Counter Strike : Global Offensive Source Code
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  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef AI_ACTIVITY_H
  8. #define AI_ACTIVITY_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. #define ACTIVITY_NOT_AVAILABLE -1
  13. typedef enum
  14. {
  15. ACT_INVALID = -1, // So we have something more succint to check for than '-1'
  16. ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
  17. ACT_IDLE,
  18. ACT_TRANSITION,
  19. ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW?
  20. ACT_COVER_MED, // FIXME: unsupported?
  21. ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH?
  22. ACT_WALK,
  23. ACT_WALK_AIM,
  24. ACT_WALK_CROUCH,
  25. ACT_WALK_CROUCH_AIM,
  26. ACT_RUN,
  27. ACT_RUN_AIM,
  28. ACT_RUN_CROUCH,
  29. ACT_RUN_CROUCH_AIM,
  30. ACT_RUN_PROTECTED,
  31. ACT_SCRIPT_CUSTOM_MOVE,
  32. ACT_RANGE_ATTACK1,
  33. ACT_RANGE_ATTACK2,
  34. ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
  35. ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
  36. ACT_DIESIMPLE,
  37. ACT_DIEBACKWARD,
  38. ACT_DIEFORWARD,
  39. ACT_DIEVIOLENT,
  40. ACT_DIERAGDOLL,
  41. ACT_FLY, // Fly (and flap if appropriate)
  42. ACT_HOVER,
  43. ACT_GLIDE,
  44. ACT_SWIM,
  45. ACT_JUMP,
  46. ACT_HOP, // vertical jump
  47. ACT_LEAP, // long forward jump
  48. ACT_LAND,
  49. ACT_CLIMB_UP,
  50. ACT_CLIMB_DOWN,
  51. ACT_CLIMB_DISMOUNT,
  52. ACT_SHIPLADDER_UP,
  53. ACT_SHIPLADDER_DOWN,
  54. ACT_STRAFE_LEFT,
  55. ACT_STRAFE_RIGHT,
  56. ACT_ROLL_LEFT, // tuck and roll, left
  57. ACT_ROLL_RIGHT, // tuck and roll, right
  58. ACT_TURN_LEFT, // turn quickly left (stationary)
  59. ACT_TURN_RIGHT, // turn quickly right (stationary)
  60. ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
  61. ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
  62. ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position)
  63. ACT_USE,
  64. ACT_ALIEN_BURROW_IDLE,
  65. ACT_ALIEN_BURROW_OUT,
  66. ACT_SIGNAL1,
  67. ACT_SIGNAL2,
  68. ACT_SIGNAL3,
  69. ACT_SIGNAL_ADVANCE, // Squad handsignals, specific.
  70. ACT_SIGNAL_FORWARD,
  71. ACT_SIGNAL_GROUP,
  72. ACT_SIGNAL_HALT,
  73. ACT_SIGNAL_LEFT,
  74. ACT_SIGNAL_RIGHT,
  75. ACT_SIGNAL_TAKECOVER,
  76. ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around.
  77. ACT_LOOKBACK_LEFT,
  78. ACT_COWER, // FIXME: unused, should be more extreme version of crouching
  79. ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays?
  80. ACT_BIG_FLINCH,
  81. ACT_MELEE_ATTACK1,
  82. ACT_MELEE_ATTACK2,
  83. ACT_RELOAD,
  84. ACT_RELOAD_START,
  85. ACT_RELOAD_FINISH,
  86. ACT_RELOAD_LOW,
  87. ACT_ARM, // pull out gun, for instance
  88. ACT_DISARM, // reholster gun
  89. ACT_DROP_WEAPON,
  90. ACT_DROP_WEAPON_SHOTGUN,
  91. ACT_PICKUP_GROUND, // pick up something in front of you on the ground
  92. ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you.
  93. ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)
