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2116 lines
54 KiB
2116 lines
54 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef AI_ACTIVITY_H |
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#define AI_ACTIVITY_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#define ACTIVITY_NOT_AVAILABLE -1 |
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typedef enum |
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{ |
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ACT_INVALID = -1, // So we have something more succint to check for than '-1' |
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ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity |
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ACT_IDLE, |
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ACT_TRANSITION, |
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ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW? |
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ACT_COVER_MED, // FIXME: unsupported? |
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ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH? |
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ACT_WALK, |
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ACT_WALK_AIM, |
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ACT_WALK_CROUCH, |
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ACT_WALK_CROUCH_AIM, |
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ACT_RUN, |
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ACT_RUN_AIM, |
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ACT_RUN_CROUCH, |
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ACT_RUN_CROUCH_AIM, |
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ACT_RUN_PROTECTED, |
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ACT_SCRIPT_CUSTOM_MOVE, |
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ACT_RANGE_ATTACK1, |
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ACT_RANGE_ATTACK2, |
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ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack |
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ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack |
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ACT_DIESIMPLE, |
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ACT_DIEBACKWARD, |
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ACT_DIEFORWARD, |
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ACT_DIEVIOLENT, |
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ACT_DIERAGDOLL, |
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ACT_FLY, // Fly (and flap if appropriate) |
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ACT_HOVER, |
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ACT_GLIDE, |
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ACT_SWIM, |
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ACT_JUMP, |
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ACT_HOP, // vertical jump |
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ACT_LEAP, // long forward jump |
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ACT_LAND, |
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ACT_CLIMB_UP, |
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ACT_CLIMB_DOWN, |
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ACT_CLIMB_DISMOUNT, |
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ACT_SHIPLADDER_UP, |
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ACT_SHIPLADDER_DOWN, |
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ACT_STRAFE_LEFT, |
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ACT_STRAFE_RIGHT, |
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ACT_ROLL_LEFT, // tuck and roll, left |
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ACT_ROLL_RIGHT, // tuck and roll, right |
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ACT_TURN_LEFT, // turn quickly left (stationary) |
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ACT_TURN_RIGHT, // turn quickly right (stationary) |
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ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position) |
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ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops)) |
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ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position) |
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ACT_USE, |
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ACT_SIGNAL1, |
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ACT_SIGNAL2, |
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ACT_SIGNAL3, |
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ACT_SIGNAL_ADVANCE, // Squad handsignals, specific. |
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ACT_SIGNAL_FORWARD, |
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ACT_SIGNAL_GROUP, |
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ACT_SIGNAL_HALT, |
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ACT_SIGNAL_LEFT, |
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ACT_SIGNAL_RIGHT, |
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ACT_SIGNAL_TAKECOVER, |
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ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around. |
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ACT_LOOKBACK_LEFT, |
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ACT_COWER, // FIXME: unused, should be more extreme version of crouching |
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ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays? |
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ACT_BIG_FLINCH, |
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ACT_MELEE_ATTACK1, |
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ACT_MELEE_ATTACK2, |
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ACT_RELOAD, |
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ACT_RELOAD_START, |
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ACT_RELOAD_FINISH, |
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ACT_RELOAD_LOW, |
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ACT_ARM, // pull out gun, for instance |
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ACT_DISARM, // reholster gun |
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ACT_DROP_WEAPON, |
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ACT_DROP_WEAPON_SHOTGUN, |
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ACT_PICKUP_GROUND, // pick up something in front of you on the ground |
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ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you. |
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ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop) |
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ACT_IDLE_RELAXED, |
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ACT_IDLE_STIMULATED, |
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ACT_IDLE_AGITATED, |
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ACT_IDLE_STEALTH, |
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ACT_IDLE_HURT, |
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ACT_WALK_RELAXED, |
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ACT_WALK_STIMULATED, |
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ACT_WALK_AGITATED, |
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ACT_WALK_STEALTH, |
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ACT_RUN_RELAXED, |
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ACT_RUN_STIMULATED, |
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ACT_RUN_AGITATED, |
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ACT_RUN_STEALTH, |
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ACT_IDLE_AIM_RELAXED, |
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ACT_IDLE_AIM_STIMULATED, |
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ACT_IDLE_AIM_AGITATED, |
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ACT_IDLE_AIM_STEALTH, |
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ACT_WALK_AIM_RELAXED, |
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ACT_WALK_AIM_STIMULATED, |
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ACT_WALK_AIM_AGITATED, |
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ACT_WALK_AIM_STEALTH, |
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ACT_RUN_AIM_RELAXED, |
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ACT_RUN_AIM_STIMULATED, |
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ACT_RUN_AIM_AGITATED, |
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ACT_RUN_AIM_STEALTH, |
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ACT_CROUCHIDLE_STIMULATED, |
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ACT_CROUCHIDLE_AIM_STIMULATED, |
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ACT_CROUCHIDLE_AGITATED, |
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ACT_WALK_HURT, // limp (loop) |
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ACT_RUN_HURT, // limp (loop) |
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ACT_SPECIAL_ATTACK1, // very monster specific special attacks. |
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ACT_SPECIAL_ATTACK2, |
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ACT_COMBAT_IDLE, // FIXME: unused? agitated idle. |
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ACT_WALK_SCARED, |
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ACT_RUN_SCARED, |
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ACT_VICTORY_DANCE, // killed a player, do a victory dance. |
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ACT_DIE_HEADSHOT, // die, hit in head. |
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ACT_DIE_CHESTSHOT, // die, hit in chest |
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ACT_DIE_GUTSHOT, // die, hit in gut |
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ACT_DIE_BACKSHOT, // die, hit in back |
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ACT_FLINCH_HEAD, |
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ACT_FLINCH_CHEST, |
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ACT_FLINCH_STOMACH, |
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ACT_FLINCH_LEFTARM, |
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ACT_FLINCH_RIGHTARM, |
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ACT_FLINCH_LEFTLEG, |
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ACT_FLINCH_RIGHTLEG, |
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ACT_FLINCH_PHYSICS, |
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ACT_IDLE_ON_FIRE, // ON FIRE animations |
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ACT_WALK_ON_FIRE, |
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ACT_RUN_ON_FIRE, |
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ACT_RAPPEL_LOOP, // Rappel down a rope! |
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ACT_180_LEFT, // 180 degree left turn |
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ACT_180_RIGHT, |
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ACT_90_LEFT, // 90 degree turns |
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ACT_90_RIGHT, |
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ACT_STEP_LEFT, // Single steps |
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ACT_STEP_RIGHT, |
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ACT_STEP_BACK, |
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ACT_STEP_FORE, |
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ACT_GESTURE_RANGE_ATTACK1, |
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ACT_GESTURE_RANGE_ATTACK2, |
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ACT_GESTURE_MELEE_ATTACK1, |
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ACT_GESTURE_MELEE_ATTACK2, |
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ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack |
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ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack |
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ACT_MELEE_ATTACK_SWING_GESTURE, |
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ACT_GESTURE_SMALL_FLINCH, |
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ACT_GESTURE_BIG_FLINCH, |
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ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion |
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ACT_GESTURE_FLINCH_BLAST_SHOTGUN, |
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ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion |
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ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN, |
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ACT_GESTURE_FLINCH_HEAD, |
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ACT_GESTURE_FLINCH_CHEST, |
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ACT_GESTURE_FLINCH_STOMACH, |
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ACT_GESTURE_FLINCH_LEFTARM, |
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ACT_GESTURE_FLINCH_RIGHTARM, |
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ACT_GESTURE_FLINCH_LEFTLEG, |
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ACT_GESTURE_FLINCH_RIGHTLEG, |
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ACT_GESTURE_TURN_LEFT, |
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ACT_GESTURE_TURN_RIGHT, |
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ACT_GESTURE_TURN_LEFT45, |
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ACT_GESTURE_TURN_RIGHT45, |
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ACT_GESTURE_TURN_LEFT90, |
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ACT_GESTURE_TURN_RIGHT90, |
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ACT_GESTURE_TURN_LEFT45_FLAT, |
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ACT_GESTURE_TURN_RIGHT45_FLAT, |
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ACT_GESTURE_TURN_LEFT90_FLAT, |
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ACT_GESTURE_TURN_RIGHT90_FLAT, |
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// HALF-LIFE 1 compatability stuff goes here. Temporary! |
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ACT_BARNACLE_HIT, // barnacle tongue hits a monster |
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ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop ) |
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ACT_BARNACLE_CHOMP, // barnacle latches on to the monster |
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ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop ) |
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// Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually |
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// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity |
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// is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere |
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// with the NPC's current sequence. (SJB) |
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ACT_DO_NOT_DISTURB, |
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// viewmodel (weapon) activities |
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// FIXME: move these to the specific viewmodels, no need to make global |
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ACT_VM_DRAW, |
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ACT_VM_HOLSTER, |
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ACT_VM_IDLE, |
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ACT_VM_FIDGET, |
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ACT_VM_PULLBACK, |
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ACT_VM_PULLBACK_HIGH, |
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ACT_VM_PULLBACK_LOW, |
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ACT_VM_THROW, |
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ACT_VM_PULLPIN, |
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ACT_VM_PRIMARYATTACK, // fire |
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ACT_VM_SECONDARYATTACK, // alt. fire |
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ACT_VM_RELOAD, |
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ACT_VM_RELOAD_START, |
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ACT_VM_RELOAD_FINISH, |
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ACT_VM_DRYFIRE, // fire with no ammo loaded. |
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ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk) |
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ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk) |
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ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk) |
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ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk) |
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ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk) |
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ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk) |
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ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk) |
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ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk) |
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ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk) |
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ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk) |
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ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk) |
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ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk) |
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ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk) |
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ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk) |
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ACT_VM_SWINGMISS, |
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ACT_VM_SWINGHIT, |
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ACT_VM_IDLE_TO_LOWERED, |
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ACT_VM_IDLE_LOWERED, |
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ACT_VM_LOWERED_TO_IDLE, |
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ACT_VM_RECOIL1, |
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ACT_VM_RECOIL2, |
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ACT_VM_RECOIL3, |
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ACT_VM_PICKUP, |
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ACT_VM_RELEASE, |
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ACT_VM_ATTACH_SILENCER, |
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ACT_VM_DETACH_SILENCER, |
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// TF2 Scout Pack |
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ACT_VM_DRAW_SPECIAL, |
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ACT_VM_HOLSTER_SPECIAL, |
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ACT_VM_IDLE_SPECIAL, |
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ACT_VM_PULLBACK_SPECIAL, |
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ACT_VM_PRIMARYATTACK_SPECIAL, |
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ACT_VM_SECONDARYATTACK_SPECIAL, |
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ACT_VM_HITCENTER_SPECIAL, |
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ACT_VM_SWINGHARD_SPECIAL, |
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ACT_VM_IDLE_TO_LOWERED_SPECIAL, |
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ACT_VM_IDLE_LOWERED_SPECIAL, |
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ACT_VM_LOWERED_TO_IDLE_SPECIAL, |
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ACT_FISTS_VM_HITLEFT, |
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ACT_FISTS_VM_HITRIGHT, |
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ACT_FISTS_VM_SWINGHARD, |
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ACT_FISTS_VM_IDLE, |
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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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ACT_SLAM_STICKWALL_IDLE, |
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ACT_SLAM_STICKWALL_ND_IDLE, |
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ACT_SLAM_STICKWALL_ATTACH, |
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ACT_SLAM_STICKWALL_ATTACH2, |
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ACT_SLAM_STICKWALL_ND_ATTACH, |
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ACT_SLAM_STICKWALL_ND_ATTACH2, |
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ACT_SLAM_STICKWALL_DETONATE, |
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ACT_SLAM_STICKWALL_DETONATOR_HOLSTER, |
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ACT_SLAM_STICKWALL_DRAW, |
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ACT_SLAM_STICKWALL_ND_DRAW, |
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ACT_SLAM_STICKWALL_TO_THROW, |
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ACT_SLAM_STICKWALL_TO_THROW_ND, |
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ACT_SLAM_STICKWALL_TO_TRIPMINE_ND, |
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ACT_SLAM_THROW_IDLE, |
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ACT_SLAM_THROW_ND_IDLE, |
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ACT_SLAM_THROW_THROW, |
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ACT_SLAM_THROW_THROW2, |
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ACT_SLAM_THROW_THROW_ND, |
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ACT_SLAM_THROW_THROW_ND2, |
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ACT_SLAM_THROW_DRAW, |
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ACT_SLAM_THROW_ND_DRAW, |
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ACT_SLAM_THROW_TO_STICKWALL, |
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ACT_SLAM_THROW_TO_STICKWALL_ND, |
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ACT_SLAM_THROW_DETONATE, |
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ACT_SLAM_THROW_DETONATOR_HOLSTER, |
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ACT_SLAM_THROW_TO_TRIPMINE_ND, |
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ACT_SLAM_TRIPMINE_IDLE, |
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ACT_SLAM_TRIPMINE_DRAW, |
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ACT_SLAM_TRIPMINE_ATTACH, |
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ACT_SLAM_TRIPMINE_ATTACH2, |
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ACT_SLAM_TRIPMINE_TO_STICKWALL_ND, |
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ACT_SLAM_TRIPMINE_TO_THROW_ND, |
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ACT_SLAM_DETONATOR_IDLE, |
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ACT_SLAM_DETONATOR_DRAW, |
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ACT_SLAM_DETONATOR_DETONATE, |
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ACT_SLAM_DETONATOR_HOLSTER, |
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ACT_SLAM_DETONATOR_STICKWALL_DRAW, |
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ACT_SLAM_DETONATOR_THROW_DRAW, |
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// Shotgun Specialty Activities |
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ACT_SHOTGUN_RELOAD_START, |
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ACT_SHOTGUN_RELOAD_FINISH, |
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ACT_SHOTGUN_PUMP, |
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// SMG2 special activities |
