Counter Strike : Global Offensive Source Code
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  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose: Activities that are available to all NPCs.
  4. //
  5. //=============================================================================//
  6. #include "cbase.h"
  7. #include "ai_activity.h"
  8. #include "ai_basenpc.h"
  9. #include "stringregistry.h"
  10. // memdbgon must be the last include file in a .cpp file!!!
  11. #include "tier0/memdbgon.h"
  12. //=============================================================================
  13. // Init static variables
  14. //=============================================================================
  15. CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL;
  16. int CAI_BaseNPC::m_iNumActivities = 0;
  17. //-----------------------------------------------------------------------------
  18. // Purpose: Add an activity to the activity string registry and increment
  19. // the acitivty counter
  20. //-----------------------------------------------------------------------------
  21. void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID)
  22. {
  23. MEM_ALLOC_CREDIT();
  24. Assert( m_pActivitySR );
  25. if ( !m_pActivitySR )
  26. return;
  27. // Ignore duplicates:
  28. if ( m_pActivitySR->GetStringID(actName) != -1 )
  29. return;
  30. // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
  31. // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
  32. // relevant tables. Make sure that you have included all new enums in:
  33. // game_shared/ai_activity.h
  34. // game_shared/activitylist.cpp
  35. // dlls/ai_activity.cpp
  36. static int lastActID = -2;
  37. Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID );
  38. lastActID = actID;
  39. m_pActivitySR->AddString(actName, actID);
  40. m_iNumActivities++;
  41. }
  42. //-----------------------------------------------------------------------------
  43. // Purpose: Given and activity ID, return the activity name
  44. //-----------------------------------------------------------------------------
  45. const char *CAI_BaseNPC::GetActivityName(int actID)
  46. {
  47. if ( actID == -1 )
  48. return "ACT_INVALID";
  49. // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
  50. const char *name = ActivityList_NameForIndex(actID);
  51. if( !name )
  52. {
  53. AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" );
  54. }
  55. return name;
  56. }
  57. //-----------------------------------------------------------------------------
  58. // Purpose: Given and activity name, return the activity ID
  59. //-----------------------------------------------------------------------------
  60. int CAI_BaseNPC::GetActivityID(const char* actName)
  61. {
  62. Assert( m_pActivitySR );
  63. if ( !m_pActivitySR )
  64. return ACT_INVALID;
  65. return m_pActivitySR->GetStringID(actName);
  66. }
  67. #define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
  68. //-----------------------------------------------------------------------------
  69. // Purpose:
  70. //-----------------------------------------------------------------------------
  71. void CAI_BaseNPC::InitDefaultActivitySR(void)
  72. {
  73. ADD_ACTIVITY_TO_SR( ACT_INVALID );
  74. ADD_ACTIVITY_TO_SR( ACT_RESET );
  75. ADD_ACTIVITY_TO_SR( ACT_IDLE );
  76. ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
  77. ADD_ACTIVITY_TO_SR( ACT_COVER );
  78. ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
  79. ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
  80. ADD_ACTIVITY_TO_SR( ACT_WALK );
  81. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
  82. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
  83. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
  84. ADD_ACTIVITY_TO_SR( ACT_RUN );
  85. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
  86. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
  87. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
  88. ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
  89. ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
  90. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
  91. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
  92. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
  93. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
  94. ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
  95. ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
  96. ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
  97. ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
  98. ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
  99. ADD_ACTIVITY_TO_SR( ACT_FLY );
  100. ADD_ACTIVITY_TO_SR( ACT_HOVER );
  101. ADD_ACTIVITY_TO_SR( ACT_GLIDE );
  102. ADD_ACTIVITY_TO_SR( ACT_SWIM );
  103. ADD_ACTIVITY_TO_SR( ACT_JUMP );
  104. ADD_ACTIVITY_TO_SR( ACT_HOP );
  105. ADD_ACTIVITY_TO_SR( ACT_LEAP );
  106. ADD_ACTIVITY_TO_SR( ACT_LAND );
  107. ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
  108. ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
  109. ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
  110. ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
  111. ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
  112. ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
  113. ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
  114. ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
  115. ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
  116. ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
  117. ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
  118. ADD_ACTIVITY_TO_SR( ACT_CROUCH );
  119. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
  120. ADD_ACTIVITY_TO_SR( ACT_STAND );
  121. ADD_ACTIVITY_TO_SR( ACT_USE );
  122. ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_IDLE );
  123. ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_OUT );
  124. ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
  125. ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
  126. ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
  127. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
  128. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
  129. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
  130. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
  131. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
  132. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
  133. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
  134. ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
  135. ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
  136. ADD_ACTIVITY_TO_SR( ACT_COWER );
  137. ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
  138. ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
  139. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
  140. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
  141. ADD_ACTIVITY_TO_SR( ACT_RELOAD );
  142. ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
  143. ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
  144. ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
  145. ADD_ACTIVITY_TO_SR( ACT_ARM );
  146. ADD_ACTIVITY_TO_SR( ACT_DISARM );
  147. ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
  148. ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
  149. ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
  150. ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
  151. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
  152. ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
  153. ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
  154. ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
  155. ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
  156. ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
  157. ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
  158. ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
  159. ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
  160. ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
  161. ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
  162. ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
  163. ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
  164. ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
  165. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
  166. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
  167. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
  168. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
  169. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
  170. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
  171. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
  172. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
  173. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
  174. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
  175. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
  176. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
  177. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
  178. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
  179. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
  180. ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
  181. ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
  182. ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
  183. ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
  184. ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
  185. ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
  186. ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
  187. ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
  188. ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
  189. ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
  190. ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
  191. ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
  192. ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
  193. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
  194. ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
  195. ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
  196. ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
  197. ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
  198. ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
  199. ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
  200. ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_BACK );
  201. ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_LEFT );
  202. ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_RIGHT );
  203. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST_BACK );
  204. ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH_BACK );
  205. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_FRONT );
  206. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_BACK );
