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https://github.com/alliedmodders/hl2sdk.git
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1393 lines
36 KiB
C
1393 lines
36 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_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_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_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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// 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_ATTACH_SILENCER,
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ACT_VM_DETACH_SILENCER,
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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,
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ACT_WALK_RPG_RELAXED,
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ACT_RUN_RPG_RELAXED,
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ACT_WALK_RIFLE,
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ACT_WALK_AIM_RIFLE,
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ACT_WALK_CROUCH_RIFLE,
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ACT_WALK_CROUCH_AIM_RIFLE,
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ACT_RUN_RIFLE,
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ACT_RUN_AIM_RIFLE,
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ACT_RUN_CROUCH_RIFLE,
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ACT_RUN_CROUCH_AIM_RIFLE,
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ACT_RUN_STEALTH_PISTOL,
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ACT_WALK_AIM_SHOTGUN,
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ACT_RUN_AIM_SHOTGUN,
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ACT_WALK_AIM_PISTOL,
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ACT_RUN_AIM_PISTOL,
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ACT_WALK_STEALTH_PISTOL,
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ACT_WALK_AIM_STEALTH_PISTOL,
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|
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_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_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,
|
|
|
|
// Deploy
|
|
ACT_DEPLOY,
|
|
ACT_DEPLOY_IDLE,
|
|
ACT_UNDEPLOY,
|
|
|
|
//===========================
|
|
// HL1 Specific Activities
|
|
//===========================
|
|
// Grenades
|
|
ACT_GRENADE_ROLL,
|
|
ACT_GRENADE_TOSS,
|
|
|
|
// Hand grenade
|
|
ACT_HANDGRENADE_THROW1,
|
|
ACT_HANDGRENADE_THROW2,
|
|
ACT_HANDGRENADE_THROW3,
|
|
|
|
// Shotgun
|
|
ACT_SHOTGUN_IDLE_DEEP,
|
|
ACT_SHOTGUN_IDLE4,
|
|
|
|
// Glock
|
|
ACT_GLOCK_SHOOTEMPTY,
|
|
ACT_GLOCK_SHOOT_RELOAD,
|
|
|
|
// RPG
|
|
ACT_RPG_DRAW_UNLOADED,
|
|
ACT_RPG_HOLSTER_UNLOADED,
|
|
ACT_RPG_IDLE_UNLOADED,
|
|
ACT_RPG_FIDGET_UNLOADED,
|
|
|
|
// Crossbow
|
|
ACT_CROSSBOW_DRAW_UNLOADED,
|
|
ACT_CROSSBOW_IDLE_UNLOADED,
|
|
ACT_CROSSBOW_FIDGET_UNLOADED,
|
|
|
|
// Gauss
|
|
ACT_GAUSS_SPINUP,
|
|
ACT_GAUSS_SPINCYCLE,
|
|
|
|
// Tripmine
|
|
ACT_TRIPMINE_GROUND,
|
|
ACT_TRIPMINE_WORLD,
|
|
|
|
//===========================
|
|
// 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,
|
|
|
|
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,
|
|
|
|
|
|
//===========================
|
|
// DoD Specific Activities
|
|
//===========================
|
|
ACT_SPRINT,
|
|
|
|
ACT_GET_DOWN_STAND,
|
|
ACT_GET_UP_STAND,
|
|
ACT_GET_DOWN_CROUCH,
|
|
ACT_GET_UP_CROUCH,
|
|
ACT_PRONE_FORWARD,
|
|
ACT_PRONE_IDLE,
|
|
|
|
ACT_DEEPIDLE1,
|
|
ACT_DEEPIDLE2,
|
|
ACT_DEEPIDLE3,
|
|