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ACT_SMG2_IDLE2, |
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ACT_SMG2_FIRE2, |
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ACT_SMG2_DRAW2, |
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ACT_SMG2_RELOAD2, |
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ACT_SMG2_DRYFIRE2, |
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ACT_SMG2_TOAUTO, |
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ACT_SMG2_TOBURST, |
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// Physcannon special activities |
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ACT_PHYSCANNON_UPGRADE, |
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// weapon override activities |
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ACT_RANGE_ATTACK_AR1, |
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ACT_RANGE_ATTACK_AR2, |
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ACT_RANGE_ATTACK_AR2_LOW, |
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ACT_RANGE_ATTACK_AR2_GRENADE, |
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ACT_RANGE_ATTACK_HMG1, |
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ACT_RANGE_ATTACK_ML, |
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ACT_RANGE_ATTACK_SMG1, |
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ACT_RANGE_ATTACK_SMG1_LOW, |
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ACT_RANGE_ATTACK_SMG2, |
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ACT_RANGE_ATTACK_SHOTGUN, |
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ACT_RANGE_ATTACK_SHOTGUN_LOW, |
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ACT_RANGE_ATTACK_PISTOL, |
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ACT_RANGE_ATTACK_PISTOL_LOW, |
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ACT_RANGE_ATTACK_SLAM, |
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ACT_RANGE_ATTACK_TRIPWIRE, |
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ACT_RANGE_ATTACK_THROW, |
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ACT_RANGE_ATTACK_SNIPER_RIFLE, |
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ACT_RANGE_ATTACK_RPG, |
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ACT_MELEE_ATTACK_SWING, |
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ACT_RANGE_AIM_LOW, |
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ACT_RANGE_AIM_SMG1_LOW, |
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ACT_RANGE_AIM_PISTOL_LOW, |
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ACT_RANGE_AIM_AR2_LOW, |
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ACT_COVER_PISTOL_LOW, |
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ACT_COVER_SMG1_LOW, |
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// weapon override activities |
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ACT_GESTURE_RANGE_ATTACK_AR1, |
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ACT_GESTURE_RANGE_ATTACK_AR2, |
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ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE, |
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ACT_GESTURE_RANGE_ATTACK_HMG1, |
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ACT_GESTURE_RANGE_ATTACK_ML, |
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ACT_GESTURE_RANGE_ATTACK_SMG1, |
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ACT_GESTURE_RANGE_ATTACK_SMG1_LOW, |
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ACT_GESTURE_RANGE_ATTACK_SMG2, |
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ACT_GESTURE_RANGE_ATTACK_SHOTGUN, |
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ACT_GESTURE_RANGE_ATTACK_PISTOL, |
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ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW, |
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ACT_GESTURE_RANGE_ATTACK_SLAM, |
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ACT_GESTURE_RANGE_ATTACK_TRIPWIRE, |
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ACT_GESTURE_RANGE_ATTACK_THROW, |
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ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, |
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ACT_GESTURE_MELEE_ATTACK_SWING, |
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ACT_IDLE_RIFLE, |
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ACT_IDLE_SMG1, |
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ACT_IDLE_ANGRY_SMG1, |
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ACT_IDLE_PISTOL, |
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ACT_IDLE_ANGRY_PISTOL, |
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ACT_IDLE_ANGRY_SHOTGUN, |
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ACT_IDLE_STEALTH_PISTOL, |
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ACT_IDLE_PACKAGE, |
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ACT_WALK_PACKAGE, |
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ACT_IDLE_SUITCASE, |
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ACT_WALK_SUITCASE, |
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ACT_IDLE_SMG1_RELAXED, |
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ACT_IDLE_SMG1_STIMULATED, |
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ACT_WALK_RIFLE_RELAXED, |
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ACT_RUN_RIFLE_RELAXED, |
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ACT_WALK_RIFLE_STIMULATED, |
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ACT_RUN_RIFLE_STIMULATED, |
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ACT_IDLE_AIM_RIFLE_STIMULATED, |
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ACT_WALK_AIM_RIFLE_STIMULATED, |
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ACT_RUN_AIM_RIFLE_STIMULATED, |
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ACT_IDLE_SHOTGUN_RELAXED, |
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ACT_IDLE_SHOTGUN_STIMULATED, |
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ACT_IDLE_SHOTGUN_AGITATED, |
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// Policing activities |
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ACT_WALK_ANGRY, |
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ACT_POLICE_HARASS1, |
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ACT_POLICE_HARASS2, |
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// Manned guns |
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ACT_IDLE_MANNEDGUN, |
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// Melee weapon |
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ACT_IDLE_MELEE, |
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ACT_IDLE_ANGRY_MELEE, |
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// RPG activities |
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ACT_IDLE_RPG_RELAXED, |
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ACT_IDLE_RPG, |
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ACT_IDLE_ANGRY_RPG, |
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ACT_COVER_LOW_RPG, |
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ACT_WALK_RPG, |
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ACT_RUN_RPG, |
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ACT_WALK_CROUCH_RPG, |
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ACT_RUN_CROUCH_RPG, |
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ACT_WALK_RPG_RELAXED, |
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ACT_RUN_RPG_RELAXED, |
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ACT_WALK_RIFLE, |
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ACT_WALK_AIM_RIFLE, |
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ACT_WALK_CROUCH_RIFLE, |
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ACT_WALK_CROUCH_AIM_RIFLE, |
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ACT_RUN_RIFLE, |
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ACT_RUN_AIM_RIFLE, |
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ACT_RUN_CROUCH_RIFLE, |
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ACT_RUN_CROUCH_AIM_RIFLE, |
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ACT_RUN_STEALTH_PISTOL, |
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ACT_WALK_AIM_SHOTGUN, |
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ACT_RUN_AIM_SHOTGUN, |
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ACT_WALK_PISTOL, |
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ACT_RUN_PISTOL, |
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ACT_WALK_AIM_PISTOL, |
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ACT_RUN_AIM_PISTOL, |
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ACT_WALK_STEALTH_PISTOL, |
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ACT_WALK_AIM_STEALTH_PISTOL, |
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ACT_RUN_AIM_STEALTH_PISTOL, |
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// Reloads |
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ACT_RELOAD_PISTOL, |
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ACT_RELOAD_PISTOL_LOW, |
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ACT_RELOAD_SMG1, |
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ACT_RELOAD_SMG1_LOW, |
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ACT_RELOAD_SHOTGUN, |
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ACT_RELOAD_SHOTGUN_LOW, |
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ACT_GESTURE_RELOAD, |
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ACT_GESTURE_RELOAD_PISTOL, |
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ACT_GESTURE_RELOAD_SMG1, |
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ACT_GESTURE_RELOAD_SHOTGUN, |
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// Busy animations |
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ACT_BUSY_LEAN_LEFT, |
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ACT_BUSY_LEAN_LEFT_ENTRY, |
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ACT_BUSY_LEAN_LEFT_EXIT, |
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ACT_BUSY_LEAN_BACK, |
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ACT_BUSY_LEAN_BACK_ENTRY, |
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ACT_BUSY_LEAN_BACK_EXIT, |
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ACT_BUSY_SIT_GROUND, |
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ACT_BUSY_SIT_GROUND_ENTRY, |
|
ACT_BUSY_SIT_GROUND_EXIT, |
|
ACT_BUSY_SIT_CHAIR, |
|
ACT_BUSY_SIT_CHAIR_ENTRY, |
|
ACT_BUSY_SIT_CHAIR_EXIT, |
|
ACT_BUSY_STAND, |
|
ACT_BUSY_QUEUE, |
|
|
|
// Dodge animations |
|
ACT_DUCK_DODGE, |
|
|
|
// For NPCs being lifted/eaten by barnacles: |
|
// being swallowed by a barnacle |
|
ACT_DIE_BARNACLE_SWALLOW, |
|
// being lifted by a barnacle |
|
ACT_GESTURE_BARNACLE_STRANGLE, |
|
|
|
ACT_PHYSCANNON_DETACH, // An activity to be played if we're picking this up with the physcannon |
|
ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH |
|
ACT_PHYSCANNON_ANIMATE_PRE, // An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE |
|
ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE |
|
|
|
ACT_DIE_FRONTSIDE, |
|
ACT_DIE_RIGHTSIDE, |
|
ACT_DIE_BACKSIDE, |
|
ACT_DIE_LEFTSIDE, |
|
|
|
ACT_OPEN_DOOR, |
|
|
|
// Dynamic interactions |
|
ACT_DI_ALYX_ZOMBIE_MELEE, |
|
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE, |
|
ACT_DI_ALYX_HEADCRAB_MELEE, |
|
ACT_DI_ALYX_ANTLION, |
|
|
|
ACT_DI_ALYX_ZOMBIE_SHOTGUN64, |
|
ACT_DI_ALYX_ZOMBIE_SHOTGUN26, |
|
|
|
ACT_READINESS_RELAXED_TO_STIMULATED, |
|
ACT_READINESS_RELAXED_TO_STIMULATED_WALK, |
|
ACT_READINESS_AGITATED_TO_STIMULATED, |
|
ACT_READINESS_STIMULATED_TO_RELAXED, |
|
|
|
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, |
|
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, |
|
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, |
|
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, |
|
|
|
ACT_IDLE_CARRY, |
|
ACT_WALK_CARRY, |