  207. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_LEFT );
  208. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_RIGHT );
  209. ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
  210. ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
  211. ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
  212. ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
  213. ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
  214. ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
  215. ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
  216. ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
  217. ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
  218. ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
  219. ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
  220. ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
  221. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
  222. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
  223. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
  224. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
  225. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
  226. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
  227. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
  228. ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
  229. ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
  230. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
  231. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
  232. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
  233. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
  234. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
  235. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
  236. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
  237. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
  238. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
  239. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
  240. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
  241. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
  242. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
  243. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
  244. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
  245. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
  246. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
  247. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
  248. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
  249. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
  250. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
  251. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
  252. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
  253. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
  254. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
  255. ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
  256. ADD_ACTIVITY_TO_SR( ACT_SPECIFIC_SEQUENCE );
  257. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
  258. ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
  259. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
  260. ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
  261. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
  262. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
  263. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
  264. ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
  265. ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
  266. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
  267. ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
  268. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
  269. ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
  270. ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
  271. ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
  272. ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
  273. ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
  274. ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
  275. ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
  276. ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
  277. ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
  278. ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
  279. ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
  280. ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
  281. ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
  282. ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
  283. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
  284. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
  285. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
  286. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
  287. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
  288. ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
  289. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
  290. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
  291. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
  292. ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
  293. ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
  294. ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
  295. ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
  296. ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_FIRE );
  297. ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_RELOAD );
  298. ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_DRAW );
  299. ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_IDLE );
  300. //===========================
  301. // HL2 Specific Activities
  302. //===========================
  303. // SLAM Specialty Activities
  304. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
  305. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
  306. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
  307. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
  308. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
  309. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
  310. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
  311. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
  312. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
  313. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
  314. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
  315. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
  316. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
  317. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
  318. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
  319. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
  320. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
  321. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
  322. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
  323. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
  324. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
  325. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
  326. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
  327. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
  328. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
  329. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
  330. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
  331. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
  332. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
  333. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
  334. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
  335. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
  336. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
  337. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
  338. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
  339. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
  340. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
  341. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );
  342. // SHOTGUN Specialty Activities
  343. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
  344. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
  345. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );
  346. // SMG2 special activities
  347. ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
  348. ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
  349. ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
  350. ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
  351. ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
  352. ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
  353. ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
  354. // Physcannon special activities
  355. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
  356. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
  357. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
  358. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
  359. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
  360. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
  361. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
  362. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
  363. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
  364. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
  365. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
  366. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
  367. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
  368. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
  369. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
  370. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
  371. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
  372. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
  373. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
  374. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );
  375. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
  376. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
  377. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
  378. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
  379. ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
  380. ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );
  381. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
  382. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
  383. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
  384. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
  385. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
  386. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
  387. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
  388. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
  389. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
  390. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
