Added more HL2:DM activities

This commit is contained in:
Blixibon 2021-11-15 14:39:54 -06:00
parent 5855c634de
commit 0139390c3e
18 changed files with 205 additions and 35 deletions

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@ -2346,11 +2346,37 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SHOTGUN );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_AR2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_PHYSGUN );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_RPG );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROSSBOW );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_MELEE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SLAM );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_PHYSGUN );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_RPG );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SLAM );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_357 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_357 );
#endif

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@ -202,21 +202,23 @@ acttable_t CWeapon357::m_acttable[] =
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_357, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_357, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_357, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_357, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_357, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_357, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_357, false },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_357, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_357, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_357, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_357, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_357, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_357, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_357, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_357, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_357, false },
#else
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
#endif
#endif
};

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@ -105,6 +105,21 @@ acttable_t CWeaponAlyxGun::m_acttable[] =
// { ACT_ARM, ACT_ARM_PISTOL, true },
// { ACT_DISARM, ACT_DISARM_PISTOL, true },
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponAlyxGun);

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@ -99,6 +99,21 @@ acttable_t CWeaponAnnabelle::m_acttable[] =
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponAnnabelle);

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@ -174,13 +174,17 @@ acttable_t CWeaponAR2::m_acttable[] =
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2, false },
#endif
#endif
};

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@ -93,13 +93,17 @@ END_DATADESC()
acttable_t CWeaponBugBait::m_acttable[] =
{
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE, false },
#endif
};
IMPLEMENT_ACTTABLE( CWeaponBugBait );

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@ -753,6 +753,10 @@ acttable_t CWeaponCrossbow::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW, false },
#endif
#endif
};

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@ -60,6 +60,10 @@ acttable_t CWeaponCrowbar::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_MELEE, false },
#endif
#endif
};

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@ -85,13 +85,17 @@ acttable_t CWeaponFrag::m_acttable[] =
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE, false },
#endif
#endif
};

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@ -1470,6 +1470,10 @@ acttable_t CWeaponPhysCannon::m_acttable[] =
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PHYSGUN, false },
#endif
};
IMPLEMENT_ACTTABLE( CWeaponPhysCannon );

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@ -267,6 +267,10 @@ acttable_t CWeaponPistol::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL, false },
#endif
#endif
};

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@ -1436,6 +1436,10 @@ acttable_t CWeaponRPG::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_RPG, false },
#endif
#endif
};

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@ -225,6 +225,10 @@ acttable_t CWeaponShotgun::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN, false },
#endif
#endif
};

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@ -159,6 +159,10 @@ acttable_t CWeaponSMG1::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1, false },
#endif
#endif
};

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@ -2462,11 +2462,37 @@ void ActivityList_RegisterSharedActivities( void )
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_PISTOL );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SHOTGUN );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_PHYSGUN );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_GRENADE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_RPG );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_CROSSBOW );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_MELEE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SLAM );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_PHYSGUN );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_RPG );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SLAM );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_RUN_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_CROUCH_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_CROUCH_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RELOAD_357 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_JUMP_357 );
#endif

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@ -2350,11 +2350,37 @@ typedef enum
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
ACT_HL2MP_WALK,
ACT_HL2MP_WALK_PISTOL,
ACT_HL2MP_WALK_SHOTGUN,
ACT_HL2MP_WALK_SMG1,
ACT_HL2MP_WALK_AR2,
ACT_HL2MP_WALK_PHYSGUN,
ACT_HL2MP_WALK_GRENADE,
ACT_HL2MP_WALK_RPG,
ACT_HL2MP_WALK_CROSSBOW,
ACT_HL2MP_WALK_MELEE,
ACT_HL2MP_WALK_SLAM,
ACT_HL2MP_GESTURE_RANGE_ATTACK2,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_PHYSGUN,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_RPG,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_SLAM,
ACT_HL2MP_IDLE_357,
ACT_HL2MP_RUN_357,
ACT_HL2MP_WALK_357,
ACT_HL2MP_IDLE_CROUCH_357,
ACT_HL2MP_WALK_CROUCH_357,
ACT_HL2MP_GESTURE_RANGE_ATTACK_357,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_357,
ACT_HL2MP_GESTURE_RELOAD_357,
ACT_HL2MP_JUMP_357,
#endif

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@ -115,6 +115,10 @@ acttable_t CWeapon_SLAM::m_acttable[] =
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SLAM, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SLAM, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SLAM, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeapon_SLAM);

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@ -86,6 +86,22 @@ acttable_t CWeaponStunStick::m_acttable[] =
{ ACT_RUN, ACT_RUN_MELEE, false },
{ ACT_WALK, ACT_WALK_MELEE, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_MELEE, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponStunStick);