Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Activities that are available to all NPCs.
//
//=============================================================================//
#include "cbase.h"
#include "ai_activity.h"
#include "ai_basenpc.h"
#include "stringregistry.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
// Init static variables
//=============================================================================
CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL; int CAI_BaseNPC::m_iNumActivities = 0;
//-----------------------------------------------------------------------------
// Purpose: Add an activity to the activity string registry and increment
// the acitivty counter
//-----------------------------------------------------------------------------
void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID) { MEM_ALLOC_CREDIT();
Assert( m_pActivitySR ); if ( !m_pActivitySR ) return;
// Ignore duplicates:
if ( m_pActivitySR->GetStringID(actName) != -1 ) return;
// technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
// NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
// relevant tables. Make sure that you have included all new enums in:
// game_shared/ai_activity.h
// game_shared/activitylist.cpp
// dlls/ai_activity.cpp
static int lastActID = -2; Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID ); lastActID = actID;
m_pActivitySR->AddString(actName, actID); m_iNumActivities++; }
//-----------------------------------------------------------------------------
// Purpose: Given and activity ID, return the activity name
//-----------------------------------------------------------------------------
const char *CAI_BaseNPC::GetActivityName(int actID) { if ( actID == -1 ) return "ACT_INVALID";
// m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
const char *name = ActivityList_NameForIndex(actID);
if( !name ) { AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" ); }
return name; }
//-----------------------------------------------------------------------------
// Purpose: Given and activity name, return the activity ID
//-----------------------------------------------------------------------------
int CAI_BaseNPC::GetActivityID(const char* actName) { Assert( m_pActivitySR ); if ( !m_pActivitySR ) return ACT_INVALID;
return m_pActivitySR->GetStringID(actName); }
#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultActivitySR(void) { ADD_ACTIVITY_TO_SR( ACT_INVALID ); ADD_ACTIVITY_TO_SR( ACT_RESET ); ADD_ACTIVITY_TO_SR( ACT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_TRANSITION ); ADD_ACTIVITY_TO_SR( ACT_COVER ); ADD_ACTIVITY_TO_SR( ACT_COVER_MED ); ADD_ACTIVITY_TO_SR( ACT_COVER_LOW ); ADD_ACTIVITY_TO_SR( ACT_WALK ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED ); ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW ); ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE ); ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD ); ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD ); ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT ); ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL ); ADD_ACTIVITY_TO_SR( ACT_FLY ); ADD_ACTIVITY_TO_SR( ACT_HOVER ); ADD_ACTIVITY_TO_SR( ACT_GLIDE ); ADD_ACTIVITY_TO_SR( ACT_SWIM ); ADD_ACTIVITY_TO_SR( ACT_JUMP ); ADD_ACTIVITY_TO_SR( ACT_HOP ); ADD_ACTIVITY_TO_SR( ACT_LEAP ); ADD_ACTIVITY_TO_SR( ACT_LAND ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT ); ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP ); ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN ); ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT ); ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT ); ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE ); ADD_ACTIVITY_TO_SR( ACT_STAND ); ADD_ACTIVITY_TO_SR( ACT_USE ); ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_OUT );
ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT ); ADD_ACTIVITY_TO_SR( ACT_COWER ); ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW ); ADD_ACTIVITY_TO_SR( ACT_ARM ); ADD_ACTIVITY_TO_SR( ACT_DISARM ); ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON ); ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND ); ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_HURT ); ADD_ACTIVITY_TO_SR( ACT_RUN_HURT ); ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED ); ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED ); ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE ); ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_BACK ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_LEFT ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST_BACK ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH_BACK ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_FRONT ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_BACK ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_LEFT ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_RIGHT );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE ); ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE ); ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
ADD_ACTIVITY_TO_SR( ACT_180_LEFT ); ADD_ACTIVITY_TO_SR( ACT_180_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_90_LEFT ); ADD_ACTIVITY_TO_SR( ACT_90_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT ); ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_STEP_BACK ); ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB ); ADD_ACTIVITY_TO_SR( ACT_SPECIFIC_SEQUENCE );
