//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Activities that are available to all NPCs. // //=============================================================================// #include "cbase.h" #include "ai_activity.h" #include "ai_basenpc.h" #include "stringregistry.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //============================================================================= // Init static variables //============================================================================= CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL; int CAI_BaseNPC::m_iNumActivities = 0; //----------------------------------------------------------------------------- // Purpose: Add an activity to the activity string registry and increment // the acitivty counter //----------------------------------------------------------------------------- void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID) { Assert( m_pActivitySR ); if ( !m_pActivitySR ) return; // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists. // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all // relevant tables. Make sure that you have included all new enums in: // game_shared/ai_activity.h // game_shared/activitylist.cpp // dlls/ai_activity.cpp MEM_ALLOC_CREDIT(); static int lastActID = -2; Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID ); lastActID = actID; m_pActivitySR->AddString(actName, actID); m_iNumActivities++; } //----------------------------------------------------------------------------- // Purpose: Given and activity ID, return the activity name //----------------------------------------------------------------------------- const char *CAI_BaseNPC::GetActivityName(int actID) { if ( actID == -1 ) return "ACT_INVALID"; // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all const char *name = ActivityList_NameForIndex(actID); if( !name ) { AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" ); } return name; } //----------------------------------------------------------------------------- // Purpose: Given and activity name, return the activity ID //----------------------------------------------------------------------------- int CAI_BaseNPC::GetActivityID(const char* actName) { Assert( m_pActivitySR ); if ( !m_pActivitySR ) return ACT_INVALID; return m_pActivitySR->GetStringID(actName); } #define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname) //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_BaseNPC::InitDefaultActivitySR(void) { ADD_ACTIVITY_TO_SR( ACT_INVALID ); ADD_ACTIVITY_TO_SR( ACT_RESET ); ADD_ACTIVITY_TO_SR( ACT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_TRANSITION ); ADD_ACTIVITY_TO_SR( ACT_COVER ); ADD_ACTIVITY_TO_SR( ACT_COVER_MED ); ADD_ACTIVITY_TO_SR( ACT_COVER_LOW ); ADD_ACTIVITY_TO_SR( ACT_WALK ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM ); ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED ); ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW ); ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE ); ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD ); ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD ); ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT ); ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL ); ADD_ACTIVITY_TO_SR( ACT_FLY ); ADD_ACTIVITY_TO_SR( ACT_HOVER ); ADD_ACTIVITY_TO_SR( ACT_GLIDE ); ADD_ACTIVITY_TO_SR( ACT_SWIM ); ADD_ACTIVITY_TO_SR( ACT_JUMP ); ADD_ACTIVITY_TO_SR( ACT_HOP ); ADD_ACTIVITY_TO_SR( ACT_LEAP ); ADD_ACTIVITY_TO_SR( ACT_LAND ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN ); ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT ); ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP ); ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN ); ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT ); ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT ); ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE ); ADD_ACTIVITY_TO_SR( ACT_STAND ); ADD_ACTIVITY_TO_SR( ACT_USE ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER ); ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT ); ADD_ACTIVITY_TO_SR( ACT_COWER ); ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW ); ADD_ACTIVITY_TO_SR( ACT_ARM ); ADD_ACTIVITY_TO_SR( ACT_DISARM ); ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON ); ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND ); ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY ); ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT ); ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_HURT ); ADD_ACTIVITY_TO_SR( ACT_RUN_HURT ); ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED ); ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED ); ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE ); ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT ); ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG ); ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE ); ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE ); ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE ); ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP ); ADD_ACTIVITY_TO_SR( ACT_180_LEFT ); ADD_ACTIVITY_TO_SR( ACT_180_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_90_LEFT ); ADD_ACTIVITY_TO_SR( ACT_90_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT ); ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_STEP_BACK ); ADD_ACTIVITY_TO_SR( ACT_STEP_FORE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP ); ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW ); ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB ); ADD_ACTIVITY_TO_SR( ACT_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW ); ADD_ACTIVITY_TO_SR( ACT_VM_THROW ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT ); ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT ); ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 ); ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 ); ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 ); ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP ); ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE ); ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER ); ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER ); // TF2 Scout Pack ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL ); ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT ); ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT ); ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW ); //=========================== // HL2 Specific Activities //=========================== // SLAM Specialty Activities ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW ); // SHOTGUN Specialty Activities ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP ); // SMG2 special activities ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 ); ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO ); ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST ); // Physcannon special activities ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW ); ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING ); ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE ); ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE ); ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED ); // Policing activities ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY ); ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 ); ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 ); // Manned guns ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN ); // Melee weapon activities ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE ); // RPG activities ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG ); ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_RPG ); ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN ); ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN ); // Busy animations ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY ); ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT ); ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND ); ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE ); // Dodge animations ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE ); ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW ); ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE ); ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST ); ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE ); ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE ); ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR ); // Dynamic interactions ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 ); ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 ); ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK ); ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED ); ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED ); ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY ); ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY ); //=========================== // TF2 Specific Activities //=========================== ADD_ACTIVITY_TO_SR( ACT_STARTDYING ); ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP ); ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD ); ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN ); // All viewmodels ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER ); ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE ); // Looping weapon firing ADD_ACTIVITY_TO_SR( ACT_FIRE_START ); ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP ); ADD_ACTIVITY_TO_SR( ACT_FIRE_END ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK ); ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 ); ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 ); ADD_ACTIVITY_TO_SR( ACT_TURN ); // TF2 object animations ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP ); ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE ); ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING ); ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING ); // Deploy ADD_ACTIVITY_TO_SR( ACT_DEPLOY ); ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE ); ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY ); //=========================== // HL1 Specific Activities //=========================== // Grenades ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL ); ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS ); // Hand grenade ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 ); ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 ); ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 ); // Shotgun ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP ); ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 ); // Glock ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY ); ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD ); // RPG ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED ); ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED ); ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED ); ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED ); // Crossbow ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED ); ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED ); ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED ); // Gauss ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP ); ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE ); // Tripmine ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND ); ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD ); //=========================== // CSPort Specific Activities //=========================== ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded. ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED ); ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT ); ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE ); ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN ); ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE ); //=========================== // DoD Specific Activities //=========================== ADD_ACTIVITY_TO_SR( ACT_SPRINT ); ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND ); ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND ); ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD ); ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 ); ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 ); ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 ); ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE ); ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED ); //Weapon is empty activities ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 ); // Animation from prone idle to standing/crouch idle. Number designates bullets left ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 ); ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY ); // Animation from standing/crouch idle to prone idle. Number designates bullets left ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 ); ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY ); // Shooting animations for standing/crouch position. Number designates bullets left at START of animation ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 ); // Shooting animations for prone position. Number designates bullets left at START of animation ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY ); // Player anim ACTs ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM ); // Positions ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR ); // Zoomed aims ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK ); // Deployed Aim ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL ); // Prone Deployed Aim ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL ); // Attacks // Rifle ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE ); // Bolt ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT ); // Tommy ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY ); // MP40 ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 ); // MP44 ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 ); // Greasegun ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE ); // Pistols (Colt ); Luger) ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 ); // Mgs (mg42 ); mg34) ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ); // 30cal ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ); // Grenades ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK ); // Knife ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE ); // Spade ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE ); // Bazooka ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA ); // Pschreck ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ); // Bar ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR ); // Reloads ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 ); // Bazookas ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK ); // Deployed ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR ); // Prone ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 ); // Prone bazooka ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK ); // Prone deployed ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG ); ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 ); // Prone zoomed aim ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK ); // Crouch attack. ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG ); ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 ); // Hand Signals ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 ); ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 ); ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT ); ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT ); //=========================== // HL2MP Specific Activities //=========================== ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW ); ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM ); ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM ); // Portal! ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE ); // Multiplayer ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_VCD ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE ); // Multiplayer - Primary ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY ); // Secondary ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY ); // Secondary2 ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END ); // Melee ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE ); // Item1 ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 ); // Item2 ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 ); // Flinches ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); // Team Fortress specific - medic heal, medic infect, etc..... ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK ); // Building ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING ); // Building - Deployed ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED ); ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA ); ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN ); ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE ); ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END ); ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE ); ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE ); ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP ); ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN ); ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE ); ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE ); ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER ); ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD ); ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB ); ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB ); ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL ); ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END ); ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 ); ADD_ACTIVITY_TO_SR( ACT_MP_THROW ); ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE ); ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_DRAW ); ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_IDLE ); ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_ARM ); ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_FIRE ); }