  94. ACT_IDLE_RELAXED,
  95. ACT_IDLE_STIMULATED,
  96. ACT_IDLE_AGITATED,
  97. ACT_IDLE_STEALTH,
  98. ACT_IDLE_HURT,
  99. ACT_WALK_RELAXED,
  100. ACT_WALK_STIMULATED,
  101. ACT_WALK_AGITATED,
  102. ACT_WALK_STEALTH,
  103. ACT_RUN_RELAXED,
  104. ACT_RUN_STIMULATED,
  105. ACT_RUN_AGITATED,
  106. ACT_RUN_STEALTH,
  107. ACT_IDLE_AIM_RELAXED,
  108. ACT_IDLE_AIM_STIMULATED,
  109. ACT_IDLE_AIM_AGITATED,
  110. ACT_IDLE_AIM_STEALTH,
  111. ACT_WALK_AIM_RELAXED,
  112. ACT_WALK_AIM_STIMULATED,
  113. ACT_WALK_AIM_AGITATED,
  114. ACT_WALK_AIM_STEALTH,
  115. ACT_RUN_AIM_RELAXED,
  116. ACT_RUN_AIM_STIMULATED,
  117. ACT_RUN_AIM_AGITATED,
  118. ACT_RUN_AIM_STEALTH,
  119. ACT_CROUCHIDLE_STIMULATED,
  120. ACT_CROUCHIDLE_AIM_STIMULATED,
  121. ACT_CROUCHIDLE_AGITATED,
  122. ACT_WALK_HURT, // limp (loop)
  123. ACT_RUN_HURT, // limp (loop)
  124. ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
  125. ACT_SPECIAL_ATTACK2,
  126. ACT_COMBAT_IDLE, // FIXME: unused? agitated idle.
  127. ACT_WALK_SCARED,
  128. ACT_RUN_SCARED,
  129. ACT_VICTORY_DANCE, // killed a player, do a victory dance.
  130. ACT_DIE_HEADSHOT, // die, hit in head.
  131. ACT_DIE_CHESTSHOT, // die, hit in chest
  132. ACT_DIE_GUTSHOT, // die, hit in gut
  133. ACT_DIE_BACKSHOT, // die, hit in back
  134. ACT_FLINCH_HEAD,
  135. ACT_FLINCH_CHEST,
  136. ACT_FLINCH_STOMACH,
  137. ACT_FLINCH_LEFTARM,
  138. ACT_FLINCH_RIGHTARM,
  139. ACT_FLINCH_LEFTLEG,
  140. ACT_FLINCH_RIGHTLEG,
  141. ACT_FLINCH_PHYSICS,
  142. ACT_FLINCH_HEAD_BACK,
  143. ACT_FLINCH_HEAD_LEFT,
  144. ACT_FLINCH_HEAD_RIGHT,
  145. ACT_FLINCH_CHEST_BACK,
  146. ACT_FLINCH_STOMACH_BACK,
  147. ACT_FLINCH_CROUCH_FRONT,
  148. ACT_FLINCH_CROUCH_BACK,
  149. ACT_FLINCH_CROUCH_LEFT,
  150. ACT_FLINCH_CROUCH_RIGHT,
  151. ACT_IDLE_ON_FIRE, // ON FIRE animations
  152. ACT_WALK_ON_FIRE,
  153. ACT_RUN_ON_FIRE,
  154. ACT_RAPPEL_LOOP, // Rappel down a rope!
  155. ACT_180_LEFT, // 180 degree left turn
  156. ACT_180_RIGHT,
  157. ACT_90_LEFT, // 90 degree turns
  158. ACT_90_RIGHT,
  159. ACT_STEP_LEFT, // Single steps
  160. ACT_STEP_RIGHT,
  161. ACT_STEP_BACK,
  162. ACT_STEP_FORE,
  163. ACT_GESTURE_RANGE_ATTACK1,
  164. ACT_GESTURE_RANGE_ATTACK2,
  165. ACT_GESTURE_MELEE_ATTACK1,
  166. ACT_GESTURE_MELEE_ATTACK2,
  167. ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
  168. ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
  169. ACT_MELEE_ATTACK_SWING_GESTURE,
  170. ACT_GESTURE_SMALL_FLINCH,
  171. ACT_GESTURE_BIG_FLINCH,
  172. ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion
  173. ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
  174. ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion
  175. ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
  176. ACT_GESTURE_FLINCH_HEAD,
  177. ACT_GESTURE_FLINCH_CHEST,
  178. ACT_GESTURE_FLINCH_STOMACH,
  179. ACT_GESTURE_FLINCH_LEFTARM,
  180. ACT_GESTURE_FLINCH_RIGHTARM,
  181. ACT_GESTURE_FLINCH_LEFTLEG,
  182. ACT_GESTURE_FLINCH_RIGHTLEG,
  183. ACT_GESTURE_TURN_LEFT,
  184. ACT_GESTURE_TURN_RIGHT,
  185. ACT_GESTURE_TURN_LEFT45,
  186. ACT_GESTURE_TURN_RIGHT45,
  187. ACT_GESTURE_TURN_LEFT90,
  188. ACT_GESTURE_TURN_RIGHT90,
  189. ACT_GESTURE_TURN_LEFT45_FLAT,
  190. ACT_GESTURE_TURN_RIGHT45_FLAT,
  191. ACT_GESTURE_TURN_LEFT90_FLAT,
  192. ACT_GESTURE_TURN_RIGHT90_FLAT,
  193. // HALF-LIFE 1 compatability stuff goes here. Temporary!
  194. ACT_BARNACLE_HIT, // barnacle tongue hits a monster
  195. ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
  196. ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
  197. ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
  198. // Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
  199. // have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
  200. // is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
  201. // with the NPC's current sequence. (SJB)
  202. ACT_DO_NOT_DISTURB,
  203. ACT_SPECIFIC_SEQUENCE,
  204. // viewmodel (weapon) activities
  205. // FIXME: move these to the specific viewmodels, no need to make global
  206. ACT_VM_DRAW,
  207. ACT_VM_HOLSTER,
  208. ACT_VM_IDLE,
  209. ACT_VM_FIDGET,
  210. ACT_VM_PULLBACK,
  211. ACT_VM_PULLBACK_HIGH,
  212. ACT_VM_PULLBACK_LOW,
  213. ACT_VM_THROW,
  214. ACT_VM_PULLPIN,
  215. ACT_VM_PRIMARYATTACK, // fire
  216. ACT_VM_SECONDARYATTACK, // alt. fire
  217. ACT_VM_RELOAD,
  218. ACT_VM_DRYFIRE, // fire with no ammo loaded.
  219. ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk)
  220. ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk)
  221. ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk)
  222. ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk)
  223. ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk)
  224. ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk)
  225. ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk)
  226. ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk)
  227. ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk)
  228. ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk)
  229. ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk)
  230. ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk)
  231. ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk)
  232. ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk)
  233. ACT_VM_SWINGMISS,