  391. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
  392. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
  393. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
  394. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
  395. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
  396. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );
  397. ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
  398. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
  399. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
  400. ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
  401. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
  402. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
  403. ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );
  404. ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
  405. ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
  406. ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
  407. ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );
  408. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
  409. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );
  410. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
  411. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
  412. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
  413. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
  414. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
  415. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
  416. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
  417. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
  418. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
  419. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
  420. // Policing activities
  421. ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
  422. ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
  423. ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );
  424. // Manned guns
  425. ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );
  426. // Melee weapon activities
  427. ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
  428. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );
  429. // RPG activities
  430. ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
  431. ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG );
  432. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
  433. ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG );
  434. ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
  435. ADD_ACTIVITY_TO_SR( ACT_RUN_RPG );
  436. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG );
  437. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG );
  438. ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED );
  439. ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED );
  440. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
  441. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
  442. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
  443. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
  444. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
  445. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
  446. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
  447. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );
  448. ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );
  449. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
  450. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );
  451. ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL );
  452. ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL );
  453. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
  454. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );
  455. ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL );
  456. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
  457. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
  458. ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
  459. ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
  460. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
  461. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
  462. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
  463. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );
  464. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
  465. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
  466. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
  467. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );
  468. // Busy animations
  469. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
  470. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
  471. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
  472. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
  473. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
  474. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
  475. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
  476. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
  477. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
  478. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
  479. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
  480. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
  481. ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
  482. ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );
  483. // Dodge animations
  484. ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );
  485. ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
  486. ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
  487. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );
  488. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE );
  489. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE );
  490. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );
  491. ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
  492. ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
  493. ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
  494. ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );
  495. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_FRONTSIDE );
  496. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_RIGHTSIDE );
  497. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_BACKSIDE );
  498. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_LEFTSIDE );
  499. ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );
  500. // Dynamic interactions
  501. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE );
  502. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE );
  503. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE );
  504. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION );
  505. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 );
  506. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );
  507. ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED );
  508. ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK );
  509. ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED );
  510. ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );
  511. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED );
  512. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK );
  513. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED );
  514. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );
  515. ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY );
  516. ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY );
  517. //===========================
  518. // TF2 Specific Activities
  519. //===========================
  520. ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
  521. ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
  522. ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );
  523. ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );
  524. // All viewmodels
  525. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
  526. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
  527. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );
  528. // Looping weapon firing
  529. ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
  530. ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
  531. ADD_ACTIVITY_TO_SR( ACT_FIRE_END );
  532. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
  533. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
  534. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
  535. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
  536. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
  537. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
  538. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
  539. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
  540. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
  541. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
  542. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
  543. ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
  544. ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
  545. ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
  546. ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
  547. ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
  548. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
  549. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
  550. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
  551. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
  552. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );
  553. ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
  554. ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
  555. ADD_ACTIVITY_TO_SR( ACT_TURN );
  556. // TF2 object animations
  557. ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
  558. ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
  559. ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
  560. ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
  561. ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
  562. ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
  563. ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
  564. ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );
  565. // Deploy
  566. ADD_ACTIVITY_TO_SR( ACT_DEPLOY );
  567. ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE );
  568. ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );
  569. // Crossbow
  570. ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );
  571. // Gauss
  572. ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP );
  573. ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );
  574. //===========================
  575. // CSPort Specific Activities
  576. //===========================
  577. ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire
  578. ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED );
  579. ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded.
