Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

2215 lines
56 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_ACTIVITY_H
#define AI_ACTIVITY_H
#ifdef _WIN32
#pragma once
#endif
#define ACTIVITY_NOT_AVAILABLE -1
typedef enum
{
ACT_INVALID = -1, // So we have something more succint to check for than '-1'
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE,
ACT_TRANSITION,
ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW?
ACT_COVER_MED, // FIXME: unsupported?
ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH?
ACT_WALK,
ACT_WALK_AIM,
ACT_WALK_CROUCH,
ACT_WALK_CROUCH_AIM,
ACT_RUN,
ACT_RUN_AIM,
ACT_RUN_CROUCH,
ACT_RUN_CROUCH_AIM,
ACT_RUN_PROTECTED,
ACT_SCRIPT_CUSTOM_MOVE,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_DIERAGDOLL,
ACT_FLY, // Fly (and flap if appropriate)
ACT_HOVER,
ACT_GLIDE,
ACT_SWIM,
ACT_JUMP,
ACT_HOP, // vertical jump
ACT_LEAP, // long forward jump
ACT_LAND,
ACT_CLIMB_UP,
ACT_CLIMB_DOWN,
ACT_CLIMB_DISMOUNT,
ACT_SHIPLADDER_UP,
ACT_SHIPLADDER_DOWN,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT, // tuck and roll, left
ACT_ROLL_RIGHT, // tuck and roll, right
ACT_TURN_LEFT, // turn quickly left (stationary)
ACT_TURN_RIGHT, // turn quickly right (stationary)
ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position)
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_SIGNAL_ADVANCE, // Squad handsignals, specific.
ACT_SIGNAL_FORWARD,
ACT_SIGNAL_GROUP,
ACT_SIGNAL_HALT,
ACT_SIGNAL_LEFT,
ACT_SIGNAL_RIGHT,
ACT_SIGNAL_TAKECOVER,
ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around.
ACT_LOOKBACK_LEFT,
ACT_COWER, // FIXME: unused, should be more extreme version of crouching
ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays?
ACT_BIG_FLINCH,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_RELOAD_START,
ACT_RELOAD_FINISH,
ACT_RELOAD_LOW,
ACT_ARM, // pull out gun, for instance
ACT_DISARM, // reholster gun
ACT_DROP_WEAPON,
ACT_DROP_WEAPON_SHOTGUN,
ACT_PICKUP_GROUND, // pick up something in front of you on the ground
ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you.
ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)
ACT_IDLE_RELAXED,
ACT_IDLE_STIMULATED,
ACT_IDLE_AGITATED,
ACT_IDLE_STEALTH,
ACT_IDLE_HURT,
ACT_WALK_RELAXED,
ACT_WALK_STIMULATED,
ACT_WALK_AGITATED,
ACT_WALK_STEALTH,
ACT_RUN_RELAXED,
ACT_RUN_STIMULATED,
ACT_RUN_AGITATED,
ACT_RUN_STEALTH,
ACT_IDLE_AIM_RELAXED,
ACT_IDLE_AIM_STIMULATED,
ACT_IDLE_AIM_AGITATED,
ACT_IDLE_AIM_STEALTH,
ACT_WALK_AIM_RELAXED,
ACT_WALK_AIM_STIMULATED,
ACT_WALK_AIM_AGITATED,
ACT_WALK_AIM_STEALTH,
ACT_RUN_AIM_RELAXED,
ACT_RUN_AIM_STIMULATED,
ACT_RUN_AIM_AGITATED,
ACT_RUN_AIM_STEALTH,
ACT_CROUCHIDLE_STIMULATED,
ACT_CROUCHIDLE_AIM_STIMULATED,
ACT_CROUCHIDLE_AGITATED,
ACT_WALK_HURT, // limp (loop)
ACT_RUN_HURT, // limp (loop)
ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE, // FIXME: unused? agitated idle.
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE, // killed a player, do a victory dance.
ACT_DIE_HEADSHOT, // die, hit in head.
ACT_DIE_CHESTSHOT, // die, hit in chest
ACT_DIE_GUTSHOT, // die, hit in gut
ACT_DIE_BACKSHOT, // die, hit in back
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH_PHYSICS,
ACT_IDLE_ON_FIRE, // ON FIRE animations
ACT_WALK_ON_FIRE,
ACT_RUN_ON_FIRE,
ACT_RAPPEL_LOOP, // Rappel down a rope!