ACT_DEEPIDLE4,
|
|
|
|
ACT_VM_RELOAD_DEPLOYED,
|
|
ACT_VM_RELOAD_IDLE,
|
|
|
|
ACT_VM_DRAW_DEPLOYED,
|
|
|
|
//Weapon is empty activities
|
|
ACT_VM_DRAW_EMPTY,
|
|
ACT_VM_PRIMARYATTACK_EMPTY,
|
|
ACT_VM_RELOAD_EMPTY,
|
|
ACT_VM_IDLE_EMPTY,
|
|
ACT_VM_IDLE_DEPLOYED_EMPTY,
|
|
|
|
ACT_VM_IDLE_8,
|
|
ACT_VM_IDLE_7,
|
|
ACT_VM_IDLE_6,
|
|
ACT_VM_IDLE_5,
|
|
ACT_VM_IDLE_4,
|
|
ACT_VM_IDLE_3,
|
|
ACT_VM_IDLE_2,
|
|
ACT_VM_IDLE_1,
|
|
|
|
ACT_VM_IDLE_DEPLOYED,
|
|
ACT_VM_IDLE_DEPLOYED_8,
|
|
ACT_VM_IDLE_DEPLOYED_7,
|
|
ACT_VM_IDLE_DEPLOYED_6,
|
|
ACT_VM_IDLE_DEPLOYED_5,
|
|
ACT_VM_IDLE_DEPLOYED_4,
|
|
ACT_VM_IDLE_DEPLOYED_3,
|
|
ACT_VM_IDLE_DEPLOYED_2,
|
|
ACT_VM_IDLE_DEPLOYED_1,
|
|
|
|
// Animation from prone idle to standing/crouch idle. Number designates bullets left
|
|
ACT_VM_UNDEPLOY,
|
|
ACT_VM_UNDEPLOY_8,
|
|
ACT_VM_UNDEPLOY_7,
|
|
ACT_VM_UNDEPLOY_6,
|
|
ACT_VM_UNDEPLOY_5,
|
|
ACT_VM_UNDEPLOY_4,
|
|
ACT_VM_UNDEPLOY_3,
|
|
ACT_VM_UNDEPLOY_2,
|
|
ACT_VM_UNDEPLOY_1,
|
|
ACT_VM_UNDEPLOY_EMPTY,
|
|
|
|
// Animation from standing/crouch idle to prone idle. Number designates bullets left
|
|
ACT_VM_DEPLOY,
|
|
ACT_VM_DEPLOY_8,
|
|
ACT_VM_DEPLOY_7,
|
|
ACT_VM_DEPLOY_6,
|
|
ACT_VM_DEPLOY_5,
|
|
ACT_VM_DEPLOY_4,
|
|
ACT_VM_DEPLOY_3,
|
|
ACT_VM_DEPLOY_2,
|
|
ACT_VM_DEPLOY_1,
|
|
ACT_VM_DEPLOY_EMPTY,
|
|
|
|
// Shooting animations for standing/crouch position. Number designates bullets left at START of animation
|
|
ACT_VM_PRIMARYATTACK_8,
|
|
ACT_VM_PRIMARYATTACK_7,
|
|
ACT_VM_PRIMARYATTACK_6,
|
|
ACT_VM_PRIMARYATTACK_5,
|
|
ACT_VM_PRIMARYATTACK_4,
|
|
ACT_VM_PRIMARYATTACK_3,
|
|
ACT_VM_PRIMARYATTACK_2,
|
|
ACT_VM_PRIMARYATTACK_1,
|
|
|
|
// Shooting animations for prone position. Number designates bullets left at START of animation
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_8,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_7,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_6,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_5,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_4,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_3,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_2,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_1,
|
|
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY,
|
|
|
|
// Player anim ACTs
|
|
ACT_DOD_DEPLOYED,
|
|
ACT_DOD_PRONE_DEPLOYED,
|
|
ACT_DOD_IDLE_ZOOMED,
|
|
ACT_DOD_WALK_ZOOMED,
|
|
ACT_DOD_CROUCH_ZOOMED,
|
|
ACT_DOD_CROUCHWALK_ZOOMED,
|
|
ACT_DOD_PRONE_ZOOMED,
|
|
ACT_DOD_PRONE_FORWARD_ZOOMED,
|
|
ACT_DOD_PRIMARYATTACK_DEPLOYED,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED,
|
|
ACT_DOD_RELOAD_DEPLOYED,
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED,
|
|
ACT_DOD_PRIMARYATTACK_PRONE,
|
|
ACT_DOD_SECONDARYATTACK_PRONE,
|
|
ACT_DOD_RELOAD_CROUCH,
|
|
ACT_DOD_RELOAD_PRONE,
|
|
ACT_DOD_STAND_IDLE,
|
|
ACT_DOD_STAND_AIM,
|
|
ACT_DOD_CROUCH_IDLE,
|
|
ACT_DOD_CROUCH_AIM,
|
|
ACT_DOD_CROUCHWALK_IDLE,
|
|
ACT_DOD_CROUCHWALK_AIM,
|
|
ACT_DOD_WALK_IDLE,
|
|
ACT_DOD_WALK_AIM,
|
|
ACT_DOD_RUN_IDLE,
|
|
ACT_DOD_RUN_AIM,
|
|
|
|
// Positions
|
|
ACT_DOD_STAND_AIM_PISTOL,
|
|
ACT_DOD_CROUCH_AIM_PISTOL,
|
|
ACT_DOD_CROUCHWALK_AIM_PISTOL,
|
|
ACT_DOD_WALK_AIM_PISTOL,
|
|
ACT_DOD_RUN_AIM_PISTOL,
|
|
ACT_DOD_PRONE_AIM_PISTOL,
|
|
ACT_DOD_STAND_IDLE_PISTOL,
|
|
ACT_DOD_CROUCH_IDLE_PISTOL,
|
|
ACT_DOD_CROUCHWALK_IDLE_PISTOL,
|
|
ACT_DOD_WALK_IDLE_PISTOL,
|
|
ACT_DOD_RUN_IDLE_PISTOL,
|
|
ACT_DOD_SPRINT_IDLE_PISTOL,
|
|
ACT_DOD_PRONEWALK_IDLE_PISTOL,
|
|
|
|
ACT_DOD_STAND_AIM_C96,
|
|
ACT_DOD_CROUCH_AIM_C96,
|
|
ACT_DOD_CROUCHWALK_AIM_C96,