  234. ACT_VM_SWINGHIT,
  235. ACT_VM_IDLE_TO_LOWERED,
  236. ACT_VM_IDLE_LOWERED,
  237. ACT_VM_LOWERED_TO_IDLE,
  238. ACT_VM_RECOIL1,
  239. ACT_VM_RECOIL2,
  240. ACT_VM_RECOIL3,
  241. ACT_VM_PICKUP,
  242. ACT_VM_RELEASE,
  243. ACT_VM_ATTACH_SILENCER,
  244. ACT_VM_DETACH_SILENCER,
  245. ACT_VM_EMPTY_FIRE, // fire last round in magazine
  246. ACT_VM_EMPTY_RELOAD, // Reload from an Empty state
  247. ACT_VM_EMPTY_DRAW, // Deploy an Empty weapon
  248. ACT_VM_EMPTY_IDLE, // Idle in an Empty state
  249. //===========================
  250. // HL2 Specific Activities
  251. //===========================
  252. // SLAM Specialty Activities
  253. ACT_SLAM_STICKWALL_IDLE,
  254. ACT_SLAM_STICKWALL_ND_IDLE,
  255. ACT_SLAM_STICKWALL_ATTACH,
  256. ACT_SLAM_STICKWALL_ATTACH2,
  257. ACT_SLAM_STICKWALL_ND_ATTACH,
  258. ACT_SLAM_STICKWALL_ND_ATTACH2,
  259. ACT_SLAM_STICKWALL_DETONATE,
  260. ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
  261. ACT_SLAM_STICKWALL_DRAW,
  262. ACT_SLAM_STICKWALL_ND_DRAW,
  263. ACT_SLAM_STICKWALL_TO_THROW,
  264. ACT_SLAM_STICKWALL_TO_THROW_ND,
  265. ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
  266. ACT_SLAM_THROW_IDLE,
  267. ACT_SLAM_THROW_ND_IDLE,
  268. ACT_SLAM_THROW_THROW,
  269. ACT_SLAM_THROW_THROW2,
  270. ACT_SLAM_THROW_THROW_ND,
  271. ACT_SLAM_THROW_THROW_ND2,
  272. ACT_SLAM_THROW_DRAW,
  273. ACT_SLAM_THROW_ND_DRAW,
  274. ACT_SLAM_THROW_TO_STICKWALL,
  275. ACT_SLAM_THROW_TO_STICKWALL_ND,
  276. ACT_SLAM_THROW_DETONATE,
  277. ACT_SLAM_THROW_DETONATOR_HOLSTER,
  278. ACT_SLAM_THROW_TO_TRIPMINE_ND,
  279. ACT_SLAM_TRIPMINE_IDLE,
  280. ACT_SLAM_TRIPMINE_DRAW,
  281. ACT_SLAM_TRIPMINE_ATTACH,
  282. ACT_SLAM_TRIPMINE_ATTACH2,
  283. ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
  284. ACT_SLAM_TRIPMINE_TO_THROW_ND,
  285. ACT_SLAM_DETONATOR_IDLE,
  286. ACT_SLAM_DETONATOR_DRAW,
  287. ACT_SLAM_DETONATOR_DETONATE,
  288. ACT_SLAM_DETONATOR_HOLSTER,
  289. ACT_SLAM_DETONATOR_STICKWALL_DRAW,
  290. ACT_SLAM_DETONATOR_THROW_DRAW,
  291. // Shotgun Specialty Activities
  292. ACT_SHOTGUN_RELOAD_START,
  293. ACT_SHOTGUN_RELOAD_FINISH,
  294. ACT_SHOTGUN_PUMP,
  295. // SMG2 special activities
  296. ACT_SMG2_IDLE2,
  297. ACT_SMG2_FIRE2,
  298. ACT_SMG2_DRAW2,
  299. ACT_SMG2_RELOAD2,
  300. ACT_SMG2_DRYFIRE2,
  301. ACT_SMG2_TOAUTO,
  302. ACT_SMG2_TOBURST,
  303. // Physcannon special activities
  304. ACT_PHYSCANNON_UPGRADE,
  305. // weapon override activities
  306. ACT_RANGE_ATTACK_AR1,
  307. ACT_RANGE_ATTACK_AR2,
  308. ACT_RANGE_ATTACK_AR2_LOW,
  309. ACT_RANGE_ATTACK_AR2_GRENADE,
  310. ACT_RANGE_ATTACK_HMG1,
  311. ACT_RANGE_ATTACK_ML,
  312. ACT_RANGE_ATTACK_SMG1,
  313. ACT_RANGE_ATTACK_SMG1_LOW,
  314. ACT_RANGE_ATTACK_SMG2,
  315. ACT_RANGE_ATTACK_SHOTGUN,
  316. ACT_RANGE_ATTACK_SHOTGUN_LOW,
  317. ACT_RANGE_ATTACK_PISTOL,
  318. ACT_RANGE_ATTACK_PISTOL_LOW,
  319. ACT_RANGE_ATTACK_SLAM,
  320. ACT_RANGE_ATTACK_TRIPWIRE,
  321. ACT_RANGE_ATTACK_THROW,
  322. ACT_RANGE_ATTACK_SNIPER_RIFLE,
  323. ACT_RANGE_ATTACK_RPG,
  324. ACT_MELEE_ATTACK_SWING,
  325. ACT_RANGE_AIM_LOW,
  326. ACT_RANGE_AIM_SMG1_LOW,
  327. ACT_RANGE_AIM_PISTOL_LOW,
  328. ACT_RANGE_AIM_AR2_LOW,
  329. ACT_COVER_PISTOL_LOW,
  330. ACT_COVER_SMG1_LOW,
  331. // weapon override activities
  332. ACT_GESTURE_RANGE_ATTACK_AR1,
  333. ACT_GESTURE_RANGE_ATTACK_AR2,
  334. ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
  335. ACT_GESTURE_RANGE_ATTACK_HMG1,
  336. ACT_GESTURE_RANGE_ATTACK_ML,
  337. ACT_GESTURE_RANGE_ATTACK_SMG1,
  338. ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
  339. ACT_GESTURE_RANGE_ATTACK_SMG2,
  340. ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
  341. ACT_GESTURE_RANGE_ATTACK_PISTOL,
  342. ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
  343. ACT_GESTURE_RANGE_ATTACK_SLAM,
  344. ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
  345. ACT_GESTURE_RANGE_ATTACK_THROW,
  346. ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
  347. ACT_GESTURE_MELEE_ATTACK_SWING,
  348. ACT_IDLE_RIFLE,
  349. ACT_IDLE_SMG1,
  350. ACT_IDLE_ANGRY_SMG1,
  351. ACT_IDLE_PISTOL,
  352. ACT_IDLE_ANGRY_PISTOL,
  353. ACT_IDLE_ANGRY_SHOTGUN,
  354. ACT_IDLE_STEALTH_PISTOL,
  355. ACT_IDLE_PACKAGE,
  356. ACT_WALK_PACKAGE,
  357. ACT_IDLE_SUITCASE,
  358. ACT_WALK_SUITCASE,
  359. ACT_IDLE_SMG1_RELAXED,
  360. ACT_IDLE_SMG1_STIMULATED,
  361. ACT_WALK_RIFLE_RELAXED,
  362. ACT_RUN_RIFLE_RELAXED,
  363. ACT_WALK_RIFLE_STIMULATED,
  364. ACT_RUN_RIFLE_STIMULATED,
  365. ACT_IDLE_AIM_RIFLE_STIMULATED,
  366. ACT_WALK_AIM_RIFLE_STIMULATED,
  367. ACT_RUN_AIM_RIFLE_STIMULATED,
  368. ACT_IDLE_SHOTGUN_RELAXED,
  369. ACT_IDLE_SHOTGUN_STIMULATED,
  370. ACT_IDLE_SHOTGUN_AGITATED,
  371. // Policing activities
  372. ACT_WALK_ANGRY,
  373. ACT_POLICE_HARASS1,
  374. ACT_POLICE_HARASS2,
  375. // Manned guns
  376. ACT_IDLE_MANNEDGUN,
  377. // Melee weapon
  378. ACT_IDLE_MELEE,
  379. ACT_IDLE_ANGRY_MELEE,
  380. // RPG activities
  381. ACT_IDLE_RPG_RELAXED,
  382. ACT_IDLE_RPG,
  383. ACT_IDLE_ANGRY_RPG,
  384. ACT_COVER_LOW_RPG,
  385. ACT_WALK_RPG,
  386. ACT_RUN_RPG,
  387. ACT_WALK_CROUCH_RPG,
  388. ACT_RUN_CROUCH_RPG,
  389. ACT_WALK_RPG_RELAXED,
  390. ACT_RUN_RPG_RELAXED,
  391. ACT_WALK_RIFLE,
  392. ACT_WALK_AIM_RIFLE,
  393. ACT_WALK_CROUCH_RIFLE,
  394. ACT_WALK_CROUCH_AIM_RIFLE,