ACT_180_LEFT, // 180 degree left turn
ACT_180_RIGHT,
ACT_90_LEFT, // 90 degree turns
ACT_90_RIGHT,
ACT_STEP_LEFT, // Single steps
ACT_STEP_RIGHT,
ACT_STEP_BACK,
ACT_STEP_FORE,
ACT_GESTURE_RANGE_ATTACK1,
ACT_GESTURE_RANGE_ATTACK2,
ACT_GESTURE_MELEE_ATTACK1,
ACT_GESTURE_MELEE_ATTACK2,
ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
ACT_MELEE_ATTACK_SWING_GESTURE,
ACT_GESTURE_SMALL_FLINCH,
ACT_GESTURE_BIG_FLINCH,
ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion
ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
ACT_GESTURE_FLINCH_HEAD,
ACT_GESTURE_FLINCH_CHEST,
ACT_GESTURE_FLINCH_STOMACH,
ACT_GESTURE_FLINCH_LEFTARM,
ACT_GESTURE_FLINCH_RIGHTARM,
ACT_GESTURE_FLINCH_LEFTLEG,
ACT_GESTURE_FLINCH_RIGHTLEG,
ACT_GESTURE_TURN_LEFT,
ACT_GESTURE_TURN_RIGHT,
ACT_GESTURE_TURN_LEFT45,
ACT_GESTURE_TURN_RIGHT45,
ACT_GESTURE_TURN_LEFT90,
ACT_GESTURE_TURN_RIGHT90,
ACT_GESTURE_TURN_LEFT45_FLAT,
ACT_GESTURE_TURN_RIGHT45_FLAT,
ACT_GESTURE_TURN_LEFT90_FLAT,
ACT_GESTURE_TURN_RIGHT90_FLAT,
// HALF-LIFE 1 compatability stuff goes here. Temporary!
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
// Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
// is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
// with the NPC's current sequence. (SJB)
ACT_DO_NOT_DISTURB,
// viewmodel (weapon) activities
// FIXME: move these to the specific viewmodels, no need to make global
ACT_VM_DRAW,
ACT_VM_HOLSTER,
ACT_VM_IDLE,
ACT_VM_FIDGET,
ACT_VM_PULLBACK,
ACT_VM_PULLBACK_HIGH,
ACT_VM_PULLBACK_LOW,
ACT_VM_THROW,
ACT_VM_PULLPIN,
ACT_VM_PRIMARYATTACK, // fire
ACT_VM_SECONDARYATTACK, // alt. fire
ACT_VM_RELOAD,
ACT_VM_RELOAD_START,
ACT_VM_RELOAD_FINISH,
ACT_VM_DRYFIRE, // fire with no ammo loaded.
ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk)
ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk)
ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk)
ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk)
ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk)
ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk)
ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk)
ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk)
ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk)
ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk)
ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk)
ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk)
ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk)
ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk)
