Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose: Activities that are available to all NPCs.
  4. //
  5. //=============================================================================//
  6. #include "cbase.h"
  7. #include "ai_activity.h"
  8. #include "ai_basenpc.h"
  9. #include "stringregistry.h"
  10. // memdbgon must be the last include file in a .cpp file!!!
  11. #include "tier0/memdbgon.h"
  12. //=============================================================================
  13. // Init static variables
  14. //=============================================================================
  15. CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL;
  16. int CAI_BaseNPC::m_iNumActivities = 0;
  17. //-----------------------------------------------------------------------------
  18. // Purpose: Add an activity to the activity string registry and increment
  19. // the acitivty counter
  20. //-----------------------------------------------------------------------------
  21. void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID)
  22. {
  23. Assert( m_pActivitySR );
  24. if ( !m_pActivitySR )
  25. return;
  26. // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
  27. // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
  28. // relevant tables. Make sure that you have included all new enums in:
  29. // game_shared/ai_activity.h
  30. // game_shared/activitylist.cpp
  31. // dlls/ai_activity.cpp
  32. MEM_ALLOC_CREDIT();
  33. static int lastActID = -2;
  34. Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID );
  35. lastActID = actID;
  36. m_pActivitySR->AddString(actName, actID);
  37. m_iNumActivities++;
  38. }
  39. //-----------------------------------------------------------------------------
  40. // Purpose: Given and activity ID, return the activity name
  41. //-----------------------------------------------------------------------------
  42. const char *CAI_BaseNPC::GetActivityName(int actID)
  43. {
  44. if ( actID == -1 )
  45. return "ACT_INVALID";
  46. // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
  47. const char *name = ActivityList_NameForIndex(actID);
  48. if( !name )
  49. {
  50. AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" );
  51. }
  52. return name;
  53. }
  54. //-----------------------------------------------------------------------------
  55. // Purpose: Given and activity name, return the activity ID
  56. //-----------------------------------------------------------------------------
  57. int CAI_BaseNPC::GetActivityID(const char* actName)
  58. {
  59. Assert( m_pActivitySR );
  60. if ( !m_pActivitySR )
  61. return ACT_INVALID;
  62. return m_pActivitySR->GetStringID(actName);
  63. }
  64. #define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
  65. //-----------------------------------------------------------------------------
  66. // Purpose:
  67. //-----------------------------------------------------------------------------
  68. void CAI_BaseNPC::InitDefaultActivitySR(void)
  69. {
  70. ADD_ACTIVITY_TO_SR( ACT_INVALID );
  71. ADD_ACTIVITY_TO_SR( ACT_RESET );
  72. ADD_ACTIVITY_TO_SR( ACT_IDLE );
  73. ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
  74. ADD_ACTIVITY_TO_SR( ACT_COVER );
  75. ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
  76. ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
  77. ADD_ACTIVITY_TO_SR( ACT_WALK );
  78. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
  79. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
  80. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
  81. ADD_ACTIVITY_TO_SR( ACT_RUN );
  82. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
  83. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
  84. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
  85. ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
  86. ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
  87. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
  88. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
  89. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
  90. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
  91. ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
  92. ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
  93. ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
  94. ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
  95. ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
  96. ADD_ACTIVITY_TO_SR( ACT_FLY );
  97. ADD_ACTIVITY_TO_SR( ACT_HOVER );
  98. ADD_ACTIVITY_TO_SR( ACT_GLIDE );
  99. ADD_ACTIVITY_TO_SR( ACT_SWIM );
  100. ADD_ACTIVITY_TO_SR( ACT_JUMP );
  101. ADD_ACTIVITY_TO_SR( ACT_HOP );
  102. ADD_ACTIVITY_TO_SR( ACT_LEAP );
  103. ADD_ACTIVITY_TO_SR( ACT_LAND );
  104. ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
  105. ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
  106. ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
  107. ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
  108. ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
  109. ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
  110. ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
  111. ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
  112. ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
  113. ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
  114. ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
  115. ADD_ACTIVITY_TO_SR( ACT_CROUCH );
  116. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
  117. ADD_ACTIVITY_TO_SR( ACT_STAND );
  118. ADD_ACTIVITY_TO_SR( ACT_USE );
  119. ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
  120. ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
  121. ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
  122. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
  123. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
  124. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
  125. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
  126. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
  127. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
  128. ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
  129. ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
  130. ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
  131. ADD_ACTIVITY_TO_SR( ACT_COWER );
  132. ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
  133. ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
  134. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
  135. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
  136. ADD_ACTIVITY_TO_SR( ACT_RELOAD );
  137. ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
  138. ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
  139. ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
  140. ADD_ACTIVITY_TO_SR( ACT_ARM );
  141. ADD_ACTIVITY_TO_SR( ACT_DISARM );
  142. ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
  143. ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
  144. ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
  145. ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
  146. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
  147. ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
  148. ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
  149. ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
  150. ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
  151. ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
  152. ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
  153. ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
  154. ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
  155. ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
  156. ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
  157. ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
  158. ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
  159. ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
  160. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
  161. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
  162. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
  163. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
  164. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
  165. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
  166. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
  167. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
  168. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
  169. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
  170. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
  171. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
  172. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
  173. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
  174. ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
  175. ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
  176. ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
  177. ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
  178. ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
  179. ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
  180. ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
  181. ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
  182. ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
  183. ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
  184. ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
  185. ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
  186. ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
  187. ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
  188. ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
  189. ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
  190. ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
  191. ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
  192. ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
  193. ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
  194. ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
  195. ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
  196. ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
  197. ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
  198. ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
  199. ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
  200. ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
  201. ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
  202. ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
  203. ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
  204. ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
  205. ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
  206. ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
  207. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
  208. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
  209. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
  210. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
  211. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
  212. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
  213. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
  214. ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
  215. ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
  216. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
  217. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
  218. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
  219. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
  220. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
  221. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
  222. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
  223. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
  224. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
  225. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
  226. ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
  227. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
  228. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
  229. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
  230. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
  231. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
  232. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
  233. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
  234. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
  235. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
  236. ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
  237. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
  238. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
  239. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
  240. ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
  241. ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
  242. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
  243. ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
  244. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
  245. ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
  246. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
  247. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
  248. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
  249. ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
  250. ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
  251. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
  252. ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
  253. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
  254. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START );
  255. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH );
  256. ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
  257. ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
  258. ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
  259. ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
  260. ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
  261. ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
  262. ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
  263. ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
  264. ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
  265. ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
  266. ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
  267. ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
  268. ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
  269. ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
  270. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
  271. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
  272. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
  273. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
  274. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
  275. ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
  276. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
  277. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
  278. ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
  279. ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
  280. ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
  281. ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
  282. ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
  283. // TF2 Scout Pack
  284. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL );
  285. ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL );
  286. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL );
  287. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL );
  288. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL );
  289. ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL );
  290. ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL );
  291. ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL );
  292. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL );
  293. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL );
  294. ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL );
  295. ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT );
  296. ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT );
  297. ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD );
  298. ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE );
  299. ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW );
  300. //===========================
  301. // HL2 Specific Activities
  302. //===========================
  303. // SLAM Specialty Activities
  304. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
  305. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
  306. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
  307. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
