PDW
|
|
ACT_WALK_AIM_DUAL,
|
|
ACT_RUN_AIM_DUAL,
|
|
ACT_IDLE_DUAL,
|
|
ACT_IDLE_AIM_DUAL,
|
|
ACT_RELOAD_DUAL,
|
|
ACT_CROUCH_IDLE_DUAL,
|
|
ACT_RANGE_ATTACK_DUAL,
|
|
ACT_JUMP_DUAL,
|
|
// Shotgun
|
|
ACT_IDLE_SHOTGUN,
|
|
ACT_IDLE_AIM_SHOTGUN,
|
|
ACT_CROUCH_IDLE_SHOTGUN,
|
|
ACT_JUMP_SHOTGUN,
|
|
// Rifle
|
|
ACT_IDLE_AIM_RIFLE,
|
|
ACT_RELOAD_RIFLE,
|
|
ACT_CROUCH_IDLE_RIFLE,
|
|
ACT_RANGE_ATTACK_RIFLE,
|
|
ACT_JUMP_RIFLE,
|
|
|
|
// Infested General AI
|
|
ACT_SLEEP,
|
|
ACT_WAKE,
|
|
|
|
// Shield Bug
|
|
ACT_FLICK_LEFT,
|
|
ACT_FLICK_LEFT_MIDDLE,
|
|
ACT_FLICK_RIGHT_MIDDLE,
|
|
ACT_FLICK_RIGHT,
|
|
ACT_SPINAROUND,
|
|
|
|
// Mortar Bug
|
|
ACT_PREP_TO_FIRE,
|
|
ACT_FIRE,
|
|
ACT_FIRE_RECOVER,
|
|
|
|
// Shaman
|
|
ACT_SPRAY,
|
|
|
|
// Boomer
|
|
ACT_PREP_EXPLODE,
|
|
ACT_EXPLODE,
|
|
|
|
///******************
|
|
///DOTA ANIMATIONS
|
|
///******************
|
|
|
|
ACT_DOTA_IDLE,
|
|
ACT_DOTA_RUN,
|
|
ACT_DOTA_ATTACK,
|
|
ACT_DOTA_ATTACK_EVENT,
|
|
ACT_DOTA_DIE,
|
|
ACT_DOTA_FLINCH,
|
|
ACT_DOTA_DISABLED,
|
|
ACT_DOTA_CAST_ABILITY_1,
|
|
ACT_DOTA_CAST_ABILITY_2,
|
|
ACT_DOTA_CAST_ABILITY_3,
|
|
ACT_DOTA_CAST_ABILITY_4,
|
|
ACT_DOTA_OVERRIDE_ABILITY_1,
|
|
ACT_DOTA_OVERRIDE_ABILITY_2,
|
|
ACT_DOTA_OVERRIDE_ABILITY_3,
|
|
ACT_DOTA_OVERRIDE_ABILITY_4,
|
|
ACT_DOTA_CHANNEL_ABILITY_1,
|
|
ACT_DOTA_CHANNEL_ABILITY_2,
|
|
ACT_DOTA_CHANNEL_ABILITY_3,
|
|
ACT_DOTA_CHANNEL_ABILITY_4,
|
|
ACT_DOTA_CHANNEL_END_ABILITY_1,
|
|
ACT_DOTA_CHANNEL_END_ABILITY_2,
|
|
ACT_DOTA_CHANNEL_END_ABILITY_3,
|
|
ACT_DOTA_CHANNEL_END_ABILITY_4,
|
|
|
|
|
|
// Portal2
|
|
ACT_MP_RUN_SPEEDPAINT, // running on speed paint
|
|
ACT_MP_LONG_FALL, // falling a LONG way
|
|
ACT_MP_TRACTORBEAM_FLOAT, // floating in a tractor beam
|
|
ACT_MP_DEATH_CRUSH,
|
|
|
|
ACT_MP_RUN_SPEEDPAINT_PRIMARY, // player with portalgun running on speed paint
|
|
ACT_MP_DROWNING_PRIMARY, // drowning while holding portalgun
|
|
ACT_MP_LONG_FALL_PRIMARY, // falling a LONG way while holding portalgun
|
|
ACT_MP_TRACTORBEAM_FLOAT_PRIMARY, // floating in a tractor beam while holding portalgun
|
|
ACT_MP_DEATH_CRUSH_PRIMARY,
|
|
|
|
|
|
// csgo death anims that don't require direction (direction is pose-param driven for more granularity)
|
|
ACT_DIE_STAND,
|
|
ACT_DIE_STAND_HEADSHOT,
|
|
ACT_DIE_CROUCH,
|
|
ACT_DIE_CROUCH_HEADSHOT,
|
|
|
|
|
|
|
|
// CSGO action activities
|
|
ACT_CSGO_NULL,
|
|
ACT_CSGO_DEFUSE,
|
|
ACT_CSGO_DEFUSE_WITH_KIT,
|
|
ACT_CSGO_FLASHBANG_REACTION,
|
|
ACT_CSGO_FIRE_PRIMARY,
|
|
ACT_CSGO_FIRE_PRIMARY_OPT_1,
|
|
ACT_CSGO_FIRE_PRIMARY_OPT_2,
|
|
ACT_CSGO_FIRE_SECONDARY,
|
|
ACT_CSGO_FIRE_SECONDARY_OPT_1,
|
|
ACT_CSGO_FIRE_SECONDARY_OPT_2,
|
|
ACT_CSGO_RELOAD,
|
|
ACT_CSGO_RELOAD_START,
|
|
ACT_CSGO_RELOAD_LOOP,
|
|
ACT_CSGO_RELOAD_END,
|
|
ACT_CSGO_OPERATE,
|
|
ACT_CSGO_DEPLOY,
|
|
ACT_CSGO_CATCH,
|
|
ACT_CSGO_SILENCER_DETACH,
|
|
ACT_CSGO_SILENCER_ATTACH,
|
|
ACT_CSGO_TWITCH,
|
|
ACT_CSGO_TWITCH_BUYZONE,
|
|
ACT_CSGO_PLANT_BOMB,
|
|
ACT_CSGO_IDLE_TURN_BALANCEADJUST,
|
|
ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
|
|
ACT_CSGO_ALIVE_LOOP,
|
|
ACT_CSGO_FLINCH,
|
|
ACT_CSGO_FLINCH_HEAD,
|
|
ACT_CSGO_FLINCH_MOLOTOV,
|
|
ACT_CSGO_JUMP,
|
|
ACT_CSGO_FALL,
|
|
ACT_CSGO_CLIMB_LADDER,
|
|
ACT_CSGO_LAND_LIGHT,
|
|
ACT_CSGO_LAND_HEAVY,
|
|
ACT_CSGO_EXIT_LADDER_TOP,
|
|
ACT_CSGO_EXIT_LADDER_BOTTOM,
|
|
|
|
// this is the end of the global activities, private per-monster activities start here.
|
|
LAST_SHARED_ACTIVITY,
|
|
} Activity;
|
|
|
|
|
|
#endif // AI_ACTIVITY_H
|
|
|