  580. ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED );
  581. ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );
  582. ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT );
  583. ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );
  584. // new for CS2
  585. ADD_ACTIVITY_TO_SR ( ACT_VM_IS_DRAW );
  586. ADD_ACTIVITY_TO_SR ( ACT_VM_IS_HOLSTER );
  587. ADD_ACTIVITY_TO_SR ( ACT_VM_IS_IDLE );
  588. ADD_ACTIVITY_TO_SR ( ACT_VM_IS_PRIMARYATTACK );
  589. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE );
  590. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE );
  591. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE );
  592. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE );
  593. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE );
  594. ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN );
  595. ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );
  596. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );
  597. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE );
  598. ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE );
  599. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE );
  600. ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE );
  601. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE );
  602. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE );
  603. ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );
  604. // Portal!
  605. ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );
  606. // Multiplayer
  607. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
  608. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE );
  609. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE );
  610. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED );
  611. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE );
  612. ADD_ACTIVITY_TO_SR( ACT_MP_RUN );
  613. ADD_ACTIVITY_TO_SR( ACT_MP_WALK );
  614. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK );
  615. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK );
  616. ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT );
  617. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP );
  618. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START );
  619. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT );
  620. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND );
  621. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_N );
  622. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_E );
  623. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_W );
  624. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_S );
  625. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_TOP );
  626. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP );
  627. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM );
  628. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED );
  629. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED );
  630. ADD_ACTIVITY_TO_SR( ACT_MP_VCD );
  631. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE );
  632. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
  633. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE );
  634. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE );
  635. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
  636. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
  637. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
  638. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE );
  639. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE );
  640. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE );
  641. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE );
  642. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE );
  643. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE );
  644. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE );
  645. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND );
  646. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP );
  647. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END );
  648. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH );
  649. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP );
  650. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END );
  651. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM );
  652. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP );
  653. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END );
  654. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK );
  655. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP );
  656. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END );
  657. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE );
  658. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE );
  659. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE );
  660. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE );
  661. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE );
  662. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE );
  663. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );
  664. // Multiplayer - Primary
  665. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY );
  666. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY );
  667. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY );
  668. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY );
  669. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY );
  670. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY );
  671. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY );
  672. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY );
  673. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY );
  674. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY );
  675. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY );
  676. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY );
  677. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );
  678. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY );
  679. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED );
  680. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY );
  681. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED );
  682. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY );
  683. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );
  684. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY );
  685. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP );
  686. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END );
  687. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY );
  688. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP );
  689. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END );
  690. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY );
  691. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP );
  692. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END );
  693. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY );
  694. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP );
  695. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );
  696. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY );
  697. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY );
  698. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY );
  699. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );
  700. // Secondary
  701. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY );
  702. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY );
  703. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY );
  704. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY );
  705. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY );
  706. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY );
  707. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY );
  708. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY );
  709. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY );
  710. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY );
  711. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );
  712. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY );
  713. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY );
  714. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY );
  715. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );
  716. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY );
  717. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP );
  718. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END );
  719. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY );
  720. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP );
  721. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END );
  722. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY );
  723. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP );
  724. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END );
  725. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY );
  726. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP );
  727. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );
  728. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY );
  729. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY );
  730. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY );
  731. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );
  732. // Melee
  733. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE );
  734. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE );
  735. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE );
  736. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE );
  737. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE );
  738. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE );
  739. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE );
  740. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE );
  741. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE );
  742. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE );
  743. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );
  744. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE );
  745. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY );
  746. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE );
  747. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY );
  748. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE );
  749. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );
  750. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE );
  751. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE );
  752. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE );
  753. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );
  754. // Item1
  755. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 );
  756. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 );
  757. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 );
  758. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 );
  759. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 );
  760. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 );
  761. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 );
  762. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 );
  763. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 );
  764. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 );
  765. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );
  766. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 );
  767. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY );
  768. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 );
  769. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY );
  770. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 );
  771. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );
  772. // Item2
  773. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 );
  774. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 );
  775. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 );
  776. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 );
  777. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 );
  778. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 );
  779. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 );
  780. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 );
  781. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 );
  782. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 );
  783. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );
  784. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 );
  785. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY );
  786. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 );
  787. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY );
  788. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 );
  789. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );
  790. // Flinches
  791. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH );
  792. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY );
  793. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY );
  794. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE );
  795. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 );
  796. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );
  797. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD );
  798. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST );
  799. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH );
  800. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM );
  801. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM );
  802. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG );
  803. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );
  804. // Team Fortress specific - medic heal, medic infect, etc.....
  805. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW );
  806. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE );
  807. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK );
  808. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW );
  809. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE );
  810. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );
  811. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW );
  812. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE );
  813. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK );
  814. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW );
  815. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE );
  816. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );
  817. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW );
  818. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE );
  819. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK );
  820. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW );
  821. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE );
  822. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );
  823. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW );
  824. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE );
  825. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK );
  826. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW );
  827. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE );
  828. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );
  829. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW );
  830. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE );
  831. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK );
  832. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW );
  833. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE );
  834. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );
  835. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW );
  836. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE );
  837. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK );
  838. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW );
  839. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE );
  840. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );
  841. // Building
  842. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING );
  843. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING );
  844. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING );
  845. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING );
  846. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING );
  847. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING );
  848. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING );
  849. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING );
  850. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING );
  851. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING );
  852. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );
  853. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING );
  854. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING );
  855. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING );
  856. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );
  857. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING );
  858. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING );
  859. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING );
  860. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );
  861. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA );
  862. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA );
  863. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA );
  864. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA );
  865. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA );
  866. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA );
  867. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA );
  868. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA );
  869. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA );
  870. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA );
  871. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );
  872. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA );
  873. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );
  874. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH );
  875. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT );
  876. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP );
  877. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP );
  878. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES );
  879. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );
  880. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY );
  881. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
  882. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY );
  883. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY );
  884. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY );
  885. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );
  886. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY );
  887. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY );
  888. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY );
  889. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY );
  890. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY );
  891. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );
  892. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE );
  893. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
  894. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
  895. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE );
  896. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE );
  897. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );
  898. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 );
  899. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 );
  900. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 );
  901. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 );
  902. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 );
  903. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );
  904. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 );
  905. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 );
  906. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 );
  907. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 );
  908. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 );
  909. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );
  910. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING );
  911. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING );
  912. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING );
  913. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING );
  914. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING );
  915. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );
  916. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA );
  917. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA );
  918. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA );
  919. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA );
  920. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA );
  921. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );
  922. ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE );
  923. ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE );
  924. ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );
  925. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW );
  926. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER );
  927. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE );
  928. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK );
  929. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK );
  930. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK );
  931. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD );
  932. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE );
  933. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED );
  934. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED );
  935. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );
  936. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW );
  937. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER );
  938. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE );
  939. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK );
  940. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK );
  941. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK );
  942. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD );
  943. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE );
  944. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED );
  945. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED );
  946. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );
  947. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW );
  948. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER );
  949. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE );
  950. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK );
  951. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK );
  952. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK );
  953. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD );
  954. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE );
  955. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED );
  956. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED );
  957. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );
  958. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW );
  959. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER );
  960. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE );
  961. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK );
  962. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK );
  963. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK );
  964. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD );
  965. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE );
  966. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED );
  967. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED );
  968. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );
  969. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW );
  970. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER );
  971. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE );
  972. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK );
  973. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK );
  974. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK );
  975. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD );
  976. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE );
  977. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED );
  978. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED );
  979. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );
  980. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW );
  981. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER );
  982. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE );
  983. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK );
  984. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK );
  985. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK );
  986. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD );
  987. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE );
  988. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED );
  989. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED );
  990. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );
  991. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SUCCEED );
  992. ADD_ACTIVITY_TO_SR( ACT_RELOAD_FAIL );
  993. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AUTOGUN );
  994. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AUTOGUN );
  995. ADD_ACTIVITY_TO_SR( ACT_IDLE_AUTOGUN );
  996. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AUTOGUN );
  997. ADD_ACTIVITY_TO_SR( ACT_RELOAD_AUTOGUN );
  998. ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_AUTOGUN );
  999. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AUTOGUN );
  1000. ADD_ACTIVITY_TO_SR( ACT_JUMP_AUTOGUN );
  1001. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_PISTOL );
  1002. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_DUAL );
  1003. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_DUAL );