  308. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
  309. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
  310. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
  311. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
  312. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
  313. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
  314. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
  315. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
  316. ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
  317. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
  318. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
  319. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
  320. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
  321. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
  322. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
  323. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
  324. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
  325. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
  326. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
  327. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
  328. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
  329. ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
  330. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
  331. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
  332. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
  333. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
  334. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
  335. ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
  336. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
  337. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
  338. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
  339. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
  340. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
  341. ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );
  342. // SHOTGUN Specialty Activities
  343. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
  344. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
  345. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );
  346. // SMG2 special activities
  347. ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
  348. ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
  349. ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
  350. ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
  351. ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
  352. ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
  353. ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
  354. // Physcannon special activities
  355. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
  356. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
  357. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
  358. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
  359. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
  360. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
  361. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
  362. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
  363. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
  364. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
  365. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
  366. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
  367. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
  368. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
  369. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
  370. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
  371. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
  372. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
  373. ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
  374. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );
  375. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
  376. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
  377. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
  378. ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
  379. ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
  380. ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );
  381. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
  382. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
  383. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
  384. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
  385. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
  386. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
  387. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
  388. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
  389. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
  390. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
  391. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
  392. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
  393. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
  394. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
  395. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
  396. ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );
  397. ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
  398. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
  399. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
  400. ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
  401. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
  402. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
  403. ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );
  404. ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
  405. ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
  406. ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
  407. ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );
  408. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
  409. ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );
  410. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
  411. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
  412. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
  413. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
  414. ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
  415. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
  416. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
  417. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
  418. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
  419. ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
  420. // Policing activities
  421. ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
  422. ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
  423. ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );
  424. // Manned guns
  425. ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );
  426. // Melee weapon activities
  427. ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
  428. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );
  429. // RPG activities
  430. ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
  431. ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG );
  432. ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
  433. ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG );
  434. ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
  435. ADD_ACTIVITY_TO_SR( ACT_RUN_RPG );
  436. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG );
  437. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG );
  438. ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED );
  439. ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED );
  440. ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
  441. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
  442. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
  443. ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
  444. ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
  445. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
  446. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
  447. ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );
  448. ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );
  449. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
  450. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );
  451. ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL );
  452. ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL );
  453. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
  454. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );
  455. ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL );
  456. ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
  457. ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
  458. ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
  459. ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
  460. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
  461. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
  462. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
  463. ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );
  464. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
  465. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
  466. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
  467. ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );
  468. // Busy animations
  469. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
  470. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
  471. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
  472. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
  473. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
  474. ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
  475. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
  476. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
  477. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
  478. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
  479. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
  480. ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
  481. ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
  482. ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );
  483. // Dodge animations
  484. ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );
  485. ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
  486. ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
  487. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );
  488. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE );
  489. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE );
  490. ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );
  491. ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
  492. ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
  493. ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
  494. ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );
  495. ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );
  496. // Dynamic interactions
  497. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE );
  498. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE );
  499. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE );
  500. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION );
  501. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 );
  502. ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );
  503. ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED );
  504. ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK );
  505. ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED );
  506. ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );
  507. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED );
  508. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK );
  509. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED );
  510. ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );
  511. ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY );
  512. ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY );
  513. //===========================
  514. // TF2 Specific Activities
  515. //===========================
  516. ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
  517. ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
  518. ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );
  519. ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );
  520. // All viewmodels
  521. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
  522. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
  523. ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );
  524. // Looping weapon firing
  525. ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
  526. ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
  527. ADD_ACTIVITY_TO_SR( ACT_FIRE_END );
  528. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
  529. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
  530. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
  531. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
  532. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
  533. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
  534. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
  535. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
  536. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
  537. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
  538. ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
  539. ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
  540. ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
  541. ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
  542. ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
  543. ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
  544. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
  545. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
  546. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
  547. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
  548. ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );
  549. ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
  550. ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
  551. ADD_ACTIVITY_TO_SR( ACT_TURN );
  552. // TF2 object animations
  553. ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
  554. ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
  555. ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
  556. ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
  557. ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
  558. ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
  559. ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
  560. ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );
  561. // Deploy
  562. ADD_ACTIVITY_TO_SR( ACT_DEPLOY );
  563. ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE );
  564. ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );
  565. //===========================
  566. // HL1 Specific Activities
  567. //===========================
  568. // Grenades
  569. ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL );
  570. ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS );
  571. // Hand grenade
  572. ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 );
  573. ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 );
  574. ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 );
  575. // Shotgun
  576. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP );
  577. ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 );
  578. // Glock
  579. ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY );
  580. ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD );
  581. // RPG
  582. ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED );
  583. ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED );
  584. ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED );
  585. ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED );
  586. // Crossbow
  587. ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );
  588. ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED );
  589. ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED );
  590. // Gauss
  591. ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP );
  592. ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );
  593. // Tripmine
  594. ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND );
  595. ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD );
  596. //===========================
  597. // CSPort Specific Activities
  598. //===========================
  599. ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire
  600. ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED );
  601. ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded.