ACT_VM_SWINGMISS,
ACT_VM_SWINGHIT,
ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED,
ACT_VM_LOWERED_TO_IDLE,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
ACT_VM_PICKUP,
ACT_VM_RELEASE,
ACT_VM_ATTACH_SILENCER,
ACT_VM_DETACH_SILENCER,
// TF2 Scout Pack
ACT_VM_DRAW_SPECIAL,
ACT_VM_HOLSTER_SPECIAL,
ACT_VM_IDLE_SPECIAL,
ACT_VM_PULLBACK_SPECIAL,
ACT_VM_PRIMARYATTACK_SPECIAL,
ACT_VM_SECONDARYATTACK_SPECIAL,
ACT_VM_HITCENTER_SPECIAL,
ACT_VM_SWINGHARD_SPECIAL,
ACT_VM_IDLE_TO_LOWERED_SPECIAL,
ACT_VM_IDLE_LOWERED_SPECIAL,
ACT_VM_LOWERED_TO_IDLE_SPECIAL,
ACT_FISTS_VM_HITLEFT,
ACT_FISTS_VM_HITRIGHT,
ACT_FISTS_VM_SWINGHARD,
ACT_FISTS_VM_IDLE,
ACT_FISTS_VM_DRAW,
//===========================
// HL2 Specific Activities
//===========================
// SLAM Specialty Activities
ACT_SLAM_STICKWALL_IDLE,
ACT_SLAM_STICKWALL_ND_IDLE,
ACT_SLAM_STICKWALL_ATTACH,
ACT_SLAM_STICKWALL_ATTACH2,
ACT_SLAM_STICKWALL_ND_ATTACH,
ACT_SLAM_STICKWALL_ND_ATTACH2,
ACT_SLAM_STICKWALL_DETONATE,
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
ACT_SLAM_STICKWALL_DRAW,
ACT_SLAM_STICKWALL_ND_DRAW,
ACT_SLAM_STICKWALL_TO_THROW,
ACT_SLAM_STICKWALL_TO_THROW_ND,
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
ACT_SLAM_THROW_IDLE,
ACT_SLAM_THROW_ND_IDLE,
ACT_SLAM_THROW_THROW,
ACT_SLAM_THROW_THROW2,
ACT_SLAM_THROW_THROW_ND,
ACT_SLAM_THROW_THROW_ND2,
ACT_SLAM_THROW_DRAW,
ACT_SLAM_THROW_ND_DRAW,
ACT_SLAM_THROW_TO_STICKWALL,
ACT_SLAM_THROW_TO_STICKWALL_ND,
ACT_SLAM_THROW_DETONATE,
ACT_SLAM_THROW_DETONATOR_HOLSTER,
ACT_SLAM_THROW_TO_TRIPMINE_ND,
ACT_SLAM_TRIPMINE_IDLE,
ACT_SLAM_TRIPMINE_DRAW,
ACT_SLAM_TRIPMINE_ATTACH,
ACT_SLAM_TRIPMINE_ATTACH2,
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
ACT_SLAM_TRIPMINE_TO_THROW_ND,
ACT_SLAM_DETONATOR_IDLE,
ACT_SLAM_DETONATOR_DRAW,
ACT_SLAM_DETONATOR_DETONATE,
ACT_SLAM_DETONATOR_HOLSTER,
ACT_SLAM_DETONATOR_STICKWALL_DRAW,
ACT_SLAM_DETONATOR_THROW_DRAW,
// Shotgun Specialty Activities
ACT_SHOTGUN_RELOAD_START,
ACT_SHOTGUN_RELOAD_FINISH,
ACT_SHOTGUN_PUMP,
// SMG2 special activities
ACT_SMG2_IDLE2,
ACT_SMG2_FIRE2,
ACT_SMG2_DRAW2,
ACT_SMG2_RELOAD2,
ACT_SMG2_DRYFIRE2,
ACT_SMG2_TOAUTO,
ACT_SMG2_TOBURST,
// Physcannon special activities
ACT_PHYSCANNON_UPGRADE,
// weapon override activities
ACT_RANGE_ATTACK_AR1,
ACT_RANGE_ATTACK_AR2,
ACT_RANGE_ATTACK_AR2_LOW,
ACT_RANGE_ATTACK_AR2_GRENADE,
ACT_RANGE_ATTACK_HMG1,
ACT_RANGE_ATTACK_ML,
ACT_RANGE_ATTACK_SMG1,
ACT_RANGE_ATTACK_SMG1_LOW,
ACT_RANGE_ATTACK_SMG2,