  395. ACT_RUN_RIFLE,
  396. ACT_RUN_AIM_RIFLE,
  397. ACT_RUN_CROUCH_RIFLE,
  398. ACT_RUN_CROUCH_AIM_RIFLE,
  399. ACT_RUN_STEALTH_PISTOL,
  400. ACT_WALK_AIM_SHOTGUN,
  401. ACT_RUN_AIM_SHOTGUN,
  402. ACT_WALK_PISTOL,
  403. ACT_RUN_PISTOL,
  404. ACT_WALK_AIM_PISTOL,
  405. ACT_RUN_AIM_PISTOL,
  406. ACT_WALK_STEALTH_PISTOL,
  407. ACT_WALK_AIM_STEALTH_PISTOL,
  408. ACT_RUN_AIM_STEALTH_PISTOL,
  409. // Reloads
  410. ACT_RELOAD_PISTOL,
  411. ACT_RELOAD_PISTOL_LOW,
  412. ACT_RELOAD_SMG1,
  413. ACT_RELOAD_SMG1_LOW,
  414. ACT_RELOAD_SHOTGUN,
  415. ACT_RELOAD_SHOTGUN_LOW,
  416. ACT_GESTURE_RELOAD,
  417. ACT_GESTURE_RELOAD_PISTOL,
  418. ACT_GESTURE_RELOAD_SMG1,
  419. ACT_GESTURE_RELOAD_SHOTGUN,
  420. // Busy animations
  421. ACT_BUSY_LEAN_LEFT,
  422. ACT_BUSY_LEAN_LEFT_ENTRY,
  423. ACT_BUSY_LEAN_LEFT_EXIT,
  424. ACT_BUSY_LEAN_BACK,
  425. ACT_BUSY_LEAN_BACK_ENTRY,
  426. ACT_BUSY_LEAN_BACK_EXIT,
  427. ACT_BUSY_SIT_GROUND,
  428. ACT_BUSY_SIT_GROUND_ENTRY,
  429. ACT_BUSY_SIT_GROUND_EXIT,
  430. ACT_BUSY_SIT_CHAIR,
  431. ACT_BUSY_SIT_CHAIR_ENTRY,
  432. ACT_BUSY_SIT_CHAIR_EXIT,
  433. ACT_BUSY_STAND,
  434. ACT_BUSY_QUEUE,
  435. // Dodge animations
  436. ACT_DUCK_DODGE,
  437. // For NPCs being lifted/eaten by barnacles:
  438. // being swallowed by a barnacle
  439. ACT_DIE_BARNACLE_SWALLOW,
  440. // being lifted by a barnacle
  441. ACT_GESTURE_BARNACLE_STRANGLE,
  442. ACT_PHYSCANNON_DETACH, // An activity to be played if we're picking this up with the physcannon
  443. ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH
  444. ACT_PHYSCANNON_ANIMATE_PRE, // An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE
  445. ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE
  446. ACT_DIE_FRONTSIDE,
  447. ACT_DIE_RIGHTSIDE,
  448. ACT_DIE_BACKSIDE,
  449. ACT_DIE_LEFTSIDE,
  450. ACT_DIE_CROUCH_FRONTSIDE,
  451. ACT_DIE_CROUCH_RIGHTSIDE,
  452. ACT_DIE_CROUCH_BACKSIDE,
  453. ACT_DIE_CROUCH_LEFTSIDE,
  454. ACT_OPEN_DOOR,
  455. // Dynamic interactions
  456. ACT_DI_ALYX_ZOMBIE_MELEE,
  457. ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
  458. ACT_DI_ALYX_HEADCRAB_MELEE,
  459. ACT_DI_ALYX_ANTLION,
  460. ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
  461. ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
  462. ACT_READINESS_RELAXED_TO_STIMULATED,
  463. ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
  464. ACT_READINESS_AGITATED_TO_STIMULATED,
  465. ACT_READINESS_STIMULATED_TO_RELAXED,
  466. ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
  467. ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
  468. ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
  469. ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
  470. ACT_IDLE_CARRY,
  471. ACT_WALK_CARRY,
  472. //===========================
  473. // TF2 Specific Activities
  474. //===========================
  475. ACT_STARTDYING,
  476. ACT_DYINGLOOP,
  477. ACT_DYINGTODEAD,
  478. ACT_RIDE_MANNED_GUN,
  479. // All viewmodels
  480. ACT_VM_SPRINT_ENTER,
  481. ACT_VM_SPRINT_IDLE,
  482. ACT_VM_SPRINT_LEAVE,
  483. // Looping weapon firing
  484. ACT_FIRE_START,
  485. ACT_FIRE_LOOP,
  486. ACT_FIRE_END,
  487. ACT_CROUCHING_GRENADEIDLE,
  488. ACT_CROUCHING_GRENADEREADY,
  489. ACT_CROUCHING_PRIMARYATTACK,
  490. ACT_OVERLAY_GRENADEIDLE,
  491. ACT_OVERLAY_GRENADEREADY,
  492. ACT_OVERLAY_PRIMARYATTACK,
  493. ACT_OVERLAY_SHIELD_UP,
  494. ACT_OVERLAY_SHIELD_DOWN,
  495. ACT_OVERLAY_SHIELD_UP_IDLE,
  496. ACT_OVERLAY_SHIELD_ATTACK,
  497. ACT_OVERLAY_SHIELD_KNOCKBACK,
  498. ACT_SHIELD_UP,
  499. ACT_SHIELD_DOWN,
  500. ACT_SHIELD_UP_IDLE,
  501. ACT_SHIELD_ATTACK,
  502. ACT_SHIELD_KNOCKBACK,
  503. ACT_CROUCHING_SHIELD_UP,
  504. ACT_CROUCHING_SHIELD_DOWN,
  505. ACT_CROUCHING_SHIELD_UP_IDLE,
  506. ACT_CROUCHING_SHIELD_ATTACK,
  507. ACT_CROUCHING_SHIELD_KNOCKBACK,
  508. // turning in place
  509. ACT_TURNRIGHT45,
  510. ACT_TURNLEFT45,
  511. ACT_TURN,
  512. ACT_OBJ_ASSEMBLING,
  513. ACT_OBJ_DISMANTLING,
  514. ACT_OBJ_STARTUP,
  515. ACT_OBJ_RUNNING,
  516. ACT_OBJ_IDLE,
  517. ACT_OBJ_PLACING,
  518. ACT_OBJ_DETERIORATING,
  519. ACT_OBJ_UPGRADING,
  520. // Deploy
  521. ACT_DEPLOY,
  522. ACT_DEPLOY_IDLE,
  523. ACT_UNDEPLOY,
  524. // Crossbow
  525. ACT_CROSSBOW_DRAW_UNLOADED,
  526. // Gauss
  527. ACT_GAUSS_SPINUP,
  528. ACT_GAUSS_SPINCYCLE,
  529. //===========================
  530. // CSPort Specific Activities
  531. //===========================
  532. ACT_VM_PRIMARYATTACK_SILENCED, // fire
  533. ACT_VM_RELOAD_SILENCED,
  534. ACT_VM_DRYFIRE_SILENCED, // fire with no ammo loaded.
  535. ACT_VM_IDLE_SILENCED,
  536. ACT_VM_DRAW_SILENCED,
  537. ACT_VM_IDLE_EMPTY_LEFT,
  538. ACT_VM_DRYFIRE_LEFT,
  539. // new for CS2
  540. ACT_VM_IS_DRAW,
  541. ACT_VM_IS_HOLSTER,
  542. ACT_VM_IS_IDLE,
  543. ACT_VM_IS_PRIMARYATTACK,
  544. ACT_PLAYER_IDLE_FIRE,
  545. ACT_PLAYER_CROUCH_FIRE,
  546. ACT_PLAYER_CROUCH_WALK_FIRE,
  547. ACT_PLAYER_WALK_FIRE,
  548. ACT_PLAYER_RUN_FIRE,
  549. ACT_IDLETORUN,
  550. ACT_RUNTOIDLE,
  551. ACT_VM_DRAW_DEPLOYED,
  552. ACT_HL2MP_IDLE_MELEE,
  553. ACT_HL2MP_RUN_MELEE,
  554. ACT_HL2MP_IDLE_CROUCH_MELEE,
  555. ACT_HL2MP_WALK_CROUCH_MELEE,
  556. ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
  557. ACT_HL2MP_GESTURE_RELOAD_MELEE,
  558. ACT_HL2MP_JUMP_MELEE,
  559. // Portal!
