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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_activity.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_activity.cpp')
-rw-r--r--mp/src/game/server/ai_activity.cpp4312
1 files changed, 2156 insertions, 2156 deletions
diff --git a/mp/src/game/server/ai_activity.cpp b/mp/src/game/server/ai_activity.cpp
index 25e5c441..463c8942 100644
--- a/mp/src/game/server/ai_activity.cpp
+++ b/mp/src/game/server/ai_activity.cpp
@@ -1,2156 +1,2156 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Activities that are available to all NPCs.
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_activity.h"
-#include "ai_basenpc.h"
-#include "stringregistry.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//=============================================================================
-// Init static variables
-//=============================================================================
-CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL;
-int CAI_BaseNPC::m_iNumActivities = 0;
-
-//-----------------------------------------------------------------------------
-// Purpose: Add an activity to the activity string registry and increment
-// the acitivty counter
-//-----------------------------------------------------------------------------
-void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID)
-{
- Assert( m_pActivitySR );
- if ( !m_pActivitySR )
- return;
-
- // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
-
- // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
- // relevant tables. Make sure that you have included all new enums in:
- // game_shared/ai_activity.h
- // game_shared/activitylist.cpp
- // dlls/ai_activity.cpp
- MEM_ALLOC_CREDIT();
-
- static int lastActID = -2;
- Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID );
- lastActID = actID;
-
- m_pActivitySR->AddString(actName, actID);
- m_iNumActivities++;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Given and activity ID, return the activity name
-//-----------------------------------------------------------------------------
-const char *CAI_BaseNPC::GetActivityName(int actID)
-{
- if ( actID == -1 )
- return "ACT_INVALID";
-
- // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
- const char *name = ActivityList_NameForIndex(actID);
-
- if( !name )
- {
- AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" );
- }
-
- return name;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Given and activity name, return the activity ID
-//-----------------------------------------------------------------------------
-int CAI_BaseNPC::GetActivityID(const char* actName)
-{
- Assert( m_pActivitySR );
- if ( !m_pActivitySR )
- return ACT_INVALID;
-
- return m_pActivitySR->GetStringID(actName);
-}
-
-#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CAI_BaseNPC::InitDefaultActivitySR(void)
-{
- ADD_ACTIVITY_TO_SR( ACT_INVALID );
- ADD_ACTIVITY_TO_SR( ACT_RESET );
- ADD_ACTIVITY_TO_SR( ACT_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
- ADD_ACTIVITY_TO_SR( ACT_COVER );
- ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
- ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
- ADD_ACTIVITY_TO_SR( ACT_WALK );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
- ADD_ACTIVITY_TO_SR( ACT_RUN );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
- ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
- ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
- ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
- ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
- ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
- ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
- ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
- ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
- ADD_ACTIVITY_TO_SR( ACT_FLY );
- ADD_ACTIVITY_TO_SR( ACT_HOVER );
- ADD_ACTIVITY_TO_SR( ACT_GLIDE );
- ADD_ACTIVITY_TO_SR( ACT_SWIM );
- ADD_ACTIVITY_TO_SR( ACT_JUMP );
- ADD_ACTIVITY_TO_SR( ACT_HOP );
- ADD_ACTIVITY_TO_SR( ACT_LEAP );
- ADD_ACTIVITY_TO_SR( ACT_LAND );
- ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
- ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
- ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
- ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
- ADD_ACTIVITY_TO_SR( ACT_STAND );
- ADD_ACTIVITY_TO_SR( ACT_USE );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
-
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
-
- ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_COWER );
- ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
- ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
- ADD_ACTIVITY_TO_SR( ACT_ARM );
- ADD_ACTIVITY_TO_SR( ACT_DISARM );
- ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
- ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
- ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
-
- ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
-
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
-
- ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
- ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
- ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
- ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
- ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
- ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
-
- ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
- ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
- ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
- ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
-
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
- ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
-
- ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
- ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
-
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
-
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
-
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
-
- ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
- ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
- ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
- ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
-
- ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
- ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
- ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
- ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
- ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
- ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
- ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
- ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
-
- // TF2 Scout Pack
- ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL );
- ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL );
-
- ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT );
- ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT );
- ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD );
- ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW );
-
-//===========================
-// HL2 Specific Activities
-//===========================
-
- // SLAM Specialty Activities
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );
-
- // SHOTGUN Specialty Activities
- ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );
-
- // SMG2 special activities
- ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
- ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
-
- // Physcannon special activities
- ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
-
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );
-
- ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
-
- ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
- ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );
-
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
-
- // Policing activities
- ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
- ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
- ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );
-
- // Manned guns
- ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );
-
- // Melee weapon activities
- ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );
-
- // RPG activities
- ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG );
- ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
- ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG );
- ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
- ADD_ACTIVITY_TO_SR( ACT_RUN_RPG );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG );
- ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG );
- ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED );
- ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );
-
- ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
-
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
- ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );
-
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );
-
- // Busy animations
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
- ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );
-
- // Dodge animations
- ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );
-
- ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
- ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
- ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );
- ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE );
- ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE );
- ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );
-
- ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
- ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
- ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
- ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );
-
- ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );
-
- // Dynamic interactions
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION );
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 );
- ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );
-
- ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );
-
- ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED );
- ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );
-
- ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY );
- ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY );
-
-//===========================
-// TF2 Specific Activities
-//===========================
- ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
- ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
- ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );
- ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );
-
- // All viewmodels
- ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
- ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );
-
- // Looping weapon firing
- ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
- ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_FIRE_END );
-
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
- ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
- ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );
-
- ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
- ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
- ADD_ACTIVITY_TO_SR( ACT_TURN );
-
- // TF2 object animations
- ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
- ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );
-
- // Deploy
- ADD_ACTIVITY_TO_SR( ACT_DEPLOY );
- ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );
-
- //===========================
- // HL1 Specific Activities
- //===========================
-
- // Grenades
- ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL );
- ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS );
-
- // Hand grenade
- ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 );
- ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 );
- ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 );
-
- // Shotgun
- ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP );
- ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 );
-
- // Glock
- ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY );
- ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD );
-
- // RPG
- ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED );
- ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED );
- ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED );
- ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED );
-
- // Crossbow
- ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );
- ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED );
- ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED );
-
- // Gauss
- ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP );
- ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );
-
- // Tripmine
- ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND );
- ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD );
-
- //===========================
- // CSPort Specific Activities
- //===========================
-
- ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire
- ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED );
- ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded.
- ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED );
- ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );
-
- ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT );
- ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );
-
- ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE );
- ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE );
- ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE );
- ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE );
- ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE );
- ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN );
- ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );
-
- //===========================
- // DoD Specific Activities
- //===========================
- ADD_ACTIVITY_TO_SR( ACT_SPRINT );
-
- ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND );
- ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND );
- ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD );
- ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 );
- ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 );
- ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 );
- ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );
-
- //Weapon is empty activities
- ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 );
-
- // Animation from prone idle to standing/crouch idle. Number designates bullets left
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY );
-
- // Animation from standing/crouch idle to prone idle. Number designates bullets left
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 );
- ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY );
-
- // Shooting animations for standing/crouch position. Number designates bullets left at START of animation
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 );
-
- // Shooting animations for prone position. Number designates bullets left at START of animation
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY );
-
- // Player anim ACTs
- ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM );
-
- // Positions
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR );
-
- // Zoomed aims
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK );
-
- // Deployed Aim
- ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL );
-
- // Prone Deployed Aim
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL );
-
- // Attacks
-
- // Rifle
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE );
-
- // Bolt
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT );
-
- // Tommy
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY );
-
- // MP40
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 );
-
- // MP44
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 );
-
- // Greasegun
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE );
-
- // Pistols (Colt ); Luger)
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 );
-
- // Mgs (mg42 ); mg34)
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG );
-
- // 30cal
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL );
-
- // Grenades
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK );
-
- // Knife
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE );
-
- // Spade
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE );
-
- // Bazooka
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA );
-
- // Pschreck
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK );
-
- // Bar
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR );
-
- // Reloads
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 );
-
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 );
-
- // Bazookas
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK );
-
- // Deployed
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR );
-
- // Prone
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 );
-
- // Prone bazooka
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK );
-
- // Prone deployed
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 );
-
- // Prone zoomed aim
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK );
-
- // Crouch attack.
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG );
- ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 );
-
- // Hand Signals
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 );
- ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 );
-
- ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT );
-
- ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT );
- ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT );
-
- //===========================
- // HL2MP Specific Activities
- //===========================
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN );
-
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW );
- ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW );
-
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );
-
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM );
- ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM );
-
- // Portal!
- ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );
-
- // Multiplayer
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK );
- ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM );
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_VCD );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );
-
- // Multiplayer - Primary
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY );
-
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );
-
- // Secondary
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );
-
- // Secondary2
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END );
-
- // Melee
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );
-
- // Item1
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 );
-
- // Item2
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 );
-
- // Flinches
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );
-
- // Team Fortress specific - medic heal, medic infect, etc.....
