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Diffstat (limited to 'game/shared/ai_activity.h')
| -rw-r--r-- | game/shared/ai_activity.h | 2215 |
1 files changed, 2215 insertions, 0 deletions
diff --git a/game/shared/ai_activity.h b/game/shared/ai_activity.h new file mode 100644 index 0000000..5a37e78 --- /dev/null +++ b/game/shared/ai_activity.h @@ -0,0 +1,2215 @@ +//========= 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 + |