  560. ACT_VM_FIZZLE,
  561. // Multiplayer
  562. ACT_MP_STAND_IDLE,
  563. ACT_MP_CROUCH_IDLE,
  564. ACT_MP_CROUCH_DEPLOYED_IDLE,
  565. ACT_MP_CROUCH_DEPLOYED,
  566. ACT_MP_DEPLOYED_IDLE,
  567. ACT_MP_RUN,
  568. ACT_MP_WALK,
  569. ACT_MP_AIRWALK,
  570. ACT_MP_CROUCHWALK,
  571. ACT_MP_SPRINT,
  572. ACT_MP_JUMP,
  573. ACT_MP_JUMP_START,
  574. ACT_MP_JUMP_FLOAT,
  575. ACT_MP_JUMP_LAND,
  576. ACT_MP_JUMP_IMPACT_N,
  577. ACT_MP_JUMP_IMPACT_E,
  578. ACT_MP_JUMP_IMPACT_W,
  579. ACT_MP_JUMP_IMPACT_S,
  580. ACT_MP_JUMP_IMPACT_TOP,
  581. ACT_MP_DOUBLEJUMP,
  582. ACT_MP_SWIM,
  583. ACT_MP_DEPLOYED,
  584. ACT_MP_SWIM_DEPLOYED,
  585. ACT_MP_VCD,
  586. ACT_MP_ATTACK_STAND_PRIMARYFIRE,
  587. ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
  588. ACT_MP_ATTACK_STAND_SECONDARYFIRE,
  589. ACT_MP_ATTACK_STAND_GRENADE,
  590. ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
  591. ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
  592. ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
  593. ACT_MP_ATTACK_CROUCH_GRENADE,
  594. ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
  595. ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
  596. ACT_MP_ATTACK_SWIM_GRENADE,
  597. ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
  598. ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
  599. ACT_MP_ATTACK_AIRWALK_GRENADE,
  600. ACT_MP_RELOAD_STAND,
  601. ACT_MP_RELOAD_STAND_LOOP,
  602. ACT_MP_RELOAD_STAND_END,
  603. ACT_MP_RELOAD_CROUCH,
  604. ACT_MP_RELOAD_CROUCH_LOOP,
  605. ACT_MP_RELOAD_CROUCH_END,
  606. ACT_MP_RELOAD_SWIM,
  607. ACT_MP_RELOAD_SWIM_LOOP,
  608. ACT_MP_RELOAD_SWIM_END,
  609. ACT_MP_RELOAD_AIRWALK,
  610. ACT_MP_RELOAD_AIRWALK_LOOP,
  611. ACT_MP_RELOAD_AIRWALK_END,
  612. ACT_MP_ATTACK_STAND_PREFIRE,
  613. ACT_MP_ATTACK_STAND_POSTFIRE,
  614. ACT_MP_ATTACK_STAND_STARTFIRE,
  615. ACT_MP_ATTACK_CROUCH_PREFIRE,
  616. ACT_MP_ATTACK_CROUCH_POSTFIRE,
  617. ACT_MP_ATTACK_SWIM_PREFIRE,
  618. ACT_MP_ATTACK_SWIM_POSTFIRE,
  619. // Multiplayer - Primary
  620. ACT_MP_STAND_PRIMARY,
  621. ACT_MP_CROUCH_PRIMARY,
  622. ACT_MP_RUN_PRIMARY,
  623. ACT_MP_WALK_PRIMARY,
  624. ACT_MP_AIRWALK_PRIMARY,
  625. ACT_MP_CROUCHWALK_PRIMARY,
  626. ACT_MP_JUMP_PRIMARY,
  627. ACT_MP_JUMP_START_PRIMARY,
  628. ACT_MP_JUMP_FLOAT_PRIMARY,
  629. ACT_MP_JUMP_LAND_PRIMARY,
  630. ACT_MP_SWIM_PRIMARY,
  631. ACT_MP_DEPLOYED_PRIMARY,
  632. ACT_MP_SWIM_DEPLOYED_PRIMARY,
  633. ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK
  634. ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
  635. ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK
  636. ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
  637. ACT_MP_ATTACK_SWIM_PRIMARY,
  638. ACT_MP_ATTACK_AIRWALK_PRIMARY,
  639. ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK
  640. ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
  641. ACT_MP_RELOAD_STAND_PRIMARY_END,
  642. ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK
  643. ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
  644. ACT_MP_RELOAD_CROUCH_PRIMARY_END,
  645. ACT_MP_RELOAD_SWIM_PRIMARY,
  646. ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
  647. ACT_MP_RELOAD_SWIM_PRIMARY_END,
  648. ACT_MP_RELOAD_AIRWALK_PRIMARY,
  649. ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
  650. ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
  651. ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK
  652. ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK
  653. ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
  654. ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
  655. // Secondary
  656. ACT_MP_STAND_SECONDARY,
  657. ACT_MP_CROUCH_SECONDARY,
  658. ACT_MP_RUN_SECONDARY,
  659. ACT_MP_WALK_SECONDARY,
  660. ACT_MP_AIRWALK_SECONDARY,
  661. ACT_MP_CROUCHWALK_SECONDARY,
  662. ACT_MP_JUMP_SECONDARY,
  663. ACT_MP_JUMP_START_SECONDARY,
  664. ACT_MP_JUMP_FLOAT_SECONDARY,
  665. ACT_MP_JUMP_LAND_SECONDARY,
  666. ACT_MP_SWIM_SECONDARY,
  667. ACT_MP_ATTACK_STAND_SECONDARY, // RUN, WALK
  668. ACT_MP_ATTACK_CROUCH_SECONDARY, // CROUCHWALK
  669. ACT_MP_ATTACK_SWIM_SECONDARY,
  670. ACT_MP_ATTACK_AIRWALK_SECONDARY,
  671. ACT_MP_RELOAD_STAND_SECONDARY, // RUN, WALK
  672. ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
  673. ACT_MP_RELOAD_STAND_SECONDARY_END,
  674. ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK
  675. ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
  676. ACT_MP_RELOAD_CROUCH_SECONDARY_END,
  677. ACT_MP_RELOAD_SWIM_SECONDARY,
  678. ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
  679. ACT_MP_RELOAD_SWIM_SECONDARY_END,
  680. ACT_MP_RELOAD_AIRWALK_SECONDARY,
  681. ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