ACT_RANGE_ATTACK_SHOTGUN,
ACT_RANGE_ATTACK_SHOTGUN_LOW,
ACT_RANGE_ATTACK_PISTOL,
ACT_RANGE_ATTACK_PISTOL_LOW,
ACT_RANGE_ATTACK_SLAM,
ACT_RANGE_ATTACK_TRIPWIRE,
ACT_RANGE_ATTACK_THROW,
ACT_RANGE_ATTACK_SNIPER_RIFLE,
ACT_RANGE_ATTACK_RPG,
ACT_MELEE_ATTACK_SWING,
ACT_RANGE_AIM_LOW,
ACT_RANGE_AIM_SMG1_LOW,
ACT_RANGE_AIM_PISTOL_LOW,
ACT_RANGE_AIM_AR2_LOW,
ACT_COVER_PISTOL_LOW,
ACT_COVER_SMG1_LOW,
// weapon override activities
ACT_GESTURE_RANGE_ATTACK_AR1,
ACT_GESTURE_RANGE_ATTACK_AR2,
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
ACT_GESTURE_RANGE_ATTACK_HMG1,
ACT_GESTURE_RANGE_ATTACK_ML,
ACT_GESTURE_RANGE_ATTACK_SMG1,
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
ACT_GESTURE_RANGE_ATTACK_SMG2,
ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
ACT_GESTURE_RANGE_ATTACK_PISTOL,
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
ACT_GESTURE_RANGE_ATTACK_SLAM,
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
ACT_GESTURE_RANGE_ATTACK_THROW,
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
ACT_GESTURE_MELEE_ATTACK_SWING,
ACT_IDLE_RIFLE,
ACT_IDLE_SMG1,
ACT_IDLE_ANGRY_SMG1,
ACT_IDLE_PISTOL,
ACT_IDLE_ANGRY_PISTOL,
ACT_IDLE_ANGRY_SHOTGUN,
ACT_IDLE_STEALTH_PISTOL,
ACT_IDLE_PACKAGE,
ACT_WALK_PACKAGE,
ACT_IDLE_SUITCASE,
ACT_WALK_SUITCASE,
ACT_IDLE_SMG1_RELAXED,
ACT_IDLE_SMG1_STIMULATED,
ACT_WALK_RIFLE_RELAXED,
ACT_RUN_RIFLE_RELAXED,
ACT_WALK_RIFLE_STIMULATED,
ACT_RUN_RIFLE_STIMULATED,
ACT_IDLE_AIM_RIFLE_STIMULATED,
ACT_WALK_AIM_RIFLE_STIMULATED,
ACT_RUN_AIM_RIFLE_STIMULATED,
ACT_IDLE_SHOTGUN_RELAXED,
ACT_IDLE_SHOTGUN_STIMULATED,
ACT_IDLE_SHOTGUN_AGITATED,
// Policing activities
ACT_WALK_ANGRY,
ACT_POLICE_HARASS1,
ACT_POLICE_HARASS2,
// Manned guns
ACT_IDLE_MANNEDGUN,
// Melee weapon
ACT_IDLE_MELEE,
ACT_IDLE_ANGRY_MELEE,
// RPG activities
ACT_IDLE_RPG_RELAXED,
ACT_IDLE_RPG,
ACT_IDLE_ANGRY_RPG,
ACT_COVER_LOW_RPG,
ACT_WALK_RPG,
ACT_RUN_RPG,
ACT_WALK_CROUCH_RPG,
ACT_RUN_CROUCH_RPG,
ACT_WALK_RPG_RELAXED,
ACT_RUN_RPG_RELAXED,
ACT_WALK_RIFLE,
ACT_WALK_AIM_RIFLE,
ACT_WALK_CROUCH_RIFLE,
ACT_WALK_CROUCH_AIM_RIFLE,
ACT_RUN_RIFLE,
ACT_RUN_AIM_RIFLE,
ACT_RUN_CROUCH_RIFLE,
ACT_RUN_CROUCH_AIM_RIFLE,
ACT_RUN_STEALTH_PISTOL,
ACT_WALK_AIM_SHOTGUN,
ACT_RUN_AIM_SHOTGUN,
ACT_WALK_PISTOL,
ACT_RUN_PISTOL,
ACT_WALK_AIM_PISTOL,
ACT_RUN_AIM_PISTOL,
ACT_WALK_STEALTH_PISTOL,
ACT_WALK_AIM_STEALTH_PISTOL,
ACT_RUN_AIM_STEALTH_PISTOL,
// Reloads
ACT_RELOAD_PISTOL,
ACT_RELOAD_PISTOL_LOW,
ACT_RELOAD_SMG1,
ACT_RELOAD_SMG1_LOW,
ACT_RELOAD_SHOTGUN,