|
|
ACT_DOD_WALK_AIM_C96,
|
|
ACT_DOD_RUN_AIM_C96,
|
|
ACT_DOD_PRONE_AIM_C96,
|
|
ACT_DOD_STAND_IDLE_C96,
|
|
ACT_DOD_CROUCH_IDLE_C96,
|
|
ACT_DOD_CROUCHWALK_IDLE_C96,
|
|
ACT_DOD_WALK_IDLE_C96,
|
|
ACT_DOD_RUN_IDLE_C96,
|
|
ACT_DOD_SPRINT_IDLE_C96,
|
|
ACT_DOD_PRONEWALK_IDLE_C96,
|
|
|
|
ACT_DOD_STAND_AIM_RIFLE,
|
|
ACT_DOD_CROUCH_AIM_RIFLE,
|
|
ACT_DOD_CROUCHWALK_AIM_RIFLE,
|
|
ACT_DOD_WALK_AIM_RIFLE,
|
|
ACT_DOD_RUN_AIM_RIFLE,
|
|
ACT_DOD_PRONE_AIM_RIFLE,
|
|
ACT_DOD_STAND_IDLE_RIFLE,
|
|
ACT_DOD_CROUCH_IDLE_RIFLE,
|
|
ACT_DOD_CROUCHWALK_IDLE_RIFLE,
|
|
ACT_DOD_WALK_IDLE_RIFLE,
|
|
ACT_DOD_RUN_IDLE_RIFLE,
|
|
ACT_DOD_SPRINT_IDLE_RIFLE,
|
|
ACT_DOD_PRONEWALK_IDLE_RIFLE,
|
|
|
|
ACT_DOD_STAND_AIM_BOLT,
|
|
ACT_DOD_CROUCH_AIM_BOLT,
|
|
ACT_DOD_CROUCHWALK_AIM_BOLT,
|
|
ACT_DOD_WALK_AIM_BOLT,
|
|
ACT_DOD_RUN_AIM_BOLT,
|
|
ACT_DOD_PRONE_AIM_BOLT,
|
|
ACT_DOD_STAND_IDLE_BOLT,
|
|
ACT_DOD_CROUCH_IDLE_BOLT,
|
|
ACT_DOD_CROUCHWALK_IDLE_BOLT,
|
|
ACT_DOD_WALK_IDLE_BOLT,
|
|
ACT_DOD_RUN_IDLE_BOLT,
|
|
ACT_DOD_SPRINT_IDLE_BOLT,
|
|
ACT_DOD_PRONEWALK_IDLE_BOLT,
|
|
|
|
ACT_DOD_STAND_AIM_TOMMY,
|
|
ACT_DOD_CROUCH_AIM_TOMMY,
|
|
ACT_DOD_CROUCHWALK_AIM_TOMMY,
|
|
ACT_DOD_WALK_AIM_TOMMY,
|
|
ACT_DOD_RUN_AIM_TOMMY,
|
|
ACT_DOD_PRONE_AIM_TOMMY,
|
|
ACT_DOD_STAND_IDLE_TOMMY,
|
|
ACT_DOD_CROUCH_IDLE_TOMMY,
|
|
ACT_DOD_CROUCHWALK_IDLE_TOMMY,
|
|
ACT_DOD_WALK_IDLE_TOMMY,
|
|
ACT_DOD_RUN_IDLE_TOMMY,
|
|
ACT_DOD_SPRINT_IDLE_TOMMY,
|
|
ACT_DOD_PRONEWALK_IDLE_TOMMY,
|
|
|
|
ACT_DOD_STAND_AIM_MP40,
|
|
ACT_DOD_CROUCH_AIM_MP40,
|
|
ACT_DOD_CROUCHWALK_AIM_MP40,
|
|
ACT_DOD_WALK_AIM_MP40,
|
|
ACT_DOD_RUN_AIM_MP40,
|
|
ACT_DOD_PRONE_AIM_MP40,
|
|
ACT_DOD_STAND_IDLE_MP40,
|
|
ACT_DOD_CROUCH_IDLE_MP40,
|
|
ACT_DOD_CROUCHWALK_IDLE_MP40,
|
|
ACT_DOD_WALK_IDLE_MP40,
|
|
ACT_DOD_RUN_IDLE_MP40,
|
|
ACT_DOD_SPRINT_IDLE_MP40,
|
|
ACT_DOD_PRONEWALK_IDLE_MP40,
|
|
|
|
ACT_DOD_STAND_AIM_MP44,
|
|
ACT_DOD_CROUCH_AIM_MP44,
|
|
ACT_DOD_CROUCHWALK_AIM_MP44,
|
|
ACT_DOD_WALK_AIM_MP44,
|
|
ACT_DOD_RUN_AIM_MP44,
|
|
ACT_DOD_PRONE_AIM_MP44,
|
|
ACT_DOD_STAND_IDLE_MP44,
|
|
ACT_DOD_CROUCH_IDLE_MP44,
|
|
ACT_DOD_CROUCHWALK_IDLE_MP44,
|
|
ACT_DOD_WALK_IDLE_MP44,
|
|
ACT_DOD_RUN_IDLE_MP44,
|
|
ACT_DOD_SPRINT_IDLE_MP44,
|
|
ACT_DOD_PRONEWALK_IDLE_MP44,
|
|
|
|
ACT_DOD_STAND_AIM_GREASE,
|
|
ACT_DOD_CROUCH_AIM_GREASE,
|
|
ACT_DOD_CROUCHWALK_AIM_GREASE,
|
|
ACT_DOD_WALK_AIM_GREASE,
|
|
ACT_DOD_RUN_AIM_GREASE,
|
|
ACT_DOD_PRONE_AIM_GREASE,
|
|
ACT_DOD_STAND_IDLE_GREASE,
|
|
ACT_DOD_CROUCH_IDLE_GREASE,
|
|
ACT_DOD_CROUCHWALK_IDLE_GREASE,
|
|
ACT_DOD_WALK_IDLE_GREASE,
|
|
ACT_DOD_RUN_IDLE_GREASE,
|
|
ACT_DOD_SPRINT_IDLE_GREASE,
|
|
ACT_DOD_PRONEWALK_IDLE_GREASE,
|
|
|
|
ACT_DOD_STAND_AIM_MG,
|
|
ACT_DOD_CROUCH_AIM_MG,
|
|
ACT_DOD_CROUCHWALK_AIM_MG,
|
|
ACT_DOD_WALK_AIM_MG,
|
|
ACT_DOD_RUN_AIM_MG,
|
|
ACT_DOD_PRONE_AIM_MG,
|
|
ACT_DOD_STAND_IDLE_MG,
|
|
ACT_DOD_CROUCH_IDLE_MG,
|
|
ACT_DOD_CROUCHWALK_IDLE_MG,
|
|
ACT_DOD_WALK_IDLE_MG,
|
|
ACT_DOD_RUN_IDLE_MG,
|
|
ACT_DOD_SPRINT_IDLE_MG,
|
|
ACT_DOD_PRONEWALK_IDLE_MG,
|
|
|
|
ACT_DOD_STAND_AIM_30CAL,
|
|
ACT_DOD_CROUCH_AIM_30CAL,
|
|
ACT_DOD_CROUCHWALK_AIM_30CAL,
|
|
ACT_DOD_WALK_AIM_30CAL,
|
|
ACT_DOD_RUN_AIM_30CAL,
|
|
ACT_DOD_PRONE_AIM_30CAL,
|
|
ACT_DOD_STAND_IDLE_30CAL,
|
|
ACT_DOD_CROUCH_IDLE_30CAL,
|
|
ACT_DOD_CROUCHWALK_IDLE_30CAL,
|
|
ACT_DOD_WALK_IDLE_30CAL,
|
|
ACT_DOD_RUN_IDLE_30CAL,
|
|
ACT_DOD_SPRINT_IDLE_30CAL,
|
|
ACT_DOD_PRONEWALK_IDLE_30CAL,
|
|
|
|
ACT_DOD_STAND_AIM_GREN_FRAG,
|
|
ACT_DOD_CROUCH_AIM_GREN_FRAG,
|
|
ACT_DOD_CROUCHWALK_AIM_GREN_FRAG,
|
|
ACT_DOD_WALK_AIM_GREN_FRAG,
|
|
