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2160 lines
90 KiB
2160 lines
90 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Activities that are available to all NPCs. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_activity.h" |
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#include "ai_basenpc.h" |
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#include "stringregistry.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//============================================================================= |
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// Init static variables |
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//============================================================================= |
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CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL; |
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int CAI_BaseNPC::m_iNumActivities = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: Add an activity to the activity string registry and increment |
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// the acitivty counter |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID) |
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{ |
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Assert( m_pActivitySR ); |
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if ( !m_pActivitySR ) |
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return; |
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// technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists. |
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// NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all |
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// relevant tables. Make sure that you have included all new enums in: |
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// game_shared/ai_activity.h |
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// game_shared/activitylist.cpp |
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// dlls/ai_activity.cpp |
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MEM_ALLOC_CREDIT(); |
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static int lastActID = -2; |
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Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID ); |
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lastActID = actID; |
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m_pActivitySR->AddString(actName, actID); |
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m_iNumActivities++; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Given and activity ID, return the activity name |
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//----------------------------------------------------------------------------- |
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const char *CAI_BaseNPC::GetActivityName(int actID) |
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{ |
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if ( actID == -1 ) |
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return "ACT_INVALID"; |
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// m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all |
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const char *name = ActivityList_NameForIndex(actID); |
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if( !name ) |
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{ |
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AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" ); |
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} |
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return name; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Given and activity name, return the activity ID |
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//----------------------------------------------------------------------------- |
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int CAI_BaseNPC::GetActivityID(const char* actName) |
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{ |
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Assert( m_pActivitySR ); |
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if ( !m_pActivitySR ) |
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return ACT_INVALID; |
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return m_pActivitySR->GetStringID(actName); |
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} |
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#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname) |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_BaseNPC::InitDefaultActivitySR(void) |
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{ |
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ADD_ACTIVITY_TO_SR( ACT_INVALID ); |
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ADD_ACTIVITY_TO_SR( ACT_RESET ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_TRANSITION ); |
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ADD_ACTIVITY_TO_SR( ACT_COVER ); |
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ADD_ACTIVITY_TO_SR( ACT_COVER_MED ); |
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ADD_ACTIVITY_TO_SR( ACT_COVER_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED ); |
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ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE ); |
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 ); |
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 ); |
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD ); |
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ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD ); |
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ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT ); |
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ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL ); |
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ADD_ACTIVITY_TO_SR( ACT_FLY ); |
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ADD_ACTIVITY_TO_SR( ACT_HOVER ); |
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ADD_ACTIVITY_TO_SR( ACT_GLIDE ); |
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ADD_ACTIVITY_TO_SR( ACT_SWIM ); |
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ADD_ACTIVITY_TO_SR( ACT_JUMP ); |
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ADD_ACTIVITY_TO_SR( ACT_HOP ); |
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ADD_ACTIVITY_TO_SR( ACT_LEAP ); |
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ADD_ACTIVITY_TO_SR( ACT_LAND ); |
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP ); |
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN ); |
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT ); |
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ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP ); |
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ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN ); |
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ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_CROUCH ); |
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_STAND ); |
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ADD_ACTIVITY_TO_SR( ACT_USE ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER ); |
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ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_COWER ); |
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ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH ); |
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ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 ); |
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ADD_ACTIVITY_TO_SR( ACT_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_START ); |
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH ); |
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_ARM ); |
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ADD_ACTIVITY_TO_SR( ACT_DISARM ); |
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ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON ); |
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ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN ); |
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ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND ); |
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ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH ); |
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED ); |
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ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_HURT ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_HURT ); |
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ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 ); |
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ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 ); |
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ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED ); |
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ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE ); |
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ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT ); |
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ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT ); |
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ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT ); |
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ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG ); |
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ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS ); |
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_180_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_180_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_90_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_90_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_STEP_BACK ); |
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ADD_ACTIVITY_TO_SR( ACT_STEP_FORE ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT ); |
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT ); |
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT ); |
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL ); |
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP ); |
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ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW ); |
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ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_THROW ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER ); |
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// TF2 Scout Pack |
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ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL ); |
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ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT ); |
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ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT ); |
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ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW ); |
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//=========================== |
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// HL2 Specific Activities |
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//=========================== |
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// SLAM Specialty Activities |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 ); |
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|
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 ); |
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|
|
// Animation from prone idle to standing/crouch idle. Number designates bullets left |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY ); |
|
|
|
// Animation from standing/crouch idle to prone idle. Number designates bullets left |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY ); |
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|
|
// Shooting animations for standing/crouch position. Number designates bullets left at START of animation |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 ); |
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|
|
// Shooting animations for prone position. Number designates bullets left at START of animation |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY ); |
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|
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// Player anim ACTs |
|
ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM ); |
|
ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL ); |
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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 ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT ); |
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ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT ); |
|
ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT ); |
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|
|
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 ); |
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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 |
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ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 ); |
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|
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// Flinches |
|
ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); |
|
|
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// Team Fortress specific - medic heal, medic infect, etc..... |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW ); |
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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 ); |
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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 ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING ); |
|
|
|
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING ); |
|
|
|
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING ); |
|
|
|
// Building - Deployed |
|
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED ); |
|
|
|
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED ); |
|
|
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ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA ); |
|
ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA ); |
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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 ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP ); |
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ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN ); |
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ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER ); |
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ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 ); |
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ADD_ACTIVITY_TO_SR( ACT_MP_THROW ); |
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ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE ); |
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ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_DRAW ); |
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ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_IDLE ); |
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ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_ARM ); |
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ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_FIRE ); |
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}
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