ACT_RELOAD_SHOTGUN_LOW,
ACT_GESTURE_RELOAD,
ACT_GESTURE_RELOAD_PISTOL,
ACT_GESTURE_RELOAD_SMG1,
ACT_GESTURE_RELOAD_SHOTGUN,
// Busy animations
ACT_BUSY_LEAN_LEFT,
ACT_BUSY_LEAN_LEFT_ENTRY,
ACT_BUSY_LEAN_LEFT_EXIT,
ACT_BUSY_LEAN_BACK,
ACT_BUSY_LEAN_BACK_ENTRY,
ACT_BUSY_LEAN_BACK_EXIT,
ACT_BUSY_SIT_GROUND,
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,
// Passtime
ACT_MP_STAND_PASSTIME,
ACT_MP_RUN_PASSTIME,
ACT_MP_CROUCHWALK_PASSTIME,
// 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_DOUBLEJUMP_CROUCH_PASSTIME,
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,
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
ACT_MP_GESTURE_VC_NODYES_BUILDING,
ACT_MP_GESTURE_VC_NODNO_BUILDING,
ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
ACT_MP_GESTURE_VC_FISTPUMP_PDA,
ACT_MP_GESTURE_VC_THUMBSUP_PDA,
ACT_MP_GESTURE_VC_NODYES_PDA,
ACT_MP_GESTURE_VC_NODNO_PDA,
ACT_MP_STUN_BEGIN,
ACT_MP_STUN_MIDDLE,
ACT_MP_STUN_END,
ACT_MP_PASSTIME_THROW_BEGIN,
ACT_MP_PASSTIME_THROW_MIDDLE,
ACT_MP_PASSTIME_THROW_END,
ACT_MP_PASSTIME_THROW_CANCEL,
ACT_VM_UNUSABLE,
ACT_VM_UNUSABLE_TO_USABLE,
ACT_VM_USABLE_TO_UNUSABLE,
// Specific viewmodel activities for weapon roles
ACT_PRIMARY_VM_DRAW,
ACT_PRIMARY_VM_HOLSTER,
ACT_PRIMARY_VM_IDLE,
ACT_PRIMARY_VM_PULLBACK,
ACT_PRIMARY_VM_PRIMARYATTACK,
ACT_PRIMARY_VM_SECONDARYATTACK,
ACT_PRIMARY_VM_RELOAD,
ACT_PRIMARY_RELOAD_START,
ACT_PRIMARY_RELOAD_FINISH,
ACT_PRIMARY_VM_DRYFIRE,
ACT_PRIMARY_VM_IDLE_TO_LOWERED,
ACT_PRIMARY_VM_IDLE_LOWERED,
ACT_PRIMARY_VM_LOWERED_TO_IDLE,
ACT_PRIMARY_VM_RELOAD_2,
ACT_PRIMARY_RELOAD_START_2,
ACT_PRIMARY_RELOAD_FINISH_2,
ACT_PRIMARY_VM_RELOAD_3,
ACT_PRIMARY_RELOAD_START_3,
ACT_PRIMARY_RELOAD_FINISH_3,
ACT_PRIMARY_VM_PRIMARYATTACK_3,
ACT_SECONDARY_VM_DRAW,
ACT_SECONDARY_VM_HOLSTER,
ACT_SECONDARY_VM_IDLE,
ACT_SECONDARY_VM_PULLBACK,
ACT_SECONDARY_VM_PRIMARYATTACK,
ACT_SECONDARY_VM_SECONDARYATTACK,
ACT_SECONDARY_VM_RELOAD,
ACT_SECONDARY_RELOAD_START,
ACT_SECONDARY_RELOAD_FINISH,
ACT_SECONDARY_VM_RELOAD2,
ACT_SECONDARY_VM_DRYFIRE,
ACT_SECONDARY_VM_IDLE_TO_LOWERED,
ACT_SECONDARY_VM_IDLE_LOWERED,
ACT_SECONDARY_VM_LOWERED_TO_IDLE,
ACT_SECONDARY_VM_DRAW_2,
ACT_SECONDARY_VM_IDLE_2,
ACT_SECONDARY_VM_PRIMARYATTACK_2,
ACT_SECONDARY_VM_RELOAD_2,
ACT_MELEE_VM_DRAW,
ACT_MELEE_VM_HOLSTER,
ACT_MELEE_VM_IDLE,
ACT_MELEE_VM_PULLBACK,
ACT_MELEE_VM_PRIMARYATTACK,
ACT_MELEE_VM_SECONDARYATTACK,
ACT_MELEE_VM_RELOAD,
ACT_MELEE_VM_DRYFIRE,
ACT_MELEE_VM_IDLE_TO_LOWERED,
ACT_MELEE_VM_IDLE_LOWERED,
