diff options
Diffstat (limited to 'mp/src/game/shared/ai_activity.h')
| -rw-r--r-- | mp/src/game/shared/ai_activity.h | 4222 |
1 files changed, 2111 insertions, 2111 deletions
diff --git a/mp/src/game/shared/ai_activity.h b/mp/src/game/shared/ai_activity.h index 4e94fca8..6c5f05c8 100644 --- a/mp/src/game/shared/ai_activity.h +++ b/mp/src/game/shared/ai_activity.h @@ -1,2111 +1,2111 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef AI_ACTIVITY_H
-#define AI_ACTIVITY_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#define ACTIVITY_NOT_AVAILABLE -1
-
-typedef enum
-{
- ACT_INVALID = -1, // So we have something more succint to check for than '-1'
- ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
- ACT_IDLE,
- ACT_TRANSITION,
- ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW?
- ACT_COVER_MED, // FIXME: unsupported?
- ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH?
- ACT_WALK,
- ACT_WALK_AIM,
- ACT_WALK_CROUCH,
- ACT_WALK_CROUCH_AIM,
- ACT_RUN,
- ACT_RUN_AIM,
- ACT_RUN_CROUCH,
- ACT_RUN_CROUCH_AIM,
- ACT_RUN_PROTECTED,
- ACT_SCRIPT_CUSTOM_MOVE,
- ACT_RANGE_ATTACK1,
- ACT_RANGE_ATTACK2,
- ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
- ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
- ACT_DIESIMPLE,
- ACT_DIEBACKWARD,
- ACT_DIEFORWARD,
- ACT_DIEVIOLENT,
- ACT_DIERAGDOLL,
- ACT_FLY, // Fly (and flap if appropriate)
- ACT_HOVER,
- ACT_GLIDE,
- ACT_SWIM,
- ACT_JUMP,
- ACT_HOP, // vertical jump
- ACT_LEAP, // long forward jump
- ACT_LAND,
- ACT_CLIMB_UP,
- ACT_CLIMB_DOWN,
- ACT_CLIMB_DISMOUNT,
- ACT_SHIPLADDER_UP,
- ACT_SHIPLADDER_DOWN,
- ACT_STRAFE_LEFT,
- ACT_STRAFE_RIGHT,
- ACT_ROLL_LEFT, // tuck and roll, left
- ACT_ROLL_RIGHT, // tuck and roll, right
- ACT_TURN_LEFT, // turn quickly left (stationary)
- ACT_TURN_RIGHT, // turn quickly right (stationary)
- ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
- ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
- ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position)
- ACT_USE,
- ACT_SIGNAL1,
- ACT_SIGNAL2,
- ACT_SIGNAL3,
-
- ACT_SIGNAL_ADVANCE, // Squad handsignals, specific.
- ACT_SIGNAL_FORWARD,
- ACT_SIGNAL_GROUP,
- ACT_SIGNAL_HALT,
- ACT_SIGNAL_LEFT,
- ACT_SIGNAL_RIGHT,
- ACT_SIGNAL_TAKECOVER,
-
- ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around.
- ACT_LOOKBACK_LEFT,
- ACT_COWER, // FIXME: unused, should be more extreme version of crouching
- ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays?
- ACT_BIG_FLINCH,
- ACT_MELEE_ATTACK1,
- ACT_MELEE_ATTACK2,
- ACT_RELOAD,
- ACT_RELOAD_START,
- ACT_RELOAD_FINISH,
- ACT_RELOAD_LOW,
- ACT_ARM, // pull out gun, for instance
- ACT_DISARM, // reholster gun
- ACT_DROP_WEAPON,
- ACT_DROP_WEAPON_SHOTGUN,
- ACT_PICKUP_GROUND, // pick up something in front of you on the ground
- ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you.
- ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)
-
- ACT_IDLE_RELAXED,
- ACT_IDLE_STIMULATED,
- ACT_IDLE_AGITATED,
- ACT_IDLE_STEALTH,
- ACT_IDLE_HURT,
-
- ACT_WALK_RELAXED,
- ACT_WALK_STIMULATED,
- ACT_WALK_AGITATED,
- ACT_WALK_STEALTH,
-
- ACT_RUN_RELAXED,
- ACT_RUN_STIMULATED,
- ACT_RUN_AGITATED,
- ACT_RUN_STEALTH,
-
- ACT_IDLE_AIM_RELAXED,
- ACT_IDLE_AIM_STIMULATED,
- ACT_IDLE_AIM_AGITATED,
- ACT_IDLE_AIM_STEALTH,
-
- ACT_WALK_AIM_RELAXED,
- ACT_WALK_AIM_STIMULATED,
- ACT_WALK_AIM_AGITATED,
- ACT_WALK_AIM_STEALTH,
-
- ACT_RUN_AIM_RELAXED,
- ACT_RUN_AIM_STIMULATED,
- ACT_RUN_AIM_AGITATED,
- ACT_RUN_AIM_STEALTH,
-
- ACT_CROUCHIDLE_STIMULATED,
- ACT_CROUCHIDLE_AIM_STIMULATED,
- ACT_CROUCHIDLE_AGITATED,
-
- ACT_WALK_HURT, // limp (loop)
- ACT_RUN_HURT, // limp (loop)
- ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
- ACT_SPECIAL_ATTACK2,
- ACT_COMBAT_IDLE, // FIXME: unused? agitated idle.
- ACT_WALK_SCARED,
- ACT_RUN_SCARED,
- ACT_VICTORY_DANCE, // killed a player, do a victory dance.
- ACT_DIE_HEADSHOT, // die, hit in head.
- ACT_DIE_CHESTSHOT, // die, hit in chest
- ACT_DIE_GUTSHOT, // die, hit in gut
- ACT_DIE_BACKSHOT, // die, hit in back
- ACT_FLINCH_HEAD,
- ACT_FLINCH_CHEST,
- ACT_FLINCH_STOMACH,
- ACT_FLINCH_LEFTARM,
- ACT_FLINCH_RIGHTARM,
- ACT_FLINCH_LEFTLEG,
- ACT_FLINCH_RIGHTLEG,
- ACT_FLINCH_PHYSICS,
-
- ACT_IDLE_ON_FIRE, // ON FIRE animations
- ACT_WALK_ON_FIRE,
- ACT_RUN_ON_FIRE,
-
- ACT_RAPPEL_LOOP, // Rappel down a rope!
-
- ACT_180_LEFT, // 180 degree left turn
- ACT_180_RIGHT,
-
- ACT_90_LEFT, // 90 degree turns
- ACT_90_RIGHT,
-
- ACT_STEP_LEFT, // Single steps
- ACT_STEP_RIGHT,
- ACT_STEP_BACK,
- ACT_STEP_FORE,
-
- ACT_GESTURE_RANGE_ATTACK1,
- ACT_GESTURE_RANGE_ATTACK2,
- ACT_GESTURE_MELEE_ATTACK1,
- ACT_GESTURE_MELEE_ATTACK2,
- ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack
- ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack
-
- ACT_MELEE_ATTACK_SWING_GESTURE,
-
- ACT_GESTURE_SMALL_FLINCH,
- ACT_GESTURE_BIG_FLINCH,
- ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion
- ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
- ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion
- ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
- ACT_GESTURE_FLINCH_HEAD,
- ACT_GESTURE_FLINCH_CHEST,
- ACT_GESTURE_FLINCH_STOMACH,
- ACT_GESTURE_FLINCH_LEFTARM,
- ACT_GESTURE_FLINCH_RIGHTARM,
- ACT_GESTURE_FLINCH_LEFTLEG,
- ACT_GESTURE_FLINCH_RIGHTLEG,
-
- ACT_GESTURE_TURN_LEFT,
- ACT_GESTURE_TURN_RIGHT,
- ACT_GESTURE_TURN_LEFT45,
- ACT_GESTURE_TURN_RIGHT45,
- ACT_GESTURE_TURN_LEFT90,
- ACT_GESTURE_TURN_RIGHT90,
- ACT_GESTURE_TURN_LEFT45_FLAT,
- ACT_GESTURE_TURN_RIGHT45_FLAT,
- ACT_GESTURE_TURN_LEFT90_FLAT,
- ACT_GESTURE_TURN_RIGHT90_FLAT,
-
- // HALF-LIFE 1 compatability stuff goes here. Temporary!
- ACT_BARNACLE_HIT, // barnacle tongue hits a monster
- ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
- ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
- ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
-
- // Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
- // have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
- // is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
- // with the NPC's current sequence. (SJB)
- ACT_DO_NOT_DISTURB,
-
- // viewmodel (weapon) activities
- // FIXME: move these to the specific viewmodels, no need to make global
- ACT_VM_DRAW,
- ACT_VM_HOLSTER,
- ACT_VM_IDLE,
- ACT_VM_FIDGET,
- ACT_VM_PULLBACK,
- ACT_VM_PULLBACK_HIGH,
- ACT_VM_PULLBACK_LOW,
- ACT_VM_THROW,
- ACT_VM_PULLPIN,
- ACT_VM_PRIMARYATTACK, // fire
- ACT_VM_SECONDARYATTACK, // alt. fire
- ACT_VM_RELOAD,
- ACT_VM_RELOAD_START,
- ACT_VM_RELOAD_FINISH,
- ACT_VM_DRYFIRE, // fire with no ammo loaded.
- ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk)
- ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk)
- ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk)
- ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk)
- ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk)
- ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk)
- ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk)
- ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk)
- ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk)
- ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk)
- ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk)
- ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk)
- ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk)
- ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk)
- ACT_VM_SWINGMISS,
- ACT_VM_SWINGHIT,
- ACT_VM_IDLE_TO_LOWERED,
- ACT_VM_IDLE_LOWERED,
- ACT_VM_LOWERED_TO_IDLE,
- ACT_VM_RECOIL1,
- ACT_VM_RECOIL2,
- ACT_VM_RECOIL3,
- ACT_VM_PICKUP,
- ACT_VM_RELEASE,
-
- ACT_VM_ATTACH_SILENCER,
- ACT_VM_DETACH_SILENCER,
-
- // TF2 Scout Pack
- ACT_VM_DRAW_SPECIAL,
- ACT_VM_HOLSTER_SPECIAL,
- ACT_VM_IDLE_SPECIAL,
- ACT_VM_PULLBACK_SPECIAL,
- ACT_VM_PRIMARYATTACK_SPECIAL,
- ACT_VM_SECONDARYATTACK_SPECIAL,
- ACT_VM_HITCENTER_SPECIAL,
- ACT_VM_SWINGHARD_SPECIAL,
- ACT_VM_IDLE_TO_LOWERED_SPECIAL,
- ACT_VM_IDLE_LOWERED_SPECIAL,
- ACT_VM_LOWERED_TO_IDLE_SPECIAL,
-
- ACT_FISTS_VM_HITLEFT,
- ACT_FISTS_VM_HITRIGHT,
- ACT_FISTS_VM_SWINGHARD,
- ACT_FISTS_VM_IDLE,
- ACT_FISTS_VM_DRAW,
-
-//===========================
-// HL2 Specific Activities
-//===========================
- // SLAM Specialty Activities
- ACT_SLAM_STICKWALL_IDLE,
- ACT_SLAM_STICKWALL_ND_IDLE,
- ACT_SLAM_STICKWALL_ATTACH,
- ACT_SLAM_STICKWALL_ATTACH2,
- ACT_SLAM_STICKWALL_ND_ATTACH,
- ACT_SLAM_STICKWALL_ND_ATTACH2,
- ACT_SLAM_STICKWALL_DETONATE,
- ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
- ACT_SLAM_STICKWALL_DRAW,
- ACT_SLAM_STICKWALL_ND_DRAW,
- ACT_SLAM_STICKWALL_TO_THROW,
- ACT_SLAM_STICKWALL_TO_THROW_ND,
- ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
- ACT_SLAM_THROW_IDLE,
- ACT_SLAM_THROW_ND_IDLE,
- ACT_SLAM_THROW_THROW,
- ACT_SLAM_THROW_THROW2,
- ACT_SLAM_THROW_THROW_ND,
- ACT_SLAM_THROW_THROW_ND2,
- ACT_SLAM_THROW_DRAW,
- ACT_SLAM_THROW_ND_DRAW,
- ACT_SLAM_THROW_TO_STICKWALL,
- ACT_SLAM_THROW_TO_STICKWALL_ND,
- ACT_SLAM_THROW_DETONATE,
- ACT_SLAM_THROW_DETONATOR_HOLSTER,
- ACT_SLAM_THROW_TO_TRIPMINE_ND,
- ACT_SLAM_TRIPMINE_IDLE,
- ACT_SLAM_TRIPMINE_DRAW,
- ACT_SLAM_TRIPMINE_ATTACH,
- ACT_SLAM_TRIPMINE_ATTACH2,
- ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
- ACT_SLAM_TRIPMINE_TO_THROW_ND,
- ACT_SLAM_DETONATOR_IDLE,
- ACT_SLAM_DETONATOR_DRAW,
- ACT_SLAM_DETONATOR_DETONATE,
- ACT_SLAM_DETONATOR_HOLSTER,
- ACT_SLAM_DETONATOR_STICKWALL_DRAW,
- ACT_SLAM_DETONATOR_THROW_DRAW,
-
- // Shotgun Specialty Activities
- ACT_SHOTGUN_RELOAD_START,
- ACT_SHOTGUN_RELOAD_FINISH,
- ACT_SHOTGUN_PUMP,
-
- // SMG2 special activities
- ACT_SMG2_IDLE2,
- ACT_SMG2_FIRE2,
- ACT_SMG2_DRAW2,
- ACT_SMG2_RELOAD2,
- ACT_SMG2_DRYFIRE2,
- ACT_SMG2_TOAUTO,
- ACT_SMG2_TOBURST,
-
- // Physcannon special activities
- ACT_PHYSCANNON_UPGRADE,
-
- // weapon override activities
- ACT_RANGE_ATTACK_AR1,
- ACT_RANGE_ATTACK_AR2,
- ACT_RANGE_ATTACK_AR2_LOW,
- ACT_RANGE_ATTACK_AR2_GRENADE,
- ACT_RANGE_ATTACK_HMG1,
- ACT_RANGE_ATTACK_ML,
- ACT_RANGE_ATTACK_SMG1,
- ACT_RANGE_ATTACK_SMG1_LOW,
- ACT_RANGE_ATTACK_SMG2,
- ACT_RANGE_ATTACK_SHOTGUN,
- ACT_RANGE_ATTACK_SHOTGUN_LOW,
- ACT_RANGE_ATTACK_PISTOL,
- ACT_RANGE_ATTACK_PISTOL_LOW,
- ACT_RANGE_ATTACK_SLAM,
- ACT_RANGE_ATTACK_TRIPWIRE,
- ACT_RANGE_ATTACK_THROW,
- ACT_RANGE_ATTACK_SNIPER_RIFLE,
- ACT_RANGE_ATTACK_RPG,
- ACT_MELEE_ATTACK_SWING,
-
- ACT_RANGE_AIM_LOW,
- ACT_RANGE_AIM_SMG1_LOW,
- ACT_RANGE_AIM_PISTOL_LOW,
- ACT_RANGE_AIM_AR2_LOW,
-
- ACT_COVER_PISTOL_LOW,
- ACT_COVER_SMG1_LOW,
-
- // weapon override activities
- ACT_GESTURE_RANGE_ATTACK_AR1,
- ACT_GESTURE_RANGE_ATTACK_AR2,
- ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
- ACT_GESTURE_RANGE_ATTACK_HMG1,
- ACT_GESTURE_RANGE_ATTACK_ML,
- ACT_GESTURE_RANGE_ATTACK_SMG1,
- ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
- ACT_GESTURE_RANGE_ATTACK_SMG2,
- ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
- ACT_GESTURE_RANGE_ATTACK_PISTOL,
- ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
- ACT_GESTURE_RANGE_ATTACK_SLAM,
- ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
- ACT_GESTURE_RANGE_ATTACK_THROW,
- ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
- ACT_GESTURE_MELEE_ATTACK_SWING,
-
- ACT_IDLE_RIFLE,
- ACT_IDLE_SMG1,
- ACT_IDLE_ANGRY_SMG1,
- ACT_IDLE_PISTOL,
- ACT_IDLE_ANGRY_PISTOL,
- ACT_IDLE_ANGRY_SHOTGUN,
- ACT_IDLE_STEALTH_PISTOL,
-
- ACT_IDLE_PACKAGE,
- ACT_WALK_PACKAGE,
- ACT_IDLE_SUITCASE,
- ACT_WALK_SUITCASE,
-
- ACT_IDLE_SMG1_RELAXED,
- ACT_IDLE_SMG1_STIMULATED,
- ACT_WALK_RIFLE_RELAXED,
- ACT_RUN_RIFLE_RELAXED,
- ACT_WALK_RIFLE_STIMULATED,
- ACT_RUN_RIFLE_STIMULATED,
-
- ACT_IDLE_AIM_RIFLE_STIMULATED,
- ACT_WALK_AIM_RIFLE_STIMULATED,
- ACT_RUN_AIM_RIFLE_STIMULATED,
-
- ACT_IDLE_SHOTGUN_RELAXED,
- ACT_IDLE_SHOTGUN_STIMULATED,
- ACT_IDLE_SHOTGUN_AGITATED,
-
- // Policing activities
- ACT_WALK_ANGRY,
- ACT_POLICE_HARASS1,
- ACT_POLICE_HARASS2,
-
- // Manned guns
- ACT_IDLE_MANNEDGUN,
-
- // Melee weapon
- ACT_IDLE_MELEE,
- ACT_IDLE_ANGRY_MELEE,
-
- // RPG activities
- ACT_IDLE_RPG_RELAXED,
- ACT_IDLE_RPG,
- ACT_IDLE_ANGRY_RPG,
- ACT_COVER_LOW_RPG,
- ACT_WALK_RPG,
- ACT_RUN_RPG,
- ACT_WALK_CROUCH_RPG,
- ACT_RUN_CROUCH_RPG,
- ACT_WALK_RPG_RELAXED,
- ACT_RUN_RPG_RELAXED,
-
- ACT_WALK_RIFLE,
- ACT_WALK_AIM_RIFLE,
- ACT_WALK_CROUCH_RIFLE,
- ACT_WALK_CROUCH_AIM_RIFLE,
- ACT_RUN_RIFLE,
- ACT_RUN_AIM_RIFLE,
- ACT_RUN_CROUCH_RIFLE,
- ACT_RUN_CROUCH_AIM_RIFLE,
- ACT_RUN_STEALTH_PISTOL,
-
- ACT_WALK_AIM_SHOTGUN,
- ACT_RUN_AIM_SHOTGUN,
-
- ACT_WALK_PISTOL,
- ACT_RUN_PISTOL,
- ACT_WALK_AIM_PISTOL,
- ACT_RUN_AIM_PISTOL,
- ACT_WALK_STEALTH_PISTOL,
- ACT_WALK_AIM_STEALTH_PISTOL,
- ACT_RUN_AIM_STEALTH_PISTOL,
-
- // Reloads
- ACT_RELOAD_PISTOL,
- ACT_RELOAD_PISTOL_LOW,
- ACT_RELOAD_SMG1,
- ACT_RELOAD_SMG1_LOW,
- ACT_RELOAD_SHOTGUN,
- ACT_RELOAD_SHOTGUN_LOW,
-
- ACT_GESTURE_RELOAD,
- ACT_GESTURE_RELOAD_PISTOL,
- ACT_GESTURE_RELOAD_SMG1,
- ACT_GESTURE_RELOAD_SHOTGUN,
-
- // Busy animations
- ACT_BUSY_LEAN_LEFT,
- ACT_BUSY_LEAN_LEFT_ENTRY,
- ACT_BUSY_LEAN_LEFT_EXIT,
- ACT_BUSY_LEAN_BACK,
- ACT_BUSY_LEAN_BACK_ENTRY,
- ACT_BUSY_LEAN_BACK_EXIT,
- ACT_BUSY_SIT_GROUND,
- ACT_BUSY_SIT_GROUND_ENTRY,
- ACT_BUSY_SIT_GROUND_EXIT,
- ACT_BUSY_SIT_CHAIR,
- ACT_BUSY_SIT_CHAIR_ENTRY,
- ACT_BUSY_SIT_CHAIR_EXIT,
- ACT_BUSY_STAND,
- ACT_BUSY_QUEUE,
-
- // Dodge animations
- ACT_DUCK_DODGE,
-
- // For NPCs being lifted/eaten by barnacles:
- // being swallowed by a barnacle
- ACT_DIE_BARNACLE_SWALLOW,
- // being lifted by a barnacle
- ACT_GESTURE_BARNACLE_STRANGLE,
-
- ACT_PHYSCANNON_DETACH, // An activity to be played if we're picking this up with the physcannon
- ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH
- ACT_PHYSCANNON_ANIMATE_PRE, // An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE
- ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE
-
- ACT_DIE_FRONTSIDE,
- ACT_DIE_RIGHTSIDE,
- ACT_DIE_BACKSIDE,
- ACT_DIE_LEFTSIDE,
-
- ACT_OPEN_DOOR,
-
- // Dynamic interactions
- ACT_DI_ALYX_ZOMBIE_MELEE,
- ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
- ACT_DI_ALYX_HEADCRAB_MELEE,
- ACT_DI_ALYX_ANTLION,
-
- ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
- ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
-
- ACT_READINESS_RELAXED_TO_STIMULATED,
- ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
- ACT_READINESS_AGITATED_TO_STIMULATED,
- ACT_READINESS_STIMULATED_TO_RELAXED,
-
- ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
- ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
- ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
- ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
-
- ACT_IDLE_CARRY,
- ACT_WALK_CARRY,
-
-//===========================
-// TF2 Specific Activities
-//===========================
- ACT_STARTDYING,
- ACT_DYINGLOOP,
- ACT_DYINGTODEAD,
-
- ACT_RIDE_MANNED_GUN,
-
- // All viewmodels
- ACT_VM_SPRINT_ENTER,
- ACT_VM_SPRINT_IDLE,
- ACT_VM_SPRINT_LEAVE,
-
- // Looping weapon firing
- ACT_FIRE_START,
- ACT_FIRE_LOOP,
- ACT_FIRE_END,
-
- ACT_CROUCHING_GRENADEIDLE,
- ACT_CROUCHING_GRENADEREADY,
- ACT_CROUCHING_PRIMARYATTACK,
- ACT_OVERLAY_GRENADEIDLE,
- ACT_OVERLAY_GRENADEREADY,
- ACT_OVERLAY_PRIMARYATTACK,
- ACT_OVERLAY_SHIELD_UP,
- ACT_OVERLAY_SHIELD_DOWN,
- ACT_OVERLAY_SHIELD_UP_IDLE,
- ACT_OVERLAY_SHIELD_ATTACK,
- ACT_OVERLAY_SHIELD_KNOCKBACK,
- ACT_SHIELD_UP,
- ACT_SHIELD_DOWN,
- ACT_SHIELD_UP_IDLE,
- ACT_SHIELD_ATTACK,
- ACT_SHIELD_KNOCKBACK,
- ACT_CROUCHING_SHIELD_UP,
- ACT_CROUCHING_SHIELD_DOWN,
- ACT_CROUCHING_SHIELD_UP_IDLE,
- ACT_CROUCHING_SHIELD_ATTACK,
- ACT_CROUCHING_SHIELD_KNOCKBACK,
-
- // turning in place
- ACT_TURNRIGHT45,
- ACT_TURNLEFT45,
-
- ACT_TURN,
-
- ACT_OBJ_ASSEMBLING,
- ACT_OBJ_DISMANTLING,
- ACT_OBJ_STARTUP,
- ACT_OBJ_RUNNING,
- ACT_OBJ_IDLE,
- ACT_OBJ_PLACING,
- ACT_OBJ_DETERIORATING,
- ACT_OBJ_UPGRADING,
-
- // Deploy
- ACT_DEPLOY,
- ACT_DEPLOY_IDLE,
- ACT_UNDEPLOY,
-
-//===========================
-// HL1 Specific Activities
-//===========================
- // Grenades
- ACT_GRENADE_ROLL,
- ACT_GRENADE_TOSS,
-
- // Hand grenade
- ACT_HANDGRENADE_THROW1,
- ACT_HANDGRENADE_THROW2,
- ACT_HANDGRENADE_THROW3,
-
- // Shotgun
- ACT_SHOTGUN_IDLE_DEEP,
- ACT_SHOTGUN_IDLE4,
-
- // Glock
- ACT_GLOCK_SHOOTEMPTY,
- ACT_GLOCK_SHOOT_RELOAD,
-
- // RPG
- ACT_RPG_DRAW_UNLOADED,
- ACT_RPG_HOLSTER_UNLOADED,
- ACT_RPG_IDLE_UNLOADED,
- ACT_RPG_FIDGET_UNLOADED,
-
- // Crossbow
- ACT_CROSSBOW_DRAW_UNLOADED,
- ACT_CROSSBOW_IDLE_UNLOADED,
- ACT_CROSSBOW_FIDGET_UNLOADED,
-
- // Gauss
- ACT_GAUSS_SPINUP,
- ACT_GAUSS_SPINCYCLE,
-
- // Tripmine
- ACT_TRIPMINE_GROUND,
- ACT_TRIPMINE_WORLD,
-
-//===========================
-// CSPort Specific Activities
-//===========================
-
- ACT_VM_PRIMARYATTACK_SILENCED, // fire
- ACT_VM_RELOAD_SILENCED,
- ACT_VM_DRYFIRE_SILENCED, // fire with no ammo loaded.
