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" );
}