|
|
|
//=========================== |
|
// TF2 Specific Activities |
|
//=========================== |
|
ACT_STARTDYING, |
|
ACT_DYINGLOOP, |
|
ACT_DYINGTODEAD, |
|
|
|
ACT_RIDE_MANNED_GUN, |
|
|
|
// All viewmodels |
|
ACT_VM_SPRINT_ENTER, |
|
ACT_VM_SPRINT_IDLE, |
|
ACT_VM_SPRINT_LEAVE, |
|
|
|
// Looping weapon firing |
|
ACT_FIRE_START, |
|
ACT_FIRE_LOOP, |
|
ACT_FIRE_END, |
|
|
|
ACT_CROUCHING_GRENADEIDLE, |
|
ACT_CROUCHING_GRENADEREADY, |
|
ACT_CROUCHING_PRIMARYATTACK, |
|
ACT_OVERLAY_GRENADEIDLE, |
|
ACT_OVERLAY_GRENADEREADY, |
|
ACT_OVERLAY_PRIMARYATTACK, |
|
ACT_OVERLAY_SHIELD_UP, |
|
ACT_OVERLAY_SHIELD_DOWN, |
|
ACT_OVERLAY_SHIELD_UP_IDLE, |
|
ACT_OVERLAY_SHIELD_ATTACK, |
|
ACT_OVERLAY_SHIELD_KNOCKBACK, |
|
ACT_SHIELD_UP, |
|
ACT_SHIELD_DOWN, |
|
ACT_SHIELD_UP_IDLE, |
|
ACT_SHIELD_ATTACK, |
|
ACT_SHIELD_KNOCKBACK, |
|
ACT_CROUCHING_SHIELD_UP, |
|
ACT_CROUCHING_SHIELD_DOWN, |
|
ACT_CROUCHING_SHIELD_UP_IDLE, |
|
ACT_CROUCHING_SHIELD_ATTACK, |
|
ACT_CROUCHING_SHIELD_KNOCKBACK, |
|
|
|
// turning in place |
|
ACT_TURNRIGHT45, |
|
ACT_TURNLEFT45, |
|
|
|
ACT_TURN, |
|
|
|
ACT_OBJ_ASSEMBLING, |
|
ACT_OBJ_DISMANTLING, |
|
ACT_OBJ_STARTUP, |
|
ACT_OBJ_RUNNING, |
|
ACT_OBJ_IDLE, |
|
ACT_OBJ_PLACING, |
|
ACT_OBJ_DETERIORATING, |
|
ACT_OBJ_UPGRADING, |
|
|
|
// Deploy |
|
ACT_DEPLOY, |
|
ACT_DEPLOY_IDLE, |
|
ACT_UNDEPLOY, |
|
|
|
//=========================== |
|
// HL1 Specific Activities |
|
//=========================== |
|
// Grenades |
|
ACT_GRENADE_ROLL, |
|
ACT_GRENADE_TOSS, |
|
|
|
// Hand grenade |
|
ACT_HANDGRENADE_THROW1, |
|
ACT_HANDGRENADE_THROW2, |
|
ACT_HANDGRENADE_THROW3, |
|
|
|
// Shotgun |
|
ACT_SHOTGUN_IDLE_DEEP, |
|
ACT_SHOTGUN_IDLE4, |
|
|
|
// Glock |
|
ACT_GLOCK_SHOOTEMPTY, |
|
ACT_GLOCK_SHOOT_RELOAD, |
|
|
|
// RPG |
|
ACT_RPG_DRAW_UNLOADED, |
|
ACT_RPG_HOLSTER_UNLOADED, |
|
ACT_RPG_IDLE_UNLOADED, |
|
ACT_RPG_FIDGET_UNLOADED, |
|
|
|
// Crossbow |
|
ACT_CROSSBOW_DRAW_UNLOADED, |
|
ACT_CROSSBOW_IDLE_UNLOADED, |
|
ACT_CROSSBOW_FIDGET_UNLOADED, |
|
|
|
// Gauss |
|
ACT_GAUSS_SPINUP, |
|
ACT_GAUSS_SPINCYCLE, |
|
|
|
// Tripmine |
|
ACT_TRIPMINE_GROUND, |
|
ACT_TRIPMINE_WORLD, |
|
|
|
//=========================== |
|
// CSPort Specific Activities |
|
//=========================== |
|
|
|
ACT_VM_PRIMARYATTACK_SILENCED, // fire |
|
ACT_VM_RELOAD_SILENCED, |
|
ACT_VM_DRYFIRE_SILENCED, // fire with no ammo loaded. |
|
ACT_VM_IDLE_SILENCED, |
|
ACT_VM_DRAW_SILENCED, |
|
ACT_VM_IDLE_EMPTY_LEFT, |
|
ACT_VM_DRYFIRE_LEFT, |
|
|
|
ACT_PLAYER_IDLE_FIRE, |
|
ACT_PLAYER_CROUCH_FIRE, |
|
ACT_PLAYER_CROUCH_WALK_FIRE, |
|
ACT_PLAYER_WALK_FIRE, |
|
ACT_PLAYER_RUN_FIRE, |
|
|
|
ACT_IDLETORUN, |
|
ACT_RUNTOIDLE, |
|
|
|
|
|
//=========================== |
|
// DoD Specific Activities |
|
//=========================== |
|
ACT_SPRINT, |
|
|
|
ACT_GET_DOWN_STAND, |
|
ACT_GET_UP_STAND, |
|
ACT_GET_DOWN_CROUCH, |
|
ACT_GET_UP_CROUCH, |
|
ACT_PRONE_FORWARD, |
|
ACT_PRONE_IDLE, |
|
|
|
ACT_DEEPIDLE1, |
|
ACT_DEEPIDLE2, |
|
ACT_DEEPIDLE3, |
|
ACT_DEEPIDLE4, |
|
|
|
ACT_VM_RELOAD_DEPLOYED, |
|
ACT_VM_RELOAD_IDLE, |
|
|
|
ACT_VM_DRAW_DEPLOYED, |
|
|
|
//Weapon is empty activities |
|
ACT_VM_DRAW_EMPTY, |
|
ACT_VM_PRIMARYATTACK_EMPTY, |
|
ACT_VM_RELOAD_EMPTY, |
|
ACT_VM_IDLE_EMPTY, |
|
ACT_VM_IDLE_DEPLOYED_EMPTY, |
|
|
|
ACT_VM_IDLE_8, |
|
ACT_VM_IDLE_7, |
|
ACT_VM_IDLE_6, |
|
ACT_VM_IDLE_5, |
|
ACT_VM_IDLE_4, |
|
ACT_VM_IDLE_3, |
|
ACT_VM_IDLE_2, |
|
ACT_VM_IDLE_1, |
|
|
|
ACT_VM_IDLE_DEPLOYED, |
|
ACT_VM_IDLE_DEPLOYED_8, |
|
ACT_VM_IDLE_DEPLOYED_7, |
|
ACT_VM_IDLE_DEPLOYED_6, |
|
ACT_VM_IDLE_DEPLOYED_5, |
|
ACT_VM_IDLE_DEPLOYED_4, |
|
ACT_VM_IDLE_DEPLOYED_3, |
|
ACT_VM_IDLE_DEPLOYED_2, |
|
ACT_VM_IDLE_DEPLOYED_1, |
|
|
|
// Animation from prone idle to standing/crouch idle. Number designates bullets left |
|
ACT_VM_UNDEPLOY, |
|
ACT_VM_UNDEPLOY_8, |
|
ACT_VM_UNDEPLOY_7, |
|
ACT_VM_UNDEPLOY_6, |
|
ACT_VM_UNDEPLOY_5, |
|
ACT_VM_UNDEPLOY_4, |
|
ACT_VM_UNDEPLOY_3, |
|
ACT_VM_UNDEPLOY_2, |
|
ACT_VM_UNDEPLOY_1, |
|
ACT_VM_UNDEPLOY_EMPTY, |
|
|
|
// Animation from standing/crouch idle to prone idle. Number designates bullets left |
|
ACT_VM_DEPLOY, |
|
ACT_VM_DEPLOY_8, |
|
ACT_VM_DEPLOY_7, |
|
ACT_VM_DEPLOY_6, |
|
ACT_VM_DEPLOY_5, |
|
ACT_VM_DEPLOY_4, |
|
ACT_VM_DEPLOY_3, |
|
ACT_VM_DEPLOY_2, |
|
ACT_VM_DEPLOY_1, |
|
ACT_VM_DEPLOY_EMPTY, |
|
|
|
// Shooting animations for standing/crouch position. Number designates bullets left at START of animation |
|
ACT_VM_PRIMARYATTACK_8, |
|
ACT_VM_PRIMARYATTACK_7, |
|
ACT_VM_PRIMARYATTACK_6, |
|
ACT_VM_PRIMARYATTACK_5, |
|
ACT_VM_PRIMARYATTACK_4, |
|
ACT_VM_PRIMARYATTACK_3, |
|
ACT_VM_PRIMARYATTACK_2, |
|
ACT_VM_PRIMARYATTACK_1, |
|
|
|
// Shooting animations for prone position. Number designates bullets left at START of animation |
|
ACT_VM_PRIMARYATTACK_DEPLOYED, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_8, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_7, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_6, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_5, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_4, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_3, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_2, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_1, |
|
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY, |
|
|
|
// Player anim ACTs |
|
ACT_DOD_DEPLOYED, |
|
ACT_DOD_PRONE_DEPLOYED, |
|
ACT_DOD_IDLE_ZOOMED, |
|
ACT_DOD_WALK_ZOOMED, |
|
ACT_DOD_CROUCH_ZOOMED, |
|
ACT_DOD_CROUCHWALK_ZOOMED, |
|
ACT_DOD_PRONE_ZOOMED, |
|
ACT_DOD_PRONE_FORWARD_ZOOMED, |
|
ACT_DOD_PRIMARYATTACK_DEPLOYED, |
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, |
|
ACT_DOD_RELOAD_DEPLOYED, |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED, |
|
ACT_DOD_PRIMARYATTACK_PRONE, |
|
ACT_DOD_SECONDARYATTACK_PRONE, |
|
ACT_DOD_RELOAD_CROUCH, |
|
ACT_DOD_RELOAD_PRONE, |
|
ACT_DOD_STAND_IDLE, |
|
ACT_DOD_STAND_AIM, |
|
ACT_DOD_CROUCH_IDLE, |
|
ACT_DOD_CROUCH_AIM, |
|
ACT_DOD_CROUCHWALK_IDLE, |
|
ACT_DOD_CROUCHWALK_AIM, |
|
ACT_DOD_WALK_IDLE, |
|
ACT_DOD_WALK_AIM, |
|
ACT_DOD_RUN_IDLE, |
|
ACT_DOD_RUN_AIM, |
|
|
|
// Positions |
|
ACT_DOD_STAND_AIM_PISTOL, |
|
ACT_DOD_CROUCH_AIM_PISTOL, |
|
ACT_DOD_CROUCHWALK_AIM_PISTOL, |
|
ACT_DOD_WALK_AIM_PISTOL, |
|
ACT_DOD_RUN_AIM_PISTOL, |
|
ACT_DOD_PRONE_AIM_PISTOL, |
|
ACT_DOD_STAND_IDLE_PISTOL, |
|
ACT_DOD_CROUCH_IDLE_PISTOL, |
|
ACT_DOD_CROUCHWALK_IDLE_PISTOL, |
|
ACT_DOD_WALK_IDLE_PISTOL, |
|
ACT_DOD_RUN_IDLE_PISTOL, |
|
ACT_DOD_SPRINT_IDLE_PISTOL, |
|
ACT_DOD_PRONEWALK_IDLE_PISTOL, |
|
|
|
ACT_DOD_STAND_AIM_C96, |
|
ACT_DOD_CROUCH_AIM_C96, |
|
ACT_DOD_CROUCHWALK_AIM_C96, |
|
ACT_DOD_WALK_AIM_C96, |
|
ACT_DOD_RUN_AIM_C96, |
|
ACT_DOD_PRONE_AIM_C96, |
|
ACT_DOD_STAND_IDLE_C96, |
|
ACT_DOD_CROUCH_IDLE_C96, |
|
ACT_DOD_CROUCHWALK_IDLE_C96, |
|
ACT_DOD_WALK_IDLE_C96, |
|
ACT_DOD_RUN_IDLE_C96, |
|
ACT_DOD_SPRINT_IDLE_C96, |
|
ACT_DOD_PRONEWALK_IDLE_C96, |
|
|
|
ACT_DOD_STAND_AIM_RIFLE, |
|
ACT_DOD_CROUCH_AIM_RIFLE, |
|
ACT_DOD_CROUCHWALK_AIM_RIFLE, |
|
ACT_DOD_WALK_AIM_RIFLE, |
|
ACT_DOD_RUN_AIM_RIFLE, |
|
ACT_DOD_PRONE_AIM_RIFLE, |
|
ACT_DOD_STAND_IDLE_RIFLE, |
|
ACT_DOD_CROUCH_IDLE_RIFLE, |
|
ACT_DOD_CROUCHWALK_IDLE_RIFLE, |
|
ACT_DOD_WALK_IDLE_RIFLE, |
|
ACT_DOD_RUN_IDLE_RIFLE, |
|
ACT_DOD_SPRINT_IDLE_RIFLE, |
|
ACT_DOD_PRONEWALK_IDLE_RIFLE, |
|
|
|
ACT_DOD_STAND_AIM_BOLT, |
|
ACT_DOD_CROUCH_AIM_BOLT, |
|
ACT_DOD_CROUCHWALK_AIM_BOLT, |
|
ACT_DOD_WALK_AIM_BOLT, |
|
ACT_DOD_RUN_AIM_BOLT, |
|
ACT_DOD_PRONE_AIM_BOLT, |
|
ACT_DOD_STAND_IDLE_BOLT, |
|
ACT_DOD_CROUCH_IDLE_BOLT, |
|
ACT_DOD_CROUCHWALK_IDLE_BOLT, |
|
ACT_DOD_WALK_IDLE_BOLT, |
|
ACT_DOD_RUN_IDLE_BOLT, |
|
ACT_DOD_SPRINT_IDLE_BOLT, |
|
ACT_DOD_PRONEWALK_IDLE_BOLT, |
|
|
|
ACT_DOD_STAND_AIM_TOMMY, |
|
ACT_DOD_CROUCH_AIM_TOMMY, |
|
ACT_DOD_CROUCHWALK_AIM_TOMMY, |
|
ACT_DOD_WALK_AIM_TOMMY, |
|
ACT_DOD_RUN_AIM_TOMMY, |
|
ACT_DOD_PRONE_AIM_TOMMY, |
|
ACT_DOD_STAND_IDLE_TOMMY, |
|
ACT_DOD_CROUCH_IDLE_TOMMY, |
|
ACT_DOD_CROUCHWALK_IDLE_TOMMY, |
|
ACT_DOD_WALK_IDLE_TOMMY, |
|
ACT_DOD_RUN_IDLE_TOMMY, |
|
ACT_DOD_SPRINT_IDLE_TOMMY, |
|
ACT_DOD_PRONEWALK_IDLE_TOMMY, |
|
|
|
ACT_DOD_STAND_AIM_MP40, |
|
ACT_DOD_CROUCH_AIM_MP40, |
|
ACT_DOD_CROUCHWALK_AIM_MP40, |
|
ACT_DOD_WALK_AIM_MP40, |
|
ACT_DOD_RUN_AIM_MP40, |
|
ACT_DOD_PRONE_AIM_MP40, |
|
ACT_DOD_STAND_IDLE_MP40, |
|
ACT_DOD_CROUCH_IDLE_MP40, |
|
ACT_DOD_CROUCHWALK_IDLE_MP40, |
|
ACT_DOD_WALK_IDLE_MP40, |
|
ACT_DOD_RUN_IDLE_MP40, |
|
ACT_DOD_SPRINT_IDLE_MP40, |
|
ACT_DOD_PRONEWALK_IDLE_MP40, |
|
|
|
ACT_DOD_STAND_AIM_MP44, |
|
ACT_DOD_CROUCH_AIM_MP44, |
|
ACT_DOD_CROUCHWALK_AIM_MP44, |
|
ACT_DOD_WALK_AIM_MP44, |
|
ACT_DOD_RUN_AIM_MP44, |
|
ACT_DOD_PRONE_AIM_MP44, |
|
ACT_DOD_STAND_IDLE_MP44, |
|
ACT_DOD_CROUCH_IDLE_MP44, |
|
ACT_DOD_CROUCHWALK_IDLE_MP44, |
|
ACT_DOD_WALK_IDLE_MP44, |
|
ACT_DOD_RUN_IDLE_MP44, |
|
ACT_DOD_SPRINT_IDLE_MP44, |
|
ACT_DOD_PRONEWALK_IDLE_MP44, |
|
|
|
ACT_DOD_STAND_AIM_GREASE, |
|
ACT_DOD_CROUCH_AIM_GREASE, |
|
ACT_DOD_CROUCHWALK_AIM_GREASE, |
|
ACT_DOD_WALK_AIM_GREASE, |
|
ACT_DOD_RUN_AIM_GREASE, |
|
ACT_DOD_PRONE_AIM_GREASE, |
|
ACT_DOD_STAND_IDLE_GREASE, |
|
ACT_DOD_CROUCH_IDLE_GREASE, |
|
ACT_DOD_CROUCHWALK_IDLE_GREASE, |
|
ACT_DOD_WALK_IDLE_GREASE, |
|
ACT_DOD_RUN_IDLE_GREASE, |
|
ACT_DOD_SPRINT_IDLE_GREASE, |
|
ACT_DOD_PRONEWALK_IDLE_GREASE, |
|
|
|
ACT_DOD_STAND_AIM_MG, |
|
ACT_DOD_CROUCH_AIM_MG, |
|
ACT_DOD_CROUCHWALK_AIM_MG, |
|
ACT_DOD_WALK_AIM_MG, |
|
ACT_DOD_RUN_AIM_MG, |
|
ACT_DOD_PRONE_AIM_MG, |
|
ACT_DOD_STAND_IDLE_MG, |
|
ACT_DOD_CROUCH_IDLE_MG, |
|
ACT_DOD_CROUCHWALK_IDLE_MG, |
|
ACT_DOD_WALK_IDLE_MG, |
|
ACT_DOD_RUN_IDLE_MG, |
|
ACT_DOD_SPRINT_IDLE_MG, |
|
ACT_DOD_PRONEWALK_IDLE_MG, |
|
|
|
ACT_DOD_STAND_AIM_30CAL, |
|
ACT_DOD_CROUCH_AIM_30CAL, |
|
ACT_DOD_CROUCHWALK_AIM_30CAL, |
|
ACT_DOD_WALK_AIM_30CAL, |
|
ACT_DOD_RUN_AIM_30CAL, |
|
ACT_DOD_PRONE_AIM_30CAL, |
|
ACT_DOD_STAND_IDLE_30CAL, |
|
ACT_DOD_CROUCH_IDLE_30CAL, |
|
ACT_DOD_CROUCHWALK_IDLE_30CAL, |
|
ACT_DOD_WALK_IDLE_30CAL, |
|
ACT_DOD_RUN_IDLE_30CAL, |
|
ACT_DOD_SPRINT_IDLE_30CAL, |
|
ACT_DOD_PRONEWALK_IDLE_30CAL, |
|
|
|
ACT_DOD_STAND_AIM_GREN_FRAG, |
|
ACT_DOD_CROUCH_AIM_GREN_FRAG, |
|
ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, |
|
ACT_DOD_WALK_AIM_GREN_FRAG, |
|
ACT_DOD_RUN_AIM_GREN_FRAG, |
|
ACT_DOD_PRONE_AIM_GREN_FRAG, |
|
ACT_DOD_SPRINT_AIM_GREN_FRAG, |
|
ACT_DOD_PRONEWALK_AIM_GREN_FRAG, |
|
ACT_DOD_STAND_AIM_GREN_STICK, |
|
ACT_DOD_CROUCH_AIM_GREN_STICK, |
|
ACT_DOD_CROUCHWALK_AIM_GREN_STICK, |
|
ACT_DOD_WALK_AIM_GREN_STICK, |
|
ACT_DOD_RUN_AIM_GREN_STICK, |
|
ACT_DOD_PRONE_AIM_GREN_STICK, |
|
ACT_DOD_SPRINT_AIM_GREN_STICK, |
|
ACT_DOD_PRONEWALK_AIM_GREN_STICK, |
|
|
|
ACT_DOD_STAND_AIM_KNIFE, |
|
ACT_DOD_CROUCH_AIM_KNIFE, |
|
ACT_DOD_CROUCHWALK_AIM_KNIFE, |
|
ACT_DOD_WALK_AIM_KNIFE, |
|
ACT_DOD_RUN_AIM_KNIFE, |
|
ACT_DOD_PRONE_AIM_KNIFE, |
|
ACT_DOD_SPRINT_AIM_KNIFE, |
|
ACT_DOD_PRONEWALK_AIM_KNIFE, |
|
|
|
ACT_DOD_STAND_AIM_SPADE, |
|
ACT_DOD_CROUCH_AIM_SPADE, |
|
ACT_DOD_CROUCHWALK_AIM_SPADE, |
|
ACT_DOD_WALK_AIM_SPADE, |
|
ACT_DOD_RUN_AIM_SPADE, |
|
ACT_DOD_PRONE_AIM_SPADE, |
|
ACT_DOD_SPRINT_AIM_SPADE, |
|
ACT_DOD_PRONEWALK_AIM_SPADE, |
|
|
|
ACT_DOD_STAND_AIM_BAZOOKA, |
|
ACT_DOD_CROUCH_AIM_BAZOOKA, |
|
ACT_DOD_CROUCHWALK_AIM_BAZOOKA, |
|
ACT_DOD_WALK_AIM_BAZOOKA, |
|
ACT_DOD_RUN_AIM_BAZOOKA, |
|
ACT_DOD_PRONE_AIM_BAZOOKA, |
|
ACT_DOD_STAND_IDLE_BAZOOKA, |
|
ACT_DOD_CROUCH_IDLE_BAZOOKA, |
|
ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, |
|
ACT_DOD_WALK_IDLE_BAZOOKA, |
|
ACT_DOD_RUN_IDLE_BAZOOKA, |
|
ACT_DOD_SPRINT_IDLE_BAZOOKA, |
|
ACT_DOD_PRONEWALK_IDLE_BAZOOKA, |
|
|
|
ACT_DOD_STAND_AIM_PSCHRECK, |
|
ACT_DOD_CROUCH_AIM_PSCHRECK, |
|
ACT_DOD_CROUCHWALK_AIM_PSCHRECK, |
|
ACT_DOD_WALK_AIM_PSCHRECK, |
|
ACT_DOD_RUN_AIM_PSCHRECK, |
|
ACT_DOD_PRONE_AIM_PSCHRECK, |
|
ACT_DOD_STAND_IDLE_PSCHRECK, |
|
ACT_DOD_CROUCH_IDLE_PSCHRECK, |
|
ACT_DOD_CROUCHWALK_IDLE_PSCHRECK, |
|
ACT_DOD_WALK_IDLE_PSCHRECK, |
|
ACT_DOD_RUN_IDLE_PSCHRECK, |
|
ACT_DOD_SPRINT_IDLE_PSCHRECK, |
|
ACT_DOD_PRONEWALK_IDLE_PSCHRECK, |
|
|
|
ACT_DOD_STAND_AIM_BAR, |
|
ACT_DOD_CROUCH_AIM_BAR, |
|