ACT_DOD_RUN_AIM_GREN_FRAG,
|
|
ACT_DOD_PRONE_AIM_GREN_FRAG,
|
|
ACT_DOD_SPRINT_AIM_GREN_FRAG,
|
|
ACT_DOD_PRONEWALK_AIM_GREN_FRAG,
|
|
ACT_DOD_STAND_AIM_GREN_STICK,
|
|
ACT_DOD_CROUCH_AIM_GREN_STICK,
|
|
ACT_DOD_CROUCHWALK_AIM_GREN_STICK,
|
|
ACT_DOD_WALK_AIM_GREN_STICK,
|
|
ACT_DOD_RUN_AIM_GREN_STICK,
|
|
ACT_DOD_PRONE_AIM_GREN_STICK,
|
|
ACT_DOD_SPRINT_AIM_GREN_STICK,
|
|
ACT_DOD_PRONEWALK_AIM_GREN_STICK,
|
|
|
|
ACT_DOD_STAND_AIM_KNIFE,
|
|
ACT_DOD_CROUCH_AIM_KNIFE,
|
|
ACT_DOD_CROUCHWALK_AIM_KNIFE,
|
|
ACT_DOD_WALK_AIM_KNIFE,
|
|
ACT_DOD_RUN_AIM_KNIFE,
|
|
ACT_DOD_PRONE_AIM_KNIFE,
|
|
ACT_DOD_SPRINT_AIM_KNIFE,
|
|
ACT_DOD_PRONEWALK_AIM_KNIFE,
|
|
|
|
ACT_DOD_STAND_AIM_SPADE,
|
|
ACT_DOD_CROUCH_AIM_SPADE,
|
|
ACT_DOD_CROUCHWALK_AIM_SPADE,
|
|
ACT_DOD_WALK_AIM_SPADE,
|
|
ACT_DOD_RUN_AIM_SPADE,
|
|
ACT_DOD_PRONE_AIM_SPADE,
|
|
ACT_DOD_SPRINT_AIM_SPADE,
|
|
ACT_DOD_PRONEWALK_AIM_SPADE,
|
|
|
|
ACT_DOD_STAND_AIM_BAZOOKA,
|
|
ACT_DOD_CROUCH_AIM_BAZOOKA,
|
|
ACT_DOD_CROUCHWALK_AIM_BAZOOKA,
|
|
ACT_DOD_WALK_AIM_BAZOOKA,
|
|
ACT_DOD_RUN_AIM_BAZOOKA,
|
|
ACT_DOD_PRONE_AIM_BAZOOKA,
|
|
ACT_DOD_STAND_IDLE_BAZOOKA,
|
|
ACT_DOD_CROUCH_IDLE_BAZOOKA,
|
|
ACT_DOD_CROUCHWALK_IDLE_BAZOOKA,
|
|
ACT_DOD_WALK_IDLE_BAZOOKA,
|
|
ACT_DOD_RUN_IDLE_BAZOOKA,
|
|
ACT_DOD_SPRINT_IDLE_BAZOOKA,
|
|
ACT_DOD_PRONEWALK_IDLE_BAZOOKA,
|
|
|
|
ACT_DOD_STAND_AIM_PSCHRECK,
|
|
ACT_DOD_CROUCH_AIM_PSCHRECK,
|
|
ACT_DOD_CROUCHWALK_AIM_PSCHRECK,
|
|
ACT_DOD_WALK_AIM_PSCHRECK,
|
|
ACT_DOD_RUN_AIM_PSCHRECK,
|
|
ACT_DOD_PRONE_AIM_PSCHRECK,
|
|
ACT_DOD_STAND_IDLE_PSCHRECK,
|
|
ACT_DOD_CROUCH_IDLE_PSCHRECK,
|
|
ACT_DOD_CROUCHWALK_IDLE_PSCHRECK,
|
|
ACT_DOD_WALK_IDLE_PSCHRECK,
|
|
ACT_DOD_RUN_IDLE_PSCHRECK,
|
|
ACT_DOD_SPRINT_IDLE_PSCHRECK,
|
|
ACT_DOD_PRONEWALK_IDLE_PSCHRECK,
|
|
|
|
ACT_DOD_STAND_AIM_BAR,
|
|
ACT_DOD_CROUCH_AIM_BAR,
|
|
ACT_DOD_CROUCHWALK_AIM_BAR,
|
|
ACT_DOD_WALK_AIM_BAR,
|
|
ACT_DOD_RUN_AIM_BAR,
|
|
ACT_DOD_PRONE_AIM_BAR,
|
|
ACT_DOD_STAND_IDLE_BAR,
|
|
ACT_DOD_CROUCH_IDLE_BAR,
|
|
ACT_DOD_CROUCHWALK_IDLE_BAR,
|
|
ACT_DOD_WALK_IDLE_BAR,
|
|
ACT_DOD_RUN_IDLE_BAR,
|
|
ACT_DOD_SPRINT_IDLE_BAR,
|
|
ACT_DOD_PRONEWALK_IDLE_BAR,
|
|
|
|
// Zoomed aims
|
|
ACT_DOD_STAND_ZOOM_RIFLE,
|
|
ACT_DOD_CROUCH_ZOOM_RIFLE,
|
|
ACT_DOD_CROUCHWALK_ZOOM_RIFLE,
|
|
ACT_DOD_WALK_ZOOM_RIFLE,
|
|
ACT_DOD_RUN_ZOOM_RIFLE,
|
|
ACT_DOD_PRONE_ZOOM_RIFLE,
|
|
|
|
ACT_DOD_STAND_ZOOM_BOLT,
|
|
ACT_DOD_CROUCH_ZOOM_BOLT,
|
|
ACT_DOD_CROUCHWALK_ZOOM_BOLT,
|
|
ACT_DOD_WALK_ZOOM_BOLT,
|
|
ACT_DOD_RUN_ZOOM_BOLT,
|
|
ACT_DOD_PRONE_ZOOM_BOLT,
|
|
|
|
ACT_DOD_STAND_ZOOM_BAZOOKA,
|
|
ACT_DOD_CROUCH_ZOOM_BAZOOKA,
|
|
ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA,
|
|
ACT_DOD_WALK_ZOOM_BAZOOKA,
|
|
ACT_DOD_RUN_ZOOM_BAZOOKA,
|
|
ACT_DOD_PRONE_ZOOM_BAZOOKA,
|
|
|
|
ACT_DOD_STAND_ZOOM_PSCHRECK,
|
|
ACT_DOD_CROUCH_ZOOM_PSCHRECK,
|
|
ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK,
|
|
ACT_DOD_WALK_ZOOM_PSCHRECK,
|
|
ACT_DOD_RUN_ZOOM_PSCHRECK,
|
|
ACT_DOD_PRONE_ZOOM_PSCHRECK,
|
|
|
|
// Deployed Aim
|
|
ACT_DOD_DEPLOY_RIFLE,
|
|
ACT_DOD_DEPLOY_TOMMY,
|
|
ACT_DOD_DEPLOY_MG,
|
|
ACT_DOD_DEPLOY_30CAL,
|
|
|
|
// Prone Deployed Aim
|
|
ACT_DOD_PRONE_DEPLOY_RIFLE ,
|
|
ACT_DOD_PRONE_DEPLOY_TOMMY,
|
|
ACT_DOD_PRONE_DEPLOY_MG,
|
|
ACT_DOD_PRONE_DEPLOY_30CAL,
|
|
|
|
// Attacks
|
|
|
|
// Rifle
|
|
ACT_DOD_PRIMARYATTACK_RIFLE,
|
|
ACT_DOD_SECONDARYATTACK_RIFLE,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_RIFLE,
|
|
ACT_DOD_SECONDARYATTACK_PRONE_RIFLE,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE,
|
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE,