  682. ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
  683. ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK
  684. ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK
  685. ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
  686. ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
  687. // Melee
  688. ACT_MP_STAND_MELEE,
  689. ACT_MP_CROUCH_MELEE,
  690. ACT_MP_RUN_MELEE,
  691. ACT_MP_WALK_MELEE,
  692. ACT_MP_AIRWALK_MELEE,
  693. ACT_MP_CROUCHWALK_MELEE,
  694. ACT_MP_JUMP_MELEE,
  695. ACT_MP_JUMP_START_MELEE,
  696. ACT_MP_JUMP_FLOAT_MELEE,
  697. ACT_MP_JUMP_LAND_MELEE,
  698. ACT_MP_SWIM_MELEE,
  699. ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK
  700. ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
  701. ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK
  702. ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
  703. ACT_MP_ATTACK_SWIM_MELEE,
  704. ACT_MP_ATTACK_AIRWALK_MELEE,
  705. ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK
  706. ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK
  707. ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
  708. ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
  709. // Item1
  710. ACT_MP_STAND_ITEM1,
  711. ACT_MP_CROUCH_ITEM1,
  712. ACT_MP_RUN_ITEM1,
  713. ACT_MP_WALK_ITEM1,
  714. ACT_MP_AIRWALK_ITEM1,
  715. ACT_MP_CROUCHWALK_ITEM1,
  716. ACT_MP_JUMP_ITEM1,
  717. ACT_MP_JUMP_START_ITEM1,
  718. ACT_MP_JUMP_FLOAT_ITEM1,
  719. ACT_MP_JUMP_LAND_ITEM1,
  720. ACT_MP_SWIM_ITEM1,
  721. ACT_MP_ATTACK_STAND_ITEM1, // RUN, WALK
  722. ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
  723. ACT_MP_ATTACK_CROUCH_ITEM1, // CROUCHWALK
  724. ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
  725. ACT_MP_ATTACK_SWIM_ITEM1,
  726. ACT_MP_ATTACK_AIRWALK_ITEM1,
  727. // Item2
  728. ACT_MP_STAND_ITEM2,
  729. ACT_MP_CROUCH_ITEM2,
  730. ACT_MP_RUN_ITEM2,
  731. ACT_MP_WALK_ITEM2,
  732. ACT_MP_AIRWALK_ITEM2,
  733. ACT_MP_CROUCHWALK_ITEM2,
  734. ACT_MP_JUMP_ITEM2,
  735. ACT_MP_JUMP_START_ITEM2,
  736. ACT_MP_JUMP_FLOAT_ITEM2,
  737. ACT_MP_JUMP_LAND_ITEM2,
  738. ACT_MP_SWIM_ITEM2,
  739. ACT_MP_ATTACK_STAND_ITEM2, // RUN, WALK
  740. ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
  741. ACT_MP_ATTACK_CROUCH_ITEM2, // CROUCHWALK
  742. ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
  743. ACT_MP_ATTACK_SWIM_ITEM2,
  744. ACT_MP_ATTACK_AIRWALK_ITEM2,
  745. // Flinches
  746. ACT_MP_GESTURE_FLINCH,
  747. ACT_MP_GESTURE_FLINCH_PRIMARY,
  748. ACT_MP_GESTURE_FLINCH_SECONDARY,
  749. ACT_MP_GESTURE_FLINCH_MELEE,
  750. ACT_MP_GESTURE_FLINCH_ITEM1,
  751. ACT_MP_GESTURE_FLINCH_ITEM2,
  752. ACT_MP_GESTURE_FLINCH_HEAD,
  753. ACT_MP_GESTURE_FLINCH_CHEST,
  754. ACT_MP_GESTURE_FLINCH_STOMACH,
  755. ACT_MP_GESTURE_FLINCH_LEFTARM,
  756. ACT_MP_GESTURE_FLINCH_RIGHTARM,
  757. ACT_MP_GESTURE_FLINCH_LEFTLEG,
  758. ACT_MP_GESTURE_FLINCH_RIGHTLEG,
  759. // Team Fortress specific - medic heal, medic infect, etc.....
  760. ACT_MP_GRENADE1_DRAW,
  761. ACT_MP_GRENADE1_IDLE,
  762. ACT_MP_GRENADE1_ATTACK,
  763. ACT_MP_GRENADE2_DRAW,
  764. ACT_MP_GRENADE2_IDLE,
  765. ACT_MP_GRENADE2_ATTACK,
  766. ACT_MP_PRIMARY_GRENADE1_DRAW,
  767. ACT_MP_PRIMARY_GRENADE1_IDLE,
  768. ACT_MP_PRIMARY_GRENADE1_ATTACK,
  769. ACT_MP_PRIMARY_GRENADE2_DRAW,
  770. ACT_MP_PRIMARY_GRENADE2_IDLE,
  771. ACT_MP_PRIMARY_GRENADE2_ATTACK,
  772. ACT_MP_SECONDARY_GRENADE1_DRAW,
  773. ACT_MP_SECONDARY_GRENADE1_IDLE,
  774. ACT_MP_SECONDARY_GRENADE1_ATTACK,
  775. ACT_MP_SECONDARY_GRENADE2_DRAW,
  776. ACT_MP_SECONDARY_GRENADE2_IDLE,
  777. ACT_MP_SECONDARY_GRENADE2_ATTACK,
  778. ACT_MP_MELEE_GRENADE1_DRAW,
  779. ACT_MP_MELEE_GRENADE1_IDLE,
  780. ACT_MP_MELEE_GRENADE1_ATTACK,
  781. ACT_MP_MELEE_GRENADE2_DRAW,
  782. ACT_MP_MELEE_GRENADE2_IDLE,
  783. ACT_MP_MELEE_GRENADE2_ATTACK,
  784. ACT_MP_ITEM1_GRENADE1_DRAW,
  785. ACT_MP_ITEM1_GRENADE1_IDLE,
  786. ACT_MP_ITEM1_GRENADE1_ATTACK,
  787. ACT_MP_ITEM1_GRENADE2_DRAW,
  788. ACT_MP_ITEM1_GRENADE2_IDLE,
  789. ACT_MP_ITEM1_GRENADE2_ATTACK,
  790. ACT_MP_ITEM2_GRENADE1_DRAW,
  791. ACT_MP_ITEM2_GRENADE1_IDLE,
  792. ACT_MP_ITEM2_GRENADE1_ATTACK,
  793. ACT_MP_ITEM2_GRENADE2_DRAW,
  794. ACT_MP_ITEM2_GRENADE2_IDLE,
  795. ACT_MP_ITEM2_GRENADE2_ATTACK,
  796. // Building
  797. ACT_MP_STAND_BUILDING,
  798. ACT_MP_CROUCH_BUILDING,
  799. ACT_MP_RUN_BUILDING,
  800. ACT_MP_WALK_BUILDING,
  801. ACT_MP_AIRWALK_BUILDING,
  802. ACT_MP_CROUCHWALK_BUILDING,
  803. ACT_MP_JUMP_BUILDING,
  804. ACT_MP_JUMP_START_BUILDING,
  805. ACT_MP_JUMP_FLOAT_BUILDING,
  806. ACT_MP_JUMP_LAND_BUILDING,
  807. ACT_MP_SWIM_BUILDING,
  808. ACT_MP_ATTACK_STAND_BUILDING, // RUN, WALK
  809. ACT_MP_ATTACK_CROUCH_BUILDING, // CROUCHWALK
  810. ACT_MP_ATTACK_SWIM_BUILDING,
  811. ACT_MP_ATTACK_AIRWALK_BUILDING,