ACT_DOD_CROUCHWALK_AIM_BAR, |
|
ACT_DOD_WALK_AIM_BAR, |
|
ACT_DOD_RUN_AIM_BAR, |
|
ACT_DOD_PRONE_AIM_BAR, |
|
ACT_DOD_STAND_IDLE_BAR, |
|
ACT_DOD_CROUCH_IDLE_BAR, |
|
ACT_DOD_CROUCHWALK_IDLE_BAR, |
|
ACT_DOD_WALK_IDLE_BAR, |
|
ACT_DOD_RUN_IDLE_BAR, |
|
ACT_DOD_SPRINT_IDLE_BAR, |
|
ACT_DOD_PRONEWALK_IDLE_BAR, |
|
|
|
// Zoomed aims |
|
ACT_DOD_STAND_ZOOM_RIFLE, |
|
ACT_DOD_CROUCH_ZOOM_RIFLE, |
|
ACT_DOD_CROUCHWALK_ZOOM_RIFLE, |
|
ACT_DOD_WALK_ZOOM_RIFLE, |
|
ACT_DOD_RUN_ZOOM_RIFLE, |
|
ACT_DOD_PRONE_ZOOM_RIFLE, |
|
|
|
ACT_DOD_STAND_ZOOM_BOLT, |
|
ACT_DOD_CROUCH_ZOOM_BOLT, |
|
ACT_DOD_CROUCHWALK_ZOOM_BOLT, |
|
ACT_DOD_WALK_ZOOM_BOLT, |
|
ACT_DOD_RUN_ZOOM_BOLT, |
|
ACT_DOD_PRONE_ZOOM_BOLT, |
|
|
|
ACT_DOD_STAND_ZOOM_BAZOOKA, |
|
ACT_DOD_CROUCH_ZOOM_BAZOOKA, |
|
ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, |
|
ACT_DOD_WALK_ZOOM_BAZOOKA, |
|
ACT_DOD_RUN_ZOOM_BAZOOKA, |
|
ACT_DOD_PRONE_ZOOM_BAZOOKA, |
|
|
|
ACT_DOD_STAND_ZOOM_PSCHRECK, |
|
ACT_DOD_CROUCH_ZOOM_PSCHRECK, |
|
ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK, |
|
ACT_DOD_WALK_ZOOM_PSCHRECK, |
|
ACT_DOD_RUN_ZOOM_PSCHRECK, |
|
ACT_DOD_PRONE_ZOOM_PSCHRECK, |
|
|
|
// Deployed Aim |
|
ACT_DOD_DEPLOY_RIFLE, |
|
ACT_DOD_DEPLOY_TOMMY, |
|
ACT_DOD_DEPLOY_MG, |
|
ACT_DOD_DEPLOY_30CAL, |
|
|
|
// Prone Deployed Aim |
|
ACT_DOD_PRONE_DEPLOY_RIFLE , |
|
ACT_DOD_PRONE_DEPLOY_TOMMY, |
|
ACT_DOD_PRONE_DEPLOY_MG, |
|
ACT_DOD_PRONE_DEPLOY_30CAL, |
|
|
|
// Attacks |
|
|
|
// Rifle |
|
ACT_DOD_PRIMARYATTACK_RIFLE, |
|
ACT_DOD_SECONDARYATTACK_RIFLE, |
|
ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, |
|
ACT_DOD_SECONDARYATTACK_PRONE_RIFLE, |
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE, |
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE, |
|
|
|
// Bolt |
|
ACT_DOD_PRIMARYATTACK_BOLT, |
|
ACT_DOD_SECONDARYATTACK_BOLT, |
|
ACT_DOD_PRIMARYATTACK_PRONE_BOLT , |
|
ACT_DOD_SECONDARYATTACK_PRONE_BOLT , |
|
|
|
// Tommy |
|
ACT_DOD_PRIMARYATTACK_TOMMY, |
|
ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, |
|
ACT_DOD_SECONDARYATTACK_TOMMY, |
|
ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, |
|
|
|
// MP40 |
|
ACT_DOD_PRIMARYATTACK_MP40, |
|
ACT_DOD_PRIMARYATTACK_PRONE_MP40 , |
|
ACT_DOD_SECONDARYATTACK_MP40, |
|
ACT_DOD_SECONDARYATTACK_PRONE_MP40 , |
|
|
|
// MP44 |
|
ACT_DOD_PRIMARYATTACK_MP44, |
|
ACT_DOD_PRIMARYATTACK_PRONE_MP44 , |
|
|
|
// Greasegun |
|
ACT_DOD_PRIMARYATTACK_GREASE, |
|
ACT_DOD_PRIMARYATTACK_PRONE_GREASE , |
|
|
|
// Pistols (Colt, Luger) |
|
ACT_DOD_PRIMARYATTACK_PISTOL, |
|
ACT_DOD_PRIMARYATTACK_PRONE_PISTOL , |
|
ACT_DOD_PRIMARYATTACK_C96, |
|
ACT_DOD_PRIMARYATTACK_PRONE_C96, |
|
|
|
// Mgs (mg42, mg34) |
|
ACT_DOD_PRIMARYATTACK_MG, |
|
ACT_DOD_PRIMARYATTACK_PRONE_MG , |
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG , |
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_MG , |
|
|
|
// 30cal |
|
ACT_DOD_PRIMARYATTACK_30CAL, |
|
ACT_DOD_PRIMARYATTACK_PRONE_30CAL, |
|
ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, |
|
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL , |
|
|
|
// Grenades |
|
ACT_DOD_PRIMARYATTACK_GREN_FRAG, |
|
ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG, |
|
ACT_DOD_PRIMARYATTACK_GREN_STICK, |
|
ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, |
|
|
|
// Knife |
|
ACT_DOD_PRIMARYATTACK_KNIFE, |
|
ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, |
|
|
|
// Spade |
|
ACT_DOD_PRIMARYATTACK_SPADE, |
|
ACT_DOD_PRIMARYATTACK_PRONE_SPADE, |
|
|
|
// Bazooka |
|
ACT_DOD_PRIMARYATTACK_BAZOOKA, |
|
ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, |
|
|
|
// Pschreck |
|
ACT_DOD_PRIMARYATTACK_PSCHRECK, |
|
ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK , |
|
|
|
// Bar |
|
ACT_DOD_PRIMARYATTACK_BAR, |
|
ACT_DOD_PRIMARYATTACK_PRONE_BAR, |
|
|
|
// Reloads |
|
ACT_DOD_RELOAD_GARAND, |
|
ACT_DOD_RELOAD_K43, |
|
ACT_DOD_RELOAD_BAR, |
|
ACT_DOD_RELOAD_MP40, |
|
ACT_DOD_RELOAD_MP44, |
|
ACT_DOD_RELOAD_BOLT, |
|
ACT_DOD_RELOAD_M1CARBINE, |
|
ACT_DOD_RELOAD_TOMMY, |
|
ACT_DOD_RELOAD_GREASEGUN, |
|
ACT_DOD_RELOAD_PISTOL, |
|
ACT_DOD_RELOAD_FG42, |
|
ACT_DOD_RELOAD_RIFLE, |
|
ACT_DOD_RELOAD_RIFLEGRENADE, |
|
ACT_DOD_RELOAD_C96, |
|
|
|
// Crouch |
|
ACT_DOD_RELOAD_CROUCH_BAR, |
|
ACT_DOD_RELOAD_CROUCH_RIFLE, |
|
ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, |
|
ACT_DOD_RELOAD_CROUCH_BOLT, |
|
ACT_DOD_RELOAD_CROUCH_MP44, |
|
ACT_DOD_RELOAD_CROUCH_MP40, |
|
ACT_DOD_RELOAD_CROUCH_TOMMY, |
|
ACT_DOD_RELOAD_CROUCH_BAZOOKA, |
|
ACT_DOD_RELOAD_CROUCH_PSCHRECK, |
|
ACT_DOD_RELOAD_CROUCH_PISTOL, |
|
ACT_DOD_RELOAD_CROUCH_M1CARBINE, |
|
ACT_DOD_RELOAD_CROUCH_C96, |
|
|
|
// Bazookas |
|
ACT_DOD_RELOAD_BAZOOKA, |
|
ACT_DOD_ZOOMLOAD_BAZOOKA, |
|
ACT_DOD_RELOAD_PSCHRECK, |
|
ACT_DOD_ZOOMLOAD_PSCHRECK, |
|
|
|
// Deployed |
|
ACT_DOD_RELOAD_DEPLOYED_FG42, |
|
ACT_DOD_RELOAD_DEPLOYED_30CAL, |
|
ACT_DOD_RELOAD_DEPLOYED_MG, |
|
ACT_DOD_RELOAD_DEPLOYED_MG34, |
|
ACT_DOD_RELOAD_DEPLOYED_BAR, |
|
|
|
// Prone |
|
ACT_DOD_RELOAD_PRONE_PISTOL, |
|
ACT_DOD_RELOAD_PRONE_GARAND, |
|
ACT_DOD_RELOAD_PRONE_M1CARBINE, |
|
ACT_DOD_RELOAD_PRONE_BOLT, |
|
ACT_DOD_RELOAD_PRONE_K43, |
|
ACT_DOD_RELOAD_PRONE_MP40, |
|
ACT_DOD_RELOAD_PRONE_MP44, |
|
ACT_DOD_RELOAD_PRONE_BAR, |
|
ACT_DOD_RELOAD_PRONE_GREASEGUN, |
|
ACT_DOD_RELOAD_PRONE_TOMMY, |
|
ACT_DOD_RELOAD_PRONE_FG42, |
|
ACT_DOD_RELOAD_PRONE_RIFLE, |
|
ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, |
|
ACT_DOD_RELOAD_PRONE_C96, |
|
|
|
// Prone bazooka |
|
ACT_DOD_RELOAD_PRONE_BAZOOKA, |
|
ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, |
|
ACT_DOD_RELOAD_PRONE_PSCHRECK, |
|
ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK, |
|
|
|
// Prone deployed |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR, |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42, |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG, |
|
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, |
|
|
|
// Prone zoomed aim |
|
ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, |
|
ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, |
|
ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, |
|
ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK, |
|
|
|
// Crouch attack |
|
ACT_DOD_PRIMARYATTACK_CROUCH, |
|
ACT_DOD_PRIMARYATTACK_CROUCH_SPADE, |
|
ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE, |
|
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG, |
|
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, |
|
ACT_DOD_SECONDARYATTACK_CROUCH, |
|
ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, |
|
ACT_DOD_SECONDARYATTACK_CROUCH_MP40, |
|
|
|
// Hand Signals |
|
ACT_DOD_HS_IDLE, |
|
ACT_DOD_HS_CROUCH, |
|
ACT_DOD_HS_IDLE_30CAL, |
|
ACT_DOD_HS_IDLE_BAZOOKA, |
|
ACT_DOD_HS_IDLE_PSCHRECK, |
|
ACT_DOD_HS_IDLE_KNIFE, |
|
ACT_DOD_HS_IDLE_MG42, |
|
ACT_DOD_HS_IDLE_PISTOL, |
|
ACT_DOD_HS_IDLE_STICKGRENADE, |
|
ACT_DOD_HS_IDLE_TOMMY, |
|
ACT_DOD_HS_IDLE_MP44, |
|
ACT_DOD_HS_IDLE_K98, |
|
ACT_DOD_HS_CROUCH_30CAL, |
|
ACT_DOD_HS_CROUCH_BAZOOKA, |
|
ACT_DOD_HS_CROUCH_PSCHRECK, |
|
ACT_DOD_HS_CROUCH_KNIFE, |
|
ACT_DOD_HS_CROUCH_MG42, |
|
ACT_DOD_HS_CROUCH_PISTOL, |
|
ACT_DOD_HS_CROUCH_STICKGRENADE, |
|
ACT_DOD_HS_CROUCH_TOMMY, |
|
ACT_DOD_HS_CROUCH_MP44, |
|
ACT_DOD_HS_CROUCH_K98, |
|
|
|
ACT_DOD_STAND_IDLE_TNT, |
|
ACT_DOD_CROUCH_IDLE_TNT, |
|
ACT_DOD_CROUCHWALK_IDLE_TNT, |
|
ACT_DOD_WALK_IDLE_TNT, |
|
ACT_DOD_RUN_IDLE_TNT, |
|
ACT_DOD_SPRINT_IDLE_TNT, |
|
ACT_DOD_PRONEWALK_IDLE_TNT, |
|
|
|
ACT_DOD_PLANT_TNT, |
|
ACT_DOD_DEFUSE_TNT, |
|
|
|
// HL2MP |
|
ACT_HL2MP_IDLE, |
|
ACT_HL2MP_RUN, |
|
ACT_HL2MP_IDLE_CROUCH, |
|
ACT_HL2MP_WALK_CROUCH, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK, |
|
ACT_HL2MP_GESTURE_RELOAD, |
|
ACT_HL2MP_JUMP, |
|
|
|
ACT_HL2MP_IDLE_PISTOL, |
|
ACT_HL2MP_RUN_PISTOL, |
|
ACT_HL2MP_IDLE_CROUCH_PISTOL, |
|
ACT_HL2MP_WALK_CROUCH_PISTOL, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, |
|
ACT_HL2MP_GESTURE_RELOAD_PISTOL, |
|
ACT_HL2MP_JUMP_PISTOL, |
|
|
|
ACT_HL2MP_IDLE_SMG1, |
|
ACT_HL2MP_RUN_SMG1, |
|
ACT_HL2MP_IDLE_CROUCH_SMG1, |
|
ACT_HL2MP_WALK_CROUCH_SMG1, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, |
|
ACT_HL2MP_GESTURE_RELOAD_SMG1, |
|
ACT_HL2MP_JUMP_SMG1, |
|
|
|
ACT_HL2MP_IDLE_AR2, |
|
ACT_HL2MP_RUN_AR2, |
|
ACT_HL2MP_IDLE_CROUCH_AR2, |
|
ACT_HL2MP_WALK_CROUCH_AR2, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, |
|
ACT_HL2MP_GESTURE_RELOAD_AR2, |
|
ACT_HL2MP_JUMP_AR2, |
|
|
|
ACT_HL2MP_IDLE_SHOTGUN, |
|
ACT_HL2MP_RUN_SHOTGUN, |
|
ACT_HL2MP_IDLE_CROUCH_SHOTGUN, |
|
ACT_HL2MP_WALK_CROUCH_SHOTGUN, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, |
|
ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, |
|
ACT_HL2MP_JUMP_SHOTGUN, |
|
|
|
ACT_HL2MP_IDLE_RPG, |
|
ACT_HL2MP_RUN_RPG, |
|
ACT_HL2MP_IDLE_CROUCH_RPG, |
|
ACT_HL2MP_WALK_CROUCH_RPG, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, |
|
ACT_HL2MP_GESTURE_RELOAD_RPG, |
|
ACT_HL2MP_JUMP_RPG, |
|
|
|
ACT_HL2MP_IDLE_GRENADE, |
|
ACT_HL2MP_RUN_GRENADE, |
|
ACT_HL2MP_IDLE_CROUCH_GRENADE, |
|
ACT_HL2MP_WALK_CROUCH_GRENADE, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, |
|
ACT_HL2MP_GESTURE_RELOAD_GRENADE, |
|
ACT_HL2MP_JUMP_GRENADE, |
|
|
|
ACT_HL2MP_IDLE_PHYSGUN, |
|
ACT_HL2MP_RUN_PHYSGUN, |
|
ACT_HL2MP_IDLE_CROUCH_PHYSGUN, |
|
ACT_HL2MP_WALK_CROUCH_PHYSGUN, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, |
|
ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, |
|
ACT_HL2MP_JUMP_PHYSGUN, |
|
|
|
ACT_HL2MP_IDLE_CROSSBOW, |
|
ACT_HL2MP_RUN_CROSSBOW, |
|
ACT_HL2MP_IDLE_CROUCH_CROSSBOW, |
|
ACT_HL2MP_WALK_CROUCH_CROSSBOW, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, |
|
ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, |
|
ACT_HL2MP_JUMP_CROSSBOW, |
|
|
|
ACT_HL2MP_IDLE_MELEE, |
|
ACT_HL2MP_RUN_MELEE, |
|
ACT_HL2MP_IDLE_CROUCH_MELEE, |
|
ACT_HL2MP_WALK_CROUCH_MELEE, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, |
|
ACT_HL2MP_GESTURE_RELOAD_MELEE, |
|
ACT_HL2MP_JUMP_MELEE, |
|
|
|
ACT_HL2MP_IDLE_SLAM, |
|
ACT_HL2MP_RUN_SLAM, |
|
ACT_HL2MP_IDLE_CROUCH_SLAM, |
|
ACT_HL2MP_WALK_CROUCH_SLAM, |
|
ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM, |
|
ACT_HL2MP_GESTURE_RELOAD_SLAM, |
|
ACT_HL2MP_JUMP_SLAM, |
|
|
|
// Portal! |
|
ACT_VM_FIZZLE, |
|
|
|
// Multiplayer |
|
ACT_MP_STAND_IDLE, |
|
ACT_MP_CROUCH_IDLE, |
|
ACT_MP_CROUCH_DEPLOYED_IDLE, |
|
ACT_MP_CROUCH_DEPLOYED, |
|
ACT_MP_CROUCHWALK_DEPLOYED, |
|
ACT_MP_DEPLOYED_IDLE, |
|
ACT_MP_RUN, |
|
ACT_MP_WALK, |
|
ACT_MP_AIRWALK, |
|
ACT_MP_CROUCHWALK, |
|
ACT_MP_SPRINT, |
|
ACT_MP_JUMP, |
|
ACT_MP_JUMP_START, |
|
ACT_MP_JUMP_FLOAT, |
|
ACT_MP_JUMP_LAND, |
|
ACT_MP_DOUBLEJUMP, |
|
ACT_MP_SWIM, |
|
ACT_MP_DEPLOYED, |
|
ACT_MP_SWIM_DEPLOYED, |
|
ACT_MP_VCD, |
|
|
|
ACT_MP_ATTACK_STAND_PRIMARYFIRE, |
|
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED, |
|
ACT_MP_ATTACK_STAND_SECONDARYFIRE, |
|
ACT_MP_ATTACK_STAND_GRENADE, |
|
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, |
|
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED, |
|
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, |
|
ACT_MP_ATTACK_CROUCH_GRENADE, |
|
ACT_MP_ATTACK_SWIM_PRIMARYFIRE, |
|
ACT_MP_ATTACK_SWIM_SECONDARYFIRE, |
|
ACT_MP_ATTACK_SWIM_GRENADE, |
|
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, |
|
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE, |
|
ACT_MP_RELOAD_STAND, |
|
ACT_MP_RELOAD_STAND_LOOP, |
|
ACT_MP_RELOAD_STAND_END, |
|
ACT_MP_RELOAD_CROUCH, |
|
ACT_MP_RELOAD_CROUCH_LOOP, |
|
ACT_MP_RELOAD_CROUCH_END, |
|
ACT_MP_RELOAD_SWIM, |
|
ACT_MP_RELOAD_SWIM_LOOP, |
|
ACT_MP_RELOAD_SWIM_END, |
|
ACT_MP_RELOAD_AIRWALK, |
|
ACT_MP_RELOAD_AIRWALK_LOOP, |
|
ACT_MP_RELOAD_AIRWALK_END, |
|
ACT_MP_ATTACK_STAND_PREFIRE, |
|
ACT_MP_ATTACK_STAND_POSTFIRE, |
|
ACT_MP_ATTACK_STAND_STARTFIRE, |
|
ACT_MP_ATTACK_CROUCH_PREFIRE, |
|
ACT_MP_ATTACK_CROUCH_POSTFIRE, |
|
ACT_MP_ATTACK_SWIM_PREFIRE, |
|
ACT_MP_ATTACK_SWIM_POSTFIRE, |
|
|
|
// Multiplayer - Primary |
|
ACT_MP_STAND_PRIMARY, |
|
ACT_MP_CROUCH_PRIMARY, |
|
ACT_MP_RUN_PRIMARY, |
|
ACT_MP_WALK_PRIMARY, |
|
ACT_MP_AIRWALK_PRIMARY, |
|
ACT_MP_CROUCHWALK_PRIMARY, |