|
|
|
|
// Bolt
|
|
ACT_DOD_PRIMARYATTACK_BOLT,
|
|
ACT_DOD_SECONDARYATTACK_BOLT,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_BOLT ,
|
|
ACT_DOD_SECONDARYATTACK_PRONE_BOLT ,
|
|
|
|
// Tommy
|
|
ACT_DOD_PRIMARYATTACK_TOMMY,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_TOMMY,
|
|
ACT_DOD_SECONDARYATTACK_TOMMY,
|
|
ACT_DOD_SECONDARYATTACK_PRONE_TOMMY,
|
|
|
|
// MP40
|
|
ACT_DOD_PRIMARYATTACK_MP40,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_MP40 ,
|
|
ACT_DOD_SECONDARYATTACK_MP40,
|
|
ACT_DOD_SECONDARYATTACK_PRONE_MP40 ,
|
|
|
|
// MP44
|
|
ACT_DOD_PRIMARYATTACK_MP44,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_MP44 ,
|
|
|
|
// Greasegun
|
|
ACT_DOD_PRIMARYATTACK_GREASE,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_GREASE ,
|
|
|
|
// Pistols (Colt, Luger)
|
|
ACT_DOD_PRIMARYATTACK_PISTOL,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ,
|
|
ACT_DOD_PRIMARYATTACK_C96,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_C96,
|
|
|
|
// Mgs (mg42, mg34)
|
|
ACT_DOD_PRIMARYATTACK_MG,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_MG ,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ,
|
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ,
|
|
|
|
// 30cal
|
|
ACT_DOD_PRIMARYATTACK_30CAL,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_30CAL,
|
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ,
|
|
|
|
// Grenades
|
|
ACT_DOD_PRIMARYATTACK_GREN_FRAG,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG,
|
|
ACT_DOD_PRIMARYATTACK_GREN_STICK,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK,
|
|
|
|
// Knife
|
|
ACT_DOD_PRIMARYATTACK_KNIFE,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_KNIFE,
|
|
|
|
// Spade
|
|
ACT_DOD_PRIMARYATTACK_SPADE,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_SPADE,
|
|
|
|
// Bazooka
|
|
ACT_DOD_PRIMARYATTACK_BAZOOKA,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA,
|
|
|
|
// Pschreck
|
|
ACT_DOD_PRIMARYATTACK_PSCHRECK,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ,
|
|
|
|
// Bar
|
|
ACT_DOD_PRIMARYATTACK_BAR,
|
|
ACT_DOD_PRIMARYATTACK_PRONE_BAR,
|
|
|
|
// Reloads
|
|
ACT_DOD_RELOAD_GARAND,
|
|
ACT_DOD_RELOAD_K43,
|
|
ACT_DOD_RELOAD_BAR,
|
|
ACT_DOD_RELOAD_MP40,
|
|
ACT_DOD_RELOAD_MP44,
|
|
ACT_DOD_RELOAD_BOLT,
|
|
ACT_DOD_RELOAD_M1CARBINE,
|
|
ACT_DOD_RELOAD_TOMMY,
|
|
ACT_DOD_RELOAD_GREASEGUN,
|
|
ACT_DOD_RELOAD_PISTOL,
|
|
ACT_DOD_RELOAD_FG42,
|
|
ACT_DOD_RELOAD_RIFLE,
|
|
ACT_DOD_RELOAD_RIFLEGRENADE,
|
|
ACT_DOD_RELOAD_C96,
|
|
|
|
// Crouch
|
|
ACT_DOD_RELOAD_CROUCH_BAR,
|
|
ACT_DOD_RELOAD_CROUCH_RIFLE,
|
|
ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE,
|
|
ACT_DOD_RELOAD_CROUCH_BOLT,
|
|
ACT_DOD_RELOAD_CROUCH_MP44,
|
|
ACT_DOD_RELOAD_CROUCH_MP40,
|
|
ACT_DOD_RELOAD_CROUCH_TOMMY,
|
|
ACT_DOD_RELOAD_CROUCH_BAZOOKA,
|
|
ACT_DOD_RELOAD_CROUCH_PSCHRECK,
|
|
ACT_DOD_RELOAD_CROUCH_PISTOL,
|
|
ACT_DOD_RELOAD_CROUCH_M1CARBINE,
|
|
ACT_DOD_RELOAD_CROUCH_C96,
|
|
|
|
// Bazookas
|
|
ACT_DOD_RELOAD_BAZOOKA,
|
|
ACT_DOD_ZOOMLOAD_BAZOOKA,
|
|
ACT_DOD_RELOAD_PSCHRECK,
|
|
ACT_DOD_ZOOMLOAD_PSCHRECK,
|
|
|
|
// Deployed
|
|
ACT_DOD_RELOAD_DEPLOYED_FG42,
|
|
ACT_DOD_RELOAD_DEPLOYED_30CAL,
|
|
ACT_DOD_RELOAD_DEPLOYED_MG,
|
|
ACT_DOD_RELOAD_DEPLOYED_MG34,
|
|
ACT_DOD_RELOAD_DEPLOYED_BAR,
|
|
|
|
// Prone
|
|
ACT_DOD_RELOAD_PRONE_PISTOL,
|
|
ACT_DOD_RELOAD_PRONE_GARAND,
|
|
ACT_DOD_RELOAD_PRONE_M1CARBINE,
|
|
ACT_DOD_RELOAD_PRONE_BOLT,
|
|
ACT_DOD_RELOAD_PRONE_K43,
|
|
ACT_DOD_RELOAD_PRONE_MP40,
|
|
ACT_DOD_RELOAD_PRONE_MP44,
|
|
ACT_DOD_RELOAD_PRONE_BAR,
|
|
