From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/ai_activity.cpp | 4312 ++++++++++++++++++------------------ 1 file changed, 2156 insertions(+), 2156 deletions(-) (limited to 'mp/src/game/server/ai_activity.cpp') diff --git a/mp/src/game/server/ai_activity.cpp b/mp/src/game/server/ai_activity.cpp index 25e5c441..463c8942 100644 --- a/mp/src/game/server/ai_activity.cpp +++ b/mp/src/game/server/ai_activity.cpp @@ -1,2156 +1,2156 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Activities that are available to all NPCs. -// -//=============================================================================// - -#include "cbase.h" -#include "ai_activity.h" -#include "ai_basenpc.h" -#include "stringregistry.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//============================================================================= -// Init static variables -//============================================================================= -CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL; -int CAI_BaseNPC::m_iNumActivities = 0; - -//----------------------------------------------------------------------------- -// Purpose: Add an activity to the activity string registry and increment -// the acitivty counter -//----------------------------------------------------------------------------- -void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID) -{ - Assert( m_pActivitySR ); - if ( !m_pActivitySR ) - return; - - // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists. - - // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all - // relevant tables. Make sure that you have included all new enums in: - // game_shared/ai_activity.h - // game_shared/activitylist.cpp - // dlls/ai_activity.cpp - MEM_ALLOC_CREDIT(); - - static int lastActID = -2; - Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID ); - lastActID = actID; - - m_pActivitySR->AddString(actName, actID); - m_iNumActivities++; -} - -//----------------------------------------------------------------------------- -// Purpose: Given and activity ID, return the activity name -//----------------------------------------------------------------------------- -const char *CAI_BaseNPC::GetActivityName(int actID) -{ - if ( actID == -1 ) - return "ACT_INVALID"; - - // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all - const char *name = ActivityList_NameForIndex(actID); - - if( !name ) - { - AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" ); - } - - return name; -} - -//----------------------------------------------------------------------------- -// Purpose: Given and activity name, return the activity ID -//----------------------------------------------------------------------------- -int CAI_BaseNPC::GetActivityID(const char* actName) -{ - Assert( m_pActivitySR ); - if ( !m_pActivitySR ) - return ACT_INVALID; - - return m_pActivitySR->GetStringID(actName); -} - -#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname) - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CAI_BaseNPC::InitDefaultActivitySR(void) -{ - ADD_ACTIVITY_TO_SR( ACT_INVALID ); - ADD_ACTIVITY_TO_SR( ACT_RESET ); - ADD_ACTIVITY_TO_SR( ACT_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_TRANSITION ); - ADD_ACTIVITY_TO_SR( ACT_COVER ); - ADD_ACTIVITY_TO_SR( ACT_COVER_MED ); - ADD_ACTIVITY_TO_SR( ACT_COVER_LOW ); - ADD_ACTIVITY_TO_SR( ACT_WALK ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM ); - ADD_ACTIVITY_TO_SR( ACT_RUN ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM ); - ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM ); - ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED ); - ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW ); - ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE ); - ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD ); - ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD ); - ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT ); - ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL ); - ADD_ACTIVITY_TO_SR( ACT_FLY ); - ADD_ACTIVITY_TO_SR( ACT_HOVER ); - ADD_ACTIVITY_TO_SR( ACT_GLIDE ); - ADD_ACTIVITY_TO_SR( ACT_SWIM ); - ADD_ACTIVITY_TO_SR( ACT_JUMP ); - ADD_ACTIVITY_TO_SR( ACT_HOP ); - ADD_ACTIVITY_TO_SR( ACT_LEAP ); - ADD_ACTIVITY_TO_SR( ACT_LAND ); - ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP ); - ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT ); - ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP ); - ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE ); - ADD_ACTIVITY_TO_SR( ACT_STAND ); - ADD_ACTIVITY_TO_SR( ACT_USE ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 ); - - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER ); - - ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_COWER ); - ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH ); - ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW ); - ADD_ACTIVITY_TO_SR( ACT_ARM ); - ADD_ACTIVITY_TO_SR( ACT_DISARM ); - ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON ); - ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND ); - ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH ); - - ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH ); - - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH ); - - ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_HURT ); - ADD_ACTIVITY_TO_SR( ACT_RUN_HURT ); - ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 ); - ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 ); - ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED ); - ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE ); - - ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT ); - ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT ); - ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT ); - ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT ); - - ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG ); - ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE ); - - ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP ); - - ADD_ACTIVITY_TO_SR( ACT_180_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_180_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_90_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_90_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_STEP_BACK ); - ADD_ACTIVITY_TO_SR( ACT_STEP_FORE ); - - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE ); - - ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG ); - - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT ); - - ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT ); - ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL ); - ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP ); - ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW ); - - ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB ); - - ADD_ACTIVITY_TO_SR( ACT_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW ); - ADD_ACTIVITY_TO_SR( ACT_VM_THROW ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER ); - ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK ); - ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD ); - ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS ); - ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 ); - ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE ); - - ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER ); - ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER ); - - // TF2 Scout Pack - ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL ); - ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL ); - - ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT ); - ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT ); - ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD ); - ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW ); - -//=========================== -// HL2 Specific Activities -//=========================== - - // SLAM Specialty Activities - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW ); - - // SHOTGUN Specialty Activities - ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP ); - - // SMG2 special activities - ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO ); - ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST ); - - // Physcannon special activities - ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE ); - - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING ); - - ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW ); - - ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW ); - ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW ); - - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED ); - - // Policing activities - ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY ); - ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 ); - ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 ); - - // Manned guns - ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN ); - - // Melee weapon activities - ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE ); - - // RPG activities - ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); - ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG ); - ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); - ADD_ACTIVITY_TO_SR( ACT_WALK_RPG ); - ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); - ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); - ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); - ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN ); - - ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL ); - - ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN ); - ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW ); - - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN ); - - // Busy animations - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND ); - ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE ); - - // Dodge animations - ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE ); - - ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW ); - ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE ); - ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH ); - ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE ); - ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE ); - ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST ); - - ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE ); - ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE ); - ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE ); - ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE ); - - ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR ); - - // Dynamic interactions - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION ); - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 ); - ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 ); - - ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED ); - - ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED ); - ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED ); - - ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY ); - ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY ); - -//=========================== -// TF2 Specific Activities -//=========================== - ADD_ACTIVITY_TO_SR( ACT_STARTDYING ); - ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP ); - ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD ); - ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN ); - - // All viewmodels - ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER ); - ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE ); - - // Looping weapon firing - ADD_ACTIVITY_TO_SR( ACT_FIRE_START ); - ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_FIRE_END ); - - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK ); - ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP ); - ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK ); - - ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 ); - ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 ); - ADD_ACTIVITY_TO_SR( ACT_TURN ); - - // TF2 object animations - ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING ); - ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING ); - - // Deploy - ADD_ACTIVITY_TO_SR( ACT_DEPLOY ); - ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY ); - - //=========================== - // HL1 Specific Activities - //=========================== - - // Grenades - ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL ); - ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS ); - - // Hand grenade - ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 ); - ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 ); - ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 ); - - // Shotgun - ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP ); - ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 ); - - // Glock - ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY ); - ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD ); - - // RPG - ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED ); - ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED ); - ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED ); - ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED ); - - // Crossbow - ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED ); - ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED ); - ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED ); - - // Gauss - ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP ); - ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE ); - - // Tripmine - ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND ); - ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD ); - - //=========================== - // CSPort Specific Activities - //=========================== - - ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire - ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED ); - ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded. - ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED ); - ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED ); - - ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT ); - ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT ); - - ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE ); - ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE ); - ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE ); - ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE ); - ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE ); - ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN ); - ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE ); - - //=========================== - // DoD Specific Activities - //=========================== - ADD_ACTIVITY_TO_SR( ACT_SPRINT ); - - ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND ); - ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND ); - ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD ); - ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 ); - ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 ); - ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 ); - ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 ); - - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED ); - - //Weapon is empty activities - ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY ); - - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 ); - - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 ); - - // Animation from prone idle to standing/crouch idle. Number designates bullets left - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY ); - - // Animation from standing/crouch idle to prone idle. Number designates bullets left - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 ); - ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY ); - - // Shooting animations for standing/crouch position. Number designates bullets left at START of animation - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 ); - - // Shooting animations for prone position. Number designates bullets left at START of animation - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY ); - - // Player anim ACTs - ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM ); - - // Positions - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR ); - - // Zoomed aims - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK ); - - // Deployed Aim - ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL ); - - // Prone Deployed Aim - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL ); - - // Attacks - - // Rifle - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE ); - - // Bolt - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT ); - - // Tommy - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY ); - - // MP40 - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 ); - - // MP44 - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 ); - - // Greasegun - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE ); - - // Pistols (Colt ); Luger) - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 ); - - // Mgs (mg42 ); mg34) - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ); - - // 30cal - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ); - - // Grenades - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK ); - - // Knife - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE ); - - // Spade - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE ); - - // Bazooka - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA ); - - // Pschreck - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ); - - // Bar - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR ); - - // Reloads - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 ); - - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 ); - - // Bazookas - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK ); - - // Deployed - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR ); - - // Prone - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 ); - - // Prone bazooka - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK ); - - // Prone deployed - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 ); - - // Prone zoomed aim - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK ); - - // Crouch attack. - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG ); - ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 ); - - // Hand Signals - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 ); - ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 ); - - ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT ); - - ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT ); - ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT ); - - //=========================== - // HL2MP Specific Activities - //=========================== - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN ); - - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW ); - ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW ); - - ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE ); - - ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM ); - ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM ); - - // Portal! - ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE ); - - // Multiplayer - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK ); - ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM ); - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_VCD ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE ); - - // Multiplayer - Primary - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY ); - - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY ); - - // Secondary - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY ); - - // Secondary2 - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END ); - - // Melee - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE ); - - // Item1 - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 ); - - // Item2 - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 ); - - // Flinches - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); - - // Team Fortress specific - medic heal, medic infect, etc..... - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK ); - - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK ); - - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK ); - - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK ); - - // Building - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING ); - - // Building - Deployed - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED ); - - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA ); - - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING ); - - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA ); - ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA ); - - ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN ); - ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE ); - ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END ); - - ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE ); - ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE ); - ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE ); - - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 ); - - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 ); - - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 ); - - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD ); - - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN ); - - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN ); - - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD ); - - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP ); - ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN ); - ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE ); - - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE ); - - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE ); - - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE ); - - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE ); - - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE ); - ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE ); - - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS ); - - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS ); - ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS ); - - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER ); - ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD ); - - ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB ); - ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB ); - ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB ); - ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB ); - - ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL ); - ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL ); - - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END ); - ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 ); - - ADD_ACTIVITY_TO_SR( ACT_MP_THROW ); - ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW ); - ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE ); - ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE ); - -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Activities that are available to all NPCs. +// +//=============================================================================// + +#include "cbase.h" +#include "ai_activity.h" +#include "ai_basenpc.h" +#include "stringregistry.