ACT_MELEE_VM_LOWERED_TO_IDLE,
ACT_MELEE_VM_STUN,
ACT_MELEE_VM_HITCENTER,
ACT_MELEE_VM_SWINGHARD,
ACT_PDA_VM_DRAW,
ACT_PDA_VM_HOLSTER,
ACT_PDA_VM_IDLE,
ACT_PDA_VM_PULLBACK,
ACT_PDA_VM_PRIMARYATTACK,
ACT_PDA_VM_SECONDARYATTACK,
ACT_PDA_VM_RELOAD,
ACT_PDA_VM_DRYFIRE,
ACT_PDA_VM_IDLE_TO_LOWERED,
ACT_PDA_VM_IDLE_LOWERED,
ACT_PDA_VM_LOWERED_TO_IDLE,
ACT_ENGINEER_PDA1_VM_DRAW,
ACT_ENGINEER_PDA2_VM_DRAW,
ACT_ENGINEER_BLD_VM_DRAW,
ACT_ENGINEER_PDA1_VM_IDLE,
ACT_ENGINEER_PDA2_VM_IDLE,
ACT_ENGINEER_BLD_VM_IDLE,
ACT_ITEM1_VM_DRAW,
ACT_ITEM1_VM_HOLSTER,
ACT_ITEM1_VM_IDLE,
ACT_ITEM1_VM_IDLE_2,
ACT_ITEM1_VM_PULLBACK,
ACT_ITEM1_VM_PRIMARYATTACK,
ACT_ITEM1_VM_SECONDARYATTACK,
ACT_ITEM1_VM_RELOAD,
ACT_ITEM1_VM_DRYFIRE,
ACT_ITEM1_VM_IDLE_TO_LOWERED,
ACT_ITEM1_VM_IDLE_LOWERED,
ACT_ITEM1_VM_LOWERED_TO_IDLE,
ACT_ITEM1_RELOAD_START,
ACT_ITEM1_RELOAD_FINISH,
ACT_ITEM1_VM_HITCENTER,
ACT_ITEM1_VM_SWINGHARD,
ACT_ITEM1_BACKSTAB_VM_UP,
ACT_ITEM1_BACKSTAB_VM_DOWN,
ACT_ITEM1_BACKSTAB_VM_IDLE,
ACT_MELEE_VM_ITEM1_STUN,
ACT_ITEM2_VM_DRAW,
ACT_ITEM2_VM_HOLSTER,
ACT_ITEM2_VM_IDLE,
ACT_ITEM2_VM_PULLBACK,
ACT_ITEM2_VM_PRIMARYATTACK,
ACT_ITEM2_VM_SECONDARYATTACK,
ACT_ITEM2_VM_RELOAD,
ACT_ITEM2_VM_DRYFIRE,
ACT_ITEM2_VM_IDLE_TO_LOWERED,
ACT_ITEM2_VM_IDLE_LOWERED,
ACT_ITEM2_VM_LOWERED_TO_IDLE,
ACT_ITEM2_VM_CHARGE,
ACT_ITEM2_VM_IDLE_2,
ACT_ITEM2_VM_IDLE_3,
ACT_ITEM2_VM_CHARGE_IDLE_3,
ACT_ITEM2_VM_HITCENTER,
ACT_ITEM2_VM_SWINGHARD,
ACT_ITEM2_BACKSTAB_VM_UP,
ACT_ITEM2_BACKSTAB_VM_DOWN,
ACT_ITEM2_BACKSTAB_VM_IDLE,
ACT_MELEE_VM_ITEM2_STUN,
ACT_ITEM3_VM_DRAW,
ACT_ITEM3_VM_HOLSTER,
ACT_ITEM3_VM_IDLE,
ACT_ITEM3_VM_PULLBACK,
ACT_ITEM3_VM_PRIMARYATTACK,
ACT_ITEM3_VM_SECONDARYATTACK,
ACT_ITEM3_VM_RELOAD,
ACT_ITEM3_VM_DRYFIRE,
ACT_ITEM3_VM_IDLE_TO_LOWERED,
ACT_ITEM3_VM_IDLE_LOWERED,
ACT_ITEM3_VM_LOWERED_TO_IDLE,
ACT_ITEM3_VM_CHARGE,
ACT_ITEM3_VM_IDLE_2,
ACT_ITEM3_VM_IDLE_3,
ACT_ITEM3_VM_CHARGE_IDLE_3,
ACT_ITEM3_VM_HITCENTER,
ACT_ITEM3_VM_SWINGHARD,
ACT_SECONDARY2_VM_DRAW,
ACT_SECONDARY2_VM_HOLSTER,
ACT_SECONDARY2_VM_IDLE,
ACT_SECONDARY2_VM_PULLBACK,
ACT_SECONDARY2_VM_PRIMARYATTACK,
ACT_SECONDARY2_VM_SECONDARY2ATTACK,
ACT_SECONDARY2_VM_RELOAD,
ACT_SECONDARY2_RELOAD_START,
ACT_SECONDARY2_RELOAD_FINISH,
ACT_SECONDARY2_VM_RELOAD2,
ACT_SECONDARY2_VM_DRYFIRE,
ACT_SECONDARY2_VM_IDLE_TO_LOWERED,
ACT_SECONDARY2_VM_IDLE_LOWERED,
ACT_SECONDARY2_VM_LOWERED_TO_IDLE,
ACT_BACKSTAB_VM_UP,
ACT_BACKSTAB_VM_DOWN,
ACT_BACKSTAB_VM_IDLE,
ACT_PRIMARY_ATTACK_STAND_PREFIRE,
ACT_PRIMARY_ATTACK_STAND_POSTFIRE,
