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1265 lines
50 KiB
1265 lines
50 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Activities that are available to all NPCs.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_activity.h"
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#include "ai_basenpc.h"
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#include "stringregistry.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=============================================================================
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// Init static variables
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//=============================================================================
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CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL;
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int CAI_BaseNPC::m_iNumActivities = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Add an activity to the activity string registry and increment
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// the acitivty counter
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID)
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{
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MEM_ALLOC_CREDIT();
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Assert( m_pActivitySR );
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if ( !m_pActivitySR )
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return;
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// Ignore duplicates:
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if ( m_pActivitySR->GetStringID(actName) != -1 )
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return;
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// technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
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// NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
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// relevant tables. Make sure that you have included all new enums in:
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// game_shared/ai_activity.h
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// game_shared/activitylist.cpp
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// dlls/ai_activity.cpp
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static int lastActID = -2;
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Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID );
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lastActID = actID;
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m_pActivitySR->AddString(actName, actID);
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m_iNumActivities++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given and activity ID, return the activity name
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//-----------------------------------------------------------------------------
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const char *CAI_BaseNPC::GetActivityName(int actID)
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{
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if ( actID == -1 )
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return "ACT_INVALID";
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// m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
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const char *name = ActivityList_NameForIndex(actID);
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if( !name )
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{
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AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" );
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}
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return name;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given and activity name, return the activity ID
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//-----------------------------------------------------------------------------
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int CAI_BaseNPC::GetActivityID(const char* actName)
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{
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Assert( m_pActivitySR );
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if ( !m_pActivitySR )
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return ACT_INVALID;
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return m_pActivitySR->GetStringID(actName);
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}
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#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::InitDefaultActivitySR(void)
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{
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ADD_ACTIVITY_TO_SR( ACT_INVALID );
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ADD_ACTIVITY_TO_SR( ACT_RESET );
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ADD_ACTIVITY_TO_SR( ACT_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
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ADD_ACTIVITY_TO_SR( ACT_COVER );
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ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
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ADD_ACTIVITY_TO_SR( ACT_WALK );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
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ADD_ACTIVITY_TO_SR( ACT_RUN );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
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ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
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ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
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ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
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ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
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ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
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ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
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ADD_ACTIVITY_TO_SR( ACT_FLY );
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ADD_ACTIVITY_TO_SR( ACT_HOVER );
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ADD_ACTIVITY_TO_SR( ACT_GLIDE );
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ADD_ACTIVITY_TO_SR( ACT_SWIM );
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ADD_ACTIVITY_TO_SR( ACT_JUMP );
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ADD_ACTIVITY_TO_SR( ACT_HOP );
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ADD_ACTIVITY_TO_SR( ACT_LEAP );
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ADD_ACTIVITY_TO_SR( ACT_LAND );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
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ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
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ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
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ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_CROUCH );
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
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ADD_ACTIVITY_TO_SR( ACT_STAND );
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ADD_ACTIVITY_TO_SR( ACT_USE );
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ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_OUT );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
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ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_COWER );
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ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
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ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
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ADD_ACTIVITY_TO_SR( ACT_ARM );
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ADD_ACTIVITY_TO_SR( ACT_DISARM );
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ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
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ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
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ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
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ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
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ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
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ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
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ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
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ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
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ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
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ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
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ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
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ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
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ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_BACK );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST_BACK );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH_BACK );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_FRONT );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_BACK );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
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ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
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ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
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ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
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ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
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ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
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ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
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ADD_ACTIVITY_TO_SR( ACT_SPECIFIC_SEQUENCE );
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ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
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ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
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ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
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ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
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ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
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ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
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ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
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ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
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ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
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ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
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ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
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ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_FIRE );
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ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_RELOAD );
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ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_DRAW );
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ADD_ACTIVITY_TO_SR( ACT_VM_EMPTY_IDLE );
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//===========================
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// HL2 Specific Activities
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//===========================
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// SLAM Specialty Activities
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
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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 );
|
|
|
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AssertMsg( m_iNumActivities == LAST_SHARED_ACTIVITY + 1, "Not all activities from ai_activity.h registered in ai_activity.cpp" );
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}
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