ACT_DOD_RELOAD_PRONE_GREASEGUN,
|
|
ACT_DOD_RELOAD_PRONE_TOMMY,
|
|
ACT_DOD_RELOAD_PRONE_FG42,
|
|
ACT_DOD_RELOAD_PRONE_RIFLE,
|
|
ACT_DOD_RELOAD_PRONE_RIFLEGRENADE,
|
|
ACT_DOD_RELOAD_PRONE_C96,
|
|
|
|
// Prone bazooka
|
|
ACT_DOD_RELOAD_PRONE_BAZOOKA,
|
|
ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA,
|
|
ACT_DOD_RELOAD_PRONE_PSCHRECK,
|
|
ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK,
|
|
|
|
// Prone deployed
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR,
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42,
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL,
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG,
|
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34,
|
|
|
|
// Prone zoomed aim
|
|
ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE,
|
|
ACT_DOD_PRONE_ZOOM_FORWARD_BOLT,
|
|
ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA,
|
|
ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK,
|
|
|
|
// Crouch attack
|
|
ACT_DOD_PRIMARYATTACK_CROUCH,
|
|
ACT_DOD_PRIMARYATTACK_CROUCH_SPADE,
|
|
ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE,
|
|
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG,
|
|
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK,
|
|
ACT_DOD_SECONDARYATTACK_CROUCH,
|
|
ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY,
|
|
ACT_DOD_SECONDARYATTACK_CROUCH_MP40,
|
|
|
|
// Hand Signals
|
|
ACT_DOD_HS_IDLE,
|
|
ACT_DOD_HS_CROUCH,
|
|
ACT_DOD_HS_IDLE_30CAL,
|
|
ACT_DOD_HS_IDLE_BAZOOKA,
|
|
ACT_DOD_HS_IDLE_PSCHRECK,
|
|
ACT_DOD_HS_IDLE_KNIFE,
|
|
ACT_DOD_HS_IDLE_MG42,
|
|
ACT_DOD_HS_IDLE_PISTOL,
|
|
ACT_DOD_HS_IDLE_STICKGRENADE,
|
|
ACT_DOD_HS_IDLE_TOMMY,
|
|
ACT_DOD_HS_IDLE_MP44,
|
|
ACT_DOD_HS_IDLE_K98,
|
|
ACT_DOD_HS_CROUCH_30CAL,
|
|
ACT_DOD_HS_CROUCH_BAZOOKA,
|
|
ACT_DOD_HS_CROUCH_PSCHRECK,
|
|
ACT_DOD_HS_CROUCH_KNIFE,
|
|
ACT_DOD_HS_CROUCH_MG42,
|
|
ACT_DOD_HS_CROUCH_PISTOL,
|
|
ACT_DOD_HS_CROUCH_STICKGRENADE,
|
|
ACT_DOD_HS_CROUCH_TOMMY,
|
|
ACT_DOD_HS_CROUCH_MP44,
|
|
ACT_DOD_HS_CROUCH_K98,
|
|
|
|
ACT_DOD_STAND_IDLE_TNT,
|
|
ACT_DOD_CROUCH_IDLE_TNT,
|
|
ACT_DOD_CROUCHWALK_IDLE_TNT,
|
|
ACT_DOD_WALK_IDLE_TNT,
|
|
ACT_DOD_RUN_IDLE_TNT,
|
|
ACT_DOD_SPRINT_IDLE_TNT,
|
|
ACT_DOD_PRONEWALK_IDLE_TNT,
|
|
|
|
ACT_DOD_PLANT_TNT,
|
|
ACT_DOD_DEFUSE_TNT,
|
|
|
|
// HL2MP
|
|
ACT_HL2MP_IDLE,
|
|
ACT_HL2MP_RUN,
|
|
ACT_HL2MP_IDLE_CROUCH,
|
|
ACT_HL2MP_WALK_CROUCH,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK,
|
|
ACT_HL2MP_GESTURE_RELOAD,
|
|
ACT_HL2MP_JUMP,
|
|
|
|
ACT_HL2MP_IDLE_PISTOL,
|
|
ACT_HL2MP_RUN_PISTOL,
|
|
ACT_HL2MP_IDLE_CROUCH_PISTOL,
|
|
ACT_HL2MP_WALK_CROUCH_PISTOL,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL,
|
|
ACT_HL2MP_GESTURE_RELOAD_PISTOL,
|
|
ACT_HL2MP_JUMP_PISTOL,
|
|
|
|
ACT_HL2MP_IDLE_SMG1,
|
|
ACT_HL2MP_RUN_SMG1,
|
|
ACT_HL2MP_IDLE_CROUCH_SMG1,
|
|
ACT_HL2MP_WALK_CROUCH_SMG1,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1,
|
|
ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
|
ACT_HL2MP_JUMP_SMG1,
|
|
|
|
ACT_HL2MP_IDLE_AR2,
|
|
ACT_HL2MP_RUN_AR2,
|
|
ACT_HL2MP_IDLE_CROUCH_AR2,
|
|
ACT_HL2MP_WALK_CROUCH_AR2,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,
|
|
ACT_HL2MP_GESTURE_RELOAD_AR2,
|
|
ACT_HL2MP_JUMP_AR2,
|
|
|
|
ACT_HL2MP_IDLE_SHOTGUN,
|
|
ACT_HL2MP_RUN_SHOTGUN,
|
|
ACT_HL2MP_IDLE_CROUCH_SHOTGUN,
|
|
ACT_HL2MP_WALK_CROUCH_SHOTGUN,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN,
|
|
ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
|
|
ACT_HL2MP_JUMP_SHOTGUN,
|
|
|
|
ACT_HL2MP_IDLE_RPG,
|
|
ACT_HL2MP_RUN_RPG,
|
|
ACT_HL2MP_IDLE_CROUCH_RPG,