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//============================================================================= +// Init static variables +//============================================================================= +CStringRegistry* CAI_BaseNPC::m_pActivitySR = NULL; +int CAI_BaseNPC::m_iNumActivities = 0; + +//----------------------------------------------------------------------------- +// Purpose: Add an activity to the activity string registry and increment +// the acitivty counter +//----------------------------------------------------------------------------- +void CAI_BaseNPC::AddActivityToSR(const char *actName, int actID) +{ + Assert( m_pActivitySR ); + if ( !m_pActivitySR ) + return; + + // technically order isn't dependent, but it's too damn easy to forget to add new ACT_'s to all three lists. + + // NOTE: This assertion generally means that the activity enums are out of order or that new enums were not added to all + // relevant tables. Make sure that you have included all new enums in: + // game_shared/ai_activity.h + // game_shared/activitylist.cpp + // dlls/ai_activity.cpp + MEM_ALLOC_CREDIT(); + + static int lastActID = -2; + Assert( actID >= LAST_SHARED_ACTIVITY || actID == lastActID + 1 || actID == ACT_INVALID ); + lastActID = actID; + + m_pActivitySR->AddString(actName, actID); + m_iNumActivities++; +} + +//----------------------------------------------------------------------------- +// Purpose: Given and activity ID, return the activity name +//----------------------------------------------------------------------------- +const char *CAI_BaseNPC::GetActivityName(int actID) +{ + if ( actID == -1 ) + return "ACT_INVALID"; + + // m_pActivitySR only contains public activities, ActivityList_NameForIndex() has them all + const char *name = ActivityList_NameForIndex(actID); + + if( !name ) + { + AssertOnce( !"CAI_BaseNPC::GetActivityName() returning NULL!" ); + } + + return name; +} + +//----------------------------------------------------------------------------- +// Purpose: Given and activity name, return the activity ID +//----------------------------------------------------------------------------- +int CAI_BaseNPC::GetActivityID(const char* actName) +{ + Assert( m_pActivitySR ); + if ( !m_pActivitySR ) + return ACT_INVALID; + + return m_pActivitySR->GetStringID(actName); +} + +#define ADD_ACTIVITY_TO_SR(activityname) AddActivityToSR(#activityname,activityname) + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CAI_BaseNPC::InitDefaultActivitySR(void) +{ + ADD_ACTIVITY_TO_SR( ACT_INVALID ); + ADD_ACTIVITY_TO_SR( ACT_RESET ); + ADD_ACTIVITY_TO_SR( ACT_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_TRANSITION ); + ADD_ACTIVITY_TO_SR( ACT_COVER ); + ADD_ACTIVITY_TO_SR( ACT_COVER_MED ); + ADD_ACTIVITY_TO_SR( ACT_COVER_LOW ); + ADD_ACTIVITY_TO_SR( ACT_WALK ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM ); + ADD_ACTIVITY_TO_SR( ACT_RUN ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM ); + ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED ); + ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW ); + ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE ); + ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD ); + ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD ); + ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT ); + ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL ); + ADD_ACTIVITY_TO_SR( ACT_FLY ); + ADD_ACTIVITY_TO_SR( ACT_HOVER ); + ADD_ACTIVITY_TO_SR( ACT_GLIDE ); + ADD_ACTIVITY_TO_SR( ACT_SWIM ); + ADD_ACTIVITY_TO_SR( ACT_JUMP ); + ADD_ACTIVITY_TO_SR( ACT_HOP ); + ADD_ACTIVITY_TO_SR( ACT_LEAP ); + ADD_ACTIVITY_TO_SR( ACT_LAND ); + ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP ); + ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT ); + ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP ); + ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE ); + ADD_ACTIVITY_TO_SR( ACT_STAND ); + ADD_ACTIVITY_TO_SR( ACT_USE ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 ); + + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER ); + + ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_COWER ); + ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH ); + ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW ); + ADD_ACTIVITY_TO_SR( ACT_ARM ); + ADD_ACTIVITY_TO_SR( ACT_DISARM ); + ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON ); + ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND ); + ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH ); + + ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH ); + + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH ); + + ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_HURT ); + ADD_ACTIVITY_TO_SR( ACT_RUN_HURT ); + ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 ); + ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 ); + ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED ); + ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE ); + + ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT ); + ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT ); + ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT ); + ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT ); + + ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG ); + ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE ); + + ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP ); + + ADD_ACTIVITY_TO_SR( ACT_180_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_180_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_90_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_90_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_STEP_BACK ); + ADD_ACTIVITY_TO_SR( ACT_STEP_FORE ); + + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE ); + + ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG ); + + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT ); + + ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT ); + ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL ); + ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP ); + ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW ); + + ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB ); + + ADD_ACTIVITY_TO_SR( ACT_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW ); + ADD_ACTIVITY_TO_SR( ACT_VM_THROW ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER ); + ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK ); + ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD ); + ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS ); + ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 ); + ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE ); + + ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER ); + ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER ); + + // TF2 Scout Pack + ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED_SPECIAL ); + ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE_SPECIAL ); + + ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITLEFT ); + ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_HITRIGHT ); + ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_SWINGHARD ); + ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_FISTS_VM_DRAW ); + +//=========================== +// HL2 Specific Activities +//=========================== + + // SLAM Specialty Activities + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW ); + + // SHOTGUN Specialty Activities + ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP ); + + // SMG2 special activities + ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO ); + ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST ); + + // Physcannon special activities + ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE ); + + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING ); + + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW ); + + ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW ); + ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW ); + + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED ); + + // Policing activities + ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY ); + ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 ); + ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 ); + + // Manned guns + ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN ); + + // Melee weapon activities + ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE ); + + // RPG activities + ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); + ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG ); + ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); + ADD_ACTIVITY_TO_SR( ACT_WALK_RPG ); + ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); + ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); + ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN ); + + ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL ); + + ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN ); + ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW ); + + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN ); + + // Busy animations + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND ); + ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE ); + + // Dodge animations + ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE ); + + ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW ); + ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE ); + ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH ); + ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE ); + ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE ); + ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST ); + + ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE ); + ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE ); + ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE ); + ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE ); + + ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR ); + + // Dynamic interactions + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION ); + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 ); + ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 ); + + ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED ); + + ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED ); + ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED ); + + ADD_ACTIVITY_TO_SR( ACT_IDLE_CARRY ); + ADD_ACTIVITY_TO_SR( ACT_WALK_CARRY ); + +//=========================== +// TF2 Specific Activities +//=========================== + ADD_ACTIVITY_TO_SR( ACT_STARTDYING ); + ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP ); + ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD ); + ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN ); + + // All viewmodels + ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER ); + ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE ); + + // Looping weapon firing + ADD_ACTIVITY_TO_SR( ACT_FIRE_START ); + ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_FIRE_END ); + + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK ); + ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP ); + ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK ); + + ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 ); + ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 ); + ADD_ACTIVITY_TO_SR( ACT_TURN ); + + // TF2 object animations + ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING ); + ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING ); + + // Deploy + ADD_ACTIVITY_TO_SR( ACT_DEPLOY ); + ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY ); + + //=========================== + // HL1 Specific Activities + //=========================== + + // Grenades + ADD_ACTIVITY_TO_SR( ACT_GRENADE_ROLL ); + ADD_ACTIVITY_TO_SR( ACT_GRENADE_TOSS ); + + // Hand grenade + ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW1 ); + ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW2 ); + ADD_ACTIVITY_TO_SR( ACT_HANDGRENADE_THROW3 ); + + // Shotgun + ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE_DEEP ); + ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_IDLE4 ); + + // Glock + ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOTEMPTY ); + ADD_ACTIVITY_TO_SR( ACT_GLOCK_SHOOT_RELOAD ); + + // RPG + ADD_ACTIVITY_TO_SR( ACT_RPG_DRAW_UNLOADED ); + ADD_ACTIVITY_TO_SR( ACT_RPG_HOLSTER_UNLOADED ); + ADD_ACTIVITY_TO_SR( ACT_RPG_IDLE_UNLOADED ); + ADD_ACTIVITY_TO_SR( ACT_RPG_FIDGET_UNLOADED ); + + // Crossbow + ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED ); + ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_IDLE_UNLOADED ); + ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_FIDGET_UNLOADED ); + + // Gauss + ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP ); + ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE ); + + // Tripmine + ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_GROUND ); + ADD_ACTIVITY_TO_SR( ACT_TRIPMINE_WORLD ); + + //=========================== + // CSPort Specific Activities + //=========================== + + ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED ); // fire + ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED ); + ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED ); // fire with no ammo loaded. + ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED ); + ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED ); + + ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT ); + ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT ); + + ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE ); + ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE ); + ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE ); + ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE ); + ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE ); + ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN ); + ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE ); + + //=========================== + // DoD Specific Activities + //=========================== + ADD_ACTIVITY_TO_SR( ACT_SPRINT ); + + ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_STAND ); + ADD_ACTIVITY_TO_SR( ACT_GET_UP_STAND ); + ADD_ACTIVITY_TO_SR( ACT_GET_DOWN_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_GET_UP_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_PRONE_FORWARD ); + ADD_ACTIVITY_TO_SR( ACT_PRONE_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE1 ); + ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE2 ); + ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE3 ); + ADD_ACTIVITY_TO_SR( ACT_DEEPIDLE4 ); + + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED ); + + //Weapon is empty activities + ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_EMPTY ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_EMPTY ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_EMPTY ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_EMPTY ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_EMPTY ); + + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_1 ); + + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_DEPLOYED_1 ); + + // Animation from prone idle to standing/crouch idle. Number designates bullets left + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_1 ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNDEPLOY_EMPTY ); + + // Animation from standing/crouch idle to prone idle. Number designates bullets left + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_1 ); + ADD_ACTIVITY_TO_SR( ACT_VM_DEPLOY_EMPTY ); + + // Shooting animations for standing/crouch position. Number designates bullets left at START of animation + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_1 ); + + // Shooting animations for prone position. Number designates bullets left at START of animation + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_8 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_7 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_6 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_5 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_4 