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