/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #define _A(a)\ { a, #a } activity_map_t activity_map[] = { _A(ACT_IDLE), _A(ACT_GUARD), _A(ACT_WALK), _A(ACT_RUN), _A(ACT_FLY), _A(ACT_SWIM), _A(ACT_HOP), _A(ACT_LEAP), _A(ACT_FALL), _A(ACT_LAND), _A(ACT_STRAFE_LEFT), _A(ACT_STRAFE_RIGHT), _A(ACT_ROLL_LEFT), _A(ACT_ROLL_RIGHT), _A(ACT_TURN_LEFT), _A(ACT_TURN_RIGHT), _A(ACT_CROUCH), _A(ACT_CROUCHIDLE), _A(ACT_STAND), _A(ACT_USE), _A(ACT_SIGNAL1), _A(ACT_SIGNAL2), _A(ACT_SIGNAL3), _A(ACT_TWITCH), _A(ACT_COWER), _A(ACT_SMALL_FLINCH), _A(ACT_BIG_FLINCH), _A(ACT_RANGE_ATTACK1), _A(ACT_RANGE_ATTACK2), _A(ACT_MELEE_ATTACK1), _A(ACT_MELEE_ATTACK2), _A(ACT_RELOAD), _A(ACT_ARM), _A(ACT_DISARM), _A(ACT_EAT), _A(ACT_DIESIMPLE), _A(ACT_DIEBACKWARD), _A(ACT_DIEFORWARD), _A(ACT_DIEVIOLENT), _A(ACT_BARNACLE_HIT), _A(ACT_BARNACLE_PULL), _A(ACT_BARNACLE_CHOMP), _A(ACT_BARNACLE_CHEW), _A(ACT_SLEEP), _A(ACT_INSPECT_FLOOR), _A(ACT_INSPECT_WALL), _A(ACT_IDLE_ANGRY), _A(ACT_WALK_HURT), _A(ACT_RUN_HURT), _A(ACT_HOVER), _A(ACT_GLIDE), _A(ACT_FLY_LEFT), _A(ACT_FLY_RIGHT), _A(ACT_DETECT_SCENT), _A(ACT_SNIFF), _A(ACT_BITE), _A(ACT_THREAT_DISPLAY), _A(ACT_FEAR_DISPLAY), _A(ACT_EXCITED), _A(ACT_SPECIAL_ATTACK1), _A(ACT_SPECIAL_ATTACK2), _A(ACT_COMBAT_IDLE), _A(ACT_WALK_SCARED), _A(ACT_RUN_SCARED), _A(ACT_VICTORY_DANCE), _A(ACT_DIE_HEADSHOT), _A(ACT_DIE_CHESTSHOT), _A(ACT_DIE_GUTSHOT), _A(ACT_DIE_BACKSHOT), _A(ACT_FLINCH_HEAD), _A(ACT_FLINCH_CHEST), _A(ACT_FLINCH_STOMACH), _A(ACT_FLINCH_LEFTARM), _A(ACT_FLINCH_RIGHTARM), _A(ACT_FLINCH_LEFTLEG), _A(ACT_FLINCH_RIGHTLEG), 0, nullptr };