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );
-
- // Building
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );
-
- // Building - Deployed
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA );
- ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN );
- ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE );
- ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE );
- ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE );
- ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );
-
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 );
-
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 );
-
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 );
-
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD );
-
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN );
-
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN );
-
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD );
-
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP );
- ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN );
- ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE );
-
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE );
- ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS );
- ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS );
-
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER );
- ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB );
- ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB );
- ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB );
- ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB );
-
- ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL );
- ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END );
- ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 );
-
- ADD_ACTIVITY_TO_SR( ACT_MP_THROW );
- ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW );
- ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE );
- ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE );
-
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Activities that are available to all NPCs.
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_activity.h"
+#include "ai_basenpc.h"
+#include "stringregistry.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//=============================================================================
+// Init static variables
+//=============================================================================
+CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL;
+int CAI_BaseNPC::m_iNumActivities = 0;
+
+//-----------------------------------------------------------------------------
+// Purpose: Add an activity to the activity string registry and increment
+// the acitivty counter
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID)
+{
+ Assert( m_pActivitySR );
+ if ( !m_pActivitySR )
+ return;
+
+ // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists.
+
+ // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all
+ // relevant tables. Make sure that you have included all new enums in:
+ // game_shared/ai_activity.h
+ // game_shared/activitylist.cpp
+ // dlls/ai_activity.cpp
+ MEM_ALLOC_CREDIT();
+
+ static int lastActID = -2;
+ Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID );
+ lastActID = actID;
+
+ m_pActivitySR->AddString(actName, actID);
+ m_iNumActivities++;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Given and activity ID, return the activity name
+//-----------------------------------------------------------------------------
+const char *CAI_BaseNPC::GetActivityName(int actID)
+{
+ if ( actID == -1 )
+ return "ACT_INVALID";
+
+ // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all
+ const char *name = ActivityList_NameForIndex(actID);
+
+ if( !name )
+ {
+ AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" );
+ }
+
+ return name;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Given and activity name, return the activity ID
+//-----------------------------------------------------------------------------
+int CAI_BaseNPC::GetActivityID(const char* actName)
+{
+ Assert( m_pActivitySR );
+ if ( !m_pActivitySR )
+ return ACT_INVALID;
+
+ return m_pActivitySR->GetStringID(actName);
+}
+
+#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname)
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAI_BaseNPC::InitDefaultActivitySR(void)
+{
+ ADD_ACTIVITY_TO_SR( ACT_INVALID );
+ ADD_ACTIVITY_TO_SR( ACT_RESET );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
+ ADD_ACTIVITY_TO_SR( ACT_COVER );
+ ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
+ ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_WALK );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_RUN );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
+ ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
+ ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
+ ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
+ ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
+ ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
+ ADD_ACTIVITY_TO_SR( ACT_FLY );
+ ADD_ACTIVITY_TO_SR( ACT_HOVER );
+ ADD_ACTIVITY_TO_SR( ACT_GLIDE );
+ ADD_ACTIVITY_TO_SR( ACT_SWIM );
+ ADD_ACTIVITY_TO_SR( ACT_JUMP );
+ ADD_ACTIVITY_TO_SR( ACT_HOP );
+ ADD_ACTIVITY_TO_SR( ACT_LEAP );
+ ADD_ACTIVITY_TO_SR( ACT_LAND );
+ ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
+ ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
+ ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
+ ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
+ ADD_ACTIVITY_TO_SR( ACT_STAND );
+ ADD_ACTIVITY_TO_SR( ACT_USE );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );
+
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );
+
+ ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_COWER );
+ ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
+ ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_ARM );
+ ADD_ACTIVITY_TO_SR( ACT_DISARM );
+ ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
+ ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
+ ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
+
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );
+
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );
+
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
+ ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
+ ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
+ ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
+ ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );
+
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
+ ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );
+
+ ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
+ ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );
+
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );
+
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );
+
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );
+
+ ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
+ ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
+ ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
+ ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );
+
+ ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );
+
+ // TF2 Scout Pack
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL );
+
+ ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT );
+ ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT );
+ ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD );
+ ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW );
+
+//===========================
+// HL2 Specific Activities
+//===========================
+
+ // SLAM Specialty Activities
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );
+
+ // SHOTGUN Specialty Activities
+ ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );
+
+ // SMG2 special activities
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
+ ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
+
+ // Physcannon special activities
+ ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
+
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );
+
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
+
+ ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );
+
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
+
+ // Policing activities
+ ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
+ ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
+ ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );
+
+ // Manned guns
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );
+
+ // Melee weapon activities
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );
+
+ // RPG activities
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );
+
+ ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
+
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
+ ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );
+
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );
+
+ // Busy animations
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
+ ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );
+
+ // Dodge animations
+ ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
+ ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
+ ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );
+ ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE );
+ ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE );
+ ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );
+
+ ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
+ ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );
+
+ ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );
+
+ // Dynamic interactions
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION );
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 );
+ ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );
+
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );
+
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED );
+ ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );
+
+ ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY );
+ ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY );
+
+//===========================
+// TF2 Specific Activities
+//===========================
+ ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
+ ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
+ ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );
+ ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );
+
+ // All viewmodels
+ ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );
+
+ // Looping weapon firing
+ ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
+ ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_FIRE_END );
+
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
+ ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
+ ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
+ ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
+ ADD_ACTIVITY_TO_SR( ACT_TURN );
+
+ // TF2 object animations
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
+ ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );
+
+ // Deploy
+ ADD_ACTIVITY_TO_SR( ACT_DEPLOY );
+ ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );
+
+ //===========================
+ // HL1 Specific Activities
+ //===========================
+
+ // Grenades
+ ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL );
+ ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS );
+
+ // Hand grenade
+ ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 );
+ ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 );
+ ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 );
+
+ // Shotgun
+ ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP );
+ ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 );
+
+ // Glock
+ ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY );
+ ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD );
+
+ // RPG
+ ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED );
+ ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED );
+ ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED );
+ ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED );
+
+ // Crossbow
+ ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );
+ ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED );
+ ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED );
+
+ // Gauss
+ ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP );
+ ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );
+
+ // Tripmine
+ ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND );
+ ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD );
+
+ //===========================
+ // CSPort Specific Activities
+ //===========================
+
+ ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire
+ ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED );
+ ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded.
+ ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED );
+ ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );
+
+ ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT );
+ ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );
+
+ ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE );
+ ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE );
+ ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE );
+ ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE );
+ ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE );
+ ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN );
+ ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );
+
+ //===========================
+ // DoD Specific Activities
+ //===========================
+ ADD_ACTIVITY_TO_SR( ACT_SPRINT );
+
+ ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND );
+ ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND );
+ ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD );
+ ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 );
+ ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 );
+ ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 );
+ ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );
+
+ //Weapon is empty activities
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 );
+
+ // Animation from prone idle to standing/crouch idle. Number designates bullets left
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY );
+
+ // Animation from standing/crouch idle to prone idle. Number designates bullets left
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY );
+
+ // Shooting animations for standing/crouch position. Number designates bullets left at START of animation
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 );
+
+ // Shooting animations for prone position. Number designates bullets left at START of animation
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY );
+
+ // Player anim ACTs
+ ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM );
+
+ // Positions
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR );
+
+ // Zoomed aims
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK );
+
+ // Deployed Aim
+ ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL );
+
+ // Prone Deployed Aim
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL );
+
+ // Attacks
+
+ // Rifle
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE );
+
+ // Bolt
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT );
+
+ // Tommy
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY );
+
+ // MP40
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 );
+
+ // MP44
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 );
+
+ // Greasegun
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE );
+
+ // Pistols (Colt ); Luger)
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 );
+
+ // Mgs (mg42 ); mg34)
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG );
+
+ // 30cal
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL );
+
+ // Grenades
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK );
+
+ // Knife
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE );
+
+ // Spade
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE );
+
+ // Bazooka
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA );
+
+ // Pschreck
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK );
+
+ // Bar
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR );
+
+ // Reloads
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 );
+
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 );
+
+ // Bazookas
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK );
+
+ // Deployed
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR );
+
+ // Prone
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 );
+
+ // Prone bazooka
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK );
+
+ // Prone deployed
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 );
+
+ // Prone zoomed aim
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK );
+
+ // Crouch attack.
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 );
+
+ // Hand Signals
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 );
+ ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 );
+
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT );
+
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT );
+ ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT );
+
+ //===========================
+ // HL2MP Specific Activities
+ //===========================
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN );
+
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW );
+ ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW );
+
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );
+
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM );
+ ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM );
+
+ // Portal!
+ ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );
+
+ // Multiplayer
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_VCD );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );
+
+ // Multiplayer - Primary
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY );
+
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );
+
+ // Secondary
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );
+
+ // Secondary2
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END );
+
+ // Melee
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );
+
+ // Item1
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 );
+
+ // Item2
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 );
+
+ // Flinches
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );
+
+ // Team Fortress specific - medic heal, medic infect, etc.....
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );
+
+ // Building
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );
+
+ // Building - Deployed
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA );
+ ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN );
+ ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE );
+ ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 );
+
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD );
+
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN );
+
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN );
+
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD );
+
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP );
+ ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN );
+ ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE );
+
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS );
+ ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS );
+
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER );
+ ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB );
+ ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB );
+ ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB );
+
+ ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL );
+ ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END );
+ ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 );
+
+ ADD_ACTIVITY_TO_SR( ACT_MP_THROW );
+ ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW );
+ ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE );
+ ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE );
+
+}