|
ACT_MP_JUMP_PRIMARY, |
|
ACT_MP_JUMP_START_PRIMARY, |
|
ACT_MP_JUMP_FLOAT_PRIMARY, |
|
ACT_MP_JUMP_LAND_PRIMARY, |
|
ACT_MP_SWIM_PRIMARY, |
|
ACT_MP_DEPLOYED_PRIMARY, |
|
ACT_MP_SWIM_DEPLOYED_PRIMARY, |
|
ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY, |
|
ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY, |
|
|
|
ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK |
|
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, |
|
ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK |
|
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED, |
|
ACT_MP_ATTACK_SWIM_PRIMARY, |
|
ACT_MP_ATTACK_AIRWALK_PRIMARY, |
|
|
|
ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK |
|
ACT_MP_RELOAD_STAND_PRIMARY_LOOP, |
|
ACT_MP_RELOAD_STAND_PRIMARY_END, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_END, |
|
ACT_MP_RELOAD_SWIM_PRIMARY, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_END, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_END, |
|
|
|
ACT_MP_RELOAD_STAND_PRIMARY_2, |
|
ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2, |
|
ACT_MP_RELOAD_STAND_PRIMARY_END_2, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_2, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_END_2, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_2, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_END_2, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_2, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2, |
|
|
|
// PRIMARY ALT |
|
ACT_MP_ATTACK_STAND_PRIMARY_ALT, |
|
ACT_MP_ATTACK_CROUCH_PRIMARY_ALT, |
|
ACT_MP_ATTACK_SWIM_PRIMARY_ALT, |
|
ACT_MP_RELOAD_STAND_PRIMARY_ALT, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_ALT, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT, |
|
ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT, |
|
ACT_MP_RELOAD_STAND_PRIMARY_END_ALT, |
|
ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT, |
|
ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT, |
|
ACT_MP_RELOAD_SWIM_PRIMARY_ALT, |
|
ACT_MP_ATTACK_STAND_PRIMARY_SUPER, |
|
ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER, |
|
ACT_MP_ATTACK_SWIM_PRIMARY_SUPER, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY, |
|
|
|
// Secondary |
|
ACT_MP_STAND_SECONDARY, |
|
ACT_MP_CROUCH_SECONDARY, |
|
ACT_MP_RUN_SECONDARY, |
|
ACT_MP_WALK_SECONDARY, |
|
ACT_MP_AIRWALK_SECONDARY, |
|
ACT_MP_CROUCHWALK_SECONDARY, |
|
ACT_MP_JUMP_SECONDARY, |
|
ACT_MP_JUMP_START_SECONDARY, |
|
ACT_MP_JUMP_FLOAT_SECONDARY, |
|
ACT_MP_JUMP_LAND_SECONDARY, |
|
ACT_MP_SWIM_SECONDARY, |
|
|
|
ACT_MP_ATTACK_STAND_SECONDARY, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_SECONDARY, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_SECONDARY, |
|
ACT_MP_ATTACK_AIRWALK_SECONDARY, |
|
|
|
ACT_MP_RELOAD_STAND_SECONDARY, // RUN, WALK |
|
ACT_MP_RELOAD_STAND_SECONDARY_LOOP, |
|
ACT_MP_RELOAD_STAND_SECONDARY_END, |
|
ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK |
|
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP, |
|
ACT_MP_RELOAD_CROUCH_SECONDARY_END, |
|
ACT_MP_RELOAD_SWIM_SECONDARY, |
|
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, |
|
ACT_MP_RELOAD_SWIM_SECONDARY_END, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY_END, |
|
|
|
ACT_MP_RELOAD_STAND_SECONDARY_2, |
|
ACT_MP_RELOAD_CROUCH_SECONDARY_2, |
|
ACT_MP_RELOAD_SWIM_SECONDARY_2, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY_2, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY, |
|
|
|
// Secondary2 |
|
ACT_MP_STAND_SECONDARY2, |
|
ACT_MP_CROUCH_SECONDARY2, |
|
ACT_MP_RUN_SECONDARY2, |
|
ACT_MP_WALK_SECONDARY2, |
|
ACT_MP_AIRWALK_SECONDARY2, |
|
ACT_MP_CROUCHWALK_SECONDARY2, |
|
ACT_MP_JUMP_SECONDARY2, |
|
ACT_MP_JUMP_START_SECONDARY2, |
|
ACT_MP_JUMP_FLOAT_SECONDARY2, |
|
ACT_MP_JUMP_LAND_SECONDARY2, |
|
ACT_MP_SWIM_SECONDARY2, |
|
|
|
ACT_MP_ATTACK_STAND_SECONDARY2, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_SECONDARY2, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_SECONDARY2, |
|
ACT_MP_ATTACK_AIRWALK_SECONDARY2, |
|
|
|
ACT_MP_RELOAD_STAND_SECONDARY2, // RUN, WALK |
|
ACT_MP_RELOAD_STAND_SECONDARY2_LOOP, |
|
ACT_MP_RELOAD_STAND_SECONDARY2_END, |
|
ACT_MP_RELOAD_CROUCH_SECONDARY2, // CROUCHWALK |
|
ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP, |
|
ACT_MP_RELOAD_CROUCH_SECONDARY2_END, |
|
ACT_MP_RELOAD_SWIM_SECONDARY2, |
|
ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP, |
|
ACT_MP_RELOAD_SWIM_SECONDARY2_END, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY2, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP, |
|
ACT_MP_RELOAD_AIRWALK_SECONDARY2_END, |
|
|
|
// Melee |
|
ACT_MP_STAND_MELEE, |
|
ACT_MP_CROUCH_MELEE, |
|
ACT_MP_RUN_MELEE, |
|
ACT_MP_WALK_MELEE, |
|
ACT_MP_AIRWALK_MELEE, |
|
ACT_MP_CROUCHWALK_MELEE, |
|
ACT_MP_JUMP_MELEE, |
|
ACT_MP_JUMP_START_MELEE, |
|
ACT_MP_JUMP_FLOAT_MELEE, |
|
ACT_MP_JUMP_LAND_MELEE, |
|
ACT_MP_SWIM_MELEE, |
|
|
|
ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK |
|
ACT_MP_ATTACK_STAND_MELEE_SECONDARY, |
|
ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK |
|
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY, |
|
ACT_MP_ATTACK_SWIM_MELEE, |
|
ACT_MP_ATTACK_AIRWALK_MELEE, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_MELEE, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE, |
|
|
|
// Item1 |
|
ACT_MP_STAND_ITEM1, |
|
ACT_MP_CROUCH_ITEM1, |
|
ACT_MP_RUN_ITEM1, |
|
ACT_MP_WALK_ITEM1, |
|
ACT_MP_AIRWALK_ITEM1, |
|
ACT_MP_CROUCHWALK_ITEM1, |
|
ACT_MP_JUMP_ITEM1, |
|
ACT_MP_JUMP_START_ITEM1, |
|
ACT_MP_JUMP_FLOAT_ITEM1, |
|
ACT_MP_JUMP_LAND_ITEM1, |
|
ACT_MP_SWIM_ITEM1, |
|
|
|
ACT_MP_ATTACK_STAND_ITEM1, // RUN, WALK |
|
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY, |
|
ACT_MP_ATTACK_CROUCH_ITEM1, // CROUCHWALK |
|
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY, |
|
ACT_MP_ATTACK_SWIM_ITEM1, |
|
ACT_MP_ATTACK_AIRWALK_ITEM1, |
|
|
|
ACT_MP_DEPLOYED_ITEM1, |
|
ACT_MP_DEPLOYED_IDLE_ITEM1, |
|
ACT_MP_CROUCHWALK_DEPLOYED_ITEM1, |
|
ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1, |
|
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1, |
|
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1, |
|
|
|
// Item2 |
|
ACT_MP_STAND_ITEM2, |
|
ACT_MP_CROUCH_ITEM2, |
|
ACT_MP_RUN_ITEM2, |
|
ACT_MP_WALK_ITEM2, |
|
ACT_MP_AIRWALK_ITEM2, |
|
ACT_MP_CROUCHWALK_ITEM2, |
|
ACT_MP_JUMP_ITEM2, |
|
ACT_MP_JUMP_START_ITEM2, |
|
ACT_MP_JUMP_FLOAT_ITEM2, |
|
ACT_MP_JUMP_LAND_ITEM2, |
|
ACT_MP_SWIM_ITEM2, |
|
|
|
ACT_MP_ATTACK_STAND_ITEM2, // RUN, WALK |
|
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY, |
|
ACT_MP_ATTACK_CROUCH_ITEM2, // CROUCHWALK |
|
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY, |
|
ACT_MP_ATTACK_SWIM_ITEM2, |
|
ACT_MP_ATTACK_AIRWALK_ITEM2, |
|
|
|
ACT_MP_ATTACK_STAND_HARD_ITEM2, |
|
ACT_MP_ATTACK_CROUCH_HARD_ITEM2, |
|
ACT_MP_ATTACK_SWIM_HARD_ITEM2, |
|
|
|
ACT_MP_DEPLOYED_ITEM2, |
|
ACT_MP_DEPLOYED_IDLE_ITEM2, |
|
ACT_MP_CROUCHWALK_DEPLOYED_ITEM2, |
|
ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2, |
|
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2, |
|
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2, |
|
|
|
ACT_MP_RELOAD_STAND_ITEM2, // RUN, WALK |
|
ACT_MP_RELOAD_STAND_ITEM2_LOOP, |
|
ACT_MP_RELOAD_STAND_ITEM2_END, |
|
ACT_MP_RELOAD_CROUCH_ITEM2, // CROUCHWALK |
|
ACT_MP_RELOAD_CROUCH_ITEM2_LOOP, |
|
ACT_MP_RELOAD_CROUCH_ITEM2_END, |
|
ACT_MP_RELOAD_SWIM_ITEM2, |
|
ACT_MP_RELOAD_SWIM_ITEM2_LOOP, |
|
ACT_MP_RELOAD_SWIM_ITEM2_END, |
|
ACT_MP_RELOAD_AIRWALK_ITEM2, |
|
ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP, |
|
ACT_MP_RELOAD_AIRWALK_ITEM2_END, |
|
ACT_MP_RELOAD_NO_AMMO_ITEM2, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_ITEM2, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_ITEM2, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2, |
|
|
|
// Flinches |
|
ACT_MP_GESTURE_FLINCH, |
|
ACT_MP_GESTURE_FLINCH_PRIMARY, |
|
ACT_MP_GESTURE_FLINCH_SECONDARY, |
|
ACT_MP_GESTURE_FLINCH_MELEE, |
|
ACT_MP_GESTURE_FLINCH_ITEM1, |
|
ACT_MP_GESTURE_FLINCH_ITEM2, |
|
|
|
ACT_MP_GESTURE_FLINCH_HEAD, |
|
ACT_MP_GESTURE_FLINCH_CHEST, |
|
ACT_MP_GESTURE_FLINCH_STOMACH, |
|
ACT_MP_GESTURE_FLINCH_LEFTARM, |
|
ACT_MP_GESTURE_FLINCH_RIGHTARM, |
|
ACT_MP_GESTURE_FLINCH_LEFTLEG, |
|
ACT_MP_GESTURE_FLINCH_RIGHTLEG, |
|
|
|
// Team Fortress specific - medic heal, medic infect, etc..... |
|
ACT_MP_GRENADE1_DRAW, |
|
ACT_MP_GRENADE1_IDLE, |
|
ACT_MP_GRENADE1_ATTACK, |
|
ACT_MP_GRENADE2_DRAW, |
|
ACT_MP_GRENADE2_IDLE, |
|
ACT_MP_GRENADE2_ATTACK, |
|
|
|
ACT_MP_PRIMARY_GRENADE1_DRAW, |
|
ACT_MP_PRIMARY_GRENADE1_IDLE, |
|
ACT_MP_PRIMARY_GRENADE1_ATTACK, |
|
ACT_MP_PRIMARY_GRENADE2_DRAW, |
|
ACT_MP_PRIMARY_GRENADE2_IDLE, |
|
ACT_MP_PRIMARY_GRENADE2_ATTACK, |
|
|
|
ACT_MP_SECONDARY_GRENADE1_DRAW, |
|
ACT_MP_SECONDARY_GRENADE1_IDLE, |
|
ACT_MP_SECONDARY_GRENADE1_ATTACK, |
|
ACT_MP_SECONDARY_GRENADE2_DRAW, |
|
ACT_MP_SECONDARY_GRENADE2_IDLE, |
|
ACT_MP_SECONDARY_GRENADE2_ATTACK, |
|
|
|
ACT_MP_MELEE_GRENADE1_DRAW, |
|
ACT_MP_MELEE_GRENADE1_IDLE, |
|
ACT_MP_MELEE_GRENADE1_ATTACK, |
|
ACT_MP_MELEE_GRENADE2_DRAW, |
|
ACT_MP_MELEE_GRENADE2_IDLE, |
|
ACT_MP_MELEE_GRENADE2_ATTACK, |
|
|
|
ACT_MP_ITEM1_GRENADE1_DRAW, |
|
ACT_MP_ITEM1_GRENADE1_IDLE, |
|
ACT_MP_ITEM1_GRENADE1_ATTACK, |
|
ACT_MP_ITEM1_GRENADE2_DRAW, |
|
ACT_MP_ITEM1_GRENADE2_IDLE, |
|
ACT_MP_ITEM1_GRENADE2_ATTACK, |
|
|
|
ACT_MP_ITEM2_GRENADE1_DRAW, |
|
ACT_MP_ITEM2_GRENADE1_IDLE, |
|
ACT_MP_ITEM2_GRENADE1_ATTACK, |
|
ACT_MP_ITEM2_GRENADE2_DRAW, |
|
ACT_MP_ITEM2_GRENADE2_IDLE, |
|
ACT_MP_ITEM2_GRENADE2_ATTACK, |
|
|
|
// Building |
|
ACT_MP_STAND_BUILDING, |
|
ACT_MP_CROUCH_BUILDING, |
|
ACT_MP_RUN_BUILDING, |
|
ACT_MP_WALK_BUILDING, |
|
ACT_MP_AIRWALK_BUILDING, |
|
ACT_MP_CROUCHWALK_BUILDING, |
|
ACT_MP_JUMP_BUILDING, |
|
ACT_MP_JUMP_START_BUILDING, |
|
ACT_MP_JUMP_FLOAT_BUILDING, |
|
ACT_MP_JUMP_LAND_BUILDING, |
|
ACT_MP_SWIM_BUILDING, |
|
|
|
ACT_MP_ATTACK_STAND_BUILDING, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_BUILDING, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_BUILDING, |
|
ACT_MP_ATTACK_AIRWALK_BUILDING, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_BUILDING, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING, |
|
|
|
// Building |
|
ACT_MP_STAND_BUILDING_DEPLOYED, |
|
ACT_MP_CROUCH_BUILDING_DEPLOYED, |
|
ACT_MP_RUN_BUILDING_DEPLOYED, |
|
ACT_MP_WALK_BUILDING_DEPLOYED, |
|
ACT_MP_AIRWALK_BUILDING_DEPLOYED, |
|
ACT_MP_CROUCHWALK_BUILDING_DEPLOYED, |
|
ACT_MP_JUMP_BUILDING_DEPLOYED, |
|
ACT_MP_JUMP_START_BUILDING_DEPLOYED, |
|
ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED, |
|
ACT_MP_JUMP_LAND_BUILDING_DEPLOYED, |
|
ACT_MP_SWIM_BUILDING_DEPLOYED, |
|
|
|
ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED, |
|
ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED, |
|
|
|
ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED, // RUN, WALK |
|
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED, // CROUCHWALK |
|
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED, |
|
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED, |
|
|
|
ACT_MP_STAND_PDA, |
|
ACT_MP_CROUCH_PDA, |
|
ACT_MP_RUN_PDA, |
|
ACT_MP_WALK_PDA, |
|
ACT_MP_AIRWALK_PDA, |
|
ACT_MP_CROUCHWALK_PDA, |
|
ACT_MP_JUMP_PDA, |
|
ACT_MP_JUMP_START_PDA, |
|
ACT_MP_JUMP_FLOAT_PDA, |
|
ACT_MP_JUMP_LAND_PDA, |
|
ACT_MP_SWIM_PDA, |
|
|
|
ACT_MP_ATTACK_STAND_PDA, |
|
ACT_MP_ATTACK_SWIM_PDA, |
|
|
|
ACT_MP_STAND_LOSERSTATE, |
|
ACT_MP_CROUCH_LOSERSTATE, |
|
ACT_MP_RUN_LOSERSTATE, |
|
ACT_MP_WALK_LOSERSTATE, |
|
ACT_MP_AIRWALK_LOSERSTATE, |
|
ACT_MP_CROUCHWALK_LOSERSTATE, |
|
ACT_MP_JUMP_LOSERSTATE, |
|
ACT_MP_JUMP_START_LOSERSTATE, |
|
ACT_MP_JUMP_FLOAT_LOSERSTATE, |
|
ACT_MP_JUMP_LAND_LOSERSTATE, |
|
ACT_MP_SWIM_LOSERSTATE, |
|
ACT_MP_DOUBLEJUMP_LOSERSTATE, |
|
|
|
ACT_MP_DOUBLEJUMP_CROUCH, |
|
ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY, |
|
ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, |
|
ACT_MP_DOUBLEJUMP_CROUCH_MELEE, |
|
ACT_MP_DOUBLEJUMP_CROUCH_ITEM1, |
|
ACT_MP_DOUBLEJUMP_CROUCH_ITEM2, |
|
ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH, |