  812. ACT_MP_ATTACK_STAND_GRENADE_BUILDING, // RUN, WALK
  813. ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, // CROUCHWALK
  814. ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
  815. ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
  816. ACT_MP_STAND_PDA,
  817. ACT_MP_CROUCH_PDA,
  818. ACT_MP_RUN_PDA,
  819. ACT_MP_WALK_PDA,
  820. ACT_MP_AIRWALK_PDA,
  821. ACT_MP_CROUCHWALK_PDA,
  822. ACT_MP_JUMP_PDA,
  823. ACT_MP_JUMP_START_PDA,
  824. ACT_MP_JUMP_FLOAT_PDA,
  825. ACT_MP_JUMP_LAND_PDA,
  826. ACT_MP_SWIM_PDA,
  827. ACT_MP_ATTACK_STAND_PDA,
  828. ACT_MP_ATTACK_SWIM_PDA,
  829. ACT_MP_GESTURE_VC_HANDMOUTH,
  830. ACT_MP_GESTURE_VC_FINGERPOINT,
  831. ACT_MP_GESTURE_VC_FISTPUMP,
  832. ACT_MP_GESTURE_VC_THUMBSUP,
  833. ACT_MP_GESTURE_VC_NODYES,
  834. ACT_MP_GESTURE_VC_NODNO,
  835. ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
  836. ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
  837. ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
  838. ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
  839. ACT_MP_GESTURE_VC_NODYES_PRIMARY,
  840. ACT_MP_GESTURE_VC_NODNO_PRIMARY,
  841. ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
  842. ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
  843. ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
  844. ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
  845. ACT_MP_GESTURE_VC_NODYES_SECONDARY,
  846. ACT_MP_GESTURE_VC_NODNO_SECONDARY,
  847. ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
  848. ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
  849. ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
  850. ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
  851. ACT_MP_GESTURE_VC_NODYES_MELEE,
  852. ACT_MP_GESTURE_VC_NODNO_MELEE,
  853. ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
  854. ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
  855. ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
  856. ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
  857. ACT_MP_GESTURE_VC_NODYES_ITEM1,
  858. ACT_MP_GESTURE_VC_NODNO_ITEM1,
  859. ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
  860. ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
  861. ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
  862. ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
  863. ACT_MP_GESTURE_VC_NODYES_ITEM2,
  864. ACT_MP_GESTURE_VC_NODNO_ITEM2,
  865. ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
  866. ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
  867. ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
  868. ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
  869. ACT_MP_GESTURE_VC_NODYES_BUILDING,
  870. ACT_MP_GESTURE_VC_NODNO_BUILDING,
  871. ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
  872. ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
  873. ACT_MP_GESTURE_VC_FISTPUMP_PDA,
  874. ACT_MP_GESTURE_VC_THUMBSUP_PDA,
  875. ACT_MP_GESTURE_VC_NODYES_PDA,
  876. ACT_MP_GESTURE_VC_NODNO_PDA,
  877. ACT_VM_UNUSABLE,
  878. ACT_VM_UNUSABLE_TO_USABLE,
  879. ACT_VM_USABLE_TO_UNUSABLE,
  880. // Specific viewmodel activities for weapon roles
  881. ACT_PRIMARY_VM_DRAW,
  882. ACT_PRIMARY_VM_HOLSTER,
  883. ACT_PRIMARY_VM_IDLE,
  884. ACT_PRIMARY_VM_PULLBACK,
  885. ACT_PRIMARY_VM_PRIMARYATTACK,
  886. ACT_PRIMARY_VM_SECONDARYATTACK,
  887. ACT_PRIMARY_VM_RELOAD,
  888. ACT_PRIMARY_VM_DRYFIRE,
  889. ACT_PRIMARY_VM_IDLE_TO_LOWERED,
  890. ACT_PRIMARY_VM_IDLE_LOWERED,
  891. ACT_PRIMARY_VM_LOWERED_TO_IDLE,
  892. ACT_SECONDARY_VM_DRAW,
  893. ACT_SECONDARY_VM_HOLSTER,
  894. ACT_SECONDARY_VM_IDLE,
  895. ACT_SECONDARY_VM_PULLBACK,
  896. ACT_SECONDARY_VM_PRIMARYATTACK,
  897. ACT_SECONDARY_VM_SECONDARYATTACK,
  898. ACT_SECONDARY_VM_RELOAD,
  899. ACT_SECONDARY_VM_DRYFIRE,
  900. ACT_SECONDARY_VM_IDLE_TO_LOWERED,
  901. ACT_SECONDARY_VM_IDLE_LOWERED,
  902. ACT_SECONDARY_VM_LOWERED_TO_IDLE,
  903. ACT_MELEE_VM_DRAW,
  904. ACT_MELEE_VM_HOLSTER,
  905. ACT_MELEE_VM_IDLE,
  906. ACT_MELEE_VM_PULLBACK,
  907. ACT_MELEE_VM_PRIMARYATTACK,
  908. ACT_MELEE_VM_SECONDARYATTACK,
  909. ACT_MELEE_VM_RELOAD,
  910. ACT_MELEE_VM_DRYFIRE,
  911. ACT_MELEE_VM_IDLE_TO_LOWERED,
  912. ACT_MELEE_VM_IDLE_LOWERED,
  913. ACT_MELEE_VM_LOWERED_TO_IDLE,
  914. ACT_PDA_VM_DRAW,
  915. ACT_PDA_VM_HOLSTER,
  916. ACT_PDA_VM_IDLE,
  917. ACT_PDA_VM_PULLBACK,
  918. ACT_PDA_VM_PRIMARYATTACK,
  919. ACT_PDA_VM_SECONDARYATTACK,
  920. ACT_PDA_VM_RELOAD,
  921. ACT_PDA_VM_DRYFIRE,
  922. ACT_PDA_VM_IDLE_TO_LOWERED,
  923. ACT_PDA_VM_IDLE_LOWERED,
  924. ACT_PDA_VM_LOWERED_TO_IDLE,
  925. ACT_ITEM1_VM_DRAW,
  926. ACT_ITEM1_VM_HOLSTER,
  927. ACT_ITEM1_VM_IDLE,
  928. ACT_ITEM1_VM_PULLBACK,
  929. ACT_ITEM1_VM_PRIMARYATTACK,