ACT_PRIMARY_ATTACK_STAND_STARTFIRE,
ACT_PRIMARY_ATTACK_CROUCH_PREFIRE,
ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE,
ACT_PRIMARY_ATTACK_SWIM_PREFIRE,
ACT_PRIMARY_ATTACK_SWIM_POSTFIRE,
ACT_SECONDARY_ATTACK_STAND_PREFIRE,
ACT_SECONDARY_ATTACK_STAND_POSTFIRE,
ACT_SECONDARY_ATTACK_STAND_STARTFIRE,
ACT_SECONDARY_ATTACK_CROUCH_PREFIRE,
ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE,
ACT_SECONDARY_ATTACK_SWIM_PREFIRE,
ACT_SECONDARY_ATTACK_SWIM_POSTFIRE,
ACT_MELEE_ATTACK_STAND_PREFIRE,
ACT_MELEE_ATTACK_STAND_POSTFIRE,
ACT_MELEE_ATTACK_STAND_STARTFIRE,
ACT_MELEE_ATTACK_CROUCH_PREFIRE,
ACT_MELEE_ATTACK_CROUCH_POSTFIRE,
ACT_MELEE_ATTACK_SWIM_PREFIRE,
ACT_MELEE_ATTACK_SWIM_POSTFIRE,
ACT_ITEM1_ATTACK_STAND_PREFIRE,
ACT_ITEM1_ATTACK_STAND_POSTFIRE,
ACT_ITEM1_ATTACK_STAND_STARTFIRE,
ACT_ITEM1_ATTACK_CROUCH_PREFIRE,
ACT_ITEM1_ATTACK_CROUCH_POSTFIRE,
ACT_ITEM1_ATTACK_SWIM_PREFIRE,
ACT_ITEM1_ATTACK_SWIM_POSTFIRE,
ACT_ITEM2_ATTACK_STAND_PREFIRE,
ACT_ITEM2_ATTACK_STAND_POSTFIRE,
ACT_ITEM2_ATTACK_STAND_STARTFIRE,
ACT_ITEM2_ATTACK_CROUCH_PREFIRE,
ACT_ITEM2_ATTACK_CROUCH_POSTFIRE,
ACT_ITEM2_ATTACK_SWIM_PREFIRE,
ACT_ITEM2_ATTACK_SWIM_POSTFIRE,
ACT_MP_STAND_MELEE_ALLCLASS,
ACT_MP_CROUCH_MELEE_ALLCLASS,
ACT_MP_RUN_MELEE_ALLCLASS,
ACT_MP_WALK_MELEE_ALLCLASS,
ACT_MP_AIRWALK_MELEE_ALLCLASS,
ACT_MP_CROUCHWALK_MELEE_ALLCLASS,
ACT_MP_JUMP_MELEE_ALLCLASS,
ACT_MP_JUMP_START_MELEE_ALLCLASS,
ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS,
ACT_MP_JUMP_LAND_MELEE_ALLCLASS,
ACT_MP_SWIM_MELEE_ALLCLASS,
ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, // RUN, WALK
ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS,
ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, // CROUCHWALK
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS,
ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS,
ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS,
ACT_MELEE_ALLCLASS_VM_DRAW,
ACT_MELEE_ALLCLASS_VM_HOLSTER,
ACT_MELEE_ALLCLASS_VM_IDLE,
ACT_MELEE_ALLCLASS_VM_PULLBACK,
ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK,
ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK,
ACT_MELEE_ALLCLASS_VM_RELOAD,
ACT_MELEE_ALLCLASS_VM_DRYFIRE,
ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED,
ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED,
ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE,
ACT_MELEE_ALLCLASS_VM_STUN,
ACT_MELEE_ALLCLASS_VM_HITCENTER,
ACT_MELEE_ALLCLASS_VM_SWINGHARD,
// BOMB activities for TD mode.