- ACT_VM_IDLE_SILENCED,
- ACT_VM_DRAW_SILENCED,
- ACT_VM_IDLE_EMPTY_LEFT,
- ACT_VM_DRYFIRE_LEFT,
-
- ACT_PLAYER_IDLE_FIRE,
- ACT_PLAYER_CROUCH_FIRE,
- ACT_PLAYER_CROUCH_WALK_FIRE,
- ACT_PLAYER_WALK_FIRE,
- ACT_PLAYER_RUN_FIRE,
-
- ACT_IDLETORUN,
- ACT_RUNTOIDLE,
-
-
-//===========================
-// DoD Specific Activities
-//===========================
- ACT_SPRINT,
-
- ACT_GET_DOWN_STAND,
- ACT_GET_UP_STAND,
- ACT_GET_DOWN_CROUCH,
- ACT_GET_UP_CROUCH,
- ACT_PRONE_FORWARD,
- ACT_PRONE_IDLE,
-
- ACT_DEEPIDLE1,
- ACT_DEEPIDLE2,
- ACT_DEEPIDLE3,
- ACT_DEEPIDLE4,
-
- ACT_VM_RELOAD_DEPLOYED,
- ACT_VM_RELOAD_IDLE,
-
- ACT_VM_DRAW_DEPLOYED,
-
- //Weapon is empty activities
- ACT_VM_DRAW_EMPTY,
- ACT_VM_PRIMARYATTACK_EMPTY,
- ACT_VM_RELOAD_EMPTY,
- ACT_VM_IDLE_EMPTY,
- ACT_VM_IDLE_DEPLOYED_EMPTY,
-
- ACT_VM_IDLE_8,
- ACT_VM_IDLE_7,
- ACT_VM_IDLE_6,
- ACT_VM_IDLE_5,
- ACT_VM_IDLE_4,
- ACT_VM_IDLE_3,
- ACT_VM_IDLE_2,
- ACT_VM_IDLE_1,
-
- ACT_VM_IDLE_DEPLOYED,
- ACT_VM_IDLE_DEPLOYED_8,
- ACT_VM_IDLE_DEPLOYED_7,
- ACT_VM_IDLE_DEPLOYED_6,
- ACT_VM_IDLE_DEPLOYED_5,
- ACT_VM_IDLE_DEPLOYED_4,
- ACT_VM_IDLE_DEPLOYED_3,
- ACT_VM_IDLE_DEPLOYED_2,
- ACT_VM_IDLE_DEPLOYED_1,
-
- // Animation from prone idle to standing/crouch idle. Number designates bullets left
- ACT_VM_UNDEPLOY,
- ACT_VM_UNDEPLOY_8,
- ACT_VM_UNDEPLOY_7,
- ACT_VM_UNDEPLOY_6,
- ACT_VM_UNDEPLOY_5,
- ACT_VM_UNDEPLOY_4,
- ACT_VM_UNDEPLOY_3,
- ACT_VM_UNDEPLOY_2,
- ACT_VM_UNDEPLOY_1,
- ACT_VM_UNDEPLOY_EMPTY,
-
- // Animation from standing/crouch idle to prone idle. Number designates bullets left
- ACT_VM_DEPLOY,
- ACT_VM_DEPLOY_8,
- ACT_VM_DEPLOY_7,
- ACT_VM_DEPLOY_6,
- ACT_VM_DEPLOY_5,
- ACT_VM_DEPLOY_4,
- ACT_VM_DEPLOY_3,
- ACT_VM_DEPLOY_2,
- ACT_VM_DEPLOY_1,
- ACT_VM_DEPLOY_EMPTY,
-
- // Shooting animations for standing/crouch position. Number designates bullets left at START of animation
- ACT_VM_PRIMARYATTACK_8,
- ACT_VM_PRIMARYATTACK_7,
- ACT_VM_PRIMARYATTACK_6,
- ACT_VM_PRIMARYATTACK_5,
- ACT_VM_PRIMARYATTACK_4,
- ACT_VM_PRIMARYATTACK_3,
- ACT_VM_PRIMARYATTACK_2,
- ACT_VM_PRIMARYATTACK_1,
-
- // Shooting animations for prone position. Number designates bullets left at START of animation
- ACT_VM_PRIMARYATTACK_DEPLOYED,
- ACT_VM_PRIMARYATTACK_DEPLOYED_8,
- ACT_VM_PRIMARYATTACK_DEPLOYED_7,
- ACT_VM_PRIMARYATTACK_DEPLOYED_6,
- ACT_VM_PRIMARYATTACK_DEPLOYED_5,
- ACT_VM_PRIMARYATTACK_DEPLOYED_4,
- ACT_VM_PRIMARYATTACK_DEPLOYED_3,
- ACT_VM_PRIMARYATTACK_DEPLOYED_2,
- ACT_VM_PRIMARYATTACK_DEPLOYED_1,
- ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY,
-
- // Player anim ACTs
- ACT_DOD_DEPLOYED,
- ACT_DOD_PRONE_DEPLOYED,
- ACT_DOD_IDLE_ZOOMED,
- ACT_DOD_WALK_ZOOMED,
- ACT_DOD_CROUCH_ZOOMED,
- ACT_DOD_CROUCHWALK_ZOOMED,
- ACT_DOD_PRONE_ZOOMED,
- ACT_DOD_PRONE_FORWARD_ZOOMED,
- ACT_DOD_PRIMARYATTACK_DEPLOYED,
- ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED,
- ACT_DOD_RELOAD_DEPLOYED,
- ACT_DOD_RELOAD_PRONE_DEPLOYED,
- ACT_DOD_PRIMARYATTACK_PRONE,
- ACT_DOD_SECONDARYATTACK_PRONE,
- ACT_DOD_RELOAD_CROUCH,
- ACT_DOD_RELOAD_PRONE,
- ACT_DOD_STAND_IDLE,
- ACT_DOD_STAND_AIM,
- ACT_DOD_CROUCH_IDLE,
- ACT_DOD_CROUCH_AIM,
- ACT_DOD_CROUCHWALK_IDLE,
- ACT_DOD_CROUCHWALK_AIM,
- ACT_DOD_WALK_IDLE,
- ACT_DOD_WALK_AIM,
- ACT_DOD_RUN_IDLE,
- ACT_DOD_RUN_AIM,
-
- // Positions
- ACT_DOD_STAND_AIM_PISTOL,
- ACT_DOD_CROUCH_AIM_PISTOL,
- ACT_DOD_CROUCHWALK_AIM_PISTOL,
- ACT_DOD_WALK_AIM_PISTOL,
- ACT_DOD_RUN_AIM_PISTOL,
- ACT_DOD_PRONE_AIM_PISTOL,
- ACT_DOD_STAND_IDLE_PISTOL,
- ACT_DOD_CROUCH_IDLE_PISTOL,
- ACT_DOD_CROUCHWALK_IDLE_PISTOL,
- ACT_DOD_WALK_IDLE_PISTOL,
- ACT_DOD_RUN_IDLE_PISTOL,
- ACT_DOD_SPRINT_IDLE_PISTOL,
- ACT_DOD_PRONEWALK_IDLE_PISTOL,
-
- ACT_DOD_STAND_AIM_C96,
- ACT_DOD_CROUCH_AIM_C96,
- ACT_DOD_CROUCHWALK_AIM_C96,
- ACT_DOD_WALK_AIM_C96,
- ACT_DOD_RUN_AIM_C96,
- ACT_DOD_PRONE_AIM_C96,
- ACT_DOD_STAND_IDLE_C96,
- ACT_DOD_CROUCH_IDLE_C96,
- ACT_DOD_CROUCHWALK_IDLE_C96,
- ACT_DOD_WALK_IDLE_C96,
- ACT_DOD_RUN_IDLE_C96,
- ACT_DOD_SPRINT_IDLE_C96,
- ACT_DOD_PRONEWALK_IDLE_C96,
-
- ACT_DOD_STAND_AIM_RIFLE,
- ACT_DOD_CROUCH_AIM_RIFLE,
- ACT_DOD_CROUCHWALK_AIM_RIFLE,
- ACT_DOD_WALK_AIM_RIFLE,
- ACT_DOD_RUN_AIM_RIFLE,
- ACT_DOD_PRONE_AIM_RIFLE,
- ACT_DOD_STAND_IDLE_RIFLE,
- ACT_DOD_CROUCH_IDLE_RIFLE,
- ACT_DOD_CROUCHWALK_IDLE_RIFLE,
- ACT_DOD_WALK_IDLE_RIFLE,
- ACT_DOD_RUN_IDLE_RIFLE,
- ACT_DOD_SPRINT_IDLE_RIFLE,
- ACT_DOD_PRONEWALK_IDLE_RIFLE,
-
- ACT_DOD_STAND_AIM_BOLT,
- ACT_DOD_CROUCH_AIM_BOLT,
- ACT_DOD_CROUCHWALK_AIM_BOLT,
- ACT_DOD_WALK_AIM_BOLT,
- ACT_DOD_RUN_AIM_BOLT,
- ACT_DOD_PRONE_AIM_BOLT,
- ACT_DOD_STAND_IDLE_BOLT,
- ACT_DOD_CROUCH_IDLE_BOLT,
- ACT_DOD_CROUCHWALK_IDLE_BOLT,
- ACT_DOD_WALK_IDLE_BOLT,
- ACT_DOD_RUN_IDLE_BOLT,
- ACT_DOD_SPRINT_IDLE_BOLT,
- ACT_DOD_PRONEWALK_IDLE_BOLT,
-
- ACT_DOD_STAND_AIM_TOMMY,
- ACT_DOD_CROUCH_AIM_TOMMY,
- ACT_DOD_CROUCHWALK_AIM_TOMMY,
- ACT_DOD_WALK_AIM_TOMMY,
- ACT_DOD_RUN_AIM_TOMMY,
- ACT_DOD_PRONE_AIM_TOMMY,
- ACT_DOD_STAND_IDLE_TOMMY,
- ACT_DOD_CROUCH_IDLE_TOMMY,
- ACT_DOD_CROUCHWALK_IDLE_TOMMY,
- ACT_DOD_WALK_IDLE_TOMMY,
- ACT_DOD_RUN_IDLE_TOMMY,
- ACT_DOD_SPRINT_IDLE_TOMMY,
- ACT_DOD_PRONEWALK_IDLE_TOMMY,
-
- ACT_DOD_STAND_AIM_MP40,
- ACT_DOD_CROUCH_AIM_MP40,
- ACT_DOD_CROUCHWALK_AIM_MP40,
- ACT_DOD_WALK_AIM_MP40,
- ACT_DOD_RUN_AIM_MP40,
- ACT_DOD_PRONE_AIM_MP40,
- ACT_DOD_STAND_IDLE_MP40,
- ACT_DOD_CROUCH_IDLE_MP40,
- ACT_DOD_CROUCHWALK_IDLE_MP40,
- ACT_DOD_WALK_IDLE_MP40,
- ACT_DOD_RUN_IDLE_MP40,
- ACT_DOD_SPRINT_IDLE_MP40,
- ACT_DOD_PRONEWALK_IDLE_MP40,
-
- ACT_DOD_STAND_AIM_MP44,
- ACT_DOD_CROUCH_AIM_MP44,
- ACT_DOD_CROUCHWALK_AIM_MP44,
- ACT_DOD_WALK_AIM_MP44,
- ACT_DOD_RUN_AIM_MP44,
- ACT_DOD_PRONE_AIM_MP44,
- ACT_DOD_STAND_IDLE_MP44,
- ACT_DOD_CROUCH_IDLE_MP44,
- ACT_DOD_CROUCHWALK_IDLE_MP44,
- ACT_DOD_WALK_IDLE_MP44,
- ACT_DOD_RUN_IDLE_MP44,
- ACT_DOD_SPRINT_IDLE_MP44,
- ACT_DOD_PRONEWALK_IDLE_MP44,
-
- ACT_DOD_STAND_AIM_GREASE,
- ACT_DOD_CROUCH_AIM_GREASE,
- ACT_DOD_CROUCHWALK_AIM_GREASE,
- ACT_DOD_WALK_AIM_GREASE,
- ACT_DOD_RUN_AIM_GREASE,
- ACT_DOD_PRONE_AIM_GREASE,
- ACT_DOD_STAND_IDLE_GREASE,
- ACT_DOD_CROUCH_IDLE_GREASE,
- ACT_DOD_CROUCHWALK_IDLE_GREASE,
- ACT_DOD_WALK_IDLE_GREASE,
- ACT_DOD_RUN_IDLE_GREASE,
- ACT_DOD_SPRINT_IDLE_GREASE,
- ACT_DOD_PRONEWALK_IDLE_GREASE,
-
- ACT_DOD_STAND_AIM_MG,
- ACT_DOD_CROUCH_AIM_MG,
- ACT_DOD_CROUCHWALK_AIM_MG,
- ACT_DOD_WALK_AIM_MG,
- ACT_DOD_RUN_AIM_MG,
- ACT_DOD_PRONE_AIM_MG,
- ACT_DOD_STAND_IDLE_MG,
- ACT_DOD_CROUCH_IDLE_MG,
- ACT_DOD_CROUCHWALK_IDLE_MG,
- ACT_DOD_WALK_IDLE_MG,
- ACT_DOD_RUN_IDLE_MG,
- ACT_DOD_SPRINT_IDLE_MG,
- ACT_DOD_PRONEWALK_IDLE_MG,
-
- ACT_DOD_STAND_AIM_30CAL,
- ACT_DOD_CROUCH_AIM_30CAL,
- ACT_DOD_CROUCHWALK_AIM_30CAL,
- ACT_DOD_WALK_AIM_30CAL,
- ACT_DOD_RUN_AIM_30CAL,
- ACT_DOD_PRONE_AIM_30CAL,
- ACT_DOD_STAND_IDLE_30CAL,
- ACT_DOD_CROUCH_IDLE_30CAL,
- ACT_DOD_CROUCHWALK_IDLE_30CAL,
- ACT_DOD_WALK_IDLE_30CAL,
- ACT_DOD_RUN_IDLE_30CAL,
- ACT_DOD_SPRINT_IDLE_30CAL,
- ACT_DOD_PRONEWALK_IDLE_30CAL,
-
- ACT_DOD_STAND_AIM_GREN_FRAG,
- ACT_DOD_CROUCH_AIM_GREN_FRAG,
- ACT_DOD_CROUCHWALK_AIM_GREN_FRAG,
- ACT_DOD_WALK_AIM_GREN_FRAG,
- ACT_DOD_RUN_AIM_GREN_FRAG,
- ACT_DOD_PRONE_AIM_GREN_FRAG,
- ACT_DOD_SPRINT_AIM_GREN_FRAG,
- ACT_DOD_PRONEWALK_AIM_GREN_FRAG,
- ACT_DOD_STAND_AIM_GREN_STICK,
- ACT_DOD_CROUCH_AIM_GREN_STICK,
- ACT_DOD_CROUCHWALK_AIM_GREN_STICK,
- ACT_DOD_WALK_AIM_GREN_STICK,
- ACT_DOD_RUN_AIM_GREN_STICK,
- ACT_DOD_PRONE_AIM_GREN_STICK,
- ACT_DOD_SPRINT_AIM_GREN_STICK,
- ACT_DOD_PRONEWALK_AIM_GREN_STICK,
-
- ACT_DOD_STAND_AIM_KNIFE,
- ACT_DOD_CROUCH_AIM_KNIFE,
- ACT_DOD_CROUCHWALK_AIM_KNIFE,
- ACT_DOD_WALK_AIM_KNIFE,
- ACT_DOD_RUN_AIM_KNIFE,
- ACT_DOD_PRONE_AIM_KNIFE,
- ACT_DOD_SPRINT_AIM_KNIFE,
- ACT_DOD_PRONEWALK_AIM_KNIFE,
-
- ACT_DOD_STAND_AIM_SPADE,
- ACT_DOD_CROUCH_AIM_SPADE,
- ACT_DOD_CROUCHWALK_AIM_SPADE,
- ACT_DOD_WALK_AIM_SPADE,
- ACT_DOD_RUN_AIM_SPADE,
- ACT_DOD_PRONE_AIM_SPADE,
- ACT_DOD_SPRINT_AIM_SPADE,
- ACT_DOD_PRONEWALK_AIM_SPADE,
-
- ACT_DOD_STAND_AIM_BAZOOKA,
- ACT_DOD_CROUCH_AIM_BAZOOKA,
- ACT_DOD_CROUCHWALK_AIM_BAZOOKA,
- ACT_DOD_WALK_AIM_BAZOOKA,
- ACT_DOD_RUN_AIM_BAZOOKA,
- ACT_DOD_PRONE_AIM_BAZOOKA,
- ACT_DOD_STAND_IDLE_BAZOOKA,
- ACT_DOD_CROUCH_IDLE_BAZOOKA,
- ACT_DOD_CROUCHWALK_IDLE_BAZOOKA,
- ACT_DOD_WALK_IDLE_BAZOOKA,
- ACT_DOD_RUN_IDLE_BAZOOKA,
- ACT_DOD_SPRINT_IDLE_BAZOOKA,
- ACT_DOD_PRONEWALK_IDLE_BAZOOKA,
-
- ACT_DOD_STAND_AIM_PSCHRECK,
- ACT_DOD_CROUCH_AIM_PSCHRECK,
- ACT_DOD_CROUCHWALK_AIM_PSCHRECK,
- ACT_DOD_WALK_AIM_PSCHRECK,
- ACT_DOD_RUN_AIM_PSCHRECK,
- ACT_DOD_PRONE_AIM_PSCHRECK,
- ACT_DOD_STAND_IDLE_PSCHRECK,
- ACT_DOD_CROUCH_IDLE_PSCHRECK,
- ACT_DOD_CROUCHWALK_IDLE_PSCHRECK,
- ACT_DOD_WALK_IDLE_PSCHRECK,
- ACT_DOD_RUN_IDLE_PSCHRECK,
- ACT_DOD_SPRINT_IDLE_PSCHRECK,
- ACT_DOD_PRONEWALK_IDLE_PSCHRECK,
-
- ACT_DOD_STAND_AIM_BAR,
- ACT_DOD_CROUCH_AIM_BAR,
- ACT_DOD_CROUCHWALK_AIM_BAR,
- ACT_DOD_WALK_AIM_BAR,
- ACT_DOD_RUN_AIM_BAR,
- ACT_DOD_PRONE_AIM_BAR,
- ACT_DOD_STAND_IDLE_BAR,
- ACT_DOD_CROUCH_IDLE_BAR,
- ACT_DOD_CROUCHWALK_IDLE_BAR,
- ACT_DOD_WALK_IDLE_BAR,
- ACT_DOD_RUN_IDLE_BAR,
- ACT_DOD_SPRINT_IDLE_BAR,
- ACT_DOD_PRONEWALK_IDLE_BAR,
-
- // Zoomed aims
- ACT_DOD_STAND_ZOOM_RIFLE,
- ACT_DOD_CROUCH_ZOOM_RIFLE,
- ACT_DOD_CROUCHWALK_ZOOM_RIFLE,
- ACT_DOD_WALK_ZOOM_RIFLE,
- ACT_DOD_RUN_ZOOM_RIFLE,
- ACT_DOD_PRONE_ZOOM_RIFLE,
-
- ACT_DOD_STAND_ZOOM_BOLT,
- ACT_DOD_CROUCH_ZOOM_BOLT,
- ACT_DOD_CROUCHWALK_ZOOM_BOLT,
- ACT_DOD_WALK_ZOOM_BOLT,
- ACT_DOD_RUN_ZOOM_BOLT,
- ACT_DOD_PRONE_ZOOM_BOLT,
-
- ACT_DOD_STAND_ZOOM_BAZOOKA,
- ACT_DOD_CROUCH_ZOOM_BAZOOKA,
- ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA,
- ACT_DOD_WALK_ZOOM_BAZOOKA,
- ACT_DOD_RUN_ZOOM_BAZOOKA,
- ACT_DOD_PRONE_ZOOM_BAZOOKA,
-
- ACT_DOD_STAND_ZOOM_PSCHRECK,
- ACT_DOD_CROUCH_ZOOM_PSCHRECK,
- ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK,
- ACT_DOD_WALK_ZOOM_PSCHRECK,
- ACT_DOD_RUN_ZOOM_PSCHRECK,
- ACT_DOD_PRONE_ZOOM_PSCHRECK,
-
- // Deployed Aim
- ACT_DOD_DEPLOY_RIFLE,
- ACT_DOD_DEPLOY_TOMMY,
- ACT_DOD_DEPLOY_MG,
- ACT_DOD_DEPLOY_30CAL,
-
- // Prone Deployed Aim
- ACT_DOD_PRONE_DEPLOY_RIFLE ,
- ACT_DOD_PRONE_DEPLOY_TOMMY,
- ACT_DOD_PRONE_DEPLOY_MG,
- ACT_DOD_PRONE_DEPLOY_30CAL,
-
- // Attacks
-
- // Rifle
- ACT_DOD_PRIMARYATTACK_RIFLE,
- ACT_DOD_SECONDARYATTACK_RIFLE,
- ACT_DOD_PRIMARYATTACK_PRONE_RIFLE,
- ACT_DOD_SECONDARYATTACK_PRONE_RIFLE,
- ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE,
- ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE,
-
- // Bolt
- ACT_DOD_PRIMARYATTACK_BOLT,
- ACT_DOD_SECONDARYATTACK_BOLT,
- ACT_DOD_PRIMARYATTACK_PRONE_BOLT ,
- ACT_DOD_SECONDARYATTACK_PRONE_BOLT ,
-
- // Tommy
- ACT_DOD_PRIMARYATTACK_TOMMY,
- ACT_DOD_PRIMARYATTACK_PRONE_TOMMY,
- ACT_DOD_SECONDARYATTACK_TOMMY,
- ACT_DOD_SECONDARYATTACK_PRONE_TOMMY,
-
- // MP40
- ACT_DOD_PRIMARYATTACK_MP40,
- ACT_DOD_PRIMARYATTACK_PRONE_MP40 ,
- ACT_DOD_SECONDARYATTACK_MP40,
- ACT_DOD_SECONDARYATTACK_PRONE_MP40 ,
-
- // MP44
- ACT_DOD_PRIMARYATTACK_MP44,
- ACT_DOD_PRIMARYATTACK_PRONE_MP44 ,
-
- // Greasegun
- ACT_DOD_PRIMARYATTACK_GREASE,
- ACT_DOD_PRIMARYATTACK_PRONE_GREASE ,
-
- // Pistols (Colt, Luger)
- ACT_DOD_PRIMARYATTACK_PISTOL,
- ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ,
- ACT_DOD_PRIMARYATTACK_C96,
- ACT_DOD_PRIMARYATTACK_PRONE_C96,
-
- // Mgs (mg42, mg34)
- ACT_DOD_PRIMARYATTACK_MG,
- ACT_DOD_PRIMARYATTACK_PRONE_MG ,
- ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ,
- ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ,
-
- // 30cal
- ACT_DOD_PRIMARYATTACK_30CAL,
- ACT_DOD_PRIMARYATTACK_PRONE_30CAL,
- ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL,
- ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ,
-
- // Grenades
- ACT_DOD_PRIMARYATTACK_GREN_FRAG,
- ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG,
- ACT_DOD_PRIMARYATTACK_GREN_STICK,
- ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK,
-
- // Knife
- ACT_DOD_PRIMARYATTACK_KNIFE,
- ACT_DOD_PRIMARYATTACK_PRONE_KNIFE,
-
- // Spade
- ACT_DOD_PRIMARYATTACK_SPADE,
- ACT_DOD_PRIMARYATTACK_PRONE_SPADE,
-
- // Bazooka
- ACT_DOD_PRIMARYATTACK_BAZOOKA,
- ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA,
-
- // Pschreck
- ACT_DOD_PRIMARYATTACK_PSCHRECK,
- ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ,
-
- // Bar
- ACT_DOD_PRIMARYATTACK_BAR,
- ACT_DOD_PRIMARYATTACK_PRONE_BAR,
-
- // Reloads
- ACT_DOD_RELOAD_GARAND,
- ACT_DOD_RELOAD_K43,
- ACT_DOD_RELOAD_BAR,
- ACT_DOD_RELOAD_MP40,
- ACT_DOD_RELOAD_MP44,
- ACT_DOD_RELOAD_BOLT,
- ACT_DOD_RELOAD_M1CARBINE,
- ACT_DOD_RELOAD_TOMMY,
- ACT_DOD_RELOAD_GREASEGUN,
- ACT_DOD_RELOAD_PISTOL,
- ACT_DOD_RELOAD_FG42,
- ACT_DOD_RELOAD_RIFLE,
- ACT_DOD_RELOAD_RIFLEGRENADE,
- ACT_DOD_RELOAD_C96,
-
- // Crouch
- ACT_DOD_RELOAD_CROUCH_BAR,
- ACT_DOD_RELOAD_CROUCH_RIFLE,
- ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE,
- ACT_DOD_RELOAD_CROUCH_BOLT,
- ACT_DOD_RELOAD_CROUCH_MP44,
- ACT_DOD_RELOAD_CROUCH_MP40,
- ACT_DOD_RELOAD_CROUCH_TOMMY,
- ACT_DOD_RELOAD_CROUCH_BAZOOKA,
- ACT_DOD_RELOAD_CROUCH_PSCHRECK,
- ACT_DOD_RELOAD_CROUCH_PISTOL,
- ACT_DOD_RELOAD_CROUCH_M1CARBINE,
- ACT_DOD_RELOAD_CROUCH_C96,
-
- // Bazookas
- ACT_DOD_RELOAD_BAZOOKA,
- ACT_DOD_ZOOMLOAD_BAZOOKA,
- ACT_DOD_RELOAD_PSCHRECK,
- ACT_DOD_ZOOMLOAD_PSCHRECK,
-
- // Deployed
- ACT_DOD_RELOAD_DEPLOYED_FG42,
- ACT_DOD_RELOAD_DEPLOYED_30CAL,
- ACT_DOD_RELOAD_DEPLOYED_MG,
- ACT_DOD_RELOAD_DEPLOYED_MG34,
- ACT_DOD_RELOAD_DEPLOYED_BAR,
-
- // Prone
- ACT_DOD_RELOAD_PRONE_PISTOL,
- ACT_DOD_RELOAD_PRONE_GARAND,
- ACT_DOD_RELOAD_PRONE_M1CARBINE,
- ACT_DOD_RELOAD_PRONE_BOLT,
- ACT_DOD_RELOAD_PRONE_K43,
- ACT_DOD_RELOAD_PRONE_MP40,
- ACT_DOD_RELOAD_PRONE_MP44,
- ACT_DOD_RELOAD_PRONE_BAR,
- ACT_DOD_RELOAD_PRONE_GREASEGUN,
- ACT_DOD_RELOAD_PRONE_TOMMY,
- ACT_DOD_RELOAD_PRONE_FG42,
- ACT_DOD_RELOAD_PRONE_RIFLE,
- ACT_DOD_RELOAD_PRONE_RIFLEGRENADE,
- ACT_DOD_RELOAD_PRONE_C96,
-
- // Prone bazooka
- ACT_DOD_RELOAD_PRONE_BAZOOKA,
- ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA,
- ACT_DOD_RELOAD_PRONE_PSCHRECK,
- ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK,
-
- // Prone deployed
- ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR,
- ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42,
- ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL,
- ACT_DOD_RELOAD_PRONE_DEPLOYED_MG,
- ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34,
-
- // Prone zoomed aim
- ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE,
- ACT_DOD_PRONE_ZOOM_FORWARD_BOLT,
- ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA,
- ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK,
-
- // Crouch attack
- ACT_DOD_PRIMARYATTACK_CROUCH,
- ACT_DOD_PRIMARYATTACK_CROUCH_SPADE,
- ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE,
- ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG,
- ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK,
- ACT_DOD_SECONDARYATTACK_CROUCH,
- ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY,
- ACT_DOD_SECONDARYATTACK_CROUCH_MP40,
-
- // Hand Signals
- ACT_DOD_HS_IDLE,
- ACT_DOD_HS_CROUCH,
- ACT_DOD_HS_IDLE_30CAL,
- ACT_DOD_HS_IDLE_BAZOOKA,
- ACT_DOD_HS_IDLE_PSCHRECK,
- ACT_DOD_HS_IDLE_KNIFE,
- ACT_DOD_HS_IDLE_MG42,
- ACT_DOD_HS_IDLE_PISTOL,
- ACT_DOD_HS_IDLE_STICKGRENADE,
- ACT_DOD_HS_IDLE_TOMMY,
- ACT_DOD_HS_IDLE_MP44,
- ACT_DOD_HS_IDLE_K98,
- ACT_DOD_HS_CROUCH_30CAL,
- ACT_DOD_HS_CROUCH_BAZOOKA,
- ACT_DOD_HS_CROUCH_PSCHRECK,
- ACT_DOD_HS_CROUCH_KNIFE,
- ACT_DOD_HS_CROUCH_MG42,
- ACT_DOD_HS_CROUCH_PISTOL,
- ACT_DOD_HS_CROUCH_STICKGRENADE,
- ACT_DOD_HS_CROUCH_TOMMY,
- ACT_DOD_HS_CROUCH_MP44,
- ACT_DOD_HS_CROUCH_K98,
-
- ACT_DOD_STAND_IDLE_TNT,
- ACT_DOD_CROUCH_IDLE_TNT,
- ACT_DOD_CROUCHWALK_IDLE_TNT,
- ACT_DOD_WALK_IDLE_TNT,
- ACT_DOD_RUN_IDLE_TNT,
- ACT_DOD_SPRINT_IDLE_TNT,
- ACT_DOD_PRONEWALK_IDLE_TNT,
-
- ACT_DOD_PLANT_TNT,
- ACT_DOD_DEFUSE_TNT,
-
-// HL2MP
- ACT_HL2MP_IDLE,
- ACT_HL2MP_RUN,
- ACT_HL2MP_IDLE_CROUCH,
- ACT_HL2MP_WALK_CROUCH,
- ACT_HL2MP_GESTURE_RANGE_ATTACK,
- ACT_HL2MP_GESTURE_RELOAD,
- ACT_HL2MP_JUMP,
-
- ACT_HL2MP_IDLE_PISTOL,
- ACT_HL2MP_RUN_PISTOL,
- ACT_HL2MP_IDLE_CROUCH_PISTOL,
- ACT_HL2MP_WALK_CROUCH_PISTOL,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL,
- ACT_HL2MP_GESTURE_RELOAD_PISTOL,
- ACT_HL2MP_JUMP_PISTOL,
-
- ACT_HL2MP_IDLE_SMG1,
- ACT_HL2MP_RUN_SMG1,
- ACT_HL2MP_IDLE_CROUCH_SMG1,
- ACT_HL2MP_WALK_CROUCH_SMG1,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1,
- ACT_HL2MP_GESTURE_RELOAD_SMG1,
- ACT_HL2MP_JUMP_SMG1,
-
- ACT_HL2MP_IDLE_AR2,
- ACT_HL2MP_RUN_AR2,
- ACT_HL2MP_IDLE_CROUCH_AR2,
- ACT_HL2MP_WALK_CROUCH_AR2,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,
- ACT_HL2MP_GESTURE_RELOAD_AR2,
- ACT_HL2MP_JUMP_AR2,
-
- ACT_HL2MP_IDLE_SHOTGUN,
- ACT_HL2MP_RUN_SHOTGUN,
- ACT_HL2MP_IDLE_CROUCH_SHOTGUN,
- ACT_HL2MP_WALK_CROUCH_SHOTGUN,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN,
- ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
- ACT_HL2MP_JUMP_SHOTGUN,
-
- ACT_HL2MP_IDLE_RPG,
- ACT_HL2MP_RUN_RPG,
- ACT_HL2MP_IDLE_CROUCH_RPG,
- ACT_HL2MP_WALK_CROUCH_RPG,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG,
- ACT_HL2MP_GESTURE_RELOAD_RPG,
- ACT_HL2MP_JUMP_RPG,
-
- ACT_HL2MP_IDLE_GRENADE,
- ACT_HL2MP_RUN_GRENADE,
- ACT_HL2MP_IDLE_CROUCH_GRENADE,
- ACT_HL2MP_WALK_CROUCH_GRENADE,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE,
- ACT_HL2MP_GESTURE_RELOAD_GRENADE,
- ACT_HL2MP_JUMP_GRENADE,
-
- ACT_HL2MP_IDLE_PHYSGUN,
- ACT_HL2MP_RUN_PHYSGUN,
- ACT_HL2MP_IDLE_CROUCH_PHYSGUN,
- ACT_HL2MP_WALK_CROUCH_PHYSGUN,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN,
- ACT_HL2MP_GESTURE_RELOAD_PHYSGUN,
- ACT_HL2MP_JUMP_PHYSGUN,
-
- ACT_HL2MP_IDLE_CROSSBOW,
- ACT_HL2MP_RUN_CROSSBOW,
- ACT_HL2MP_IDLE_CROUCH_CROSSBOW,
- ACT_HL2MP_WALK_CROUCH_CROSSBOW,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW,
- ACT_HL2MP_GESTURE_RELOAD_CROSSBOW,
- ACT_HL2MP_JUMP_CROSSBOW,
-
- ACT_HL2MP_IDLE_MELEE,
- ACT_HL2MP_RUN_MELEE,
- ACT_HL2MP_IDLE_CROUCH_MELEE,
- ACT_HL2MP_WALK_CROUCH_MELEE,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
- ACT_HL2MP_GESTURE_RELOAD_MELEE,
- ACT_HL2MP_JUMP_MELEE,
-
- ACT_HL2MP_IDLE_SLAM,
- ACT_HL2MP_RUN_SLAM,
- ACT_HL2MP_IDLE_CROUCH_SLAM,
- ACT_HL2MP_WALK_CROUCH_SLAM,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM,
- ACT_HL2MP_GESTURE_RELOAD_SLAM,
- ACT_HL2MP_JUMP_SLAM,
-
-// Portal!
- ACT_VM_FIZZLE,
-
- // Multiplayer
- ACT_MP_STAND_IDLE,
- ACT_MP_CROUCH_IDLE,
- ACT_MP_CROUCH_DEPLOYED_IDLE,
- ACT_MP_CROUCH_DEPLOYED,
- ACT_MP_CROUCHWALK_DEPLOYED,
- ACT_MP_DEPLOYED_IDLE,
- ACT_MP_RUN,
- ACT_MP_WALK,
- ACT_MP_AIRWALK,
- ACT_MP_CROUCHWALK,
- ACT_MP_SPRINT,
- ACT_MP_JUMP,
- ACT_MP_JUMP_START,
- ACT_MP_JUMP_FLOAT,
- ACT_MP_JUMP_LAND,
- ACT_MP_DOUBLEJUMP,
- ACT_MP_SWIM,
- ACT_MP_DEPLOYED,
- ACT_MP_SWIM_DEPLOYED,
- ACT_MP_VCD,
-
- ACT_MP_ATTACK_STAND_PRIMARYFIRE,
- ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
- ACT_MP_ATTACK_STAND_SECONDARYFIRE,
- ACT_MP_ATTACK_STAND_GRENADE,
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
- ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
- ACT_MP_ATTACK_CROUCH_GRENADE,
- ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
- ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
- ACT_MP_ATTACK_SWIM_GRENADE,
- ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
- ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
- ACT_MP_ATTACK_AIRWALK_GRENADE,
- ACT_MP_RELOAD_STAND,
- ACT_MP_RELOAD_STAND_LOOP,
- ACT_MP_RELOAD_STAND_END,
- ACT_MP_RELOAD_CROUCH,
- ACT_MP_RELOAD_CROUCH_LOOP,
- ACT_MP_RELOAD_CROUCH_END,
- ACT_MP_RELOAD_SWIM,
- ACT_MP_RELOAD_SWIM_LOOP,
- ACT_MP_RELOAD_SWIM_END,
- ACT_MP_RELOAD_AIRWALK,
- ACT_MP_RELOAD_AIRWALK_LOOP,
- ACT_MP_RELOAD_AIRWALK_END,
- ACT_MP_ATTACK_STAND_PREFIRE,
- ACT_MP_ATTACK_STAND_POSTFIRE,
- ACT_MP_ATTACK_STAND_STARTFIRE,
- ACT_MP_ATTACK_CROUCH_PREFIRE,
- ACT_MP_ATTACK_CROUCH_POSTFIRE,
- ACT_MP_ATTACK_SWIM_PREFIRE,
- ACT_MP_ATTACK_SWIM_POSTFIRE,
-
- // Multiplayer - Primary
- ACT_MP_STAND_PRIMARY,
- ACT_MP_CROUCH_PRIMARY,
- ACT_MP_RUN_PRIMARY,
- ACT_MP_WALK_PRIMARY,
- ACT_MP_AIRWALK_PRIMARY,
- ACT_MP_CROUCHWALK_PRIMARY,
- ACT_MP_JUMP_PRIMARY,
- ACT_MP_JUMP_START_PRIMARY,
- ACT_MP_JUMP_FLOAT_PRIMARY,
- ACT_MP_JUMP_LAND_PRIMARY,
- ACT_MP_SWIM_PRIMARY,
- ACT_MP_DEPLOYED_PRIMARY,
- ACT_MP_SWIM_DEPLOYED_PRIMARY,
- ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY,
- ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY,
-
- ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK
- ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
- ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK
- ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
- ACT_MP_ATTACK_SWIM_PRIMARY,
- ACT_MP_ATTACK_AIRWALK_PRIMARY,
-
- ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
- ACT_MP_RELOAD_STAND_PRIMARY_END,
- ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
- ACT_MP_RELOAD_CROUCH_PRIMARY_END,
- ACT_MP_RELOAD_SWIM_PRIMARY,
- ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
- ACT_MP_RELOAD_SWIM_PRIMARY_END,
- ACT_MP_RELOAD_AIRWALK_PRIMARY,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
-
- ACT_MP_RELOAD_STAND_PRIMARY_2,
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2,
- ACT_MP_RELOAD_STAND_PRIMARY_END_2,
- ACT_MP_RELOAD_CROUCH_PRIMARY_2,
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2,
- ACT_MP_RELOAD_CROUCH_PRIMARY_END_2,
- ACT_MP_RELOAD_SWIM_PRIMARY_2,
- ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2,
- ACT_MP_RELOAD_SWIM_PRIMARY_END_2,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_2,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2,
-
- // PRIMARY ALT
- ACT_MP_ATTACK_STAND_PRIMARY_ALT,
- ACT_MP_ATTACK_CROUCH_PRIMARY_ALT,
- ACT_MP_ATTACK_SWIM_PRIMARY_ALT,
- ACT_MP_RELOAD_STAND_PRIMARY_ALT,
- ACT_MP_RELOAD_CROUCH_PRIMARY_ALT,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT,
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT,
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT,
- ACT_MP_RELOAD_STAND_PRIMARY_END_ALT,
- ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT,
- ACT_MP_RELOAD_SWIM_PRIMARY_ALT,
- ACT_MP_ATTACK_STAND_PRIMARY_SUPER,
- ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER,
- ACT_MP_ATTACK_SWIM_PRIMARY_SUPER,
-
- ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
- ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
-
- // Secondary
- ACT_MP_STAND_SECONDARY,
- ACT_MP_CROUCH_SECONDARY,
- ACT_MP_RUN_SECONDARY,
- ACT_MP_WALK_SECONDARY,
- ACT_MP_AIRWALK_SECONDARY,
- ACT_MP_CROUCHWALK_SECONDARY,
- ACT_MP_JUMP_SECONDARY,
- ACT_MP_JUMP_START_SECONDARY,
- ACT_MP_JUMP_FLOAT_SECONDARY,
- ACT_MP_JUMP_LAND_SECONDARY,
- ACT_MP_SWIM_SECONDARY,
-
- ACT_MP_ATTACK_STAND_SECONDARY, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_SECONDARY, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_SECONDARY,
- ACT_MP_ATTACK_AIRWALK_SECONDARY,
-
- ACT_MP_RELOAD_STAND_SECONDARY, // RUN, WALK
- ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
- ACT_MP_RELOAD_STAND_SECONDARY_END,
- ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK
- ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
- ACT_MP_RELOAD_CROUCH_SECONDARY_END,
- ACT_MP_RELOAD_SWIM_SECONDARY,
- ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
- ACT_MP_RELOAD_SWIM_SECONDARY_END,
- ACT_MP_RELOAD_AIRWALK_SECONDARY,
- ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
- ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
-
- ACT_MP_RELOAD_STAND_SECONDARY_2,
- ACT_MP_RELOAD_CROUCH_SECONDARY_2,
- ACT_MP_RELOAD_SWIM_SECONDARY_2,
- ACT_MP_RELOAD_AIRWALK_SECONDARY_2,
-
- ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
- ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
-
- // Secondary2
- ACT_MP_STAND_SECONDARY2,
- ACT_MP_CROUCH_SECONDARY2,
- ACT_MP_RUN_SECONDARY2,
- ACT_MP_WALK_SECONDARY2,
- ACT_MP_AIRWALK_SECONDARY2,
- ACT_MP_CROUCHWALK_SECONDARY2,
- ACT_MP_JUMP_SECONDARY2,
- ACT_MP_JUMP_START_SECONDARY2,
- ACT_MP_JUMP_FLOAT_SECONDARY2,
- ACT_MP_JUMP_LAND_SECONDARY2,
- ACT_MP_SWIM_SECONDARY2,
-
- ACT_MP_ATTACK_STAND_SECONDARY2, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_SECONDARY2, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_SECONDARY2,
- ACT_MP_ATTACK_AIRWALK_SECONDARY2,
-
- ACT_MP_RELOAD_STAND_SECONDARY2, // RUN, WALK
- ACT_MP_RELOAD_STAND_SECONDARY2_LOOP,
- ACT_MP_RELOAD_STAND_SECONDARY2_END,
- ACT_MP_RELOAD_CROUCH_SECONDARY2, // CROUCHWALK
- ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP,
- ACT_MP_RELOAD_CROUCH_SECONDARY2_END,
- ACT_MP_RELOAD_SWIM_SECONDARY2,
- ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP,
- ACT_MP_RELOAD_SWIM_SECONDARY2_END,
- ACT_MP_RELOAD_AIRWALK_SECONDARY2,
- ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP,
- ACT_MP_RELOAD_AIRWALK_SECONDARY2_END,
-
- // Melee
- ACT_MP_STAND_MELEE,
- ACT_MP_CROUCH_MELEE,
- ACT_MP_RUN_MELEE,
- ACT_MP_WALK_MELEE,
- ACT_MP_AIRWALK_MELEE,
- ACT_MP_CROUCHWALK_MELEE,
- ACT_MP_JUMP_MELEE,
- ACT_MP_JUMP_START_MELEE,
- ACT_MP_JUMP_FLOAT_MELEE,
- ACT_MP_JUMP_LAND_MELEE,
- ACT_MP_SWIM_MELEE,
-
- ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK
- ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
- ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK
- ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
- ACT_MP_ATTACK_SWIM_MELEE,
- ACT_MP_ATTACK_AIRWALK_MELEE,
-
- ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
- ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
-
- // Item1
- ACT_MP_STAND_ITEM1,
- ACT_MP_CROUCH_ITEM1,
- ACT_MP_RUN_ITEM1,
- ACT_MP_WALK_ITEM1,
- ACT_MP_AIRWALK_ITEM1,
- ACT_MP_CROUCHWALK_ITEM1,
- ACT_MP_JUMP_ITEM1,
- ACT_MP_JUMP_START_ITEM1,
- ACT_MP_JUMP_FLOAT_ITEM1,
- ACT_MP_JUMP_LAND_ITEM1,
- ACT_MP_SWIM_ITEM1,
-
- ACT_MP_ATTACK_STAND_ITEM1, // RUN, WALK
- ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
- ACT_MP_ATTACK_CROUCH_ITEM1, // CROUCHWALK
- ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
- ACT_MP_ATTACK_SWIM_ITEM1,
- ACT_MP_ATTACK_AIRWALK_ITEM1,
-
- ACT_MP_DEPLOYED_ITEM1,
- ACT_MP_DEPLOYED_IDLE_ITEM1,
- ACT_MP_CROUCHWALK_DEPLOYED_ITEM1,
- ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1,
- ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1,
- ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1,
-
- // Item2
- ACT_MP_STAND_ITEM2,
- ACT_MP_CROUCH_ITEM2,
- ACT_MP_RUN_ITEM2,
- ACT_MP_WALK_ITEM2,
- ACT_MP_AIRWALK_ITEM2,
- ACT_MP_CROUCHWALK_ITEM2,
- ACT_MP_JUMP_ITEM2,
- ACT_MP_JUMP_START_ITEM2,
- ACT_MP_JUMP_FLOAT_ITEM2,
- ACT_MP_JUMP_LAND_ITEM2,
- ACT_MP_SWIM_ITEM2,
-
- ACT_MP_ATTACK_STAND_ITEM2, // RUN, WALK
- ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
- ACT_MP_ATTACK_CROUCH_ITEM2, // CROUCHWALK
- ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
- ACT_MP_ATTACK_SWIM_ITEM2,
- ACT_MP_ATTACK_AIRWALK_ITEM2,
-
- ACT_MP_ATTACK_STAND_HARD_ITEM2,
- ACT_MP_ATTACK_CROUCH_HARD_ITEM2,
- ACT_MP_ATTACK_SWIM_HARD_ITEM2,
-
- ACT_MP_DEPLOYED_ITEM2,
- ACT_MP_DEPLOYED_IDLE_ITEM2,
- ACT_MP_CROUCHWALK_DEPLOYED_ITEM2,
- ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2,
- ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2,
- ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2,
-
- ACT_MP_RELOAD_STAND_ITEM2, // RUN, WALK
- ACT_MP_RELOAD_STAND_ITEM2_LOOP,
- ACT_MP_RELOAD_STAND_ITEM2_END,
- ACT_MP_RELOAD_CROUCH_ITEM2, // CROUCHWALK
- ACT_MP_RELOAD_CROUCH_ITEM2_LOOP,
- ACT_MP_RELOAD_CROUCH_ITEM2_END,
- ACT_MP_RELOAD_SWIM_ITEM2,
- ACT_MP_RELOAD_SWIM_ITEM2_LOOP,
- ACT_MP_RELOAD_SWIM_ITEM2_END,
- ACT_MP_RELOAD_AIRWALK_ITEM2,
- ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP,
- ACT_MP_RELOAD_AIRWALK_ITEM2_END,
- ACT_MP_RELOAD_NO_AMMO_ITEM2,
-
- ACT_MP_ATTACK_STAND_GRENADE_ITEM2, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_ITEM2,
- ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2,
-
- // Flinches
- ACT_MP_GESTURE_FLINCH,
- ACT_MP_GESTURE_FLINCH_PRIMARY,
- ACT_MP_GESTURE_FLINCH_SECONDARY,
- ACT_MP_GESTURE_FLINCH_MELEE,
- ACT_MP_GESTURE_FLINCH_ITEM1,
- ACT_MP_GESTURE_FLINCH_ITEM2,
-
- ACT_MP_GESTURE_FLINCH_HEAD,
- ACT_MP_GESTURE_FLINCH_CHEST,
- ACT_MP_GESTURE_FLINCH_STOMACH,
- ACT_MP_GESTURE_FLINCH_LEFTARM,
- ACT_MP_GESTURE_FLINCH_RIGHTARM,
- ACT_MP_GESTURE_FLINCH_LEFTLEG,
- ACT_MP_GESTURE_FLINCH_RIGHTLEG,
-
-// Team Fortress specific - medic heal, medic infect, etc.....
- ACT_MP_GRENADE1_DRAW,
- ACT_MP_GRENADE1_IDLE,
- ACT_MP_GRENADE1_ATTACK,
- ACT_MP_GRENADE2_DRAW,
- ACT_MP_GRENADE2_IDLE,
- ACT_MP_GRENADE2_ATTACK,
-
- ACT_MP_PRIMARY_GRENADE1_DRAW,
- ACT_MP_PRIMARY_GRENADE1_IDLE,
- ACT_MP_PRIMARY_GRENADE1_ATTACK,
- ACT_MP_PRIMARY_GRENADE2_DRAW,
- ACT_MP_PRIMARY_GRENADE2_IDLE,
- ACT_MP_PRIMARY_GRENADE2_ATTACK,
-
- ACT_MP_SECONDARY_GRENADE1_DRAW,
- ACT_MP_SECONDARY_GRENADE1_IDLE,
- ACT_MP_SECONDARY_GRENADE1_ATTACK,
- ACT_MP_SECONDARY_GRENADE2_DRAW,
- ACT_MP_SECONDARY_GRENADE2_IDLE,
- ACT_MP_SECONDARY_GRENADE2_ATTACK,
-
- ACT_MP_MELEE_GRENADE1_DRAW,
- ACT_MP_MELEE_GRENADE1_IDLE,
- ACT_MP_MELEE_GRENADE1_ATTACK,
- ACT_MP_MELEE_GRENADE2_DRAW,
- ACT_MP_MELEE_GRENADE2_IDLE,
- ACT_MP_MELEE_GRENADE2_ATTACK,
-
- ACT_MP_ITEM1_GRENADE1_DRAW,
- ACT_MP_ITEM1_GRENADE1_IDLE,
- ACT_MP_ITEM1_GRENADE1_ATTACK,
- ACT_MP_ITEM1_GRENADE2_DRAW,
- ACT_MP_ITEM1_GRENADE2_IDLE,
- ACT_MP_ITEM1_GRENADE2_ATTACK,
-
- ACT_MP_ITEM2_GRENADE1_DRAW,
- ACT_MP_ITEM2_GRENADE1_IDLE,
- ACT_MP_ITEM2_GRENADE1_ATTACK,
- ACT_MP_ITEM2_GRENADE2_DRAW,
- ACT_MP_ITEM2_GRENADE2_IDLE,
- ACT_MP_ITEM2_GRENADE2_ATTACK,
-
- // Building
- ACT_MP_STAND_BUILDING,
- ACT_MP_CROUCH_BUILDING,
- ACT_MP_RUN_BUILDING,
- ACT_MP_WALK_BUILDING,
- ACT_MP_AIRWALK_BUILDING,
- ACT_MP_CROUCHWALK_BUILDING,
- ACT_MP_JUMP_BUILDING,
- ACT_MP_JUMP_START_BUILDING,
- ACT_MP_JUMP_FLOAT_BUILDING,
- ACT_MP_JUMP_LAND_BUILDING,
- ACT_MP_SWIM_BUILDING,
-
- ACT_MP_ATTACK_STAND_BUILDING, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_BUILDING, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_BUILDING,
- ACT_MP_ATTACK_AIRWALK_BUILDING,
-
- ACT_MP_ATTACK_STAND_GRENADE_BUILDING, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
- ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
-
- // Building
- ACT_MP_STAND_BUILDING_DEPLOYED,
- ACT_MP_CROUCH_BUILDING_DEPLOYED,
- ACT_MP_RUN_BUILDING_DEPLOYED,
- ACT_MP_WALK_BUILDING_DEPLOYED,
- ACT_MP_AIRWALK_BUILDING_DEPLOYED,
- ACT_MP_CROUCHWALK_BUILDING_DEPLOYED,
- ACT_MP_JUMP_BUILDING_DEPLOYED,
- ACT_MP_JUMP_START_BUILDING_DEPLOYED,
- ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED,
- ACT_MP_JUMP_LAND_BUILDING_DEPLOYED,
- ACT_MP_SWIM_BUILDING_DEPLOYED,
-
- ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED,
- ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED,
-
- ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED, // RUN, WALK
- ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED, // CROUCHWALK
- ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED,
- ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED,
-
- ACT_MP_STAND_PDA,
- ACT_MP_CROUCH_PDA,
- ACT_MP_RUN_PDA,
- ACT_MP_WALK_PDA,
- ACT_MP_AIRWALK_PDA,
- ACT_MP_CROUCHWALK_PDA,
- ACT_MP_JUMP_PDA,
- ACT_MP_JUMP_START_PDA,
- ACT_MP_JUMP_FLOAT_PDA,
- ACT_MP_JUMP_LAND_PDA,
- ACT_MP_SWIM_PDA,
-
- ACT_MP_ATTACK_STAND_PDA,
- ACT_MP_ATTACK_SWIM_PDA,
-
- ACT_MP_STAND_LOSERSTATE,
- ACT_MP_CROUCH_LOSERSTATE,
- ACT_MP_RUN_LOSERSTATE,
- ACT_MP_WALK_LOSERSTATE,
- ACT_MP_AIRWALK_LOSERSTATE,
- ACT_MP_CROUCHWALK_LOSERSTATE,
- ACT_MP_JUMP_LOSERSTATE,
- ACT_MP_JUMP_START_LOSERSTATE,
- ACT_MP_JUMP_FLOAT_LOSERSTATE,
- ACT_MP_JUMP_LAND_LOSERSTATE,
- ACT_MP_SWIM_LOSERSTATE,
- ACT_MP_DOUBLEJUMP_LOSERSTATE,
-
- ACT_MP_DOUBLEJUMP_CROUCH,
- ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY,
- ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY,
- ACT_MP_DOUBLEJUMP_CROUCH_MELEE,
- ACT_MP_DOUBLEJUMP_CROUCH_ITEM1,
- ACT_MP_DOUBLEJUMP_CROUCH_ITEM2,
- ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE,
-
- ACT_MP_GESTURE_VC_HANDMOUTH,
- ACT_MP_GESTURE_VC_FINGERPOINT,
- ACT_MP_GESTURE_VC_FISTPUMP,
- ACT_MP_GESTURE_VC_THUMBSUP,
- ACT_MP_GESTURE_VC_NODYES,
- ACT_MP_GESTURE_VC_NODNO,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
- ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
- ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
- ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
- ACT_MP_GESTURE_VC_NODYES_PRIMARY,
- ACT_MP_GESTURE_VC_NODNO_PRIMARY,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
- ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
- ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
- ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
- ACT_MP_GESTURE_VC_NODYES_SECONDARY,
- ACT_MP_GESTURE_VC_NODNO_SECONDARY,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
- ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
- ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
- ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
- ACT_MP_GESTURE_VC_NODYES_MELEE,
- ACT_MP_GESTURE_VC_NODNO_MELEE,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
- ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
- ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
- ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
- ACT_MP_GESTURE_VC_NODYES_ITEM1,
- ACT_MP_GESTURE_VC_NODNO_ITEM1,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
- ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
- ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
- ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
- ACT_MP_GESTURE_VC_NODYES_ITEM2,
- ACT_MP_GESTURE_VC_NODNO_ITEM2,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
- ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
- ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
- ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
- ACT_MP_GESTURE_VC_NODYES_BUILDING,
- ACT_MP_GESTURE_VC_NODNO_BUILDING,
-
- ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
- ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
- ACT_MP_GESTURE_VC_FISTPUMP_PDA,
- ACT_MP_GESTURE_VC_THUMBSUP_PDA,
- ACT_MP_GESTURE_VC_NODYES_PDA,
- ACT_MP_GESTURE_VC_NODNO_PDA,
-
- ACT_MP_STUN_BEGIN,
- ACT_MP_STUN_MIDDLE,
- ACT_MP_STUN_END,
-
- ACT_VM_UNUSABLE,
- ACT_VM_UNUSABLE_TO_USABLE,
- ACT_VM_USABLE_TO_UNUSABLE,
-
- // Specific viewmodel activities for weapon roles
- ACT_PRIMARY_VM_DRAW,
- ACT_PRIMARY_VM_HOLSTER,
- ACT_PRIMARY_VM_IDLE,
- ACT_PRIMARY_VM_PULLBACK,
- ACT_PRIMARY_VM_PRIMARYATTACK,
- ACT_PRIMARY_VM_SECONDARYATTACK,
- ACT_PRIMARY_VM_RELOAD,
- ACT_PRIMARY_RELOAD_START,
- ACT_PRIMARY_RELOAD_FINISH,
- ACT_PRIMARY_VM_DRYFIRE,
- ACT_PRIMARY_VM_IDLE_TO_LOWERED,
- ACT_PRIMARY_VM_IDLE_LOWERED,
- ACT_PRIMARY_VM_LOWERED_TO_IDLE,
- ACT_PRIMARY_VM_RELOAD_2,
- ACT_PRIMARY_RELOAD_START_2,
- ACT_PRIMARY_RELOAD_FINISH_2,
- ACT_PRIMARY_VM_RELOAD_3,
- ACT_PRIMARY_RELOAD_START_3,
- ACT_PRIMARY_RELOAD_FINISH_3,
- ACT_PRIMARY_VM_PRIMARYATTACK_3,
-
- ACT_SECONDARY_VM_DRAW,
- ACT_SECONDARY_VM_HOLSTER,
- ACT_SECONDARY_VM_IDLE,
- ACT_SECONDARY_VM_PULLBACK,
- ACT_SECONDARY_VM_PRIMARYATTACK,
- ACT_SECONDARY_VM_SECONDARYATTACK,
- ACT_SECONDARY_VM_RELOAD,
- ACT_SECONDARY_RELOAD_START,
- ACT_SECONDARY_RELOAD_FINISH,
- ACT_SECONDARY_VM_RELOAD2,
- ACT_SECONDARY_VM_DRYFIRE,
- ACT_SECONDARY_VM_IDLE_TO_LOWERED,
- ACT_SECONDARY_VM_IDLE_LOWERED,
- ACT_SECONDARY_VM_LOWERED_TO_IDLE,
-
- ACT_SECONDARY_VM_DRAW_2,
- ACT_SECONDARY_VM_IDLE_2,
- ACT_SECONDARY_VM_PRIMARYATTACK_2,
- ACT_SECONDARY_VM_RELOAD_2,
-
- ACT_MELEE_VM_DRAW,
- ACT_MELEE_VM_HOLSTER,
- ACT_MELEE_VM_IDLE,
- ACT_MELEE_VM_PULLBACK,
- ACT_MELEE_VM_PRIMARYATTACK,
- ACT_MELEE_VM_SECONDARYATTACK,
- ACT_MELEE_VM_RELOAD,
- ACT_MELEE_VM_DRYFIRE,
- ACT_MELEE_VM_IDLE_TO_LOWERED,
- ACT_MELEE_VM_IDLE_LOWERED,
- ACT_MELEE_VM_LOWERED_TO_IDLE,
- ACT_MELEE_VM_STUN,
- ACT_MELEE_VM_HITCENTER,
- ACT_MELEE_VM_SWINGHARD,
-
- ACT_PDA_VM_DRAW,
- ACT_PDA_VM_HOLSTER,
- ACT_PDA_VM_IDLE,
- ACT_PDA_VM_PULLBACK,
- ACT_PDA_VM_PRIMARYATTACK,
- ACT_PDA_VM_SECONDARYATTACK,
- ACT_PDA_VM_RELOAD,
- ACT_PDA_VM_DRYFIRE,
- ACT_PDA_VM_IDLE_TO_LOWERED,
- ACT_PDA_VM_IDLE_LOWERED,
- ACT_PDA_VM_LOWERED_TO_IDLE,
-
- ACT_ENGINEER_PDA1_VM_DRAW,
- ACT_ENGINEER_PDA2_VM_DRAW,
- ACT_ENGINEER_BLD_VM_DRAW,
- ACT_ENGINEER_PDA1_VM_IDLE,
- ACT_ENGINEER_PDA2_VM_IDLE,
- ACT_ENGINEER_BLD_VM_IDLE,
-
- ACT_ITEM1_VM_DRAW,
- ACT_ITEM1_VM_HOLSTER,
- ACT_ITEM1_VM_IDLE,
- ACT_ITEM1_VM_IDLE_2,
- ACT_ITEM1_VM_PULLBACK,
- ACT_ITEM1_VM_PRIMARYATTACK,
- ACT_ITEM1_VM_SECONDARYATTACK,
- ACT_ITEM1_VM_RELOAD,
- ACT_ITEM1_VM_DRYFIRE,
- ACT_ITEM1_VM_IDLE_TO_LOWERED,
- ACT_ITEM1_VM_IDLE_LOWERED,
- ACT_ITEM1_VM_LOWERED_TO_IDLE,
- ACT_ITEM1_RELOAD_START,
- ACT_ITEM1_RELOAD_FINISH,
- ACT_ITEM1_VM_HITCENTER,
- ACT_ITEM1_VM_SWINGHARD,
- ACT_ITEM1_BACKSTAB_VM_UP,
- ACT_ITEM1_BACKSTAB_VM_DOWN,
- ACT_ITEM1_BACKSTAB_VM_IDLE,
- ACT_MELEE_VM_ITEM1_STUN,
-
- ACT_ITEM2_VM_DRAW,
- ACT_ITEM2_VM_HOLSTER,
- ACT_ITEM2_VM_IDLE,
- ACT_ITEM2_VM_PULLBACK,
- ACT_ITEM2_VM_PRIMARYATTACK,
- ACT_ITEM2_VM_SECONDARYATTACK,
- ACT_ITEM2_VM_RELOAD,
- ACT_ITEM2_VM_DRYFIRE,
- ACT_ITEM2_VM_IDLE_TO_LOWERED,
- ACT_ITEM2_VM_IDLE_LOWERED,
- ACT_ITEM2_VM_LOWERED_TO_IDLE,
- ACT_ITEM2_VM_CHARGE,
- ACT_ITEM2_VM_IDLE_2,
- ACT_ITEM2_VM_IDLE_3,
- ACT_ITEM2_VM_CHARGE_IDLE_3,
- ACT_ITEM2_VM_HITCENTER,
- ACT_ITEM2_VM_SWINGHARD,
- ACT_ITEM2_BACKSTAB_VM_UP,
- ACT_ITEM2_BACKSTAB_VM_DOWN,
- ACT_ITEM2_BACKSTAB_VM_IDLE,
- ACT_MELEE_VM_ITEM2_STUN,
-
- ACT_ITEM3_VM_DRAW,
- ACT_ITEM3_VM_HOLSTER,
- ACT_ITEM3_VM_IDLE,
- ACT_ITEM3_VM_PULLBACK,
- ACT_ITEM3_VM_PRIMARYATTACK,
- ACT_ITEM3_VM_SECONDARYATTACK,
- ACT_ITEM3_VM_RELOAD,
- ACT_ITEM3_VM_DRYFIRE,
- ACT_ITEM3_VM_IDLE_TO_LOWERED,
- ACT_ITEM3_VM_IDLE_LOWERED,
- ACT_ITEM3_VM_LOWERED_TO_IDLE,
- ACT_ITEM3_VM_CHARGE,
- ACT_ITEM3_VM_IDLE_2,
- ACT_ITEM3_VM_IDLE_3,
- ACT_ITEM3_VM_CHARGE_IDLE_3,
- ACT_ITEM3_VM_HITCENTER,
- ACT_ITEM3_VM_SWINGHARD,
-
- ACT_SECONDARY2_VM_DRAW,
- ACT_SECONDARY2_VM_HOLSTER,
- ACT_SECONDARY2_VM_IDLE,
- ACT_SECONDARY2_VM_PULLBACK,
- ACT_SECONDARY2_VM_PRIMARYATTACK,
- ACT_SECONDARY2_VM_SECONDARY2ATTACK,
- ACT_SECONDARY2_VM_RELOAD,
- ACT_SECONDARY2_RELOAD_START,
- ACT_SECONDARY2_RELOAD_FINISH,
- ACT_SECONDARY2_VM_RELOAD2,
- ACT_SECONDARY2_VM_DRYFIRE,
- ACT_SECONDARY2_VM_IDLE_TO_LOWERED,
- ACT_SECONDARY2_VM_IDLE_LOWERED,
- ACT_SECONDARY2_VM_LOWERED_TO_IDLE,
-
- ACT_BACKSTAB_VM_UP,
- ACT_BACKSTAB_VM_DOWN,
- ACT_BACKSTAB_VM_IDLE,
-
- ACT_PRIMARY_ATTACK_STAND_PREFIRE,
- ACT_PRIMARY_ATTACK_STAND_POSTFIRE,
- ACT_PRIMARY_ATTACK_STAND_STARTFIRE,
- ACT_PRIMARY_ATTACK_CROUCH_PREFIRE,
- ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE,
- ACT_PRIMARY_ATTACK_SWIM_PREFIRE,
- ACT_PRIMARY_ATTACK_SWIM_POSTFIRE,
-
- ACT_SECONDARY_ATTACK_STAND_PREFIRE,
- ACT_SECONDARY_ATTACK_STAND_POSTFIRE,
- ACT_SECONDARY_ATTACK_STAND_STARTFIRE,
- ACT_SECONDARY_ATTACK_CROUCH_PREFIRE,
- ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE,
- ACT_SECONDARY_ATTACK_SWIM_PREFIRE,
- ACT_SECONDARY_ATTACK_SWIM_POSTFIRE,
-
- ACT_MELEE_ATTACK_STAND_PREFIRE,
- ACT_MELEE_ATTACK_STAND_POSTFIRE,
- ACT_MELEE_ATTACK_STAND_STARTFIRE,
- ACT_MELEE_ATTACK_CROUCH_PREFIRE,
- ACT_MELEE_ATTACK_CROUCH_POSTFIRE,
- ACT_MELEE_ATTACK_SWIM_PREFIRE,
- ACT_MELEE_ATTACK_SWIM_POSTFIRE,
-
- ACT_ITEM1_ATTACK_STAND_PREFIRE,
- ACT_ITEM1_ATTACK_STAND_POSTFIRE,
- ACT_ITEM1_ATTACK_STAND_STARTFIRE,
- ACT_ITEM1_ATTACK_CROUCH_PREFIRE,
- ACT_ITEM1_ATTACK_CROUCH_POSTFIRE,
- ACT_ITEM1_ATTACK_SWIM_PREFIRE,
- ACT_ITEM1_ATTACK_SWIM_POSTFIRE,
-
- ACT_ITEM2_ATTACK_STAND_PREFIRE,
- ACT_ITEM2_ATTACK_STAND_POSTFIRE,
- ACT_ITEM2_ATTACK_STAND_STARTFIRE,
- ACT_ITEM2_ATTACK_CROUCH_PREFIRE,
- ACT_ITEM2_ATTACK_CROUCH_POSTFIRE,
- ACT_ITEM2_ATTACK_SWIM_PREFIRE,
- ACT_ITEM2_ATTACK_SWIM_POSTFIRE,
-
- ACT_MP_STAND_MELEE_ALLCLASS,
- ACT_MP_CROUCH_MELEE_ALLCLASS,
- ACT_MP_RUN_MELEE_ALLCLASS,
- ACT_MP_WALK_MELEE_ALLCLASS,
- ACT_MP_AIRWALK_MELEE_ALLCLASS,
- ACT_MP_CROUCHWALK_MELEE_ALLCLASS,
- ACT_MP_JUMP_MELEE_ALLCLASS,
- ACT_MP_JUMP_START_MELEE_ALLCLASS,
- ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS,
- ACT_MP_JUMP_LAND_MELEE_ALLCLASS,
- ACT_MP_SWIM_MELEE_ALLCLASS,
-
- ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, // RUN, WALK
- ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS,
- ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, // CROUCHWALK
- ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS,
- ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS,
- ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS,
-
- ACT_MELEE_ALLCLASS_VM_DRAW,
- ACT_MELEE_ALLCLASS_VM_HOLSTER,
- ACT_MELEE_ALLCLASS_VM_IDLE,
- ACT_MELEE_ALLCLASS_VM_PULLBACK,
- ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK,
- ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK,
- ACT_MELEE_ALLCLASS_VM_RELOAD,
- ACT_MELEE_ALLCLASS_VM_DRYFIRE,
- ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED,
- ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED,
- ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE,
- ACT_MELEE_ALLCLASS_VM_STUN,
- ACT_MELEE_ALLCLASS_VM_HITCENTER,
- ACT_MELEE_ALLCLASS_VM_SWINGHARD,
-
- // BOMB activities for TD mode.
- ACT_MP_STAND_BOMB,
- ACT_MP_JUMP_START_BOMB,
- ACT_MP_JUMP_FLOAT_BOMB,
- ACT_MP_JUMP_LAND_BOMB,
- ACT_MP_RUN_BOMB,
- ACT_MP_SWIM_BOMB,
-
- // More Primary VM activities for Soldier Quake RL
- ACT_VM_DRAW_QRL,
- ACT_VM_IDLE_QRL,
- ACT_VM_PULLBACK_QRL,
- ACT_VM_PRIMARYATTACK_QRL,
- ACT_VM_RELOAD_QRL,
- ACT_VM_RELOAD_START_QRL,
- ACT_VM_RELOAD_FINISH_QRL,
-
- // Third person anims for the Soldier Quake RL
- ACT_MP_RELOAD_STAND_PRIMARY3,
- ACT_MP_RELOAD_CROUCH_PRIMARY3,
- ACT_MP_RELOAD_AIRWALK_PRIMARY3,
- ACT_MP_RELOAD_STAND_PRIMARY3_LOOP,
- ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP,
- ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP,
- ACT_MP_RELOAD_STAND_PRIMARY3_END,
- ACT_MP_RELOAD_CROUCH_PRIMARY3_END,
- ACT_MP_RELOAD_AIRWALK_PRIMARY3_END,
- ACT_MP_RELOAD_SWIM_PRIMARY3,
-
- // Throwable Animations
- ACT_MP_THROW,
-
- ACT_THROWABLE_VM_DRAW,
- ACT_THROWABLE_VM_IDLE,
- ACT_THROWABLE_VM_FIRE,
-
- // this is the end of the global activities, private per-monster activities start here.