|
ACT_MP_GESTURE_VC_FINGERPOINT, |
|
ACT_MP_GESTURE_VC_FISTPUMP, |
|
ACT_MP_GESTURE_VC_THUMBSUP, |
|
ACT_MP_GESTURE_VC_NODYES, |
|
ACT_MP_GESTURE_VC_NODNO, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, |
|
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, |
|
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, |
|
ACT_MP_GESTURE_VC_NODYES_PRIMARY, |
|
ACT_MP_GESTURE_VC_NODNO_PRIMARY, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, |
|
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, |
|
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, |
|
ACT_MP_GESTURE_VC_NODYES_SECONDARY, |
|
ACT_MP_GESTURE_VC_NODNO_SECONDARY, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, |
|
ACT_MP_GESTURE_VC_FISTPUMP_MELEE, |
|
ACT_MP_GESTURE_VC_THUMBSUP_MELEE, |
|
ACT_MP_GESTURE_VC_NODYES_MELEE, |
|
ACT_MP_GESTURE_VC_NODNO_MELEE, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1, |
|
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1, |
|
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1, |
|
ACT_MP_GESTURE_VC_NODYES_ITEM1, |
|
ACT_MP_GESTURE_VC_NODNO_ITEM1, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2, |
|
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2, |
|
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2, |
|
ACT_MP_GESTURE_VC_NODYES_ITEM2, |
|
ACT_MP_GESTURE_VC_NODNO_ITEM2, |
|
|
|
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING, |
|
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING, |
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ACT_MP_GESTURE_VC_FISTPUMP_BUILDING, |
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ACT_MP_GESTURE_VC_THUMBSUP_BUILDING, |
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ACT_MP_GESTURE_VC_NODYES_BUILDING, |
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ACT_MP_GESTURE_VC_NODNO_BUILDING, |
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ACT_MP_GESTURE_VC_HANDMOUTH_PDA, |
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ACT_MP_GESTURE_VC_FINGERPOINT_PDA, |
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ACT_MP_GESTURE_VC_FISTPUMP_PDA, |
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ACT_MP_GESTURE_VC_THUMBSUP_PDA, |
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ACT_MP_GESTURE_VC_NODYES_PDA, |
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ACT_MP_GESTURE_VC_NODNO_PDA, |
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ACT_MP_STUN_BEGIN, |
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ACT_MP_STUN_MIDDLE, |
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ACT_MP_STUN_END, |
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ACT_VM_UNUSABLE, |
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ACT_VM_UNUSABLE_TO_USABLE, |
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ACT_VM_USABLE_TO_UNUSABLE, |
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// Specific viewmodel activities for weapon roles |
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ACT_PRIMARY_VM_DRAW, |
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ACT_PRIMARY_VM_HOLSTER, |
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ACT_PRIMARY_VM_IDLE, |
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ACT_PRIMARY_VM_PULLBACK, |
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ACT_PRIMARY_VM_PRIMARYATTACK, |
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ACT_PRIMARY_VM_SECONDARYATTACK, |
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ACT_PRIMARY_VM_RELOAD, |
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ACT_PRIMARY_RELOAD_START, |
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ACT_PRIMARY_RELOAD_FINISH, |
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ACT_PRIMARY_VM_DRYFIRE, |
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ACT_PRIMARY_VM_IDLE_TO_LOWERED, |
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ACT_PRIMARY_VM_IDLE_LOWERED, |
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ACT_PRIMARY_VM_LOWERED_TO_IDLE, |
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ACT_PRIMARY_VM_RELOAD_2, |
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ACT_PRIMARY_RELOAD_START_2, |
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ACT_PRIMARY_RELOAD_FINISH_2, |
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ACT_PRIMARY_VM_RELOAD_3, |
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ACT_PRIMARY_RELOAD_START_3, |
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ACT_PRIMARY_RELOAD_FINISH_3, |
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ACT_PRIMARY_VM_PRIMARYATTACK_3, |
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ACT_SECONDARY_VM_DRAW, |
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ACT_SECONDARY_VM_HOLSTER, |
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ACT_SECONDARY_VM_IDLE, |
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ACT_SECONDARY_VM_PULLBACK, |
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ACT_SECONDARY_VM_PRIMARYATTACK, |
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ACT_SECONDARY_VM_SECONDARYATTACK, |
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ACT_SECONDARY_VM_RELOAD, |
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ACT_SECONDARY_RELOAD_START, |
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ACT_SECONDARY_RELOAD_FINISH, |
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ACT_SECONDARY_VM_RELOAD2, |
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ACT_SECONDARY_VM_DRYFIRE, |
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ACT_SECONDARY_VM_IDLE_TO_LOWERED, |
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ACT_SECONDARY_VM_IDLE_LOWERED, |
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ACT_SECONDARY_VM_LOWERED_TO_IDLE, |
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ACT_SECONDARY_VM_DRAW_2, |
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ACT_SECONDARY_VM_IDLE_2, |
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ACT_SECONDARY_VM_PRIMARYATTACK_2, |
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ACT_SECONDARY_VM_RELOAD_2, |
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ACT_MELEE_VM_DRAW, |
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ACT_MELEE_VM_HOLSTER, |
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ACT_MELEE_VM_IDLE, |
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ACT_MELEE_VM_PULLBACK, |
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ACT_MELEE_VM_PRIMARYATTACK, |
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ACT_MELEE_VM_SECONDARYATTACK, |
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ACT_MELEE_VM_RELOAD, |
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ACT_MELEE_VM_DRYFIRE, |
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ACT_MELEE_VM_IDLE_TO_LOWERED, |
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ACT_MELEE_VM_IDLE_LOWERED, |
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ACT_MELEE_VM_LOWERED_TO_IDLE, |
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ACT_MELEE_VM_STUN, |
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ACT_MELEE_VM_HITCENTER, |
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ACT_MELEE_VM_SWINGHARD, |
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ACT_PDA_VM_DRAW, |
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ACT_PDA_VM_HOLSTER, |
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ACT_PDA_VM_IDLE, |
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ACT_PDA_VM_PULLBACK, |
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ACT_PDA_VM_PRIMARYATTACK, |
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ACT_PDA_VM_SECONDARYATTACK, |
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ACT_PDA_VM_RELOAD, |
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ACT_PDA_VM_DRYFIRE, |
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ACT_PDA_VM_IDLE_TO_LOWERED, |
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ACT_PDA_VM_IDLE_LOWERED, |
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ACT_PDA_VM_LOWERED_TO_IDLE, |
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ACT_ENGINEER_PDA1_VM_DRAW, |
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ACT_ENGINEER_PDA2_VM_DRAW, |
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ACT_ENGINEER_BLD_VM_DRAW, |
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ACT_ENGINEER_PDA1_VM_IDLE, |
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ACT_ENGINEER_PDA2_VM_IDLE, |
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ACT_ENGINEER_BLD_VM_IDLE, |
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ACT_ITEM1_VM_DRAW, |
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ACT_ITEM1_VM_HOLSTER, |
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ACT_ITEM1_VM_IDLE, |
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ACT_ITEM1_VM_IDLE_2, |
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ACT_ITEM1_VM_PULLBACK, |
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ACT_ITEM1_VM_PRIMARYATTACK, |
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ACT_ITEM1_VM_SECONDARYATTACK, |
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ACT_ITEM1_VM_RELOAD, |
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ACT_ITEM1_VM_DRYFIRE, |
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ACT_ITEM1_VM_IDLE_TO_LOWERED, |
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ACT_ITEM1_VM_IDLE_LOWERED, |
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ACT_ITEM1_VM_LOWERED_TO_IDLE, |
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ACT_ITEM1_RELOAD_START, |
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ACT_ITEM1_RELOAD_FINISH, |
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ACT_ITEM1_VM_HITCENTER, |
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ACT_ITEM1_VM_SWINGHARD, |
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ACT_ITEM1_BACKSTAB_VM_UP, |
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ACT_ITEM1_BACKSTAB_VM_DOWN, |
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ACT_ITEM1_BACKSTAB_VM_IDLE, |
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ACT_MELEE_VM_ITEM1_STUN, |
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ACT_ITEM2_VM_DRAW, |
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ACT_ITEM2_VM_HOLSTER, |
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ACT_ITEM2_VM_IDLE, |
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ACT_ITEM2_VM_PULLBACK, |
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ACT_ITEM2_VM_PRIMARYATTACK, |
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ACT_ITEM2_VM_SECONDARYATTACK, |
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ACT_ITEM2_VM_RELOAD, |
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ACT_ITEM2_VM_DRYFIRE, |
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ACT_ITEM2_VM_IDLE_TO_LOWERED, |
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ACT_ITEM2_VM_IDLE_LOWERED, |
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ACT_ITEM2_VM_LOWERED_TO_IDLE, |
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ACT_ITEM2_VM_CHARGE, |
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ACT_ITEM2_VM_IDLE_2, |
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ACT_ITEM2_VM_IDLE_3, |
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ACT_ITEM2_VM_CHARGE_IDLE_3, |
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ACT_ITEM2_VM_HITCENTER, |
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ACT_ITEM2_VM_SWINGHARD, |
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ACT_ITEM2_BACKSTAB_VM_UP, |
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ACT_ITEM2_BACKSTAB_VM_DOWN, |
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ACT_ITEM2_BACKSTAB_VM_IDLE, |
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ACT_MELEE_VM_ITEM2_STUN, |
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ACT_ITEM3_VM_DRAW, |
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ACT_ITEM3_VM_HOLSTER, |
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ACT_ITEM3_VM_IDLE, |