ADD_ACTIVITY_TO_SR( ACT_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW ); ADD_ACTIVITY_TO_SR( ACT_VM_THROW ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT ); ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT ); ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 ); ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP ); ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER ); ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_FIRE ); ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_DRAW ); ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_IDLE );
//===========================
// HL2 Specific Activities
//===========================
// SLAM Specialty Activities
ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );
// SHOTGUN Specialty Activities
ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );
// SMG2 special activities
ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO ); ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
// Physcannon special activities
ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );
ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE ); ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE ); ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
// Policing activities
ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY ); ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 ); ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );
// Manned guns
ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );
// Melee weapon activities
ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );
// RPG activities
ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG ); ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_RPG ); ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );
ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );
// Busy animations
ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND ); ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );
// Dodge animations
ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );
ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );
ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );
ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_FRONTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_RIGHTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_BACKSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_LEFTSIDE );
ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );
// Dynamic interactions
ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );
ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK ); ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY ); ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY );
//===========================
// TF2 Specific Activities
//===========================
ADD_ACTIVITY_TO_SR( ACT_STARTDYING ); ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP ); ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD ); ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );
// All viewmodels
ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );
// Looping weapon firing
ADD_ACTIVITY_TO_SR( ACT_FIRE_START ); ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP ); ADD_ACTIVITY_TO_SR( ACT_FIRE_END );
ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );
ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 ); ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 ); ADD_ACTIVITY_TO_SR( ACT_TURN );
// TF2 object animations
ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP ); ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE ); ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );
// Deploy
ADD_ACTIVITY_TO_SR( ACT_DEPLOY ); ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE ); ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );
// Crossbow
ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );
// Gauss
ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP ); ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );
//===========================
// CSPort Specific Activities
//===========================
ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire
ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded.
ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );
ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );
// new for CS2
ADD_ACTIVITY_TO_SR ( ACT_VM_IS_DRAW ); ADD_ACTIVITY_TO_SR ( ACT_VM_IS_HOLSTER ); ADD_ACTIVITY_TO_SR ( ACT_VM_IS_IDLE ); ADD_ACTIVITY_TO_SR ( ACT_VM_IS_PRIMARYATTACK );
ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN ); ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );
ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );
// Portal!
ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );
// Multiplayer
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_N ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_E ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_W ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_S ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_IMPACT_TOP ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_VCD );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );
// Multiplayer - Primary
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );
ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );
// Secondary
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );
ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );
// Melee
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );
// Item1
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );
// Item2
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );
// Flinches
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );
// Team Fortress specific - medic heal, medic infect, etc.....
ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );
ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );
ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );
ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );
ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );
ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );
// Building
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );
ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE ); ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE ); ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );
ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SUCCEED ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_FAIL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_JUMP_AUTOGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_DUAL ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_DUAL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_DUAL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_DUAL ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_DUAL ); ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_DUAL ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_DUAL ); ADD_ACTIVITY_TO_SR( ACT_JUMP_DUAL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_JUMP_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_JUMP_RIFLE );
// Infested General AI
ADD_ACTIVITY_TO_SR( ACT_SLEEP ); ADD_ACTIVITY_TO_SR( ACT_WAKE ); // Shield Bug
ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT ); ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT_MIDDLE ); ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT_MIDDLE ); ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_SPINAROUND ); // Mortar Bug
ADD_ACTIVITY_TO_SR( ACT_PREP_TO_FIRE ); ADD_ACTIVITY_TO_SR( ACT_FIRE ); ADD_ACTIVITY_TO_SR( ACT_FIRE_RECOVER ); // Shaman
ADD_ACTIVITY_TO_SR( ACT_SPRAY ); // Boomer
ADD_ACTIVITY_TO_SR( ACT_PREP_EXPLODE ); ADD_ACTIVITY_TO_SR( ACT_EXPLODE );
///******************
///DOTA ANIMATIONS
///******************
ADD_ACTIVITY_TO_SR( ACT_DOTA_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOTA_RUN ); ADD_ACTIVITY_TO_SR( ACT_DOTA_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_DOTA_ATTACK_EVENT ); ADD_ACTIVITY_TO_SR( ACT_DOTA_DIE ); ADD_ACTIVITY_TO_SR( ACT_DOTA_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_DOTA_DISABLED ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_1 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_2 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_3 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CAST_ABILITY_4 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_1 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_2 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_3 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_OVERRIDE_ABILITY_4 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_1 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_2 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_3 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_ABILITY_4 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_1 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_2 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_3 ); ADD_ACTIVITY_TO_SR( ACT_DOTA_CHANNEL_END_ABILITY_4 );
// Portal2
ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SPEEDPAINT ); ADD_ACTIVITY_TO_SR( ACT_MP_LONG_FALL ); ADD_ACTIVITY_TO_SR( ACT_MP_TRACTORBEAM_FLOAT ); ADD_ACTIVITY_TO_SR( ACT_MP_DEATH_CRUSH );
ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SPEEDPAINT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DROWNING_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_LONG_FALL_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_TRACTORBEAM_FLOAT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DEATH_CRUSH_PRIMARY );
// csgo death anims that don't require direction (direction is pose-param driven for more granularity)
ADD_ACTIVITY_TO_SR( ACT_DIE_STAND ); ADD_ACTIVITY_TO_SR( ACT_DIE_STAND_HEADSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_DIE_CROUCH_HEADSHOT );
// CSGO action activities
ADD_ACTIVITY_TO_SR( ACT_CSGO_NULL ); ADD_ACTIVITY_TO_SR( ACT_CSGO_DEFUSE ); ADD_ACTIVITY_TO_SR( ACT_CSGO_DEFUSE_WITH_KIT ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FLASHBANG_REACTION ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY_OPT_1 ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_PRIMARY_OPT_2 ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY_OPT_1 ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FIRE_SECONDARY_OPT_2 ); ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_LOOP ); ADD_ACTIVITY_TO_SR( ACT_CSGO_RELOAD_END ); ADD_ACTIVITY_TO_SR( ACT_CSGO_OPERATE ); ADD_ACTIVITY_TO_SR( ACT_CSGO_DEPLOY ); ADD_ACTIVITY_TO_SR( ACT_CSGO_CATCH ); ADD_ACTIVITY_TO_SR( ACT_CSGO_SILENCER_DETACH ); ADD_ACTIVITY_TO_SR( ACT_CSGO_SILENCER_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_CSGO_TWITCH ); ADD_ACTIVITY_TO_SR( ACT_CSGO_TWITCH_BUYZONE ); ADD_ACTIVITY_TO_SR( ACT_CSGO_PLANT_BOMB ); ADD_ACTIVITY_TO_SR( ACT_CSGO_IDLE_TURN_BALANCEADJUST ); ADD_ACTIVITY_TO_SR( ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING ); ADD_ACTIVITY_TO_SR( ACT_CSGO_ALIVE_LOOP ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FLINCH_MOLOTOV ); ADD_ACTIVITY_TO_SR( ACT_CSGO_JUMP ); ADD_ACTIVITY_TO_SR( ACT_CSGO_FALL ); ADD_ACTIVITY_TO_SR( ACT_CSGO_CLIMB_LADDER ); ADD_ACTIVITY_TO_SR( ACT_CSGO_LAND_LIGHT ); ADD_ACTIVITY_TO_SR( ACT_CSGO_LAND_HEAVY ); ADD_ACTIVITY_TO_SR( ACT_CSGO_EXIT_LADDER_TOP ); ADD_ACTIVITY_TO_SR( ACT_CSGO_EXIT_LADDER_BOTTOM );
AssertMsg( m_iNumActivities == LAST_SHARED_ACTIVITY + 1, "Not all activities from ai_activity.h registered in ai_activity.cpp" ); }
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