|
|
ACT_HL2MP_WALK_CROUCH_RPG,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG,
|
|
ACT_HL2MP_GESTURE_RELOAD_RPG,
|
|
ACT_HL2MP_JUMP_RPG,
|
|
|
|
ACT_HL2MP_IDLE_GRENADE,
|
|
ACT_HL2MP_RUN_GRENADE,
|
|
ACT_HL2MP_IDLE_CROUCH_GRENADE,
|
|
ACT_HL2MP_WALK_CROUCH_GRENADE,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE,
|
|
ACT_HL2MP_GESTURE_RELOAD_GRENADE,
|
|
ACT_HL2MP_JUMP_GRENADE,
|
|
|
|
ACT_HL2MP_IDLE_PHYSGUN,
|
|
ACT_HL2MP_RUN_PHYSGUN,
|
|
ACT_HL2MP_IDLE_CROUCH_PHYSGUN,
|
|
ACT_HL2MP_WALK_CROUCH_PHYSGUN,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN,
|
|
ACT_HL2MP_GESTURE_RELOAD_PHYSGUN,
|
|
ACT_HL2MP_JUMP_PHYSGUN,
|
|
|
|
ACT_HL2MP_IDLE_CROSSBOW,
|
|
ACT_HL2MP_RUN_CROSSBOW,
|
|
ACT_HL2MP_IDLE_CROUCH_CROSSBOW,
|
|
ACT_HL2MP_WALK_CROUCH_CROSSBOW,
|
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW,
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ACT_HL2MP_GESTURE_RELOAD_CROSSBOW,
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ACT_HL2MP_JUMP_CROSSBOW,
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ACT_HL2MP_IDLE_MELEE,
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ACT_HL2MP_RUN_MELEE,
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ACT_HL2MP_IDLE_CROUCH_MELEE,
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ACT_HL2MP_WALK_CROUCH_MELEE,
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ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
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ACT_HL2MP_GESTURE_RELOAD_MELEE,
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ACT_HL2MP_JUMP_MELEE,
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ACT_HL2MP_IDLE_SLAM,
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ACT_HL2MP_RUN_SLAM,
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ACT_HL2MP_IDLE_CROUCH_SLAM,
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ACT_HL2MP_WALK_CROUCH_SLAM,
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ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM,
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ACT_HL2MP_GESTURE_RELOAD_SLAM,
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ACT_HL2MP_JUMP_SLAM,
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// Portal!
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ACT_MP_STAND_IDLE_PORTALGUN,
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ACT_MP_RUN_IDLE_PORTALGUN,
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ACT_MP_CROUCH_IDLE_PORTALGUN,
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ACT_MP_WALK_CROUCH_PORTALGUN,
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ACT_MP_GESTURE_RANGE_ATTACK_PORTALGUN,
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ACT_MP_GESTURE_RELOAD_PORTALGUN,
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ACT_MP_JUMP_PORTALGUN,
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// Multiplayer
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ACT_MP_STAND_IDLE,
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ACT_MP_CROUCH_IDLE,
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ACT_MP_RUN,
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ACT_MP_WALK,
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ACT_MP_CROUCHWALK,
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ACT_MP_SPRINT,
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ACT_MP_JUMP,
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ACT_MP_SWIM,
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ACT_MP_ATTACK_STAND_PRIMARYFIRE,
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ACT_MP_ATTACK_STAND_SECONDARYFIRE,