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ACT_ITEM3_VM_PULLBACK, |
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ACT_ITEM3_VM_PRIMARYATTACK, |
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ACT_ITEM3_VM_SECONDARYATTACK, |
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ACT_ITEM3_VM_RELOAD, |
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ACT_ITEM3_VM_DRYFIRE, |
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ACT_ITEM3_VM_IDLE_TO_LOWERED, |
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ACT_ITEM3_VM_IDLE_LOWERED, |
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ACT_ITEM3_VM_LOWERED_TO_IDLE, |
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ACT_ITEM3_VM_CHARGE, |
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ACT_ITEM3_VM_IDLE_2, |
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ACT_ITEM3_VM_IDLE_3, |
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ACT_ITEM3_VM_CHARGE_IDLE_3, |
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ACT_ITEM3_VM_HITCENTER, |
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ACT_ITEM3_VM_SWINGHARD, |
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ACT_SECONDARY2_VM_DRAW, |
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ACT_SECONDARY2_VM_HOLSTER, |
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ACT_SECONDARY2_VM_IDLE, |
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ACT_SECONDARY2_VM_PULLBACK, |
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ACT_SECONDARY2_VM_PRIMARYATTACK, |
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ACT_SECONDARY2_VM_SECONDARY2ATTACK, |
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ACT_SECONDARY2_VM_RELOAD, |
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ACT_SECONDARY2_RELOAD_START, |
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ACT_SECONDARY2_RELOAD_FINISH, |
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ACT_SECONDARY2_VM_RELOAD2, |
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ACT_SECONDARY2_VM_DRYFIRE, |
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ACT_SECONDARY2_VM_IDLE_TO_LOWERED, |
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ACT_SECONDARY2_VM_IDLE_LOWERED, |
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ACT_SECONDARY2_VM_LOWERED_TO_IDLE, |
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ACT_BACKSTAB_VM_UP, |
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ACT_BACKSTAB_VM_DOWN, |
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ACT_BACKSTAB_VM_IDLE, |
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ACT_PRIMARY_ATTACK_STAND_PREFIRE, |
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ACT_PRIMARY_ATTACK_STAND_POSTFIRE, |
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ACT_PRIMARY_ATTACK_STAND_STARTFIRE, |
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ACT_PRIMARY_ATTACK_CROUCH_PREFIRE, |
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ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE, |
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ACT_PRIMARY_ATTACK_SWIM_PREFIRE, |
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ACT_PRIMARY_ATTACK_SWIM_POSTFIRE, |
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ACT_SECONDARY_ATTACK_STAND_PREFIRE, |
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ACT_SECONDARY_ATTACK_STAND_POSTFIRE, |
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ACT_SECONDARY_ATTACK_STAND_STARTFIRE, |
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ACT_SECONDARY_ATTACK_CROUCH_PREFIRE, |
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ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE, |
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ACT_SECONDARY_ATTACK_SWIM_PREFIRE, |
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ACT_SECONDARY_ATTACK_SWIM_POSTFIRE, |
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ACT_MELEE_ATTACK_STAND_PREFIRE, |
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ACT_MELEE_ATTACK_STAND_POSTFIRE, |
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ACT_MELEE_ATTACK_STAND_STARTFIRE, |
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ACT_MELEE_ATTACK_CROUCH_PREFIRE, |
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ACT_MELEE_ATTACK_CROUCH_POSTFIRE, |
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ACT_MELEE_ATTACK_SWIM_PREFIRE, |
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ACT_MELEE_ATTACK_SWIM_POSTFIRE, |
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ACT_ITEM1_ATTACK_STAND_PREFIRE, |
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ACT_ITEM1_ATTACK_STAND_POSTFIRE, |
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ACT_ITEM1_ATTACK_STAND_STARTFIRE, |
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ACT_ITEM1_ATTACK_CROUCH_PREFIRE, |
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ACT_ITEM1_ATTACK_CROUCH_POSTFIRE, |
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ACT_ITEM1_ATTACK_SWIM_PREFIRE, |
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ACT_ITEM1_ATTACK_SWIM_POSTFIRE, |
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ACT_ITEM2_ATTACK_STAND_PREFIRE, |
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ACT_ITEM2_ATTACK_STAND_POSTFIRE, |
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ACT_ITEM2_ATTACK_STAND_STARTFIRE, |
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ACT_ITEM2_ATTACK_CROUCH_PREFIRE, |
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ACT_ITEM2_ATTACK_CROUCH_POSTFIRE, |
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ACT_ITEM2_ATTACK_SWIM_PREFIRE, |
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ACT_ITEM2_ATTACK_SWIM_POSTFIRE, |
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ACT_MP_STAND_MELEE_ALLCLASS, |
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ACT_MP_CROUCH_MELEE_ALLCLASS, |
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ACT_MP_RUN_MELEE_ALLCLASS, |
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ACT_MP_WALK_MELEE_ALLCLASS, |
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ACT_MP_AIRWALK_MELEE_ALLCLASS, |
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ACT_MP_CROUCHWALK_MELEE_ALLCLASS, |
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ACT_MP_JUMP_MELEE_ALLCLASS, |
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ACT_MP_JUMP_START_MELEE_ALLCLASS, |
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ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, |
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ACT_MP_JUMP_LAND_MELEE_ALLCLASS, |
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ACT_MP_SWIM_MELEE_ALLCLASS, |
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ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, // RUN, WALK |
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ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS, |
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ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, // CROUCHWALK |
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ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS, |
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ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, |
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ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, |
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ACT_MELEE_ALLCLASS_VM_DRAW, |
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ACT_MELEE_ALLCLASS_VM_HOLSTER, |
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ACT_MELEE_ALLCLASS_VM_IDLE, |
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ACT_MELEE_ALLCLASS_VM_PULLBACK, |
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ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK, |
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ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK, |
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ACT_MELEE_ALLCLASS_VM_RELOAD, |
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ACT_MELEE_ALLCLASS_VM_DRYFIRE, |
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ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED, |
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ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED, |
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ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE, |
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ACT_MELEE_ALLCLASS_VM_STUN, |
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ACT_MELEE_ALLCLASS_VM_HITCENTER, |
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ACT_MELEE_ALLCLASS_VM_SWINGHARD, |
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// BOMB activities for TD mode. |
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ACT_MP_STAND_BOMB, |
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ACT_MP_JUMP_START_BOMB, |
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ACT_MP_JUMP_FLOAT_BOMB, |
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ACT_MP_JUMP_LAND_BOMB, |
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ACT_MP_RUN_BOMB, |
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ACT_MP_SWIM_BOMB, |
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// More Primary VM activities for Soldier Quake RL |
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ACT_VM_DRAW_QRL, |
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ACT_VM_IDLE_QRL, |
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ACT_VM_PULLBACK_QRL, |
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ACT_VM_PRIMARYATTACK_QRL, |
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ACT_VM_RELOAD_QRL, |
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ACT_VM_RELOAD_START_QRL, |
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ACT_VM_RELOAD_FINISH_QRL, |
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// Third person anims for the Soldier Quake RL |
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ACT_MP_RELOAD_STAND_PRIMARY3, |
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ACT_MP_RELOAD_CROUCH_PRIMARY3, |
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ACT_MP_RELOAD_AIRWALK_PRIMARY3, |
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ACT_MP_RELOAD_STAND_PRIMARY3_LOOP, |
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ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP, |
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ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP, |
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ACT_MP_RELOAD_STAND_PRIMARY3_END, |
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ACT_MP_RELOAD_CROUCH_PRIMARY3_END, |
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ACT_MP_RELOAD_AIRWALK_PRIMARY3_END, |
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ACT_MP_RELOAD_SWIM_PRIMARY3, |
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// Throwable Animations |
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ACT_MP_THROW, |
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ACT_THROWABLE_VM_DRAW, |
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ACT_THROWABLE_VM_IDLE, |
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ACT_THROWABLE_VM_FIRE, |
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// Spell Animations |
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ACT_SPELL_VM_DRAW, |
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ACT_SPELL_VM_IDLE, |
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ACT_SPELL_VM_ARM, |
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ACT_SPELL_VM_FIRE, |
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// this is the end of the global activities, private per-monster activities start here. |
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LAST_SHARED_ACTIVITY, |
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} Activity; |
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#endif // AI_ACTIVITY_H |
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