ACT_MP_STAND_BOMB,
ACT_MP_JUMP_START_BOMB,
ACT_MP_JUMP_FLOAT_BOMB,
ACT_MP_JUMP_LAND_BOMB,
ACT_MP_RUN_BOMB,
ACT_MP_SWIM_BOMB,
// More Primary VM activities for Soldier Quake RL
ACT_VM_DRAW_QRL,
ACT_VM_IDLE_QRL,
ACT_VM_PULLBACK_QRL,
ACT_VM_PRIMARYATTACK_QRL,
ACT_VM_RELOAD_QRL,
ACT_VM_RELOAD_START_QRL,
ACT_VM_RELOAD_FINISH_QRL,
// Third person anims for the Soldier Quake RL
ACT_MP_RELOAD_STAND_PRIMARY3,
ACT_MP_RELOAD_CROUCH_PRIMARY3,
ACT_MP_RELOAD_AIRWALK_PRIMARY3,
ACT_MP_RELOAD_STAND_PRIMARY3_LOOP,
ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP,
ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP,
ACT_MP_RELOAD_STAND_PRIMARY3_END,
ACT_MP_RELOAD_CROUCH_PRIMARY3_END,
ACT_MP_RELOAD_AIRWALK_PRIMARY3_END,
ACT_MP_RELOAD_SWIM_PRIMARY3,
// Throwable Animations
ACT_MP_THROW,
ACT_THROWABLE_VM_DRAW,
ACT_THROWABLE_VM_IDLE,
ACT_THROWABLE_VM_FIRE,
// Spell Animations
ACT_SPELL_VM_DRAW,
ACT_SPELL_VM_IDLE,
ACT_SPELL_VM_ARM,
ACT_SPELL_VM_FIRE,
// Bread Monster Sapper
ACT_BREADSAPPER_VM_DRAW,
ACT_BREADSAPPER_VM_IDLE,
// Bread Gloves
ACT_BREADGLOVES_VM_HITLEFT,
ACT_BREADGLOVES_VM_HITRIGHT,
ACT_BREADGLOVES_VM_SWINGHARD,
ACT_BREADGLOVES_VM_IDLE,
ACT_BREADGLOVES_VM_DRAW,
ACT_BREADMONSTER_GLOVES_IDLE,
ACT_BREADMONSTER_GLOVES_HITRIGHT,
ACT_BREADMONSTER_GLOVES_HITUP,
ACT_BREADMONSTER_VM_DRAW,
ACT_BREADMONSTER_VM_IDLE,
ACT_BREADMONSTER_VM_PRIMARYATTACK,
ACT_PARACHUTE_DEPLOY,
ACT_PARACHUTE_DEPLOY_IDLE,
ACT_PARACHUTE_RETRACT,
ACT_PARACHUTE_RETRACT_IDLE,
ACT_BOT_SPAWN,
ACT_BOT_PANIC,
ACT_BOT_PRIMARY_MOVEMENT,
ACT_BOT_GESTURE_FLINCH,
ACT_BOT_PANIC_START,
ACT_BOT_PANIC_END,
ACT_ENGINEER_REVOLVER_DRAW,
ACT_ENGINEER_REVOLVER_IDLE,
ACT_ENGINEER_REVOLVER_PRIMARYATTACK,
ACT_ENGINEER_REVOLVER_RELOAD,
// Kart!
ACT_KART_IDLE,
ACT_KART_ACTION_SHOOT,
ACT_KART_ACTION_DASH,
ACT_KART_JUMP_START,
ACT_KART_JUMP_FLOAT,
ACT_KART_JUMP_LAND,
ACT_KART_IMPACT,
ACT_KART_IMPACT_BIG,
ACT_KART_GESTURE_POSITIVE,
ACT_KART_GESTURE_NEGATIVE,
// grappling hook
ACT_GRAPPLE_DRAW,
ACT_GRAPPLE_IDLE,
ACT_GRAPPLE_FIRE_START,
ACT_GRAPPLE_FIRE_IDLE,
ACT_GRAPPLE_PULL_START,
ACT_GRAPPLE_PULL_IDLE,
ACT_GRAPPLE_PULL_END,
// inspect
ACT_PRIMARY_VM_INSPECT_START,
ACT_PRIMARY_VM_INSPECT_IDLE,
ACT_PRIMARY_VM_INSPECT_END,
ACT_SECONDARY_VM_INSPECT_START,
ACT_SECONDARY_VM_INSPECT_IDLE,
ACT_SECONDARY_VM_INSPECT_END,
ACT_MELEE_VM_INSPECT_START,
ACT_MELEE_VM_INSPECT_IDLE,
ACT_MELEE_VM_INSPECT_END,
// passtime
ACT_BALL_VM_CATCH,
ACT_BALL_VM_PICKUP,
ACT_BALL_VM_IDLE,
ACT_BALL_VM_THROW_START,
ACT_BALL_VM_THROW_LOOP,
ACT_BALL_VM_THROW_END,
// Competitive loser
ACT_MP_COMPETITIVE_LOSERSTATE,
ACT_MP_COMPETITIVE_WINNERSTATE,
// Shortstop alt-fire
ACT_SECONDARY_VM_ALTATTACK,
ACT_MP_PUSH_STAND_SECONDARY,
ACT_MP_PUSH_CROUCH_SECONDARY,
ACT_MP_PUSH_SWIM_SECONDARY,
// this is the end of the global activities, private per-monster activities start here.
LAST_SHARED_ACTIVITY,
} Activity;
#endif // AI_ACTIVITY_H