  602. ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED );
  603. ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );
  604. ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT );
  605. ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );
  606. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE );
  607. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE );
  608. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE );
  609. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE );
  610. ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE );
  611. ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN );
  612. ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );
  613. //===========================
  614. // DoD Specific Activities
  615. //===========================
  616. ADD_ACTIVITY_TO_SR( ACT_SPRINT );
  617. ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND );
  618. ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND );
  619. ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH );
  620. ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH );
  621. ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD );
  622. ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE );
  623. ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 );
  624. ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 );
  625. ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 );
  626. ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 );
  627. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED );
  628. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE );
  629. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );
  630. //Weapon is empty activities
  631. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY );
  632. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY );
  633. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY );
  634. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY );
  635. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY );
  636. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 );
  637. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 );
  638. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 );
  639. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 );
  640. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 );
  641. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 );
  642. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 );
  643. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 );
  644. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED );
  645. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 );
  646. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 );
  647. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 );
  648. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 );
  649. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 );
  650. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 );
  651. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 );
  652. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 );
  653. // Animation from prone idle to standing/crouch idle. Number designates bullets left
  654. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY );
  655. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 );
  656. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 );
  657. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 );
  658. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 );
  659. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 );
  660. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 );
  661. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 );
  662. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 );
  663. ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY );
  664. // Animation from standing/crouch idle to prone idle. Number designates bullets left
  665. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY );
  666. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 );
  667. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 );
  668. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 );
  669. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 );
  670. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 );
  671. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 );
  672. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 );
  673. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 );
  674. ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY );
  675. // Shooting animations for standing/crouch position. Number designates bullets left at START of animation
  676. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 );
  677. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 );
  678. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 );
  679. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 );
  680. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 );
  681. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 );
  682. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 );
  683. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 );
  684. // Shooting animations for prone position. Number designates bullets left at START of animation
  685. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED );
  686. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 );
  687. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 );
  688. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 );
  689. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 );
  690. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 );
  691. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 );
  692. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 );
  693. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 );
  694. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY );
  695. // Player anim ACTs
  696. ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED );
  697. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED );
  698. ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED );
  699. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED );
  700. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED );
  701. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED );
  702. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED );
  703. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED );
  704. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED );
  705. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED );
  706. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED );
  707. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED );
  708. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE );
  709. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE );
  710. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH );
  711. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE );
  712. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE );
  713. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM );
  714. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE );
  715. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM );
  716. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE );
  717. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM );
  718. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE );
  719. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM );
  720. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE );
  721. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM );
  722. // Positions
  723. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL );
  724. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL );
  725. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL );
  726. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL );
  727. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL );
  728. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL );
  729. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL );
  730. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL );
  731. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL );
  732. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL );
  733. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL );
  734. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL );
  735. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL );
  736. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 );
  737. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 );
  738. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 );
  739. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 );
  740. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 );
  741. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 );
  742. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 );
  743. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 );
  744. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 );
  745. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 );
  746. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 );
  747. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 );
  748. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 );
  749. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE );
  750. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE );
  751. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE );
  752. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE );
  753. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE );
  754. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE );
  755. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE );
  756. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE );
  757. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE );
  758. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE );
  759. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE );
  760. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE );
  761. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE );
  762. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT );
  763. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT );
  764. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT );
  765. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT );
  766. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT );
  767. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT );
  768. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT );
  769. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT );
  770. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT );
  771. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT );
  772. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT );
  773. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT );
  774. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT );
  775. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY );
  776. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY );
  777. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY );
  778. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY );
  779. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY );
  780. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY );
  781. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY );
  782. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY );
  783. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY );
  784. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY );
  785. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY );
  786. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY );
  787. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY );
  788. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 );
  789. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 );
  790. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 );
  791. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 );
  792. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 );
  793. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 );
  794. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 );
  795. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 );
  796. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 );
  797. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 );
  798. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 );
  799. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 );
  800. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 );
  801. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 );
  802. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 );
  803. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 );
  804. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 );
  805. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 );
  806. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 );
  807. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 );
  808. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 );
  809. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 );
  810. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 );
  811. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 );
  812. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 );
  813. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 );
  814. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE );
  815. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE );
  816. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE );
  817. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE );
  818. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE );
  819. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE );
  820. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE );
  821. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE );
  822. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE );
  823. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE );
  824. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE );
  825. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE );
  826. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE );
  827. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG );
  828. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG );
  829. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG );
  830. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG );
  831. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG );
  832. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG );
  833. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG );
  834. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG );
  835. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG );
  836. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG );
  837. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG );
  838. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG );
  839. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG );
  840. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL );
  841. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL );
  842. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL );
  843. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL );
  844. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL );
  845. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL );
  846. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL );
  847. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL );
  848. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL );
  849. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL );
  850. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL );
  851. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL );
  852. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL );
  853. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG );
  854. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG );
  855. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG );
  856. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG );
  857. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG );
  858. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG );
  859. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG );
  860. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG );
  861. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK );
  862. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK );
  863. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK );
  864. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK );
  865. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK );
  866. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK );
  867. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK );
  868. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK );
  869. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE );
  870. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE );
  871. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE );
  872. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE );
  873. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE );
  874. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE );
  875. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE );
  876. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE );
  877. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE );
  878. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE );
  879. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE );
  880. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE );
  881. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE );
  882. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE );
  883. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE );
  884. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE );
  885. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA );
  886. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA );
  887. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA );
  888. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA );
  889. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA );
  890. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA );
  891. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA );
  892. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA );
  893. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA );
  894. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA );
  895. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA );
  896. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA );
  897. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA );
  898. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK );
  899. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK );
  900. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK );
  901. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK );
  902. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK );
  903. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK );
  904. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK );
  905. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK );
  906. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK );
  907. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK );
  908. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK );
  909. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK );
  910. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK );
  911. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR );
  912. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR );
  913. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR );
  914. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR );
  915. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR );
  916. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR );
  917. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR );
  918. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR );
  919. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR );
  920. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR );
  921. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR );
  922. ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR );
  923. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR );
  924. // Zoomed aims
  925. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE );
  926. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE );
  927. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE );
  928. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE );
  929. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE );
  930. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE );
  931. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT );
  932. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT );
  933. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT );
  934. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT );
  935. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT );
  936. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT );
  937. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA );
  938. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA );
  939. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA );
  940. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA );
  941. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA );
  942. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA );
  943. ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK );
  944. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK );
  945. ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK );
  946. ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK );
  947. ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK );
  948. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK );
  949. // Deployed Aim
  950. ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE );
  951. ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY );
  952. ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG );
  953. ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL );
  954. // Prone Deployed Aim
  955. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE );
  956. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY );
  957. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG );
  958. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL );
  959. // Attacks
  960. // Rifle
  961. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE );
  962. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE );
  963. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE );
  964. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE );
  965. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE );
  966. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE );
  967. // Bolt
  968. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT );
  969. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT );
  970. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT );
  971. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT );
  972. // Tommy
  973. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY );
  974. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY );
  975. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY );
  976. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY );
  977. // MP40
  978. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 );
  979. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 );
  980. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 );
  981. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 );
  982. // MP44
  983. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 );
  984. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 );
  985. // Greasegun
  986. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE );
  987. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE );
  988. // Pistols (Colt ); Luger)
  989. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL );
  990. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL );
  991. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 );
  992. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 );
  993. // Mgs (mg42 ); mg34)
  994. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG );
  995. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG );
  996. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG );
  997. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG );
  998. // 30cal
  999. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL );
  1000. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL );
  1001. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL );
  1002. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL );
  1003. // Grenades
  1004. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG );
  1005. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG );
  1006. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK );
  1007. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK );
  1008. // Knife
  1009. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE );
  1010. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE );
  1011. // Spade
  1012. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE );
  1013. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE );
  1014. // Bazooka
  1015. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA );
  1016. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA );
  1017. // Pschreck
  1018. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK );
  1019. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK );
  1020. // Bar
  1021. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR );
  1022. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR );
  1023. // Reloads
  1024. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND );
  1025. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 );
  1026. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR );
  1027. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 );
  1028. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 );
  1029. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT );
  1030. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE );
  1031. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY );
  1032. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN );
  1033. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL );
  1034. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 );
  1035. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE );
  1036. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE );
  1037. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 );
  1038. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR );
  1039. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE );
  1040. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE );
  1041. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT );
  1042. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 );
  1043. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 );
  1044. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY );
  1045. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA );
  1046. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK );
  1047. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL );
  1048. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE );
  1049. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 );
  1050. // Bazookas
  1051. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA );
  1052. ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA );
  1053. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK );
  1054. ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK );
  1055. // Deployed
  1056. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 );
  1057. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL );
  1058. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG );
  1059. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 );
  1060. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR );
  1061. // Prone
  1062. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL );
  1063. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND );
  1064. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE );
  1065. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT );
  1066. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 );
  1067. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 );
  1068. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 );
  1069. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR );
  1070. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN );
  1071. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY );
  1072. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 );
  1073. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE );
  1074. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE );
  1075. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 );
  1076. // Prone bazooka
  1077. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA );
  1078. ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA );
  1079. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK );
  1080. ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK );
  1081. // Prone deployed
  1082. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR );
  1083. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 );
  1084. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL );
  1085. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG );
  1086. ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 );
  1087. // Prone zoomed aim
  1088. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE );
  1089. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT );
  1090. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA );
  1091. ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK );
  1092. // Crouch attack.