- LAST_SHARED_ACTIVITY,
-} Activity;
-
-
-#endif // AI_ACTIVITY_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef AI_ACTIVITY_H +#define AI_ACTIVITY_H +#ifdef _WIN32 +#pragma once +#endif + +#define ACTIVITY_NOT_AVAILABLE -1 + +typedef enum +{ + ACT_INVALID = -1, // So we have something more succint to check for than '-1' + ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity + ACT_IDLE, + ACT_TRANSITION, + ACT_COVER, // FIXME: obsolete? redundant with ACT_COVER_LOW? + ACT_COVER_MED, // FIXME: unsupported? + ACT_COVER_LOW, // FIXME: rename ACT_IDLE_CROUCH? + ACT_WALK, + ACT_WALK_AIM, + ACT_WALK_CROUCH, + ACT_WALK_CROUCH_AIM, + ACT_RUN, + ACT_RUN_AIM, + ACT_RUN_CROUCH, + ACT_RUN_CROUCH_AIM, + ACT_RUN_PROTECTED, + ACT_SCRIPT_CUSTOM_MOVE, + ACT_RANGE_ATTACK1, + ACT_RANGE_ATTACK2, + ACT_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack + ACT_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack + ACT_DIESIMPLE, + ACT_DIEBACKWARD, + ACT_DIEFORWARD, + ACT_DIEVIOLENT, + ACT_DIERAGDOLL, + ACT_FLY, // Fly (and flap if appropriate) + ACT_HOVER, + ACT_GLIDE, + ACT_SWIM, + ACT_JUMP, + ACT_HOP, // vertical jump + ACT_LEAP, // long forward jump + ACT_LAND, + ACT_CLIMB_UP, + ACT_CLIMB_DOWN, + ACT_CLIMB_DISMOUNT, + ACT_SHIPLADDER_UP, + ACT_SHIPLADDER_DOWN, + ACT_STRAFE_LEFT, + ACT_STRAFE_RIGHT, + ACT_ROLL_LEFT, // tuck and roll, left + ACT_ROLL_RIGHT, // tuck and roll, right + ACT_TURN_LEFT, // turn quickly left (stationary) + ACT_TURN_RIGHT, // turn quickly right (stationary) + ACT_CROUCH, // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position) + ACT_CROUCHIDLE, // FIXME: obsolete? only used be soldier (holding body in crouched position (loops)) + ACT_STAND, // FIXME: obsolete? should be transition (the act of standing from a crouched position) + ACT_USE, + ACT_SIGNAL1, + ACT_SIGNAL2, + ACT_SIGNAL3, + + ACT_SIGNAL_ADVANCE, // Squad handsignals, specific. + ACT_SIGNAL_FORWARD, + ACT_SIGNAL_GROUP, + ACT_SIGNAL_HALT, + ACT_SIGNAL_LEFT, + ACT_SIGNAL_RIGHT, + ACT_SIGNAL_TAKECOVER, + + ACT_LOOKBACK_RIGHT, // look back over shoulder without turning around. + ACT_LOOKBACK_LEFT, + ACT_COWER, // FIXME: unused, should be more extreme version of crouching + ACT_SMALL_FLINCH, // FIXME: needed? shouldn't flinching be down with overlays? + ACT_BIG_FLINCH, + ACT_MELEE_ATTACK1, + ACT_MELEE_ATTACK2, + ACT_RELOAD, + ACT_RELOAD_START, + ACT_RELOAD_FINISH, + ACT_RELOAD_LOW, + ACT_ARM, // pull out gun, for instance + ACT_DISARM, // reholster gun + ACT_DROP_WEAPON, + ACT_DROP_WEAPON_SHOTGUN, + ACT_PICKUP_GROUND, // pick up something in front of you on the ground + ACT_PICKUP_RACK, // pick up something from a rack or shelf in front of you. + ACT_IDLE_ANGRY, // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop) + + ACT_IDLE_RELAXED, + ACT_IDLE_STIMULATED, + ACT_IDLE_AGITATED, + ACT_IDLE_STEALTH, + ACT_IDLE_HURT, + + ACT_WALK_RELAXED, + ACT_WALK_STIMULATED, + ACT_WALK_AGITATED, + ACT_WALK_STEALTH, + + ACT_RUN_RELAXED, + ACT_RUN_STIMULATED, + ACT_RUN_AGITATED, + ACT_RUN_STEALTH, + + ACT_IDLE_AIM_RELAXED, + ACT_IDLE_AIM_STIMULATED, + ACT_IDLE_AIM_AGITATED, + ACT_IDLE_AIM_STEALTH, + + ACT_WALK_AIM_RELAXED, + ACT_WALK_AIM_STIMULATED, + ACT_WALK_AIM_AGITATED, + ACT_WALK_AIM_STEALTH, + + ACT_RUN_AIM_RELAXED, + ACT_RUN_AIM_STIMULATED, + ACT_RUN_AIM_AGITATED, + ACT_RUN_AIM_STEALTH, + + ACT_CROUCHIDLE_STIMULATED, + ACT_CROUCHIDLE_AIM_STIMULATED, + ACT_CROUCHIDLE_AGITATED, + + ACT_WALK_HURT, // limp (loop) + ACT_RUN_HURT, // limp (loop) + ACT_SPECIAL_ATTACK1, // very monster specific special attacks. + ACT_SPECIAL_ATTACK2, + ACT_COMBAT_IDLE, // FIXME: unused? agitated idle. + ACT_WALK_SCARED, + ACT_RUN_SCARED, + ACT_VICTORY_DANCE, // killed a player, do a victory dance. + ACT_DIE_HEADSHOT, // die, hit in head. + ACT_DIE_CHESTSHOT, // die, hit in chest + ACT_DIE_GUTSHOT, // die, hit in gut + ACT_DIE_BACKSHOT, // die, hit in back + ACT_FLINCH_HEAD, + ACT_FLINCH_CHEST, + ACT_FLINCH_STOMACH, + ACT_FLINCH_LEFTARM, + ACT_FLINCH_RIGHTARM, + ACT_FLINCH_LEFTLEG, + ACT_FLINCH_RIGHTLEG, + ACT_FLINCH_PHYSICS, + + ACT_IDLE_ON_FIRE, // ON FIRE animations + ACT_WALK_ON_FIRE, + ACT_RUN_ON_FIRE, + + ACT_RAPPEL_LOOP, // Rappel down a rope! + + ACT_180_LEFT, // 180 degree left turn + ACT_180_RIGHT, + + ACT_90_LEFT, // 90 degree turns + ACT_90_RIGHT, + + ACT_STEP_LEFT, // Single steps + ACT_STEP_RIGHT, + ACT_STEP_BACK, + ACT_STEP_FORE, + + ACT_GESTURE_RANGE_ATTACK1, + ACT_GESTURE_RANGE_ATTACK2, + ACT_GESTURE_MELEE_ATTACK1, + ACT_GESTURE_MELEE_ATTACK2, + ACT_GESTURE_RANGE_ATTACK1_LOW, // FIXME: not used yet, crouched versions of the range attack + ACT_GESTURE_RANGE_ATTACK2_LOW, // FIXME: not used yet, crouched versions of the range attack + + ACT_MELEE_ATTACK_SWING_GESTURE, + + ACT_GESTURE_SMALL_FLINCH, + ACT_GESTURE_BIG_FLINCH, + ACT_GESTURE_FLINCH_BLAST, // Startled by an explosion + ACT_GESTURE_FLINCH_BLAST_SHOTGUN, + ACT_GESTURE_FLINCH_BLAST_DAMAGED, // Damaged by an explosion + ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN, + ACT_GESTURE_FLINCH_HEAD, + ACT_GESTURE_FLINCH_CHEST, + ACT_GESTURE_FLINCH_STOMACH, + ACT_GESTURE_FLINCH_LEFTARM, + ACT_GESTURE_FLINCH_RIGHTARM, + ACT_GESTURE_FLINCH_LEFTLEG, + ACT_GESTURE_FLINCH_RIGHTLEG, + + ACT_GESTURE_TURN_LEFT, + ACT_GESTURE_TURN_RIGHT, + ACT_GESTURE_TURN_LEFT45, + ACT_GESTURE_TURN_RIGHT45, + ACT_GESTURE_TURN_LEFT90, + ACT_GESTURE_TURN_RIGHT90, + ACT_GESTURE_TURN_LEFT45_FLAT, + ACT_GESTURE_TURN_RIGHT45_FLAT, + ACT_GESTURE_TURN_LEFT90_FLAT, + ACT_GESTURE_TURN_RIGHT90_FLAT, + + // HALF-LIFE 1 compatability stuff goes here. Temporary! + ACT_BARNACLE_HIT, // barnacle tongue hits a monster + ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop ) + ACT_BARNACLE_CHOMP, // barnacle latches on to the monster + ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop ) + + // Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually + // have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity + // is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere + // with the NPC's current sequence. (SJB) + ACT_DO_NOT_DISTURB, + + // viewmodel (weapon) activities + // FIXME: move these to the specific viewmodels, no need to make global + ACT_VM_DRAW, + ACT_VM_HOLSTER, + ACT_VM_IDLE, + ACT_VM_FIDGET, + ACT_VM_PULLBACK, + ACT_VM_PULLBACK_HIGH, + ACT_VM_PULLBACK_LOW, + ACT_VM_THROW, + ACT_VM_PULLPIN, + ACT_VM_PRIMARYATTACK, // fire + ACT_VM_SECONDARYATTACK, // alt. fire + ACT_VM_RELOAD, + ACT_VM_RELOAD_START, + ACT_VM_RELOAD_FINISH, + ACT_VM_DRYFIRE, // fire with no ammo loaded. + ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk) + ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk) + ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk) + ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk) + ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk) + ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk) + ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk) + ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk) + ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk) + ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk) + ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk) + ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk) + ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk) + ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk) + ACT_VM_SWINGMISS, + ACT_VM_SWINGHIT, + ACT_VM_IDLE_TO_LOWERED, + ACT_VM_IDLE_LOWERED, + ACT_VM_LOWERED_TO_IDLE, + ACT_VM_RECOIL1, + ACT_VM_RECOIL2, + ACT_VM_RECOIL3, + ACT_VM_PICKUP, + ACT_VM_RELEASE, + + ACT_VM_ATTACH_SILENCER, + ACT_VM_DETACH_SILENCER, + + // TF2 Scout Pack + ACT_VM_DRAW_SPECIAL, + ACT_VM_HOLSTER_SPECIAL, + ACT_VM_IDLE_SPECIAL, + ACT_VM_PULLBACK_SPECIAL, + ACT_VM_PRIMARYATTACK_SPECIAL, + ACT_VM_SECONDARYATTACK_SPECIAL, + ACT_VM_HITCENTER_SPECIAL, + ACT_VM_SWINGHARD_SPECIAL, + ACT_VM_IDLE_TO_LOWERED_SPECIAL, + ACT_VM_IDLE_LOWERED_SPECIAL, + ACT_VM_LOWERED_TO_IDLE_SPECIAL, + + ACT_FISTS_VM_HITLEFT, + ACT_FISTS_VM_HITRIGHT, + ACT_FISTS_VM_SWINGHARD, + ACT_FISTS_VM_IDLE, + ACT_FISTS_VM_DRAW, + +//=========================== +// HL2 Specific Activities +//=========================== + // SLAM Specialty Activities + ACT_SLAM_STICKWALL_IDLE, + ACT_SLAM_STICKWALL_ND_IDLE, + ACT_SLAM_STICKWALL_ATTACH, + ACT_SLAM_STICKWALL_ATTACH2, + ACT_SLAM_STICKWALL_ND_ATTACH, + ACT_SLAM_STICKWALL_ND_ATTACH2, + ACT_SLAM_STICKWALL_DETONATE, + ACT_SLAM_STICKWALL_DETONATOR_HOLSTER, + ACT_SLAM_STICKWALL_DRAW, + ACT_SLAM_STICKWALL_ND_DRAW, + ACT_SLAM_STICKWALL_TO_THROW, + ACT_SLAM_STICKWALL_TO_THROW_ND, + ACT_SLAM_STICKWALL_TO_TRIPMINE_ND, + ACT_SLAM_THROW_IDLE, + ACT_SLAM_THROW_ND_IDLE, + ACT_SLAM_THROW_THROW, + ACT_SLAM_THROW_THROW2, + ACT_SLAM_THROW_THROW_ND, + ACT_SLAM_THROW_THROW_ND2, + ACT_SLAM_THROW_DRAW, + ACT_SLAM_THROW_ND_DRAW, + ACT_SLAM_THROW_TO_STICKWALL, + ACT_SLAM_THROW_TO_STICKWALL_ND, + ACT_SLAM_THROW_DETONATE, + ACT_SLAM_THROW_DETONATOR_HOLSTER, + ACT_SLAM_THROW_TO_TRIPMINE_ND, + ACT_SLAM_TRIPMINE_IDLE, + ACT_SLAM_TRIPMINE_DRAW, + ACT_SLAM_TRIPMINE_ATTACH, + ACT_SLAM_TRIPMINE_ATTACH2, + ACT_SLAM_TRIPMINE_TO_STICKWALL_ND, + ACT_SLAM_TRIPMINE_TO_THROW_ND, + ACT_SLAM_DETONATOR_IDLE, + ACT_SLAM_DETONATOR_DRAW, + ACT_SLAM_DETONATOR_DETONATE, + ACT_SLAM_DETONATOR_HOLSTER, + ACT_SLAM_DETONATOR_STICKWALL_DRAW, + ACT_SLAM_DETONATOR_THROW_DRAW, + + // Shotgun Specialty Activities + ACT_SHOTGUN_RELOAD_START, + ACT_SHOTGUN_RELOAD_FINISH, + ACT_SHOTGUN_PUMP, + + // SMG2 special activities + ACT_SMG2_IDLE2, + ACT_SMG2_FIRE2, + ACT_SMG2_DRAW2, + ACT_SMG2_RELOAD2, + ACT_SMG2_DRYFIRE2, + ACT_SMG2_TOAUTO, + ACT_SMG2_TOBURST, + + // Physcannon special activities + ACT_PHYSCANNON_UPGRADE, + + // weapon override activities + ACT_RANGE_ATTACK_AR1, + ACT_RANGE_ATTACK_AR2, + ACT_RANGE_ATTACK_AR2_LOW, + ACT_RANGE_ATTACK_AR2_GRENADE, + ACT_RANGE_ATTACK_HMG1, + ACT_RANGE_ATTACK_ML, + ACT_RANGE_ATTACK_SMG1, + ACT_RANGE_ATTACK_SMG1_LOW, + ACT_RANGE_ATTACK_SMG2, + ACT_RANGE_ATTACK_SHOTGUN, + ACT_RANGE_ATTACK_SHOTGUN_LOW, + ACT_RANGE_ATTACK_PISTOL, + ACT_RANGE_ATTACK_PISTOL_LOW, + ACT_RANGE_ATTACK_SLAM, + ACT_RANGE_ATTACK_TRIPWIRE, + ACT_RANGE_ATTACK_THROW, + ACT_RANGE_ATTACK_SNIPER_RIFLE, + ACT_RANGE_ATTACK_RPG, + ACT_MELEE_ATTACK_SWING, + + ACT_RANGE_AIM_LOW, + ACT_RANGE_AIM_SMG1_LOW, + ACT_RANGE_AIM_PISTOL_LOW, + ACT_RANGE_AIM_AR2_LOW, + + ACT_COVER_PISTOL_LOW, + ACT_COVER_SMG1_LOW, + + // weapon override activities + ACT_GESTURE_RANGE_ATTACK_AR1, + ACT_GESTURE_RANGE_ATTACK_AR2, + ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE, + ACT_GESTURE_RANGE_ATTACK_HMG1, + ACT_GESTURE_RANGE_ATTACK_ML, + ACT_GESTURE_RANGE_ATTACK_SMG1, + ACT_GESTURE_RANGE_ATTACK_SMG1_LOW, + ACT_GESTURE_RANGE_ATTACK_SMG2, + ACT_GESTURE_RANGE_ATTACK_SHOTGUN, + ACT_GESTURE_RANGE_ATTACK_PISTOL, + ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW, + ACT_GESTURE_RANGE_ATTACK_SLAM, + ACT_GESTURE_RANGE_ATTACK_TRIPWIRE, + ACT_GESTURE_RANGE_ATTACK_THROW, + ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, + ACT_GESTURE_MELEE_ATTACK_SWING, + + ACT_IDLE_RIFLE, + ACT_IDLE_SMG1, + ACT_IDLE_ANGRY_SMG1, + ACT_IDLE_PISTOL, + ACT_IDLE_ANGRY_PISTOL, + ACT_IDLE_ANGRY_SHOTGUN, + ACT_IDLE_STEALTH_PISTOL, + + ACT_IDLE_PACKAGE, + ACT_WALK_PACKAGE, + ACT_IDLE_SUITCASE, + ACT_WALK_SUITCASE, + + ACT_IDLE_SMG1_RELAXED, + ACT_IDLE_SMG1_STIMULATED, + ACT_WALK_RIFLE_RELAXED, + ACT_RUN_RIFLE_RELAXED, + ACT_WALK_RIFLE_STIMULATED, + ACT_RUN_RIFLE_STIMULATED, + + ACT_IDLE_AIM_RIFLE_STIMULATED, + ACT_WALK_AIM_RIFLE_STIMULATED, + ACT_RUN_AIM_RIFLE_STIMULATED, + + ACT_IDLE_SHOTGUN_RELAXED, + ACT_IDLE_SHOTGUN_STIMULATED, + ACT_IDLE_SHOTGUN_AGITATED, + + // Policing activities + ACT_WALK_ANGRY, + ACT_POLICE_HARASS1, + ACT_POLICE_HARASS2, + + // Manned guns + ACT_IDLE_MANNEDGUN, + + // Melee weapon + ACT_IDLE_MELEE, + ACT_IDLE_ANGRY_MELEE, + + // RPG activities + ACT_IDLE_RPG_RELAXED, + ACT_IDLE_RPG, + ACT_IDLE_ANGRY_RPG, + ACT_COVER_LOW_RPG, + ACT_WALK_RPG, + ACT_RUN_RPG, + ACT_WALK_CROUCH_RPG, + ACT_RUN_CROUCH_RPG, + ACT_WALK_RPG_RELAXED, + ACT_RUN_RPG_RELAXED, + + ACT_WALK_RIFLE, + ACT_WALK_AIM_RIFLE, + ACT_WALK_CROUCH_RIFLE, + ACT_WALK_CROUCH_AIM_RIFLE, + ACT_RUN_RIFLE, + ACT_RUN_AIM_RIFLE, + ACT_RUN_CROUCH_RIFLE, + ACT_RUN_CROUCH_AIM_RIFLE, + ACT_RUN_STEALTH_PISTOL, + + ACT_WALK_AIM_SHOTGUN, + ACT_RUN_AIM_SHOTGUN, + + ACT_WALK_PISTOL, + ACT_RUN_PISTOL, + ACT_WALK_AIM_PISTOL, + ACT_RUN_AIM_PISTOL, + ACT_WALK_STEALTH_PISTOL, + ACT_WALK_AIM_STEALTH_PISTOL, + ACT_RUN_AIM_STEALTH_PISTOL, + + // Reloads + ACT_RELOAD_PISTOL, + ACT_RELOAD_PISTOL_LOW, + ACT_RELOAD_SMG1, + ACT_RELOAD_SMG1_LOW, + ACT_RELOAD_SHOTGUN, + ACT_RELOAD_SHOTGUN_LOW, + + ACT_GESTURE_RELOAD, + ACT_GESTURE_RELOAD_PISTOL, + ACT_GESTURE_RELOAD_SMG1, + ACT_GESTURE_RELOAD_SHOTGUN, + + // Busy animations + ACT_BUSY_LEAN_LEFT, + ACT_BUSY_LEAN_LEFT_ENTRY, + ACT_BUSY_LEAN_LEFT_EXIT, + ACT_BUSY_LEAN_BACK, + ACT_BUSY_LEAN_BACK_ENTRY, + ACT_BUSY_LEAN_BACK_EXIT, + ACT_BUSY_SIT_GROUND, + ACT_BUSY_SIT_GROUND_ENTRY, + ACT_BUSY_SIT_GROUND_EXIT, + ACT_BUSY_SIT_CHAIR, + ACT_BUSY_SIT_CHAIR_ENTRY, + ACT_BUSY_SIT_CHAIR_EXIT, + ACT_BUSY_STAND, + ACT_BUSY_QUEUE, + + // Dodge animations + ACT_DUCK_DODGE, + + // For NPCs being lifted/eaten by barnacles: + // being swallowed by a barnacle + ACT_DIE_BARNACLE_SWALLOW, + // being lifted by a barnacle + ACT_GESTURE_BARNACLE_STRANGLE, + + ACT_PHYSCANNON_DETACH, // An activity to be played if we're picking this up with the physcannon + ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH + ACT_PHYSCANNON_ANIMATE_PRE, // An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE + ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE + + ACT_DIE_FRONTSIDE, + ACT_DIE_RIGHTSIDE, + ACT_DIE_BACKSIDE, + ACT_DIE_LEFTSIDE, + + ACT_OPEN_DOOR, + + // Dynamic interactions + ACT_DI_ALYX_ZOMBIE_MELEE, + ACT_DI_ALYX_ZOMBIE_TORSO_MELEE, + ACT_DI_ALYX_HEADCRAB_MELEE, + ACT_DI_ALYX_ANTLION, + + ACT_DI_ALYX_ZOMBIE_SHOTGUN64, + ACT_DI_ALYX_ZOMBIE_SHOTGUN26, + + ACT_READINESS_RELAXED_TO_STIMULATED, + ACT_READINESS_RELAXED_TO_STIMULATED_WALK, + ACT_READINESS_AGITATED_TO_STIMULATED, + ACT_READINESS_STIMULATED_TO_RELAXED, + + ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, + ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, + ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, + ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, + + ACT_IDLE_CARRY, + ACT_WALK_CARRY, + +//=========================== +// TF2 Specific Activities +//=========================== + ACT_STARTDYING, + ACT_DYINGLOOP, + ACT_DYINGTODEAD, + + ACT_RIDE_MANNED_GUN, + + // All viewmodels + ACT_VM_SPRINT_ENTER, + ACT_VM_SPRINT_IDLE, + ACT_VM_SPRINT_LEAVE, + + // Looping weapon firing + ACT_FIRE_START, + ACT_FIRE_LOOP, + ACT_FIRE_END, + + ACT_CROUCHING_GRENADEIDLE, + ACT_CROUCHING_GRENADEREADY, + ACT_CROUCHING_PRIMARYATTACK, + ACT_OVERLAY_GRENADEIDLE, + ACT_OVERLAY_GRENADEREADY, + ACT_OVERLAY_PRIMARYATTACK, + ACT_OVERLAY_SHIELD_UP, + ACT_OVERLAY_SHIELD_DOWN, + ACT_OVERLAY_SHIELD_UP_IDLE, + ACT_OVERLAY_SHIELD_ATTACK, + ACT_OVERLAY_SHIELD_KNOCKBACK, + ACT_SHIELD_UP, + ACT_SHIELD_DOWN, + ACT_SHIELD_UP_IDLE, + ACT_SHIELD_ATTACK, + ACT_SHIELD_KNOCKBACK, + ACT_CROUCHING_SHIELD_UP, + ACT_CROUCHING_SHIELD_DOWN, + ACT_CROUCHING_SHIELD_UP_IDLE, + ACT_CROUCHING_SHIELD_ATTACK, + ACT_CROUCHING_SHIELD_KNOCKBACK, + + // turning in place + ACT_TURNRIGHT45, + ACT_TURNLEFT45, + + ACT_TURN, + + ACT_OBJ_ASSEMBLING, + ACT_OBJ_DISMANTLING, + ACT_OBJ_STARTUP, + ACT_OBJ_RUNNING, + ACT_OBJ_IDLE, + ACT_OBJ_PLACING, + ACT_OBJ_DETERIORATING, + ACT_OBJ_UPGRADING, + + // Deploy + ACT_DEPLOY, + ACT_DEPLOY_IDLE, + ACT_UNDEPLOY, + +//=========================== +// HL1 Specific Activities +//=========================== + // Grenades + ACT_GRENADE_ROLL, + ACT_GRENADE_TOSS, + + // Hand grenade + ACT_HANDGRENADE_THROW1, + ACT_HANDGRENADE_THROW2, + ACT_HANDGRENADE_THROW3, + + // Shotgun + ACT_SHOTGUN_IDLE_DEEP, + ACT_SHOTGUN_IDLE4, + + // Glock + ACT_GLOCK_SHOOTEMPTY, + ACT_GLOCK_SHOOT_RELOAD, + + // RPG + ACT_RPG_DRAW_UNLOADED, + ACT_RPG_HOLSTER_UNLOADED, + ACT_RPG_IDLE_UNLOADED, + ACT_RPG_FIDGET_UNLOADED, + + // Crossbow + ACT_CROSSBOW_DRAW_UNLOADED, + ACT_CROSSBOW_IDLE_UNLOADED, + ACT_CROSSBOW_FIDGET_UNLOADED, + + // Gauss + ACT_GAUSS_SPINUP, + ACT_GAUSS_SPINCYCLE, + + // Tripmine + ACT_TRIPMINE_GROUND, + ACT_TRIPMINE_WORLD, + +//=========================== +// CSPort Specific Activities +//=========================== + + ACT_VM_PRIMARYATTACK_SILENCED, // fire + ACT_VM_RELOAD_SILENCED, + ACT_VM_DRYFIRE_SILENCED, // fire with no ammo loaded. + ACT_VM_IDLE_SILENCED, + ACT_VM_DRAW_SILENCED, + ACT_VM_IDLE_EMPTY_LEFT, + ACT_VM_DRYFIRE_LEFT, + + ACT_PLAYER_IDLE_FIRE, + ACT_PLAYER_CROUCH_FIRE, + ACT_PLAYER_CROUCH_WALK_FIRE, + ACT_PLAYER_WALK_FIRE, + ACT_PLAYER_RUN_FIRE, + + ACT_IDLETORUN, + ACT_RUNTOIDLE, + + +//=========================== +// DoD Specific Activities +//=========================== + ACT_SPRINT, + + ACT_GET_DOWN_STAND, + ACT_GET_UP_STAND, + ACT_GET_DOWN_CROUCH, + ACT_GET_UP_CROUCH, + ACT_PRONE_FORWARD, + ACT_PRONE_IDLE, + + ACT_DEEPIDLE1, + ACT_DEEPIDLE2, + ACT_DEEPIDLE3, + ACT_DEEPIDLE4, + + ACT_VM_RELOAD_DEPLOYED, + ACT_VM_RELOAD_IDLE, + + ACT_VM_DRAW_DEPLOYED, + + //Weapon is empty activities + ACT_VM_DRAW_EMPTY, + ACT_VM_PRIMARYATTACK_EMPTY, + ACT_VM_RELOAD_EMPTY, + ACT_VM_IDLE_EMPTY, + ACT_VM_IDLE_DEPLOYED_EMPTY, + + ACT_VM_IDLE_8, + ACT_VM_IDLE_7, + ACT_VM_IDLE_6, + ACT_VM_IDLE_5, + ACT_VM_IDLE_4, + ACT_VM_IDLE_3, + ACT_VM_IDLE_2, + ACT_VM_IDLE_1, + + ACT_VM_IDLE_DEPLOYED, + ACT_VM_IDLE_DEPLOYED_8, + ACT_VM_IDLE_DEPLOYED_7, + ACT_VM_IDLE_DEPLOYED_6, + ACT_VM_IDLE_DEPLOYED_5, + ACT_VM_IDLE_DEPLOYED_4, + ACT_VM_IDLE_DEPLOYED_3, + ACT_VM_IDLE_DEPLOYED_2, + ACT_VM_IDLE_DEPLOYED_1, + + // Animation from prone idle to standing/crouch idle. Number designates bullets left + ACT_VM_UNDEPLOY, + ACT_VM_UNDEPLOY_8, + ACT_VM_UNDEPLOY_7, + ACT_VM_UNDEPLOY_6, + ACT_VM_UNDEPLOY_5, + ACT_VM_UNDEPLOY_4, + ACT_VM_UNDEPLOY_3, + ACT_VM_UNDEPLOY_2, + ACT_VM_UNDEPLOY_1, + ACT_VM_UNDEPLOY_EMPTY, + + // Animation from standing/crouch idle to prone idle. Number designates bullets left + ACT_VM_DEPLOY, + ACT_VM_DEPLOY_8, + ACT_VM_DEPLOY_7, + ACT_VM_DEPLOY_6, + ACT_VM_DEPLOY_5, + ACT_VM_DEPLOY_4, + ACT_VM_DEPLOY_3, + ACT_VM_DEPLOY_2, + ACT_VM_DEPLOY_1, + ACT_VM_DEPLOY_EMPTY, + + // Shooting animations for standing/crouch position. Number designates bullets left at START of animation + ACT_VM_PRIMARYATTACK_8, + ACT_VM_PRIMARYATTACK_7, + ACT_VM_PRIMARYATTACK_6, + ACT_VM_PRIMARYATTACK_5, + ACT_VM_PRIMARYATTACK_4, + ACT_VM_PRIMARYATTACK_3, + ACT_VM_PRIMARYATTACK_2, + ACT_VM_PRIMARYATTACK_1, + + // Shooting animations for prone position. Number designates bullets left at START of animation + ACT_VM_PRIMARYATTACK_DEPLOYED, + ACT_VM_PRIMARYATTACK_DEPLOYED_8, + ACT_VM_PRIMARYATTACK_DEPLOYED_7, + ACT_VM_PRIMARYATTACK_DEPLOYED_6, + ACT_VM_PRIMARYATTACK_DEPLOYED_5, + ACT_VM_PRIMARYATTACK_DEPLOYED_4, + ACT_VM_PRIMARYATTACK_DEPLOYED_3, + ACT_VM_PRIMARYATTACK_DEPLOYED_2, + ACT_VM_PRIMARYATTACK_DEPLOYED_1, + ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY, + + // Player anim ACTs + ACT_DOD_DEPLOYED, + ACT_DOD_PRONE_DEPLOYED, + ACT_DOD_IDLE_ZOOMED, + ACT_DOD_WALK_ZOOMED, + ACT_DOD_CROUCH_ZOOMED, + ACT_DOD_CROUCHWALK_ZOOMED, + ACT_DOD_PRONE_ZOOMED, + ACT_DOD_PRONE_FORWARD_ZOOMED, + ACT_DOD_PRIMARYATTACK_DEPLOYED, + ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, + ACT_DOD_RELOAD_DEPLOYED, + ACT_DOD_RELOAD_PRONE_DEPLOYED, + ACT_DOD_PRIMARYATTACK_PRONE, + ACT_DOD_SECONDARYATTACK_PRONE, + ACT_DOD_RELOAD_CROUCH, + ACT_DOD_RELOAD_PRONE, + ACT_DOD_STAND_IDLE, + ACT_DOD_STAND_AIM, + ACT_DOD_CROUCH_IDLE, + ACT_DOD_CROUCH_AIM, + ACT_DOD_CROUCHWALK_IDLE, + ACT_DOD_CROUCHWALK_AIM, + ACT_DOD_WALK_IDLE, + ACT_DOD_WALK_AIM, + ACT_DOD_RUN_IDLE, + ACT_DOD_RUN_AIM, + + // Positions + ACT_DOD_STAND_AIM_PISTOL, + ACT_DOD_CROUCH_AIM_PISTOL, + ACT_DOD_CROUCHWALK_AIM_PISTOL, + ACT_DOD_WALK_AIM_PISTOL, + ACT_DOD_RUN_AIM_PISTOL, + ACT_DOD_PRONE_AIM_PISTOL, + ACT_DOD_STAND_IDLE_PISTOL, + ACT_DOD_CROUCH_IDLE_PISTOL, + ACT_DOD_CROUCHWALK_IDLE_PISTOL, + ACT_DOD_WALK_IDLE_PISTOL, + ACT_DOD_RUN_IDLE_PISTOL, + ACT_DOD_SPRINT_IDLE_PISTOL, + ACT_DOD_PRONEWALK_IDLE_PISTOL, + + ACT_DOD_STAND_AIM_C96, + ACT_DOD_CROUCH_AIM_C96, + ACT_DOD_CROUCHWALK_AIM_C96, + ACT_DOD_WALK_AIM_C96, + ACT_DOD_RUN_AIM_C96, + ACT_DOD_PRONE_AIM_C96, + ACT_DOD_STAND_IDLE_C96, + ACT_DOD_CROUCH_IDLE_C96, + ACT_DOD_CROUCHWALK_IDLE_C96, + ACT_DOD_WALK_IDLE_C96, + ACT_DOD_RUN_IDLE_C96, + ACT_DOD_SPRINT_IDLE_C96, + ACT_DOD_PRONEWALK_IDLE_C96, + + ACT_DOD_STAND_AIM_RIFLE, + ACT_DOD_CROUCH_AIM_RIFLE, + ACT_DOD_CROUCHWALK_AIM_RIFLE, + ACT_DOD_WALK_AIM_RIFLE, + ACT_DOD_RUN_AIM_RIFLE, + ACT_DOD_PRONE_AIM_RIFLE, + ACT_DOD_STAND_IDLE_RIFLE, + ACT_DOD_CROUCH_IDLE_RIFLE, + ACT_DOD_CROUCHWALK_IDLE_RIFLE, + ACT_DOD_WALK_IDLE_RIFLE, + ACT_DOD_RUN_IDLE_RIFLE, + ACT_DOD_SPRINT_IDLE_RIFLE, + ACT_DOD_PRONEWALK_IDLE_RIFLE, + + ACT_DOD_STAND_AIM_BOLT, + ACT_DOD_CROUCH_AIM_BOLT, + ACT_DOD_CROUCHWALK_AIM_BOLT, + ACT_DOD_WALK_AIM_BOLT, + ACT_DOD_RUN_AIM_BOLT, + ACT_DOD_PRONE_AIM_BOLT, + ACT_DOD_STAND_IDLE_BOLT, + ACT_DOD_CROUCH_IDLE_BOLT, + ACT_DOD_CROUCHWALK_IDLE_BOLT, + ACT_DOD_WALK_IDLE_BOLT, + ACT_DOD_RUN_IDLE_BOLT, + ACT_DOD_SPRINT_IDLE_BOLT, + ACT_DOD_PRONEWALK_IDLE_BOLT, + + ACT_DOD_STAND_AIM_TOMMY, + ACT_DOD_CROUCH_AIM_TOMMY, + ACT_DOD_CROUCHWALK_AIM_TOMMY, + ACT_DOD_WALK_AIM_TOMMY, + ACT_DOD_RUN_AIM_TOMMY, + ACT_DOD_PRONE_AIM_TOMMY, + ACT_DOD_STAND_IDLE_TOMMY, + ACT_DOD_CROUCH_IDLE_TOMMY, + ACT_DOD_CROUCHWALK_IDLE_TOMMY, + ACT_DOD_WALK_IDLE_TOMMY, + ACT_DOD_RUN_IDLE_TOMMY, + ACT_DOD_SPRINT_IDLE_TOMMY, + ACT_DOD_PRONEWALK_IDLE_TOMMY, + + ACT_DOD_STAND_AIM_MP40, + ACT_DOD_CROUCH_AIM_MP40, + ACT_DOD_CROUCHWALK_AIM_MP40, + ACT_DOD_WALK_AIM_MP40, + ACT_DOD_RUN_AIM_MP40, + ACT_DOD_PRONE_AIM_MP40, + ACT_DOD_STAND_IDLE_MP40, + ACT_DOD_CROUCH_IDLE_MP40, + ACT_DOD_CROUCHWALK_IDLE_MP40, + ACT_DOD_WALK_IDLE_MP40, + ACT_DOD_RUN_IDLE_MP40, + ACT_DOD_SPRINT_IDLE_MP40, + ACT_DOD_PRONEWALK_IDLE_MP40, + + ACT_DOD_STAND_AIM_MP44, + ACT_DOD_CROUCH_AIM_MP44, + ACT_DOD_CROUCHWALK_AIM_MP44, + ACT_DOD_WALK_AIM_MP44, + ACT_DOD_RUN_AIM_MP44, + ACT_DOD_PRONE_AIM_MP44, + ACT_DOD_STAND_IDLE_MP44, + ACT_DOD_CROUCH_IDLE_MP44, + ACT_DOD_CROUCHWALK_IDLE_MP44, + ACT_DOD_WALK_IDLE_MP44, + ACT_DOD_RUN_IDLE_MP44, + ACT_DOD_SPRINT_IDLE_MP44, + ACT_DOD_PRONEWALK_IDLE_MP44, + + ACT_DOD_STAND_AIM_GREASE, + ACT_DOD_CROUCH_AIM_GREASE, + ACT_DOD_CROUCHWALK_AIM_GREASE, + ACT_DOD_WALK_AIM_GREASE, + ACT_DOD_RUN_AIM_GREASE, + ACT_DOD_PRONE_AIM_GREASE, + ACT_DOD_STAND_IDLE_GREASE, + ACT_DOD_CROUCH_IDLE_GREASE, + ACT_DOD_CROUCHWALK_IDLE_GREASE, + ACT_DOD_WALK_IDLE_GREASE, + ACT_DOD_RUN_IDLE_GREASE, + ACT_DOD_SPRINT_IDLE_GREASE, + ACT_DOD_PRONEWALK_IDLE_GREASE, + + ACT_DOD_STAND_AIM_MG, + ACT_DOD_CROUCH_AIM_MG, + ACT_DOD_CROUCHWALK_AIM_MG, + ACT_DOD_WALK_AIM_MG, + ACT_DOD_RUN_AIM_MG, + ACT_DOD_PRONE_AIM_MG, + ACT_DOD_STAND_IDLE_MG, + ACT_DOD_CROUCH_IDLE_MG, + ACT_DOD_CROUCHWALK_IDLE_MG, + ACT_DOD_WALK_IDLE_MG, + ACT_DOD_RUN_IDLE_MG, + ACT_DOD_SPRINT_IDLE_MG, + ACT_DOD_PRONEWALK_IDLE_MG, + + ACT_DOD_STAND_AIM_30CAL, + ACT_DOD_CROUCH_AIM_30CAL, + ACT_DOD_CROUCHWALK_AIM_30CAL, + ACT_DOD_WALK_AIM_30CAL, + ACT_DOD_RUN_AIM_30CAL, + ACT_DOD_PRONE_AIM_30CAL, + ACT_DOD_STAND_IDLE_30CAL, + ACT_DOD_CROUCH_IDLE_30CAL, + ACT_DOD_CROUCHWALK_IDLE_30CAL, + ACT_DOD_WALK_IDLE_30CAL, + ACT_DOD_RUN_IDLE_30CAL, + ACT_DOD_SPRINT_IDLE_30CAL, + ACT_DOD_PRONEWALK_IDLE_30CAL, + + ACT_DOD_STAND_AIM_GREN_FRAG, + ACT_DOD_CROUCH_AIM_GREN_FRAG, + ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, + ACT_DOD_WALK_AIM_GREN_FRAG, + ACT_DOD_RUN_AIM_GREN_FRAG, + ACT_DOD_PRONE_AIM_GREN_FRAG, + ACT_DOD_SPRINT_AIM_GREN_FRAG, + ACT_DOD_PRONEWALK_AIM_GREN_FRAG, + ACT_DOD_STAND_AIM_GREN_STICK, + ACT_DOD_CROUCH_AIM_GREN_STICK, + ACT_DOD_CROUCHWALK_AIM_GREN_STICK, + ACT_DOD_WALK_AIM_GREN_STICK, + ACT_DOD_RUN_AIM_GREN_STICK, + ACT_DOD_PRONE_AIM_GREN_STICK, + ACT_DOD_SPRINT_AIM_GREN_STICK, + ACT_DOD_PRONEWALK_AIM_GREN_STICK, + + ACT_DOD_STAND_AIM_KNIFE, + ACT_DOD_CROUCH_AIM_KNIFE, + ACT_DOD_CROUCHWALK_AIM_KNIFE, + ACT_DOD_WALK_AIM_KNIFE, + ACT_DOD_RUN_AIM_KNIFE, + ACT_DOD_PRONE_AIM_KNIFE, + ACT_DOD_SPRINT_AIM_KNIFE, + ACT_DOD_PRONEWALK_AIM_KNIFE, + + ACT_DOD_STAND_AIM_SPADE, + ACT_DOD_CROUCH_AIM_SPADE, + ACT_DOD_CROUCHWALK_AIM_SPADE, + ACT_DOD_WALK_AIM_SPADE, + ACT_DOD_RUN_AIM_SPADE, + ACT_DOD_PRONE_AIM_SPADE, + ACT_DOD_SPRINT_AIM_SPADE, + ACT_DOD_PRONEWALK_AIM_SPADE, + + ACT_DOD_STAND_AIM_BAZOOKA, + ACT_DOD_CROUCH_AIM_BAZOOKA, + ACT_DOD_CROUCHWALK_AIM_BAZOOKA, + ACT_DOD_WALK_AIM_BAZOOKA, + ACT_DOD_RUN_AIM_BAZOOKA, + ACT_DOD_PRONE_AIM_BAZOOKA, + ACT_DOD_STAND_IDLE_BAZOOKA, + ACT_DOD_CROUCH_IDLE_BAZOOKA, + ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, + ACT_DOD_WALK_IDLE_BAZOOKA, + ACT_DOD_RUN_IDLE_BAZOOKA, + ACT_DOD_SPRINT_IDLE_BAZOOKA, + ACT_DOD_PRONEWALK_IDLE_BAZOOKA, + + ACT_DOD_STAND_AIM_PSCHRECK, + ACT_DOD_CROUCH_AIM_PSCHRECK, + ACT_DOD_CROUCHWALK_AIM_PSCHRECK, + ACT_DOD_WALK_AIM_PSCHRECK, + ACT_DOD_RUN_AIM_PSCHRECK, + ACT_DOD_PRONE_AIM_PSCHRECK, + ACT_DOD_STAND_IDLE_PSCHRECK, + ACT_DOD_CROUCH_IDLE_PSCHRECK, + ACT_DOD_CROUCHWALK_IDLE_PSCHRECK, + ACT_DOD_WALK_IDLE_PSCHRECK, + ACT_DOD_RUN_IDLE_PSCHRECK, + ACT_DOD_SPRINT_IDLE_PSCHRECK, + ACT_DOD_PRONEWALK_IDLE_PSCHRECK, + + ACT_DOD_STAND_AIM_BAR, + ACT_DOD_CROUCH_AIM_BAR, + ACT_DOD_CROUCHWALK_AIM_BAR, + ACT_DOD_WALK_AIM_BAR, + ACT_DOD_RUN_AIM_BAR, + ACT_DOD_PRONE_AIM_BAR, + ACT_DOD_STAND_IDLE_BAR, + ACT_DOD_CROUCH_IDLE_BAR, + ACT_DOD_CROUCHWALK_IDLE_BAR, + ACT_DOD_WALK_IDLE_BAR, + ACT_DOD_RUN_IDLE_BAR, + ACT_DOD_SPRINT_IDLE_BAR, + ACT_DOD_PRONEWALK_IDLE_BAR, + + // Zoomed aims + ACT_DOD_STAND_ZOOM_RIFLE, + ACT_DOD_CROUCH_ZOOM_RIFLE, + ACT_DOD_CROUCHWALK_ZOOM_RIFLE, + ACT_DOD_WALK_ZOOM_RIFLE, + ACT_DOD_RUN_ZOOM_RIFLE, + ACT_DOD_PRONE_ZOOM_RIFLE, + + ACT_DOD_STAND_ZOOM_BOLT, + ACT_DOD_CROUCH_ZOOM_BOLT, + ACT_DOD_CROUCHWALK_ZOOM_BOLT, + ACT_DOD_WALK_ZOOM_BOLT, + ACT_DOD_RUN_ZOOM_BOLT, + ACT_DOD_PRONE_ZOOM_BOLT, + + ACT_DOD_STAND_ZOOM_BAZOOKA, + ACT_DOD_CROUCH_ZOOM_BAZOOKA, + ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, + ACT_DOD_WALK_ZOOM_BAZOOKA, + ACT_DOD_RUN_ZOOM_BAZOOKA, + ACT_DOD_PRONE_ZOOM_BAZOOKA, + + ACT_DOD_STAND_ZOOM_PSCHRECK, + ACT_DOD_CROUCH_ZOOM_PSCHRECK, + ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK, + ACT_DOD_WALK_ZOOM_PSCHRECK, + ACT_DOD_RUN_ZOOM_PSCHRECK, + ACT_DOD_PRONE_ZOOM_PSCHRECK, + + // Deployed Aim + ACT_DOD_DEPLOY_RIFLE, + ACT_DOD_DEPLOY_TOMMY, + ACT_DOD_DEPLOY_MG, + ACT_DOD_DEPLOY_30CAL, + + // Prone Deployed Aim + ACT_DOD_PRONE_DEPLOY_RIFLE , + ACT_DOD_PRONE_DEPLOY_TOMMY, + ACT_DOD_PRONE_DEPLOY_MG, + ACT_DOD_PRONE_DEPLOY_30CAL, + + // Attacks + + // Rifle + ACT_DOD_PRIMARYATTACK_RIFLE, + ACT_DOD_SECONDARYATTACK_RIFLE, + ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, + ACT_DOD_SECONDARYATTACK_PRONE_RIFLE, + ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE, + ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE, + + // Bolt + ACT_DOD_PRIMARYATTACK_BOLT, + ACT_DOD_SECONDARYATTACK_BOLT, + ACT_DOD_PRIMARYATTACK_PRONE_BOLT , + ACT_DOD_SECONDARYATTACK_PRONE_BOLT , + + // Tommy + ACT_DOD_PRIMARYATTACK_TOMMY, + ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, + ACT_DOD_SECONDARYATTACK_TOMMY, + ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, + + // MP40 + ACT_DOD_PRIMARYATTACK_MP40, + ACT_DOD_PRIMARYATTACK_PRONE_MP40 , + ACT_DOD_SECONDARYATTACK_MP40, + ACT_DOD_SECONDARYATTACK_PRONE_MP40 , + + // MP44 + ACT_DOD_PRIMARYATTACK_MP44, + ACT_DOD_PRIMARYATTACK_PRONE_MP44 , + + // Greasegun + ACT_DOD_PRIMARYATTACK_GREASE, + ACT_DOD_PRIMARYATTACK_PRONE_GREASE , + + // Pistols (Colt, Luger) + ACT_DOD_PRIMARYATTACK_PISTOL, + ACT_DOD_PRIMARYATTACK_PRONE_PISTOL , + ACT_DOD_PRIMARYATTACK_C96, + ACT_DOD_PRIMARYATTACK_PRONE_C96, + + // Mgs (mg42, mg34) + ACT_DOD_PRIMARYATTACK_MG, + ACT_DOD_PRIMARYATTACK_PRONE_MG , + ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG , + ACT_DOD_PRIMARYATTACK_DEPLOYED_MG , + + // 30cal + ACT_DOD_PRIMARYATTACK_30CAL, + ACT_DOD_PRIMARYATTACK_PRONE_30CAL, + ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, + ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL , + + // Grenades + ACT_DOD_PRIMARYATTACK_GREN_FRAG, + ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG, + ACT_DOD_PRIMARYATTACK_GREN_STICK, + ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, + + // Knife + ACT_DOD_PRIMARYATTACK_KNIFE, + ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, + + // Spade + ACT_DOD_PRIMARYATTACK_SPADE, + ACT_DOD_PRIMARYATTACK_PRONE_SPADE, + + // Bazooka + ACT_DOD_PRIMARYATTACK_BAZOOKA, + ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, + + // Pschreck + ACT_DOD_PRIMARYATTACK_PSCHRECK, + ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK , + + // Bar + ACT_DOD_PRIMARYATTACK_BAR, + ACT_DOD_PRIMARYATTACK_PRONE_BAR, + + // Reloads + ACT_DOD_RELOAD_GARAND, + ACT_DOD_RELOAD_K43, + ACT_DOD_RELOAD_BAR, + ACT_DOD_RELOAD_MP40, + ACT_DOD_RELOAD_MP44, + ACT_DOD_RELOAD_BOLT, + ACT_DOD_RELOAD_M1CARBINE, + ACT_DOD_RELOAD_TOMMY, + ACT_DOD_RELOAD_GREASEGUN, + ACT_DOD_RELOAD_PISTOL, + ACT_DOD_RELOAD_FG42, + ACT_DOD_RELOAD_RIFLE, + ACT_DOD_RELOAD_RIFLEGRENADE, + ACT_DOD_RELOAD_C96, + + // Crouch + ACT_DOD_RELOAD_CROUCH_BAR, + ACT_DOD_RELOAD_CROUCH_RIFLE, + ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, + ACT_DOD_RELOAD_CROUCH_BOLT, + ACT_DOD_RELOAD_CROUCH_MP44, + ACT_DOD_RELOAD_CROUCH_MP40, + ACT_DOD_RELOAD_CROUCH_TOMMY, + ACT_DOD_RELOAD_CROUCH_BAZOOKA, + ACT_DOD_RELOAD_CROUCH_PSCHRECK, + ACT_DOD_RELOAD_CROUCH_PISTOL, + ACT_DOD_RELOAD_CROUCH_M1CARBINE, + ACT_DOD_RELOAD_CROUCH_C96, + + // Bazookas + ACT_DOD_RELOAD_BAZOOKA, + ACT_DOD_ZOOMLOAD_BAZOOKA, + ACT_DOD_RELOAD_PSCHRECK, + ACT_DOD_ZOOMLOAD_PSCHRECK, + + // Deployed + ACT_DOD_RELOAD_DEPLOYED_FG42, + ACT_DOD_RELOAD_DEPLOYED_30CAL, + ACT_DOD_RELOAD_DEPLOYED_MG, + ACT_DOD_RELOAD_DEPLOYED_MG34, + ACT_DOD_RELOAD_DEPLOYED_BAR, + + // Prone + ACT_DOD_RELOAD_PRONE_PISTOL, + ACT_DOD_RELOAD_PRONE_GARAND, + ACT_DOD_RELOAD_PRONE_M1CARBINE, + ACT_DOD_RELOAD_PRONE_BOLT, + ACT_DOD_RELOAD_PRONE_K43, + ACT_DOD_RELOAD_PRONE_MP40, + ACT_DOD_RELOAD_PRONE_MP44, + ACT_DOD_RELOAD_PRONE_BAR, + ACT_DOD_RELOAD_PRONE_GREASEGUN, + ACT_DOD_RELOAD_PRONE_TOMMY, + ACT_DOD_RELOAD_PRONE_FG42, + ACT_DOD_RELOAD_PRONE_RIFLE, + ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, + ACT_DOD_RELOAD_PRONE_C96, + + // Prone bazooka + ACT_DOD_RELOAD_PRONE_BAZOOKA, + ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, + ACT_DOD_RELOAD_PRONE_PSCHRECK, + ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK, + + // Prone deployed + ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR, + ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42, + ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, + ACT_DOD_RELOAD_PRONE_DEPLOYED_MG, + ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, + + // Prone zoomed aim + ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, + ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, + ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, + ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK, + + // Crouch attack + ACT_DOD_PRIMARYATTACK_CROUCH, + ACT_DOD_PRIMARYATTACK_CROUCH_SPADE, + ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE, + ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG, + ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, + ACT_DOD_SECONDARYATTACK_CROUCH, + ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, + ACT_DOD_SECONDARYATTACK_CROUCH_MP40, + + // Hand Signals + ACT_DOD_HS_IDLE, + ACT_DOD_HS_CROUCH, + ACT_DOD_HS_IDLE_30CAL, + ACT_DOD_HS_IDLE_BAZOOKA, + ACT_DOD_HS_IDLE_PSCHRECK, + ACT_DOD_HS_IDLE_KNIFE, + ACT_DOD_HS_IDLE_MG42, + ACT_DOD_HS_IDLE_PISTOL, + ACT_DOD_HS_IDLE_STICKGRENADE, + ACT_DOD_HS_IDLE_TOMMY, + ACT_DOD_HS_IDLE_MP44, + ACT_DOD_HS_IDLE_K98, + ACT_DOD_HS_CROUCH_30CAL, + ACT_DOD_HS_CROUCH_BAZOOKA, + ACT_DOD_HS_CROUCH_PSCHRECK, + ACT_DOD_HS_CROUCH_KNIFE, + ACT_DOD_HS_CROUCH_MG42, + ACT_DOD_HS_CROUCH_PISTOL, + ACT_DOD_HS_CROUCH_STICKGRENADE, + ACT_DOD_HS_CROUCH_TOMMY, + ACT_DOD_HS_CROUCH_MP44, + ACT_DOD_HS_CROUCH_K98, + + ACT_DOD_STAND_IDLE_TNT, + ACT_DOD_CROUCH_IDLE_TNT, + ACT_DOD_CROUCHWALK_IDLE_TNT, + ACT_DOD_WALK_IDLE_TNT, + ACT_DOD_RUN_IDLE_TNT, + ACT_DOD_SPRINT_IDLE_TNT, + ACT_DOD_PRONEWALK_IDLE_TNT, + + ACT_DOD_PLANT_TNT, + ACT_DOD_DEFUSE_TNT, + +// HL2MP + ACT_HL2MP_IDLE, + ACT_HL2MP_RUN, + ACT_HL2MP_IDLE_CROUCH, + ACT_HL2MP_WALK_CROUCH, + ACT_HL2MP_GESTURE_RANGE_ATTACK, + ACT_HL2MP_GESTURE_RELOAD, + ACT_HL2MP_JUMP, + + ACT_HL2MP_IDLE_PISTOL, + ACT_HL2MP_RUN_PISTOL, + ACT_HL2MP_IDLE_CROUCH_PISTOL, + ACT_HL2MP_WALK_CROUCH_PISTOL, + ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, + ACT_HL2MP_GESTURE_RELOAD_PISTOL, + ACT_HL2MP_JUMP_PISTOL, + + ACT_HL2MP_IDLE_SMG1, + ACT_HL2MP_RUN_SMG1, + ACT_HL2MP_IDLE_CROUCH_SMG1, + ACT_HL2MP_WALK_CROUCH_SMG1, + ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, + ACT_HL2MP_GESTURE_RELOAD_SMG1, + ACT_HL2MP_JUMP_SMG1, + + ACT_HL2MP_IDLE_AR2, + ACT_HL2MP_RUN_AR2, + ACT_HL2MP_IDLE_CROUCH_AR2, + ACT_HL2MP_WALK_CROUCH_AR2, + ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, + ACT_HL2MP_GESTURE_RELOAD_AR2, + ACT_HL2MP_JUMP_AR2, + + ACT_HL2MP_IDLE_SHOTGUN, + ACT_HL2MP_RUN_SHOTGUN, + ACT_HL2MP_IDLE_CROUCH_SHOTGUN, + ACT_HL2MP_WALK_CROUCH_SHOTGUN, + ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, + ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, + ACT_HL2MP_JUMP_SHOTGUN, + + ACT_HL2MP_IDLE_RPG, + ACT_HL2MP_RUN_RPG, + ACT_HL2MP_IDLE_CROUCH_RPG, + ACT_HL2MP_WALK_CROUCH_RPG, + ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, + ACT_HL2MP_GESTURE_RELOAD_RPG, + ACT_HL2MP_JUMP_RPG, + + ACT_HL2MP_IDLE_GRENADE, + ACT_HL2MP_RUN_GRENADE, + ACT_HL2MP_IDLE_CROUCH_GRENADE, + ACT_HL2MP_WALK_CROUCH_GRENADE, + ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, + ACT_HL2MP_GESTURE_RELOAD_GRENADE, + ACT_HL2MP_JUMP_GRENADE, + + ACT_HL2MP_IDLE_PHYSGUN, + ACT_HL2MP_RUN_PHYSGUN, + ACT_HL2MP_IDLE_CROUCH_PHYSGUN, + ACT_HL2MP_WALK_CROUCH_PHYSGUN, + ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, + ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, + ACT_HL2MP_JUMP_PHYSGUN, + + ACT_HL2MP_IDLE_CROSSBOW, + ACT_HL2MP_RUN_CROSSBOW, + ACT_HL2MP_IDLE_CROUCH_CROSSBOW, + ACT_HL2MP_WALK_CROUCH_CROSSBOW, + ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, + ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, + ACT_HL2MP_JUMP_CROSSBOW, + + ACT_HL2MP_IDLE_MELEE, + ACT_HL2MP_RUN_MELEE, + ACT_HL2MP_IDLE_CROUCH_MELEE, + ACT_HL2MP_WALK_CROUCH_MELEE, + ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, + ACT_HL2MP_GESTURE_RELOAD_MELEE, + ACT_HL2MP_JUMP_MELEE, + + ACT_HL2MP_IDLE_SLAM, + ACT_HL2MP_RUN_SLAM, + ACT_HL2MP_IDLE_CROUCH_SLAM, + ACT_HL2MP_WALK_CROUCH_SLAM, + ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM, + ACT_HL2MP_GESTURE_RELOAD_SLAM, + ACT_HL2MP_JUMP_SLAM, + +// Portal! + ACT_VM_FIZZLE, + + // Multiplayer + ACT_MP_STAND_IDLE, + ACT_MP_CROUCH_IDLE, + ACT_MP_CROUCH_DEPLOYED_IDLE, + ACT_MP_CROUCH_DEPLOYED, + ACT_MP_CROUCHWALK_DEPLOYED, + ACT_MP_DEPLOYED_IDLE, + ACT_MP_RUN, + ACT_MP_WALK, + ACT_MP_AIRWALK, + ACT_MP_CROUCHWALK, + ACT_MP_SPRINT, + ACT_MP_JUMP, + ACT_MP_JUMP_START, + ACT_MP_JUMP_FLOAT, + ACT_MP_JUMP_LAND, + ACT_MP_DOUBLEJUMP, + ACT_MP_SWIM, + ACT_MP_DEPLOYED, + ACT_MP_SWIM_DEPLOYED, + ACT_MP_VCD, + + ACT_MP_ATTACK_STAND_PRIMARYFIRE, + ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED, + ACT_MP_ATTACK_STAND_SECONDARYFIRE, + ACT_MP_ATTACK_STAND_GRENADE, + ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, + ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED, + ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, + ACT_MP_ATTACK_CROUCH_GRENADE, + ACT_MP_ATTACK_SWIM_PRIMARYFIRE, + ACT_MP_ATTACK_SWIM_SECONDARYFIRE, + ACT_MP_ATTACK_SWIM_GRENADE, + ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, + ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, + ACT_MP_ATTACK_AIRWALK_GRENADE, + ACT_MP_RELOAD_STAND, + ACT_MP_RELOAD_STAND_LOOP, + ACT_MP_RELOAD_STAND_END, + ACT_MP_RELOAD_CROUCH, + ACT_MP_RELOAD_CROUCH_LOOP, + ACT_MP_RELOAD_CROUCH_END, + ACT_MP_RELOAD_SWIM, + ACT_MP_RELOAD_SWIM_LOOP, + ACT_MP_RELOAD_SWIM_END, + ACT_MP_RELOAD_AIRWALK, + ACT_MP_RELOAD_AIRWALK_LOOP, + ACT_MP_RELOAD_AIRWALK_END, + ACT_MP_ATTACK_STAND_PREFIRE, + ACT_MP_ATTACK_STAND_POSTFIRE, + ACT_MP_ATTACK_STAND_STARTFIRE, + ACT_MP_ATTACK_CROUCH_PREFIRE, + ACT_MP_ATTACK_CROUCH_POSTFIRE, + ACT_MP_ATTACK_SWIM_PREFIRE, + ACT_MP_ATTACK_SWIM_POSTFIRE, + + // Multiplayer - Primary + ACT_MP_STAND_PRIMARY, + ACT_MP_CROUCH_PRIMARY, + ACT_MP_RUN_PRIMARY, + ACT_MP_WALK_PRIMARY, + ACT_MP_AIRWALK_PRIMARY, + ACT_MP_CROUCHWALK_PRIMARY, + ACT_MP_JUMP_PRIMARY, + ACT_MP_JUMP_START_PRIMARY, + ACT_MP_JUMP_FLOAT_PRIMARY, + ACT_MP_JUMP_LAND_PRIMARY, + ACT_MP_SWIM_PRIMARY, + ACT_MP_DEPLOYED_PRIMARY, + ACT_MP_SWIM_DEPLOYED_PRIMARY, + ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY, + ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY, + + ACT_MP_ATTACK_STAND_PRIMARY, // RUN, WALK + ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, + ACT_MP_ATTACK_CROUCH_PRIMARY, // CROUCHWALK + ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED, + ACT_MP_ATTACK_SWIM_PRIMARY, + ACT_MP_ATTACK_AIRWALK_PRIMARY, + + ACT_MP_RELOAD_STAND_PRIMARY, // RUN, WALK + ACT_MP_RELOAD_STAND_PRIMARY_LOOP, + ACT_MP_RELOAD_STAND_PRIMARY_END, + ACT_MP_RELOAD_CROUCH_PRIMARY, // CROUCHWALK + ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP, + ACT_MP_RELOAD_CROUCH_PRIMARY_END, + ACT_MP_RELOAD_SWIM_PRIMARY, + ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, + ACT_MP_RELOAD_SWIM_PRIMARY_END, + ACT_MP_RELOAD_AIRWALK_PRIMARY, + ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP, + ACT_MP_RELOAD_AIRWALK_PRIMARY_END, + + ACT_MP_RELOAD_STAND_PRIMARY_2, + ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2, + ACT_MP_RELOAD_STAND_PRIMARY_END_2, + ACT_MP_RELOAD_CROUCH_PRIMARY_2, + ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2, + ACT_MP_RELOAD_CROUCH_PRIMARY_END_2, + ACT_MP_RELOAD_SWIM_PRIMARY_2, + ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2, + ACT_MP_RELOAD_SWIM_PRIMARY_END_2, + ACT_MP_RELOAD_AIRWALK_PRIMARY_2, + ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2, + ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2, + + // PRIMARY ALT + ACT_MP_ATTACK_STAND_PRIMARY_ALT, + ACT_MP_ATTACK_CROUCH_PRIMARY_ALT, + ACT_MP_ATTACK_SWIM_PRIMARY_ALT, + ACT_MP_RELOAD_STAND_PRIMARY_ALT, + ACT_MP_RELOAD_CROUCH_PRIMARY_ALT, + ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT, + ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT, + ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT, + ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT, + ACT_MP_RELOAD_STAND_PRIMARY_END_ALT, + ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT, + ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT, + ACT_MP_RELOAD_SWIM_PRIMARY_ALT, + ACT_MP_ATTACK_STAND_PRIMARY_SUPER, + ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER, + ACT_MP_ATTACK_SWIM_PRIMARY_SUPER, + + ACT_MP_ATTACK_STAND_GRENADE_PRIMARY, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY, + ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY, + + // Secondary + ACT_MP_STAND_SECONDARY, + ACT_MP_CROUCH_SECONDARY, + ACT_MP_RUN_SECONDARY, + ACT_MP_WALK_SECONDARY, + ACT_MP_AIRWALK_SECONDARY, + ACT_MP_CROUCHWALK_SECONDARY, + ACT_MP_JUMP_SECONDARY, + ACT_MP_JUMP_START_SECONDARY, + ACT_MP_JUMP_FLOAT_SECONDARY, + ACT_MP_JUMP_LAND_SECONDARY, + ACT_MP_SWIM_SECONDARY, + + ACT_MP_ATTACK_STAND_SECONDARY, // RUN, WALK + ACT_MP_ATTACK_CROUCH_SECONDARY, // CROUCHWALK + ACT_MP_ATTACK_SWIM_SECONDARY, + ACT_MP_ATTACK_AIRWALK_SECONDARY, + + ACT_MP_RELOAD_STAND_SECONDARY, // RUN, WALK + ACT_MP_RELOAD_STAND_SECONDARY_LOOP, + ACT_MP_RELOAD_STAND_SECONDARY_END, + ACT_MP_RELOAD_CROUCH_SECONDARY, // CROUCHWALK + ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP, + ACT_MP_RELOAD_CROUCH_SECONDARY_END, + ACT_MP_RELOAD_SWIM_SECONDARY, + ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, + ACT_MP_RELOAD_SWIM_SECONDARY_END, + ACT_MP_RELOAD_AIRWALK_SECONDARY, + ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, + ACT_MP_RELOAD_AIRWALK_SECONDARY_END, + + ACT_MP_RELOAD_STAND_SECONDARY_2, + ACT_MP_RELOAD_CROUCH_SECONDARY_2, + ACT_MP_RELOAD_SWIM_SECONDARY_2, + ACT_MP_RELOAD_AIRWALK_SECONDARY_2, + + ACT_MP_ATTACK_STAND_GRENADE_SECONDARY, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY, + ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY, + + // Secondary2 + ACT_MP_STAND_SECONDARY2, + ACT_MP_CROUCH_SECONDARY2, + ACT_MP_RUN_SECONDARY2, + ACT_MP_WALK_SECONDARY2, + ACT_MP_AIRWALK_SECONDARY2, + ACT_MP_CROUCHWALK_SECONDARY2, + ACT_MP_JUMP_SECONDARY2, + ACT_MP_JUMP_START_SECONDARY2, + ACT_MP_JUMP_FLOAT_SECONDARY2, + ACT_MP_JUMP_LAND_SECONDARY2, + ACT_MP_SWIM_SECONDARY2, + + ACT_MP_ATTACK_STAND_SECONDARY2, // RUN, WALK + ACT_MP_ATTACK_CROUCH_SECONDARY2, // CROUCHWALK + ACT_MP_ATTACK_SWIM_SECONDARY2, + ACT_MP_ATTACK_AIRWALK_SECONDARY2, + + ACT_MP_RELOAD_STAND_SECONDARY2, // RUN, WALK + ACT_MP_RELOAD_STAND_SECONDARY2_LOOP, + ACT_MP_RELOAD_STAND_SECONDARY2_END, + ACT_MP_RELOAD_CROUCH_SECONDARY2, // CROUCHWALK + ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP, + ACT_MP_RELOAD_CROUCH_SECONDARY2_END, + ACT_MP_RELOAD_SWIM_SECONDARY2, + ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP, + ACT_MP_RELOAD_SWIM_SECONDARY2_END, + ACT_MP_RELOAD_AIRWALK_SECONDARY2, + ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP, + ACT_MP_RELOAD_AIRWALK_SECONDARY2_END, + + // Melee + ACT_MP_STAND_MELEE, + ACT_MP_CROUCH_MELEE, + ACT_MP_RUN_MELEE, + ACT_MP_WALK_MELEE, + ACT_MP_AIRWALK_MELEE, + ACT_MP_CROUCHWALK_MELEE, + ACT_MP_JUMP_MELEE, + ACT_MP_JUMP_START_MELEE, + ACT_MP_JUMP_FLOAT_MELEE, + ACT_MP_JUMP_LAND_MELEE, + ACT_MP_SWIM_MELEE, + + ACT_MP_ATTACK_STAND_MELEE, // RUN, WALK + ACT_MP_ATTACK_STAND_MELEE_SECONDARY, + ACT_MP_ATTACK_CROUCH_MELEE, // CROUCHWALK + ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY, + ACT_MP_ATTACK_SWIM_MELEE, + ACT_MP_ATTACK_AIRWALK_MELEE, + + ACT_MP_ATTACK_STAND_GRENADE_MELEE, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_MELEE, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_MELEE, + ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE, + + // Item1 + ACT_MP_STAND_ITEM1, + ACT_MP_CROUCH_ITEM1, + ACT_MP_RUN_ITEM1, + ACT_MP_WALK_ITEM1, + ACT_MP_AIRWALK_ITEM1, + ACT_MP_CROUCHWALK_ITEM1, + ACT_MP_JUMP_ITEM1, + ACT_MP_JUMP_START_ITEM1, + ACT_MP_JUMP_FLOAT_ITEM1, + ACT_MP_JUMP_LAND_ITEM1, + ACT_MP_SWIM_ITEM1, + + ACT_MP_ATTACK_STAND_ITEM1, // RUN, WALK + ACT_MP_ATTACK_STAND_ITEM1_SECONDARY, + ACT_MP_ATTACK_CROUCH_ITEM1, // CROUCHWALK + ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY, + ACT_MP_ATTACK_SWIM_ITEM1, + ACT_MP_ATTACK_AIRWALK_ITEM1, + + ACT_MP_DEPLOYED_ITEM1, + ACT_MP_DEPLOYED_IDLE_ITEM1, + ACT_MP_CROUCHWALK_DEPLOYED_ITEM1, + ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1, + ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1, + ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1, + + // Item2 + ACT_MP_STAND_ITEM2, + ACT_MP_CROUCH_ITEM2, + ACT_MP_RUN_ITEM2, + ACT_MP_WALK_ITEM2, + ACT_MP_AIRWALK_ITEM2, + ACT_MP_CROUCHWALK_ITEM2, + ACT_MP_JUMP_ITEM2, + ACT_MP_JUMP_START_ITEM2, + ACT_MP_JUMP_FLOAT_ITEM2, + ACT_MP_JUMP_LAND_ITEM2, + ACT_MP_SWIM_ITEM2, + + ACT_MP_ATTACK_STAND_ITEM2, // RUN, WALK + ACT_MP_ATTACK_STAND_ITEM2_SECONDARY, + ACT_MP_ATTACK_CROUCH_ITEM2, // CROUCHWALK + ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY, + ACT_MP_ATTACK_SWIM_ITEM2, + ACT_MP_ATTACK_AIRWALK_ITEM2, + + ACT_MP_ATTACK_STAND_HARD_ITEM2, + ACT_MP_ATTACK_CROUCH_HARD_ITEM2, + ACT_MP_ATTACK_SWIM_HARD_ITEM2, + + ACT_MP_DEPLOYED_ITEM2, + ACT_MP_DEPLOYED_IDLE_ITEM2, + ACT_MP_CROUCHWALK_DEPLOYED_ITEM2, + ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2, + ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2, + ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2, + + ACT_MP_RELOAD_STAND_ITEM2, // RUN, WALK + ACT_MP_RELOAD_STAND_ITEM2_LOOP, + ACT_MP_RELOAD_STAND_ITEM2_END, + ACT_MP_RELOAD_CROUCH_ITEM2, // CROUCHWALK + ACT_MP_RELOAD_CROUCH_ITEM2_LOOP, + ACT_MP_RELOAD_CROUCH_ITEM2_END, + ACT_MP_RELOAD_SWIM_ITEM2, + ACT_MP_RELOAD_SWIM_ITEM2_LOOP, + ACT_MP_RELOAD_SWIM_ITEM2_END, + ACT_MP_RELOAD_AIRWALK_ITEM2, + ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP, + ACT_MP_RELOAD_AIRWALK_ITEM2_END, + ACT_MP_RELOAD_NO_AMMO_ITEM2, + + ACT_MP_ATTACK_STAND_GRENADE_ITEM2, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_ITEM2, + ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2, + + // Flinches + ACT_MP_GESTURE_FLINCH, + ACT_MP_GESTURE_FLINCH_PRIMARY, + ACT_MP_GESTURE_FLINCH_SECONDARY, + ACT_MP_GESTURE_FLINCH_MELEE, + ACT_MP_GESTURE_FLINCH_ITEM1, + ACT_MP_GESTURE_FLINCH_ITEM2, + + ACT_MP_GESTURE_FLINCH_HEAD, + ACT_MP_GESTURE_FLINCH_CHEST, + ACT_MP_GESTURE_FLINCH_STOMACH, + ACT_MP_GESTURE_FLINCH_LEFTARM, + ACT_MP_GESTURE_FLINCH_RIGHTARM, + ACT_MP_GESTURE_FLINCH_LEFTLEG, + ACT_MP_GESTURE_FLINCH_RIGHTLEG, + +// Team Fortress specific - medic heal, medic infect, etc..... + ACT_MP_GRENADE1_DRAW, + ACT_MP_GRENADE1_IDLE, + ACT_MP_GRENADE1_ATTACK, + ACT_MP_GRENADE2_DRAW, + ACT_MP_GRENADE2_IDLE, + ACT_MP_GRENADE2_ATTACK, + + ACT_MP_PRIMARY_GRENADE1_DRAW, + ACT_MP_PRIMARY_GRENADE1_IDLE, + ACT_MP_PRIMARY_GRENADE1_ATTACK, + ACT_MP_PRIMARY_GRENADE2_DRAW, + ACT_MP_PRIMARY_GRENADE2_IDLE, + ACT_MP_PRIMARY_GRENADE2_ATTACK, + + ACT_MP_SECONDARY_GRENADE1_DRAW, + ACT_MP_SECONDARY_GRENADE1_IDLE, + ACT_MP_SECONDARY_GRENADE1_ATTACK, + ACT_MP_SECONDARY_GRENADE2_DRAW, + ACT_MP_SECONDARY_GRENADE2_IDLE, + ACT_MP_SECONDARY_GRENADE2_ATTACK, + + ACT_MP_MELEE_GRENADE1_DRAW, + ACT_MP_MELEE_GRENADE1_IDLE, + ACT_MP_MELEE_GRENADE1_ATTACK, + ACT_MP_MELEE_GRENADE2_DRAW, + ACT_MP_MELEE_GRENADE2_IDLE, + ACT_MP_MELEE_GRENADE2_ATTACK, + + ACT_MP_ITEM1_GRENADE1_DRAW, + ACT_MP_ITEM1_GRENADE1_IDLE, + ACT_MP_ITEM1_GRENADE1_ATTACK, + ACT_MP_ITEM1_GRENADE2_DRAW, + ACT_MP_ITEM1_GRENADE2_IDLE, + ACT_MP_ITEM1_GRENADE2_ATTACK, + + ACT_MP_ITEM2_GRENADE1_DRAW, + ACT_MP_ITEM2_GRENADE1_IDLE, + ACT_MP_ITEM2_GRENADE1_ATTACK, + ACT_MP_ITEM2_GRENADE2_DRAW, + ACT_MP_ITEM2_GRENADE2_IDLE, + ACT_MP_ITEM2_GRENADE2_ATTACK, + + // Building + ACT_MP_STAND_BUILDING, + ACT_MP_CROUCH_BUILDING, + ACT_MP_RUN_BUILDING, + ACT_MP_WALK_BUILDING, + ACT_MP_AIRWALK_BUILDING, + ACT_MP_CROUCHWALK_BUILDING, + ACT_MP_JUMP_BUILDING, + ACT_MP_JUMP_START_BUILDING, + ACT_MP_JUMP_FLOAT_BUILDING, + ACT_MP_JUMP_LAND_BUILDING, + ACT_MP_SWIM_BUILDING, + + ACT_MP_ATTACK_STAND_BUILDING, // RUN, WALK + ACT_MP_ATTACK_CROUCH_BUILDING, // CROUCHWALK + ACT_MP_ATTACK_SWIM_BUILDING, + ACT_MP_ATTACK_AIRWALK_BUILDING, + + ACT_MP_ATTACK_STAND_GRENADE_BUILDING, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_BUILDING, + ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING, + + // Building + ACT_MP_STAND_BUILDING_DEPLOYED, + ACT_MP_CROUCH_BUILDING_DEPLOYED, + ACT_MP_RUN_BUILDING_DEPLOYED, + ACT_MP_WALK_BUILDING_DEPLOYED, + ACT_MP_AIRWALK_BUILDING_DEPLOYED, + ACT_MP_CROUCHWALK_BUILDING_DEPLOYED, + ACT_MP_JUMP_BUILDING_DEPLOYED, + ACT_MP_JUMP_START_BUILDING_DEPLOYED, + ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED, + ACT_MP_JUMP_LAND_BUILDING_DEPLOYED, + ACT_MP_SWIM_BUILDING_DEPLOYED, + + ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED, // RUN, WALK + ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED, // CROUCHWALK + ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED, + ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED, + + ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED, // RUN, WALK + ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED, // CROUCHWALK + ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED, + ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED, + + ACT_MP_STAND_PDA, + ACT_MP_CROUCH_PDA, + ACT_MP_RUN_PDA, + ACT_MP_WALK_PDA, + ACT_MP_AIRWALK_PDA, + ACT_MP_CROUCHWALK_PDA, + ACT_MP_JUMP_PDA, + ACT_MP_JUMP_START_PDA, + ACT_MP_JUMP_FLOAT_PDA, + ACT_MP_JUMP_LAND_PDA, + ACT_MP_SWIM_PDA, + + ACT_MP_ATTACK_STAND_PDA, + ACT_MP_ATTACK_SWIM_PDA, + + ACT_MP_STAND_LOSERSTATE, + ACT_MP_CROUCH_LOSERSTATE, + ACT_MP_RUN_LOSERSTATE, + ACT_MP_WALK_LOSERSTATE, + ACT_MP_AIRWALK_LOSERSTATE, + ACT_MP_CROUCHWALK_LOSERSTATE, + ACT_MP_JUMP_LOSERSTATE, + ACT_MP_JUMP_START_LOSERSTATE, + ACT_MP_JUMP_FLOAT_LOSERSTATE, + ACT_MP_JUMP_LAND_LOSERSTATE, + ACT_MP_SWIM_LOSERSTATE, + ACT_MP_DOUBLEJUMP_LOSERSTATE, + + ACT_MP_DOUBLEJUMP_CROUCH, + ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY, + ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, + ACT_MP_DOUBLEJUMP_CROUCH_MELEE, + ACT_MP_DOUBLEJUMP_CROUCH_ITEM1, + ACT_MP_DOUBLEJUMP_CROUCH_ITEM2, + ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE, + + ACT_MP_GESTURE_VC_HANDMOUTH, + ACT_MP_GESTURE_VC_FINGERPOINT, + ACT_MP_GESTURE_VC_FISTPUMP, + ACT_MP_GESTURE_VC_THUMBSUP, + ACT_MP_GESTURE_VC_NODYES, + ACT_MP_GESTURE_VC_NODNO, + + ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, + ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, + ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, + ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, + ACT_MP_GESTURE_VC_NODYES_PRIMARY, + ACT_MP_GESTURE_VC_NODNO_PRIMARY, + + ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, + ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, + ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, + ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, + ACT_MP_GESTURE_VC_NODYES_SECONDARY, + ACT_MP_GESTURE_VC_NODNO_SECONDARY, + + ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, + ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, + ACT_MP_GESTURE_VC_FISTPUMP_MELEE, + ACT_MP_GESTURE_VC_THUMBSUP_MELEE, + ACT_MP_GESTURE_VC_NODYES_MELEE, + ACT_MP_GESTURE_VC_NODNO_MELEE, + + ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1, + ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1, + ACT_MP_GESTURE_VC_FISTPUMP_ITEM1, + ACT_MP_GESTURE_VC_THUMBSUP_ITEM1, + ACT_MP_GESTURE_VC_NODYES_ITEM1, + ACT_MP_GESTURE_VC_NODNO_ITEM1, + + ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2, + ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2, + ACT_MP_GESTURE_VC_FISTPUMP_ITEM2, + ACT_MP_GESTURE_VC_THUMBSUP_ITEM2, + ACT_MP_GESTURE_VC_NODYES_ITEM2, + ACT_MP_GESTURE_VC_NODNO_ITEM2, + + ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING, + ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING, + ACT_MP_GESTURE_VC_FISTPUMP_BUILDING, + ACT_MP_GESTURE_VC_THUMBSUP_BUILDING, + ACT_MP_GESTURE_VC_NODYES_BUILDING, + ACT_MP_GESTURE_VC_NODNO_BUILDING, + + ACT_MP_GESTURE_VC_HANDMOUTH_PDA, + ACT_MP_GESTURE_VC_FINGERPOINT_PDA, + ACT_MP_GESTURE_VC_FISTPUMP_PDA, + ACT_MP_GESTURE_VC_THUMBSUP_PDA, + ACT_MP_GESTURE_VC_NODYES_PDA, + ACT_MP_GESTURE_VC_NODNO_PDA, + + ACT_MP_STUN_BEGIN, + ACT_MP_STUN_MIDDLE, + ACT_MP_STUN_END, + + ACT_VM_UNUSABLE, + ACT_VM_UNUSABLE_TO_USABLE, + ACT_VM_USABLE_TO_UNUSABLE, + + // Specific viewmodel activities for weapon roles + ACT_PRIMARY_VM_DRAW, + ACT_PRIMARY_VM_HOLSTER, + ACT_PRIMARY_VM_IDLE, + ACT_PRIMARY_VM_PULLBACK, + ACT_PRIMARY_VM_PRIMARYATTACK, + ACT_PRIMARY_VM_SECONDARYATTACK, + ACT_PRIMARY_VM_RELOAD, + ACT_PRIMARY_RELOAD_START, + ACT_PRIMARY_RELOAD_FINISH, + ACT_PRIMARY_VM_DRYFIRE, + ACT_PRIMARY_VM_IDLE_TO_LOWERED, + ACT_PRIMARY_VM_IDLE_LOWERED, + ACT_PRIMARY_VM_LOWERED_TO_IDLE, + ACT_PRIMARY_VM_RELOAD_2, + ACT_PRIMARY_RELOAD_START_2, + ACT_PRIMARY_RELOAD_FINISH_2, + ACT_PRIMARY_VM_RELOAD_3, + ACT_PRIMARY_RELOAD_START_3, + ACT_PRIMARY_RELOAD_FINISH_3, + ACT_PRIMARY_VM_PRIMARYATTACK_3, + + ACT_SECONDARY_VM_DRAW, + ACT_SECONDARY_VM_HOLSTER, + ACT_SECONDARY_VM_IDLE, + ACT_SECONDARY_VM_PULLBACK, + ACT_SECONDARY_VM_PRIMARYATTACK, + ACT_SECONDARY_VM_SECONDARYATTACK, + ACT_SECONDARY_VM_RELOAD, + ACT_SECONDARY_RELOAD_START, + ACT_SECONDARY_RELOAD_FINISH, + ACT_SECONDARY_VM_RELOAD2, + ACT_SECONDARY_VM_DRYFIRE, + ACT_SECONDARY_VM_IDLE_TO_LOWERED, + ACT_SECONDARY_VM_IDLE_LOWERED, + ACT_SECONDARY_VM_LOWERED_TO_IDLE, + + ACT_SECONDARY_VM_DRAW_2, + ACT_SECONDARY_VM_IDLE_2, + ACT_SECONDARY_VM_PRIMARYATTACK_2, + ACT_SECONDARY_VM_RELOAD_2, + + ACT_MELEE_VM_DRAW, + ACT_MELEE_VM_HOLSTER, + ACT_MELEE_VM_IDLE, + ACT_MELEE_VM_PULLBACK, + ACT_MELEE_VM_PRIMARYATTACK, + ACT_MELEE_VM_SECONDARYATTACK, + ACT_MELEE_VM_RELOAD, + ACT_MELEE_VM_DRYFIRE, + ACT_MELEE_VM_IDLE_TO_LOWERED, + ACT_MELEE_VM_IDLE_LOWERED, + ACT_MELEE_VM_LOWERED_TO_IDLE, + ACT_MELEE_VM_STUN, + ACT_MELEE_VM_HITCENTER, + ACT_MELEE_VM_SWINGHARD, + + ACT_PDA_VM_DRAW, + ACT_PDA_VM_HOLSTER, + ACT_PDA_VM_IDLE, + ACT_PDA_VM_PULLBACK, + ACT_PDA_VM_PRIMARYATTACK, + ACT_PDA_VM_SECONDARYATTACK, + ACT_PDA_VM_RELOAD, + ACT_PDA_VM_DRYFIRE, + ACT_PDA_VM_IDLE_TO_LOWERED, + ACT_PDA_VM_IDLE_LOWERED, + ACT_PDA_VM_LOWERED_TO_IDLE, + + ACT_ENGINEER_PDA1_VM_DRAW, + ACT_ENGINEER_PDA2_VM_DRAW, + ACT_ENGINEER_BLD_VM_DRAW, + ACT_ENGINEER_PDA1_VM_IDLE, + ACT_ENGINEER_PDA2_VM_IDLE, + ACT_ENGINEER_BLD_VM_IDLE, + + ACT_ITEM1_VM_DRAW, + ACT_ITEM1_VM_HOLSTER, + ACT_ITEM1_VM_IDLE, + ACT_ITEM1_VM_IDLE_2, + ACT_ITEM1_VM_PULLBACK, + ACT_ITEM1_VM_PRIMARYATTACK, + ACT_ITEM1_VM_SECONDARYATTACK, + ACT_ITEM1_VM_RELOAD, + ACT_ITEM1_VM_DRYFIRE, + ACT_ITEM1_VM_IDLE_TO_LOWERED, + ACT_ITEM1_VM_IDLE_LOWERED, + ACT_ITEM1_VM_LOWERED_TO_IDLE, + ACT_ITEM1_RELOAD_START, + ACT_ITEM1_RELOAD_FINISH, + ACT_ITEM1_VM_HITCENTER, + ACT_ITEM1_VM_SWINGHARD, + ACT_ITEM1_BACKSTAB_VM_UP, + ACT_ITEM1_BACKSTAB_VM_DOWN, + ACT_ITEM1_BACKSTAB_VM_IDLE, + ACT_MELEE_VM_ITEM1_STUN, + + ACT_ITEM2_VM_DRAW, + ACT_ITEM2_VM_HOLSTER, + ACT_ITEM2_VM_IDLE, + ACT_ITEM2_VM_PULLBACK, + ACT_ITEM2_VM_PRIMARYATTACK, + ACT_ITEM2_VM_SECONDARYATTACK, + ACT_ITEM2_VM_RELOAD, + ACT_ITEM2_VM_DRYFIRE, + ACT_ITEM2_VM_IDLE_TO_LOWERED, + ACT_ITEM2_VM_IDLE_LOWERED, + ACT_ITEM2_VM_LOWERED_TO_IDLE, + ACT_ITEM2_VM_CHARGE, + ACT_ITEM2_VM_IDLE_2, + ACT_ITEM2_VM_IDLE_3, + ACT_ITEM2_VM_CHARGE_IDLE_3, + ACT_ITEM2_VM_HITCENTER, + ACT_ITEM2_VM_SWINGHARD, + ACT_ITEM2_BACKSTAB_VM_UP, + ACT_ITEM2_BACKSTAB_VM_DOWN, + ACT_ITEM2_BACKSTAB_VM_IDLE, + ACT_MELEE_VM_ITEM2_STUN, + + ACT_ITEM3_VM_DRAW, + ACT_ITEM3_VM_HOLSTER, + ACT_ITEM3_VM_IDLE, + ACT_ITEM3_VM_PULLBACK, + ACT_ITEM3_VM_PRIMARYATTACK, + ACT_ITEM3_VM_SECONDARYATTACK, + ACT_ITEM3_VM_RELOAD, + ACT_ITEM3_VM_DRYFIRE, + ACT_ITEM3_VM_IDLE_TO_LOWERED, + ACT_ITEM3_VM_IDLE_LOWERED, + ACT_ITEM3_VM_LOWERED_TO_IDLE, + ACT_ITEM3_VM_CHARGE, + ACT_ITEM3_VM_IDLE_2, + ACT_ITEM3_VM_IDLE_3, + ACT_ITEM3_VM_CHARGE_IDLE_3, + ACT_ITEM3_VM_HITCENTER, + ACT_ITEM3_VM_SWINGHARD, + + ACT_SECONDARY2_VM_DRAW, + ACT_SECONDARY2_VM_HOLSTER, + ACT_SECONDARY2_VM_IDLE, + ACT_SECONDARY2_VM_PULLBACK, + ACT_SECONDARY2_VM_PRIMARYATTACK, + ACT_SECONDARY2_VM_SECONDARY2ATTACK, + ACT_SECONDARY2_VM_RELOAD, + ACT_SECONDARY2_RELOAD_START, + ACT_SECONDARY2_RELOAD_FINISH, + ACT_SECONDARY2_VM_RELOAD2, + ACT_SECONDARY2_VM_DRYFIRE, + ACT_SECONDARY2_VM_IDLE_TO_LOWERED, + ACT_SECONDARY2_VM_IDLE_LOWERED, + ACT_SECONDARY2_VM_LOWERED_TO_IDLE, + + ACT_BACKSTAB_VM_UP, + ACT_BACKSTAB_VM_DOWN, + ACT_BACKSTAB_VM_IDLE, + + ACT_PRIMARY_ATTACK_STAND_PREFIRE, + ACT_PRIMARY_ATTACK_STAND_POSTFIRE, + ACT_PRIMARY_ATTACK_STAND_STARTFIRE, + ACT_PRIMARY_ATTACK_CROUCH_PREFIRE, + ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE, + ACT_PRIMARY_ATTACK_SWIM_PREFIRE, + ACT_PRIMARY_ATTACK_SWIM_POSTFIRE, + + ACT_SECONDARY_ATTACK_STAND_PREFIRE, + ACT_SECONDARY_ATTACK_STAND_POSTFIRE, + ACT_SECONDARY_ATTACK_STAND_STARTFIRE, + ACT_SECONDARY_ATTACK_CROUCH_PREFIRE, + ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE, + ACT_SECONDARY_ATTACK_SWIM_PREFIRE, + ACT_SECONDARY_ATTACK_SWIM_POSTFIRE, + + ACT_MELEE_ATTACK_STAND_PREFIRE, + ACT_MELEE_ATTACK_STAND_POSTFIRE, + ACT_MELEE_ATTACK_STAND_STARTFIRE, + ACT_MELEE_ATTACK_CROUCH_PREFIRE, + ACT_MELEE_ATTACK_CROUCH_POSTFIRE, + ACT_MELEE_ATTACK_SWIM_PREFIRE, + ACT_MELEE_ATTACK_SWIM_POSTFIRE, + + ACT_ITEM1_ATTACK_STAND_PREFIRE, + ACT_ITEM1_ATTACK_STAND_POSTFIRE, + ACT_ITEM1_ATTACK_STAND_STARTFIRE, + ACT_ITEM1_ATTACK_CROUCH_PREFIRE, + ACT_ITEM1_ATTACK_CROUCH_POSTFIRE, + ACT_ITEM1_ATTACK_SWIM_PREFIRE, + ACT_ITEM1_ATTACK_SWIM_POSTFIRE, + + ACT_ITEM2_ATTACK_STAND_PREFIRE, + ACT_ITEM2_ATTACK_STAND_POSTFIRE, + ACT_ITEM2_ATTACK_STAND_STARTFIRE, + ACT_ITEM2_ATTACK_CROUCH_PREFIRE, + ACT_ITEM2_ATTACK_CROUCH_POSTFIRE, + ACT_ITEM2_ATTACK_SWIM_PREFIRE, + ACT_ITEM2_ATTACK_SWIM_POSTFIRE, + + ACT_MP_STAND_MELEE_ALLCLASS, + ACT_MP_CROUCH_MELEE_ALLCLASS, + ACT_MP_RUN_MELEE_ALLCLASS, + ACT_MP_WALK_MELEE_ALLCLASS, + ACT_MP_AIRWALK_MELEE_ALLCLASS, + ACT_MP_CROUCHWALK_MELEE_ALLCLASS, + ACT_MP_JUMP_MELEE_ALLCLASS, + ACT_MP_JUMP_START_MELEE_ALLCLASS, + ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, + ACT_MP_JUMP_LAND_MELEE_ALLCLASS, + ACT_MP_SWIM_MELEE_ALLCLASS, + + ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, // RUN, WALK + ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS, + ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, // CROUCHWALK + ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS, + ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, + ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, + + ACT_MELEE_ALLCLASS_VM_DRAW, + ACT_MELEE_ALLCLASS_VM_HOLSTER, + ACT_MELEE_ALLCLASS_VM_IDLE, + ACT_MELEE_ALLCLASS_VM_PULLBACK, + ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK, + ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK, + ACT_MELEE_ALLCLASS_VM_RELOAD, + ACT_MELEE_ALLCLASS_VM_DRYFIRE, + ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED, + ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED, + ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE, + ACT_MELEE_ALLCLASS_VM_STUN, + ACT_MELEE_ALLCLASS_VM_HITCENTER, + ACT_MELEE_ALLCLASS_VM_SWINGHARD, + + // BOMB activities for TD mode. + ACT_MP_STAND_BOMB, + ACT_MP_JUMP_START_BOMB, + ACT_MP_JUMP_FLOAT_BOMB, + ACT_MP_JUMP_LAND_BOMB, + ACT_MP_RUN_BOMB, + ACT_MP_SWIM_BOMB, + + // More Primary VM activities for Soldier Quake RL + ACT_VM_DRAW_QRL, + ACT_VM_IDLE_QRL, + ACT_VM_PULLBACK_QRL, + ACT_VM_PRIMARYATTACK_QRL, + ACT_VM_RELOAD_QRL, + ACT_VM_RELOAD_START_QRL, + ACT_VM_RELOAD_FINISH_QRL, + + // Third person anims for the Soldier Quake RL + ACT_MP_RELOAD_STAND_PRIMARY3, + ACT_MP_RELOAD_CROUCH_PRIMARY3, + ACT_MP_RELOAD_AIRWALK_PRIMARY3, + ACT_MP_RELOAD_STAND_PRIMARY3_LOOP, + ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP, + ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP, + ACT_MP_RELOAD_STAND_PRIMARY3_END, + ACT_MP_RELOAD_CROUCH_PRIMARY3_END, + ACT_MP_RELOAD_AIRWALK_PRIMARY3_END, + ACT_MP_RELOAD_SWIM_PRIMARY3, + + // Throwable Animations + ACT_MP_THROW, + + ACT_THROWABLE_VM_DRAW, + ACT_THROWABLE_VM_IDLE, + ACT_THROWABLE_VM_FIRE, + + // this is the end of the global activities, private per-monster activities start here. + LAST_SHARED_ACTIVITY, +} Activity; + + +#endif // AI_ACTIVITY_H + |