  1004. ADD_ACTIVITY_TO_SR( ACT_IDLE_DUAL );
  1005. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_DUAL );
  1006. ADD_ACTIVITY_TO_SR( ACT_RELOAD_DUAL );
  1007. ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_DUAL );
  1008. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_DUAL );
  1009. ADD_ACTIVITY_TO_SR( ACT_JUMP_DUAL );
  1010. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN );
  1011. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN );
  1012. ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_SHOTGUN );
  1013. ADD_ACTIVITY_TO_SR( ACT_JUMP_SHOTGUN );
  1014. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE );
  1015. ADD_ACTIVITY_TO_SR( ACT_RELOAD_RIFLE );
  1016. ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_RIFLE );
  1017. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RIFLE );
  1018. ADD_ACTIVITY_TO_SR( ACT_JUMP_RIFLE );
  1019. // Infested General AI
  1020. ADD_ACTIVITY_TO_SR( ACT_SLEEP );
  1021. ADD_ACTIVITY_TO_SR( ACT_WAKE );
  1022. // Shield Bug
  1023. ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT );
  1024. ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT_MIDDLE );
  1025. ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT_MIDDLE );
  1026. ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT );
  1027. ADD_ACTIVITY_TO_SR( ACT_SPINAROUND );
  1028. // Mortar Bug
  1029. ADD_ACTIVITY_TO_SR( ACT_PREP_TO_FIRE );
  1030. ADD_ACTIVITY_TO_SR( ACT_FIRE );
  1031. ADD_ACTIVITY_TO_SR( ACT_FIRE_RECOVER );
  1032. // Shaman
  1033. ADD_ACTIVITY_TO_SR( ACT_SPRAY );
  1034. // Boomer
  1035. ADD_ACTIVITY_TO_SR( ACT_PREP_EXPLODE );
  1036. ADD_ACTIVITY_TO_SR( ACT_EXPLODE );
  1037. ///******************
  1038. ///DOTA ANIMATIONS
  1039. ///******************
  1040. ADD_ACTIVITY_TO_SR( ACT_DOTA_IDLE );
  1041. ADD_ACTIVITY_TO_SR( ACT_DOTA_RUN );
  1042. ADD_ACTIVITY_TO_SR( ACT_DOTA_ATTACK );
  1043. ADD_ACTIVITY_TO_SR( ACT_DOTA_ATTACK_EVENT );
  1044. ADD_ACTIVITY_TO_SR( ACT_DOTA_DIE );
  1045. ADD_ACTIVITY_TO_SR( ACT_DOTA_FLINCH );
  1046. ADD_ACTIVITY_TO_SR( ACT_DOTA_DISABLED );
  1047. ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_1 );
  1048. ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_2 );
  1049. ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_3 );
  1050. ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_4 );
  1051. ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_1 );
  1052. ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_2 );
  1053. ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_3 );
  1054. ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_4 );
  1055. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_1 );
  1056. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_2 );
  1057. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_3 );
  1058. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_4 );
  1059. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_1 );
  1060. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_2 );
  1061. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_3 );
  1062. ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_4 );
  1063. // Portal2
  1064. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SPEEDPAINT );
  1065. ADD_ACTIVITY_TO_SR( ACT_MP_LONG_FALL );
  1066. ADD_ACTIVITY_TO_SR( ACT_MP_TRACTORBEAM_FLOAT );
  1067. ADD_ACTIVITY_TO_SR( ACT_MP_DEATH_CRUSH );
  1068. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SPEEDPAINT_PRIMARY );
  1069. ADD_ACTIVITY_TO_SR( ACT_MP_DROWNING_PRIMARY );
  1070. ADD_ACTIVITY_TO_SR( ACT_MP_LONG_FALL_PRIMARY );
  1071. ADD_ACTIVITY_TO_SR( ACT_MP_TRACTORBEAM_FLOAT_PRIMARY );
  1072. ADD_ACTIVITY_TO_SR( ACT_MP_DEATH_CRUSH_PRIMARY );
  1073. // csgo death anims that don't require direction (direction is pose-param driven for more granularity)
  1074. ADD_ACTIVITY_TO_SR( ACT_DIE_STAND );
  1075. ADD_ACTIVITY_TO_SR( ACT_DIE_STAND_HEADSHOT );
  1076. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH );
  1077. ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_HEADSHOT );
  1078. // CSGO action activities
  1079. ADD_ACTIVITY_TO_SR( ACT_CSGO_NULL );
  1080. ADD_ACTIVITY_TO_SR( ACT_CSGO_DEFUSE );
  1081. ADD_ACTIVITY_TO_SR( ACT_CSGO_DEFUSE_WITH_KIT );
  1082. ADD_ACTIVITY_TO_SR( ACT_CSGO_FLASHBANG_REACTION );
  1083. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY );
  1084. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY_OPT_1 );
  1085. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY_OPT_2 );
  1086. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY );
  1087. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY_OPT_1 );
  1088. ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY_OPT_2 );
  1089. ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD );
  1090. ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_START );
  1091. ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_LOOP );
  1092. ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_END );
  1093. ADD_ACTIVITY_TO_SR( ACT_CSGO_OPERATE );
  1094. ADD_ACTIVITY_TO_SR( ACT_CSGO_DEPLOY );
  1095. ADD_ACTIVITY_TO_SR( ACT_CSGO_CATCH );
  1096. ADD_ACTIVITY_TO_SR( ACT_CSGO_SILENCER_DETACH );
  1097. ADD_ACTIVITY_TO_SR( ACT_CSGO_SILENCER_ATTACH );
  1098. ADD_ACTIVITY_TO_SR( ACT_CSGO_TWITCH );
  1099. ADD_ACTIVITY_TO_SR( ACT_CSGO_TWITCH_BUYZONE );
  1100. ADD_ACTIVITY_TO_SR( ACT_CSGO_PLANT_BOMB );
  1101. ADD_ACTIVITY_TO_SR( ACT_CSGO_IDLE_TURN_BALANCEADJUST );
  1102. ADD_ACTIVITY_TO_SR( ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING );
  1103. ADD_ACTIVITY_TO_SR( ACT_CSGO_ALIVE_LOOP );
  1104. ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH );
  1105. ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH_HEAD );
  1106. ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH_MOLOTOV );
  1107. ADD_ACTIVITY_TO_SR( ACT_CSGO_JUMP );
  1108. ADD_ACTIVITY_TO_SR( ACT_CSGO_FALL );
  1109. ADD_ACTIVITY_TO_SR( ACT_CSGO_CLIMB_LADDER );
  1110. ADD_ACTIVITY_TO_SR( ACT_CSGO_LAND_LIGHT );
  1111. ADD_ACTIVITY_TO_SR( ACT_CSGO_LAND_HEAVY );
  1112. ADD_ACTIVITY_TO_SR( ACT_CSGO_EXIT_LADDER_TOP );
  1113. ADD_ACTIVITY_TO_SR( ACT_CSGO_EXIT_LADDER_BOTTOM );
  1114. AssertMsg( m_iNumActivities == LAST_SHARED_ACTIVITY + 1, "Not all activities from ai_activity.h registered in ai_activity.cpp" );
  1115. }