  930. ACT_ITEM1_VM_SECONDARYATTACK,
  931. ACT_ITEM1_VM_RELOAD,
  932. ACT_ITEM1_VM_DRYFIRE,
  933. ACT_ITEM1_VM_IDLE_TO_LOWERED,
  934. ACT_ITEM1_VM_IDLE_LOWERED,
  935. ACT_ITEM1_VM_LOWERED_TO_IDLE,
  936. ACT_ITEM2_VM_DRAW,
  937. ACT_ITEM2_VM_HOLSTER,
  938. ACT_ITEM2_VM_IDLE,
  939. ACT_ITEM2_VM_PULLBACK,
  940. ACT_ITEM2_VM_PRIMARYATTACK,
  941. ACT_ITEM2_VM_SECONDARYATTACK,
  942. ACT_ITEM2_VM_RELOAD,
  943. ACT_ITEM2_VM_DRYFIRE,
  944. ACT_ITEM2_VM_IDLE_TO_LOWERED,
  945. ACT_ITEM2_VM_IDLE_LOWERED,
  946. ACT_ITEM2_VM_LOWERED_TO_IDLE,
  947. // Infested activities
  948. ACT_RELOAD_SUCCEED,
  949. ACT_RELOAD_FAIL,
  950. // Autogun
  951. ACT_WALK_AIM_AUTOGUN,
  952. ACT_RUN_AIM_AUTOGUN,
  953. ACT_IDLE_AUTOGUN,
  954. ACT_IDLE_AIM_AUTOGUN,
  955. ACT_RELOAD_AUTOGUN,
  956. ACT_CROUCH_IDLE_AUTOGUN,
  957. ACT_RANGE_ATTACK_AUTOGUN,
  958. ACT_JUMP_AUTOGUN,
  959. // Pistol
  960. ACT_IDLE_AIM_PISTOL,
  961. // PDW
  962. ACT_WALK_AIM_DUAL,
  963. ACT_RUN_AIM_DUAL,
  964. ACT_IDLE_DUAL,
  965. ACT_IDLE_AIM_DUAL,
  966. ACT_RELOAD_DUAL,
  967. ACT_CROUCH_IDLE_DUAL,
  968. ACT_RANGE_ATTACK_DUAL,
  969. ACT_JUMP_DUAL,
  970. // Shotgun
  971. ACT_IDLE_SHOTGUN,
  972. ACT_IDLE_AIM_SHOTGUN,
  973. ACT_CROUCH_IDLE_SHOTGUN,
  974. ACT_JUMP_SHOTGUN,
  975. // Rifle
  976. ACT_IDLE_AIM_RIFLE,
  977. ACT_RELOAD_RIFLE,
  978. ACT_CROUCH_IDLE_RIFLE,
  979. ACT_RANGE_ATTACK_RIFLE,
  980. ACT_JUMP_RIFLE,
  981. // Infested General AI
  982. ACT_SLEEP,
  983. ACT_WAKE,
  984. // Shield Bug
  985. ACT_FLICK_LEFT,
  986. ACT_FLICK_LEFT_MIDDLE,
  987. ACT_FLICK_RIGHT_MIDDLE,
  988. ACT_FLICK_RIGHT,
  989. ACT_SPINAROUND,
  990. // Mortar Bug
  991. ACT_PREP_TO_FIRE,
  992. ACT_FIRE,
  993. ACT_FIRE_RECOVER,
  994. // Shaman
  995. ACT_SPRAY,
  996. // Boomer
  997. ACT_PREP_EXPLODE,
  998. ACT_EXPLODE,
  999. ///******************
  1000. ///DOTA ANIMATIONS
  1001. ///******************
  1002. ACT_DOTA_IDLE,
  1003. ACT_DOTA_RUN,
  1004. ACT_DOTA_ATTACK,
  1005. ACT_DOTA_ATTACK_EVENT,
  1006. ACT_DOTA_DIE,
  1007. ACT_DOTA_FLINCH,
  1008. ACT_DOTA_DISABLED,
  1009. ACT_DOTA_CAST_ABILITY_1,
  1010. ACT_DOTA_CAST_ABILITY_2,
  1011. ACT_DOTA_CAST_ABILITY_3,
  1012. ACT_DOTA_CAST_ABILITY_4,
  1013. ACT_DOTA_OVERRIDE_ABILITY_1,
  1014. ACT_DOTA_OVERRIDE_ABILITY_2,
  1015. ACT_DOTA_OVERRIDE_ABILITY_3,
  1016. ACT_DOTA_OVERRIDE_ABILITY_4,
  1017. ACT_DOTA_CHANNEL_ABILITY_1,
  1018. ACT_DOTA_CHANNEL_ABILITY_2,
  1019. ACT_DOTA_CHANNEL_ABILITY_3,
  1020. ACT_DOTA_CHANNEL_ABILITY_4,
  1021. ACT_DOTA_CHANNEL_END_ABILITY_1,
  1022. ACT_DOTA_CHANNEL_END_ABILITY_2,
  1023. ACT_DOTA_CHANNEL_END_ABILITY_3,
  1024. ACT_DOTA_CHANNEL_END_ABILITY_4,
  1025. // Portal2
  1026. ACT_MP_RUN_SPEEDPAINT, // running on speed paint
  1027. ACT_MP_LONG_FALL, // falling a LONG way
  1028. ACT_MP_TRACTORBEAM_FLOAT, // floating in a tractor beam
  1029. ACT_MP_DEATH_CRUSH,
  1030. ACT_MP_RUN_SPEEDPAINT_PRIMARY, // player with portalgun running on speed paint
  1031. ACT_MP_DROWNING_PRIMARY, // drowning while holding portalgun
  1032. ACT_MP_LONG_FALL_PRIMARY, // falling a LONG way while holding portalgun
  1033. ACT_MP_TRACTORBEAM_FLOAT_PRIMARY, // floating in a tractor beam while holding portalgun
  1034. ACT_MP_DEATH_CRUSH_PRIMARY,
  1035. // csgo death anims that don't require direction (direction is pose-param driven for more granularity)
  1036. ACT_DIE_STAND,
  1037. ACT_DIE_STAND_HEADSHOT,
  1038. ACT_DIE_CROUCH,
  1039. ACT_DIE_CROUCH_HEADSHOT,
  1040. // CSGO action activities
  1041. ACT_CSGO_NULL,
  1042. ACT_CSGO_DEFUSE,
  1043. ACT_CSGO_DEFUSE_WITH_KIT,
  1044. ACT_CSGO_FLASHBANG_REACTION,
  1045. ACT_CSGO_FIRE_PRIMARY,
  1046. ACT_CSGO_FIRE_PRIMARY_OPT_1,
  1047. ACT_CSGO_FIRE_PRIMARY_OPT_2,
  1048. ACT_CSGO_FIRE_SECONDARY,
  1049. ACT_CSGO_FIRE_SECONDARY_OPT_1,
  1050. ACT_CSGO_FIRE_SECONDARY_OPT_2,
  1051. ACT_CSGO_RELOAD,
  1052. ACT_CSGO_RELOAD_START,
  1053. ACT_CSGO_RELOAD_LOOP,
  1054. ACT_CSGO_RELOAD_END,
  1055. ACT_CSGO_OPERATE,
  1056. ACT_CSGO_DEPLOY,
  1057. ACT_CSGO_CATCH,
  1058. ACT_CSGO_SILENCER_DETACH,
  1059. ACT_CSGO_SILENCER_ATTACH,
  1060. ACT_CSGO_TWITCH,
  1061. ACT_CSGO_TWITCH_BUYZONE,
  1062. ACT_CSGO_PLANT_BOMB,
  1063. ACT_CSGO_IDLE_TURN_BALANCEADJUST,
  1064. ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
  1065. ACT_CSGO_ALIVE_LOOP,
  1066. ACT_CSGO_FLINCH,
  1067. ACT_CSGO_FLINCH_HEAD,
  1068. ACT_CSGO_FLINCH_MOLOTOV,
  1069. ACT_CSGO_JUMP,
  1070. ACT_CSGO_FALL,
  1071. ACT_CSGO_CLIMB_LADDER,
  1072. ACT_CSGO_LAND_LIGHT,
  1073. ACT_CSGO_LAND_HEAVY,
  1074. ACT_CSGO_EXIT_LADDER_TOP,
  1075. ACT_CSGO_EXIT_LADDER_BOTTOM,
  1076. // this is the end of the global activities, private per-monster activities start here.
  1077. LAST_SHARED_ACTIVITY,
  1078. } Activity;
  1079. #endif // AI_ACTIVITY_H