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ACT_MP_ATTACK_STAND_GRENADE,
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ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
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ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
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ACT_MP_ATTACK_CROUCH_GRENADE,
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ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
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ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
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ACT_MP_ATTACK_SWIM_GRENADE,
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ACT_MP_RELOAD_STAND,
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ACT_MP_RELOAD_CROUCH,
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ACT_MP_RELOAD_SWIM,
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|
|
|
// Multiplayer - Primary
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|
ACT_MP_STAND_PRIMARY,
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ACT_MP_CROUCH_PRIMARY,
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ACT_MP_RUN_PRIMARY,
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ACT_MP_WALK_PRIMARY,
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ACT_MP_CROUCHWALK_PRIMARY,
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|
ACT_MP_JUMP_PRIMARY,
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ACT_MP_SWIM_PRIMARY,
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|
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ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK
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|
ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK
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|
ACT_MP_ATTACK_SWIM_PRIMARY,
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|
|
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ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK
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ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK
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|
ACT_MP_RELOAD_SWIM_PRIMARY,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
|
|
|
|
// Secondary
|
|
ACT_MP_STAND_SECONDARY,
|
|
ACT_MP_CROUCH_SECONDARY,
|
|
ACT_MP_RUN_SECONDARY,
|
|
ACT_MP_WALK_SECONDARY,
|
|
ACT_MP_CROUCHWALK_SECONDARY,
|
|
ACT_MP_JUMP_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_RELOAD_STAND_SECONDARY, // RUN, WALK
|
|
ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK
|
|
ACT_MP_RELOAD_SWIM_SECONDARY,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
|
|
|
|
// Melee
|
|
ACT_MP_STAND_MELEE,
|
|
ACT_MP_CROUCH_MELEE,
|
|
ACT_MP_RUN_MELEE,
|
|
ACT_MP_WALK_MELEE,
|
|
ACT_MP_CROUCHWALK_MELEE,
|
|
ACT_MP_JUMP_MELEE,
|
|
ACT_MP_SWIM_MELEE,
|
|
|
|
ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_MELEE,
|
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK
|
|
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK
|
|
ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
|
|
|
|
// Team Fortress specific - medic heal, medic infect, etc.....
|
|
|
|
// this is the end of the global activities, private per-monster activities start here.
|
|
LAST_SHARED_ACTIVITY,
|
|
} Activity;
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|
|
|
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#endif // AI_ACTIVITY_H
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