  1093. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH );
  1094. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE );
  1095. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE );
  1096. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG );
  1097. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK );
  1098. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH );
  1099. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY );
  1100. ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 );
  1101. // Hand Signals
  1102. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE );
  1103. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH );
  1104. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL );
  1105. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA );
  1106. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK );
  1107. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE );
  1108. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 );
  1109. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL );
  1110. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE );
  1111. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY );
  1112. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 );
  1113. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 );
  1114. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL );
  1115. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA );
  1116. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK );
  1117. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE );
  1118. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 );
  1119. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL );
  1120. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE );
  1121. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY );
  1122. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 );
  1123. ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 );
  1124. ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT );
  1125. ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT );
  1126. ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT );
  1127. ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT );
  1128. ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT );
  1129. ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT );
  1130. ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT );
  1131. ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT );
  1132. ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT );
  1133. //===========================
  1134. // HL2MP Specific Activities
  1135. //===========================
  1136. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE );
  1137. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN );
  1138. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH );
  1139. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH );
  1140. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK );
  1141. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD );
  1142. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP );
  1143. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL );
  1144. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL );
  1145. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL );
  1146. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL );
  1147. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL );
  1148. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL );
  1149. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL );
  1150. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 );
  1151. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 );
  1152. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 );
  1153. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 );
  1154. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 );
  1155. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 );
  1156. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 );
  1157. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 );
  1158. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 );
  1159. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 );
  1160. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 );
  1161. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 );
  1162. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 );
  1163. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 );
  1164. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN );
  1165. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN );
  1166. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN );
  1167. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN );
  1168. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN );
  1169. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN );
  1170. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN );
  1171. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG );
  1172. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG );
  1173. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG );
  1174. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG );
  1175. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG );
  1176. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG );
  1177. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG );
  1178. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE );
  1179. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE );
  1180. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE );
  1181. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE );
  1182. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE );
  1183. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE );
  1184. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE );
  1185. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN );
  1186. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN );
  1187. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN );
  1188. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN );
  1189. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN );
  1190. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN );
  1191. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN );
  1192. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW );
  1193. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW );
  1194. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW );
  1195. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW );
  1196. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW );
  1197. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW );
  1198. ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW );
  1199. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE );
  1200. ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE );
  1201. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE );
  1202. ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE );
  1203. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE );
  1204. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE );
  1205. ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );
  1206. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM );
  1207. ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM );
  1208. ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM );
  1209. ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM );
  1210. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM );
  1211. ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM );
  1212. ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM );
  1213. // Portal!
  1214. ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );
  1215. // Multiplayer
  1216. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
  1217. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE );
  1218. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE );
  1219. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED );
  1220. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED );
  1221. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE );
  1222. ADD_ACTIVITY_TO_SR( ACT_MP_RUN );
  1223. ADD_ACTIVITY_TO_SR( ACT_MP_WALK );
  1224. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK );
  1225. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK );
  1226. ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT );
  1227. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP );
  1228. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START );
  1229. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT );
  1230. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND );
  1231. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP );
  1232. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM );
  1233. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED );
  1234. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED );
  1235. ADD_ACTIVITY_TO_SR( ACT_MP_VCD );
  1236. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE );
  1237. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
  1238. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE );
  1239. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE );
  1240. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
  1241. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
  1242. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
  1243. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE );
  1244. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE );
  1245. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE );
  1246. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE );
  1247. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE );
  1248. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE );
  1249. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE );
  1250. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND );
  1251. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP );
  1252. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END );
  1253. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH );
  1254. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP );
  1255. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END );
  1256. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM );
  1257. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP );
  1258. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END );
  1259. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK );
  1260. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP );
  1261. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END );
  1262. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE );
  1263. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE );
  1264. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE );
  1265. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE );
  1266. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE );
  1267. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE );
  1268. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );
  1269. // Multiplayer - Primary
  1270. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY );
  1271. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY );
  1272. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY );
  1273. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY );
  1274. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY );
  1275. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY );
  1276. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY );
  1277. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY );
  1278. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY );
  1279. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY );
  1280. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY );
  1281. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY );
  1282. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );
  1283. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY );
  1284. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY );
  1285. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY );
  1286. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED );
  1287. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY );
  1288. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED );
  1289. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY );
  1290. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );
  1291. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY );
  1292. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP );
  1293. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END );
  1294. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY );
  1295. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP );
  1296. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END );
  1297. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY );
  1298. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP );
  1299. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END );
  1300. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY );
  1301. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP );
  1302. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );
  1303. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 );
  1304. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 );
  1305. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 );
  1306. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 );
  1307. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 );
  1308. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 );
  1309. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 );
  1310. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 );
  1311. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 );
  1312. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 );
  1313. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 );
  1314. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 );
  1315. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT );
  1316. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT );
  1317. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT );
  1318. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT );
  1319. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT );
  1320. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT );
  1321. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT );
  1322. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT );
  1323. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT );
  1324. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT );
  1325. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT );
  1326. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT );
  1327. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT );
  1328. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER );
  1329. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER );
  1330. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER );
  1331. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY );
  1332. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY );
  1333. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY );
  1334. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );
  1335. // Secondary
  1336. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY );
  1337. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY );
  1338. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY );
  1339. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY );
  1340. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY );
  1341. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY );
  1342. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY );
  1343. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY );
  1344. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY );
  1345. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY );
  1346. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );
  1347. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY );
  1348. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY );
  1349. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY );
  1350. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );
  1351. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY );
  1352. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP );
  1353. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END );
  1354. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY );
  1355. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP );
  1356. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END );
  1357. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY );
  1358. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP );
  1359. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END );
  1360. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY );
  1361. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP );
  1362. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );
  1363. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 );
  1364. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 );
  1365. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 );
  1366. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 );
  1367. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY );
  1368. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY );
  1369. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY );
  1370. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );
  1371. // Secondary2
  1372. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 );
  1373. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 );
  1374. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 );
  1375. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 );
  1376. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 );
  1377. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 );
  1378. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 );
  1379. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 );
  1380. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 );
  1381. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 );
  1382. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 );
  1383. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 );
  1384. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 );
  1385. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 );
  1386. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 );
  1387. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 );
  1388. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP );
  1389. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END );
  1390. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 );
  1391. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP );
  1392. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END );
  1393. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 );
  1394. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP );
  1395. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END );
  1396. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 );
  1397. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP );
  1398. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END );
  1399. // Melee
  1400. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE );
  1401. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE );
  1402. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE );
  1403. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE );
  1404. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE );
  1405. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE );
  1406. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE );
  1407. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE );
  1408. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE );
  1409. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE );
  1410. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );
  1411. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE );
  1412. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY );
  1413. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE );
  1414. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY );
  1415. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE );
  1416. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );
  1417. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE );
  1418. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE );
  1419. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE );
  1420. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );
  1421. // Item1
  1422. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 );
  1423. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 );
  1424. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 );
  1425. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 );
  1426. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 );
  1427. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 );
  1428. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 );
  1429. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 );
  1430. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 );
  1431. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 );
  1432. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );
  1433. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 );
  1434. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY );
  1435. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 );
  1436. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY );
  1437. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 );
  1438. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );
  1439. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 );
  1440. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 );
  1441. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 );
  1442. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 );
  1443. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 );
  1444. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 );
  1445. // Item2
  1446. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 );
  1447. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 );
  1448. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 );
  1449. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 );
  1450. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 );
  1451. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 );
  1452. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 );
  1453. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 );
  1454. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 );
  1455. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 );
  1456. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );
  1457. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 );
  1458. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY );
  1459. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 );
  1460. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY );
  1461. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 );
  1462. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );
  1463. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 );
  1464. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 );
  1465. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 );
  1466. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 );
  1467. ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 );
  1468. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 );
  1469. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 );
  1470. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 );
  1471. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 );
  1472. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 );
  1473. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP );
  1474. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END );
  1475. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 );
  1476. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP );
  1477. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END );
  1478. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 );
  1479. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP );
  1480. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END );
  1481. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 );
  1482. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP );
  1483. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END );
  1484. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 );
  1485. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 );
  1486. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 );
  1487. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 );
  1488. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 );
  1489. // Passtime
  1490. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PASSTIME );
  1491. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PASSTIME );
  1492. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PASSTIME );
  1493. // Flinches
  1494. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH );
  1495. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY );
  1496. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY );
  1497. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE );
  1498. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 );
  1499. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );
  1500. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD );
  1501. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST );
  1502. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH );
  1503. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM );
  1504. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM );
  1505. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG );
  1506. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );
  1507. // Team Fortress specific - medic heal, medic infect, etc.....
  1508. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW );
  1509. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE );
  1510. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK );
  1511. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW );
  1512. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE );
  1513. ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );
  1514. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW );
  1515. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE );
  1516. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK );
  1517. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW );
  1518. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE );
  1519. ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );
  1520. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW );
  1521. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE );
  1522. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK );
  1523. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW );
  1524. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE );
  1525. ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );
  1526. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW );
  1527. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE );
  1528. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK );
  1529. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW );
  1530. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE );
  1531. ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );
  1532. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW );
  1533. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE );
  1534. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK );
  1535. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW );
  1536. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE );
  1537. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );
  1538. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW );
  1539. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE );
  1540. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK );
  1541. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW );
  1542. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE );
  1543. ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );
  1544. // Building
  1545. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING );
  1546. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING );
  1547. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING );
  1548. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING );
  1549. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING );
  1550. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING );
  1551. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING );
  1552. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING );
  1553. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING );
  1554. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING );
  1555. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );
  1556. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING );
  1557. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING );
  1558. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING );
  1559. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );
  1560. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING );
  1561. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING );
  1562. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING );
  1563. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );
  1564. // Building - Deployed
  1565. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED );
  1566. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED );
  1567. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED );
  1568. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED );
  1569. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED );
  1570. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED );
  1571. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED );
  1572. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED );
  1573. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED );
  1574. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED );
  1575. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED );
  1576. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED );
  1577. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED );
  1578. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED );
  1579. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED );
  1580. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED );
  1581. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED );
  1582. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED );
  1583. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED );
  1584. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA );
  1585. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA );
  1586. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA );
  1587. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA );
  1588. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA );
  1589. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA );
  1590. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA );
  1591. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA );
  1592. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA );
  1593. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA );
  1594. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );
  1595. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA );
  1596. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );
  1597. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE );
  1598. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE );
  1599. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE );
  1600. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE );
  1601. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE );
  1602. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE );
  1603. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE );
  1604. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE );
  1605. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE );
  1606. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE );
  1607. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE );
  1608. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE );
  1609. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH );
  1610. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY );
  1611. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY );
  1612. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE );
  1613. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 );
  1614. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 );
  1615. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE );
  1616. ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PASSTIME );
  1617. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH );
  1618. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT );
  1619. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP );
  1620. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP );
  1621. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES );
  1622. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );
  1623. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY );
  1624. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
  1625. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY );
  1626. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY );
  1627. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY );
  1628. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );
  1629. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY );
  1630. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY );
  1631. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY );
  1632. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY );
  1633. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY );
  1634. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );
  1635. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE );
  1636. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
  1637. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
  1638. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE );
  1639. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE );
  1640. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );
  1641. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 );
  1642. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 );
  1643. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 );
  1644. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 );
  1645. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 );
  1646. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );
  1647. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 );
  1648. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 );
  1649. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 );
  1650. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 );
  1651. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 );
  1652. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );
  1653. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING );
  1654. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING );
  1655. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING );
  1656. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING );
  1657. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING );
  1658. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );
  1659. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA );
  1660. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA );
  1661. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA );
  1662. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA );
  1663. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA );
  1664. ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );
  1665. ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN );
  1666. ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE );
  1667. ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END );
  1668. ADD_ACTIVITY_TO_SR( ACT_MP_PASSTIME_THROW_BEGIN );
  1669. ADD_ACTIVITY_TO_SR( ACT_MP_PASSTIME_THROW_MIDDLE );
  1670. ADD_ACTIVITY_TO_SR( ACT_MP_PASSTIME_THROW_END );
  1671. ADD_ACTIVITY_TO_SR( ACT_MP_PASSTIME_THROW_CANCEL );
  1672. ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE );
  1673. ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE );
  1674. ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );
  1675. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW );
  1676. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER );
  1677. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE );
  1678. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK );
  1679. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK );
  1680. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK );
  1681. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD );
  1682. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START );
  1683. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH );
  1684. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE );
  1685. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED );
  1686. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED );
  1687. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );
  1688. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 );
  1689. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 );
  1690. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 );
  1691. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 );
  1692. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 );
  1693. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 );
  1694. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 );
  1695. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW );
  1696. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER );
  1697. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE );
  1698. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK );
  1699. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK );
  1700. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK );
  1701. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD );
  1702. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START );
  1703. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH );
  1704. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 );
  1705. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE );
  1706. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED );
  1707. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED );
  1708. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );
  1709. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 );
  1710. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 );
  1711. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 );
  1712. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 );
  1713. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW );
  1714. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER );
  1715. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE );
  1716. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK );
  1717. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK );
  1718. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK );
  1719. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD );
  1720. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE );
  1721. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED );
  1722. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED );
  1723. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );
  1724. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN );
  1725. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER );
  1726. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD );
  1727. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW );
  1728. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER );
  1729. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE );
  1730. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK );
  1731. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK );
  1732. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK );
  1733. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD );
  1734. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE );
  1735. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED );
  1736. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED );
  1737. ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );
  1738. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW );
  1739. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW );
  1740. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW );
  1741. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE );
  1742. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE );
  1743. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE );
  1744. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW );
  1745. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER );
  1746. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE );
  1747. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 );
  1748. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK );
  1749. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK );
  1750. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK );
  1751. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD );
  1752. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE );
  1753. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED );
  1754. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED );
  1755. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );
  1756. ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START );
  1757. ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH );
  1758. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER );
  1759. ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD );
  1760. ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP );
  1761. ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN );
  1762. ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE );
  1763. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN );
  1764. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW );
  1765. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER );
  1766. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE );
  1767. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK );
  1768. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK );
  1769. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK );
  1770. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD );
  1771. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE );
  1772. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED );
  1773. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED );
  1774. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );
  1775. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE );
  1776. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 );
  1777. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 );
  1778. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 );
  1779. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER );
  1780. ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD );
  1781. ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP );
  1782. ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN );
  1783. ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE );
  1784. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN );
  1785. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW );
  1786. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER );
  1787. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE );
  1788. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK );
  1789. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK );
  1790. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK );
  1791. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD );
  1792. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE );
  1793. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED );
  1794. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED );
  1795. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE );
  1796. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE );
  1797. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 );
  1798. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 );
  1799. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 );
  1800. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER );
  1801. ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD );
  1802. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW );
  1803. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER );
  1804. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE );
  1805. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK );
  1806. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK );
  1807. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK );
  1808. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD );
  1809. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START );
  1810. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH );
  1811. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 );
  1812. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE );
  1813. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED );
  1814. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED );
  1815. ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE );
  1816. ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP );
  1817. ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN );
  1818. ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE );
  1819. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE );
  1820. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE );
  1821. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE );
  1822. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE );
  1823. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE );
  1824. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE );
  1825. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE );
  1826. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE );
  1827. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE );
  1828. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE );
  1829. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE );
  1830. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE );
  1831. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE );
  1832. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE );
  1833. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE );
  1834. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE );
  1835. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE );
  1836. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE );
  1837. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE );
  1838. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE );
  1839. ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE );
  1840. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE );
  1841. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE );
  1842. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE );
  1843. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE );
  1844. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE );
  1845. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE );
  1846. ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE );
  1847. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE );
  1848. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE );
  1849. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE );
  1850. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE );
  1851. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE );
  1852. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE );
  1853. ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE );
  1854. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS );
  1855. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS );
  1856. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS );
  1857. ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS );
  1858. ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS );
  1859. ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS );
  1860. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS );
  1861. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS );
  1862. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS );
  1863. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS );
  1864. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS );
  1865. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS );
  1866. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS );
  1867. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS );
  1868. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS );
  1869. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS );
  1870. ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS );
  1871. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW );
  1872. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER );
  1873. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE );
  1874. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK );
  1875. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK );
  1876. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK );
  1877. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD );
  1878. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE );
  1879. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED );
  1880. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED );
  1881. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE );
  1882. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN );
  1883. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER );
  1884. ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD );
  1885. ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB );
  1886. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB );
  1887. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB );
  1888. ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB );
  1889. ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB );
  1890. ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB );
  1891. ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL );
  1892. ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL );
  1893. ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL );
  1894. ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL );
  1895. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL );
  1896. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL );
  1897. ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL );
  1898. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 );
  1899. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 );
  1900. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 );
  1901. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP );
  1902. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP );
  1903. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP );
  1904. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END );
  1905. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END );
  1906. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END );
  1907. ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 );
  1908. ADD_ACTIVITY_TO_SR( ACT_MP_THROW );
  1909. ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW );
  1910. ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE );
  1911. ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE );
  1912. ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_DRAW );
  1913. ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_IDLE );
  1914. ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_ARM );
  1915. ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_FIRE );
  1916. ADD_ACTIVITY_TO_SR( ACT_BREADSAPPER_VM_DRAW );
  1917. ADD_ACTIVITY_TO_SR( ACT_BREADSAPPER_VM_IDLE );
  1918. ADD_ACTIVITY_TO_SR( ACT_BREADGLOVES_VM_HITLEFT );
  1919. ADD_ACTIVITY_TO_SR( ACT_BREADGLOVES_VM_HITRIGHT );
  1920. ADD_ACTIVITY_TO_SR( ACT_BREADGLOVES_VM_SWINGHARD );
  1921. ADD_ACTIVITY_TO_SR( ACT_BREADGLOVES_VM_IDLE );
  1922. ADD_ACTIVITY_TO_SR( ACT_BREADGLOVES_VM_DRAW );
  1923. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_GLOVES_IDLE );
  1924. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_GLOVES_HITRIGHT );
  1925. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_GLOVES_HITUP );
  1926. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_VM_DRAW );
  1927. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_VM_IDLE );
  1928. ADD_ACTIVITY_TO_SR( ACT_BREADMONSTER_VM_PRIMARYATTACK );
  1929. ADD_ACTIVITY_TO_SR( ACT_PARACHUTE_DEPLOY );
  1930. ADD_ACTIVITY_TO_SR( ACT_PARACHUTE_DEPLOY_IDLE );
  1931. ADD_ACTIVITY_TO_SR( ACT_PARACHUTE_RETRACT );
  1932. ADD_ACTIVITY_TO_SR( ACT_PARACHUTE_RETRACT_IDLE );
  1933. ADD_ACTIVITY_TO_SR( ACT_BOT_SPAWN );
  1934. ADD_ACTIVITY_TO_SR( ACT_BOT_PANIC );
  1935. ADD_ACTIVITY_TO_SR( ACT_BOT_PRIMARY_MOVEMENT );
  1936. ADD_ACTIVITY_TO_SR( ACT_BOT_GESTURE_FLINCH );
  1937. ADD_ACTIVITY_TO_SR( ACT_BOT_PANIC_START );
  1938. ADD_ACTIVITY_TO_SR( ACT_BOT_PANIC_END );
  1939. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_REVOLVER_DRAW );
  1940. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_REVOLVER_IDLE );
  1941. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_REVOLVER_PRIMARYATTACK );
  1942. ADD_ACTIVITY_TO_SR( ACT_ENGINEER_REVOLVER_RELOAD );
  1943. ADD_ACTIVITY_TO_SR( ACT_KART_IDLE );
  1944. ADD_ACTIVITY_TO_SR( ACT_KART_ACTION_SHOOT );
  1945. ADD_ACTIVITY_TO_SR( ACT_KART_ACTION_DASH );
  1946. ADD_ACTIVITY_TO_SR( ACT_KART_JUMP_START );
  1947. ADD_ACTIVITY_TO_SR( ACT_KART_JUMP_FLOAT );
  1948. ADD_ACTIVITY_TO_SR( ACT_KART_JUMP_LAND );
  1949. ADD_ACTIVITY_TO_SR( ACT_KART_IMPACT );
  1950. ADD_ACTIVITY_TO_SR( ACT_KART_IMPACT_BIG );
  1951. ADD_ACTIVITY_TO_SR( ACT_KART_GESTURE_POSITIVE );
  1952. ADD_ACTIVITY_TO_SR( ACT_KART_GESTURE_NEGATIVE );
  1953. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_DRAW );
  1954. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_IDLE );
  1955. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_FIRE_START );
  1956. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_FIRE_IDLE );
  1957. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_PULL_START );
  1958. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_PULL_IDLE );
  1959. ADD_ACTIVITY_TO_SR( ACT_GRAPPLE_PULL_END );
  1960. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_INSPECT_START );
  1961. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_INSPECT_IDLE );
  1962. ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_INSPECT_END );
  1963. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_INSPECT_START );
  1964. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_INSPECT_IDLE );
  1965. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_INSPECT_END );
  1966. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_INSPECT_START );
  1967. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_INSPECT_IDLE );
  1968. ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_INSPECT_END );
  1969. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_CATCH );
  1970. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_PICKUP );
  1971. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_IDLE );
  1972. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_THROW_START );
  1973. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_THROW_LOOP );
  1974. ADD_ACTIVITY_TO_SR( ACT_BALL_VM_THROW_END );
  1975. ADD_ACTIVITY_TO_SR( ACT_MP_COMPETITIVE_LOSERSTATE );
  1976. ADD_ACTIVITY_TO_SR( ACT_MP_COMPETITIVE_WINNERSTATE );
  1977. ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_ALTATTACK );
  1978. ADD_ACTIVITY_TO_SR( ACT_MP_PUSH_STAND_SECONDARY );
  1979. ADD_ACTIVITY_TO_SR( ACT_MP_PUSH_CROUCH_SECONDARY );
  1980. ADD_ACTIVITY_TO_SR( ACT_MP_PUSH_SWIM_SECONDARY );
  1981. }