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_3 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_2 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_1 ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY ); + + // Player anim ACTs + ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_IDLE_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_FORWARD_ZOOMED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM ); + + // Positions + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PISTOL ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_C96 ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_RIFLE ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BOLT ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_TOMMY ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP40 ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MP44 ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_GREASE ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_MG ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_30CAL ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_FRAG ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_GREN_STICK ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_KNIFE ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_AIM_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_AIM_SPADE ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAZOOKA ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_PSCHRECK ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_AIM_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SPRINT_IDLE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONEWALK_IDLE_BAR ); + + // Zoomed aims + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_RIFLE ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BOLT ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_BAZOOKA ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_STAND_ZOOM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCH_ZOOM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_WALK_ZOOM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RUN_ZOOM_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_PSCHRECK ); + + // Deployed Aim + ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_DEPLOY_30CAL ); + + // Prone Deployed Aim + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_DEPLOY_30CAL ); + + // Attacks + + // Rifle + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE ); + + // Bolt + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_BOLT ); + + // Tommy + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_TOMMY ); + + // MP40 + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_PRONE_MP40 ); + + // MP44 + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MP44 ); + + // Greasegun + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREASE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREASE ); + + // Pistols (Colt ); Luger) + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_C96 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_C96 ); + + // Mgs (mg42 ); mg34) + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ); + + // 30cal + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ); + + // Grenades + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK ); + + // Knife + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_KNIFE ); + + // Spade + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_SPADE ); + + // Bazooka + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA ); + + // Pschreck + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ); + + // Bar + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_PRONE_BAR ); + + // Reloads + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GARAND ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_K43 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_M1CARBINE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_GREASEGUN ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_FG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_RIFLEGRENADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_C96 ); + + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_M1CARBINE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_CROUCH_C96 ); + + // Bazookas + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PSCHRECK ); + + // Deployed + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_FG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_MG34 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_DEPLOYED_BAR ); + + // Prone + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GARAND ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_M1CARBINE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_K43 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP40 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_GREASEGUN ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_FG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_RIFLEGRENADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_C96 ); + + // Prone bazooka + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK ); + + // Prone deployed + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34 ); + + // Prone zoomed aim + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BOLT ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK ); + + // Crouch attack. + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_SPADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG ); + ADD_ACTIVITY_TO_SR( ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_SECONDARYATTACK_CROUCH_MP40 ); + + // Hand Signals + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_STICKGRENADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_IDLE_K98 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_30CAL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_BAZOOKA ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PSCHRECK ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_KNIFE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MG42 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_STICKGRENADE ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_TOMMY ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_MP44 ); + ADD_ACTIVITY_TO_SR( ACT_DOD_HS_CROUCH_K98 ); + + ADD_ACTIVITY_TO_SR ( ACT_DOD_STAND_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCH_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_CROUCHWALK_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_WALK_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_RUN_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_SPRINT_IDLE_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_PRONEWALK_IDLE_TNT ); + + ADD_ACTIVITY_TO_SR ( ACT_DOD_PLANT_TNT ); + ADD_ACTIVITY_TO_SR ( ACT_DOD_DEFUSE_TNT ); + + //=========================== + // HL2MP Specific Activities + //=========================== + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PISTOL ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PISTOL ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SMG1 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SMG1 ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_AR2 ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_AR2 ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_SHOTGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_SHOTGUN ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_RPG ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_RPG ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_GRENADE ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_GRENADE ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_PHYSGUN ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_PHYSGUN ); + + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_RUN_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_IDLE_CROUCH_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_WALK_CROUCH_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_GESTURE_RELOAD_CROSSBOW ); + ADD_ACTIVITY_TO_SR ( ACT_HL2MP_JUMP_CROSSBOW ); + + ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE ); + + ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SLAM ); + ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM ); + + // Portal! + ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE ); + + // Multiplayer + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK ); + ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM ); + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_VCD ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE ); + + // Multiplayer - Primary + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY ); + + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_ALT ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_SUPER ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY_SUPER ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY ); + + // Secondary + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY ); + + // Secondary2 + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY2_END ); + + // Melee + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE ); + + // Item1 + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1 ); + + // Item2 + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_HARD_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_HARD_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_HARD_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_DEPLOYED_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_ITEM2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_ITEM2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_ITEM2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_ITEM2_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_NO_AMMO_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2 ); + + // Flinches + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); + + // Team Fortress specific - medic heal, medic infect, etc..... + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK ); + + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK ); + + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK ); + + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK ); + + // Building + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING ); + + // Building - Deployed + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING_DEPLOYED ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED ); + + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA ); + + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_LOSERSTATE ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_LOSERSTATE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING ); + + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA ); + ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA ); + + ADD_ACTIVITY_TO_SR( ACT_MP_STUN_BEGIN ); + ADD_ACTIVITY_TO_SR( ACT_MP_STUN_MIDDLE ); + ADD_ACTIVITY_TO_SR( ACT_MP_STUN_END ); + + ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE ); + ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE ); + ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE ); + + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_2 ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_2 ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_2 ); + + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD_3 ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_START_3 ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_RELOAD_FINISH_3 ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK_3 ); + + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD2 ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW_2 ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_2 ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK_2 ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD_2 ); + + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_STUN ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SWINGHARD ); + + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA1_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_PDA2_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ENGINEER_BLD_VM_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_2 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SWINGHARD ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_UP ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_BACKSTAB_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM1_STUN ); + + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_2 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_3 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_CHARGE_IDLE_3 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SWINGHARD ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_UP ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_BACKSTAB_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_ITEM2_STUN ); + + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_2 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_IDLE_3 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_CHARGE_IDLE_3 ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_ITEM3_VM_SWINGHARD ); + + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_SECONDARY2ATTACK ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_START ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_RELOAD_FINISH ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_RELOAD2 ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY2_VM_LOWERED_TO_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_UP ); + ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_DOWN ); + ADD_ACTIVITY_TO_SR( ACT_BACKSTAB_VM_IDLE ); + + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_PRIMARY_ATTACK_SWIM_POSTFIRE ); + + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_SECONDARY_ATTACK_SWIM_POSTFIRE ); + + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWIM_POSTFIRE ); + + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM1_ATTACK_SWIM_POSTFIRE ); + + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_STAND_STARTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_CROUCH_POSTFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_PREFIRE ); + ADD_ACTIVITY_TO_SR( ACT_ITEM2_ATTACK_SWIM_POSTFIRE ); + + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE_ALLCLASS ); + + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS ); + ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS ); + + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HOLSTER ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PULLBACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_RELOAD ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_DRYFIRE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_STUN ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_HITCENTER ); + ADD_ACTIVITY_TO_SR( ACT_MELEE_ALLCLASS_VM_SWINGHARD ); + + ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BOMB ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BOMB ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BOMB ); + ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BOMB ); + ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BOMB ); + ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BOMB ); + + ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_START_QRL ); + ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD_FINISH_QRL ); + + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3 ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY3_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY3_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY3_END ); + ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY3 ); + + ADD_ACTIVITY_TO_SR( ACT_MP_THROW ); + ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_DRAW ); + ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_IDLE ); + ADD_ACTIVITY_TO_SR( ACT_THROWABLE_VM_FIRE ); + +} -- cgit v1.2.3