diff --git a/sp/src/game/server/hl2/weapon_357.cpp b/sp/src/game/server/hl2/weapon_357.cpp
index 3fa3fab8..59237c84 100644
--- a/sp/src/game/server/hl2/weapon_357.cpp
+++ b/sp/src/game/server/hl2/weapon_357.cpp
@@ -105,6 +105,54 @@ acttable_t	CWeapon357::m_acttable[] =
 	{ ACT_GESTURE_RELOAD,			ACT_GESTURE_RELOAD_PISTOL,		false },
 	{ ACT_WALK,						ACT_WALK_PISTOL,				false },
 	{ ACT_RUN,						ACT_RUN_PISTOL,					false },
+
+	// 
+	// Activities ported from weapon_alyxgun below
+	// 
+
+	// Readiness activities (not aiming)
+	{ ACT_IDLE_RELAXED,				ACT_IDLE_PISTOL,				false },//never aims
+	{ ACT_IDLE_STIMULATED,			ACT_IDLE_STIMULATED,			false },
+	{ ACT_IDLE_AGITATED,			ACT_IDLE_ANGRY_PISTOL,			false },//always aims
+	{ ACT_IDLE_STEALTH,				ACT_IDLE_STEALTH_PISTOL,		false },
+
+	{ ACT_WALK_RELAXED,				ACT_WALK,						false },//never aims
+	{ ACT_WALK_STIMULATED,			ACT_WALK_STIMULATED,			false },
+	{ ACT_WALK_AGITATED,			ACT_WALK_AIM_PISTOL,			false },//always aims
+	{ ACT_WALK_STEALTH,				ACT_WALK_STEALTH_PISTOL,		false },
+
+	{ ACT_RUN_RELAXED,				ACT_RUN,						false },//never aims
+	{ ACT_RUN_STIMULATED,			ACT_RUN_STIMULATED,				false },
+	{ ACT_RUN_AGITATED,				ACT_RUN_AIM_PISTOL,				false },//always aims
+	{ ACT_RUN_STEALTH,				ACT_RUN_STEALTH_PISTOL,			false },
+
+	// Readiness activities (aiming)
+	{ ACT_IDLE_AIM_RELAXED,			ACT_IDLE_PISTOL,				false },//never aims	
+	{ ACT_IDLE_AIM_STIMULATED,		ACT_IDLE_ANGRY_PISTOL,			false },
+	{ ACT_IDLE_AIM_AGITATED,		ACT_IDLE_ANGRY_PISTOL,			false },//always aims
+	{ ACT_IDLE_AIM_STEALTH,			ACT_IDLE_STEALTH_PISTOL,		false },
+
+	{ ACT_WALK_AIM_RELAXED,			ACT_WALK,						false },//never aims
+	{ ACT_WALK_AIM_STIMULATED,		ACT_WALK_AIM_PISTOL,			false },
+	{ ACT_WALK_AIM_AGITATED,		ACT_WALK_AIM_PISTOL,			false },//always aims
+	{ ACT_WALK_AIM_STEALTH,			ACT_WALK_AIM_STEALTH_PISTOL,	false },//always aims
+
+	{ ACT_RUN_AIM_RELAXED,			ACT_RUN,						false },//never aims
+	{ ACT_RUN_AIM_STIMULATED,		ACT_RUN_AIM_PISTOL,				false },
+	{ ACT_RUN_AIM_AGITATED,			ACT_RUN_AIM_PISTOL,				false },//always aims
+	{ ACT_RUN_AIM_STEALTH,			ACT_RUN_AIM_STEALTH_PISTOL,		false },//always aims
+	//End readiness activities
+
+	// Crouch activities
+	{ ACT_CROUCHIDLE_STIMULATED,	ACT_CROUCHIDLE_STIMULATED,		false },
+	{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW,		false },//always aims
+	{ ACT_CROUCHIDLE_AGITATED,		ACT_RANGE_AIM_PISTOL_LOW,		false },//always aims
+
+	// Readiness translations
+	{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
+	{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
+	{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
+	{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
 };
 
 
diff --git a/sp/src/game/server/hl2/weapon_alyxgun.cpp b/sp/src/game/server/hl2/weapon_alyxgun.cpp
index 270a503c..9c093be6 100644
--- a/sp/src/game/server/hl2/weapon_alyxgun.cpp
+++ b/sp/src/game/server/hl2/weapon_alyxgun.cpp
@@ -37,6 +37,11 @@ acttable_t	CWeaponAlyxGun::m_acttable[] =
 	{ ACT_RELOAD_LOW,				ACT_RELOAD_PISTOL_LOW,			true },
 	{ ACT_RANGE_ATTACK1_LOW,		ACT_RANGE_ATTACK_PISTOL_LOW,	true },
 	{ ACT_GESTURE_RELOAD,			ACT_GESTURE_RELOAD_PISTOL,		true },
+#ifdef MAPBASE
+	// For non-Alyx NPCs
+	{ ACT_WALK,						ACT_WALK_PISTOL,				false },
+	{ ACT_RUN,						ACT_RUN_PISTOL,					false },
+#endif
 
 	// Readiness activities (not aiming)
 	{ ACT_IDLE_RELAXED,				ACT_IDLE_PISTOL,				false },//never aims
diff --git a/sp/src/game/server/hl2/weapon_pistol.cpp b/sp/src/game/server/hl2/weapon_pistol.cpp
index 80bb5090..9a571bf5 100644
--- a/sp/src/game/server/hl2/weapon_pistol.cpp
+++ b/sp/src/game/server/hl2/weapon_pistol.cpp
@@ -149,6 +149,56 @@ acttable_t	CWeaponPistol::m_acttable[] =
 	{ ACT_GESTURE_RELOAD,			ACT_GESTURE_RELOAD_PISTOL,		false },
 	{ ACT_WALK,						ACT_WALK_PISTOL,				false },
 	{ ACT_RUN,						ACT_RUN_PISTOL,					false },
+
+#ifdef MAPBASE
+	// 
+	// Activities ported from weapon_alyxgun below
+	// 
+
+	// Readiness activities (not aiming)
+	{ ACT_IDLE_RELAXED,				ACT_IDLE_PISTOL,				false },//never aims
+	{ ACT_IDLE_STIMULATED,			ACT_IDLE_STIMULATED,			false },
+	{ ACT_IDLE_AGITATED,			ACT_IDLE_ANGRY_PISTOL,			false },//always aims
+	{ ACT_IDLE_STEALTH,				ACT_IDLE_STEALTH_PISTOL,		false },
+
+	{ ACT_WALK_RELAXED,				ACT_WALK,						false },//never aims
+	{ ACT_WALK_STIMULATED,			ACT_WALK_STIMULATED,			false },
+	{ ACT_WALK_AGITATED,			ACT_WALK_AIM_PISTOL,			false },//always aims
+	{ ACT_WALK_STEALTH,				ACT_WALK_STEALTH_PISTOL,		false },
+
+	{ ACT_RUN_RELAXED,				ACT_RUN,						false },//never aims
+	{ ACT_RUN_STIMULATED,			ACT_RUN_STIMULATED,				false },
+	{ ACT_RUN_AGITATED,				ACT_RUN_AIM_PISTOL,				false },//always aims
+	{ ACT_RUN_STEALTH,				ACT_RUN_STEALTH_PISTOL,			false },
+
+	// Readiness activities (aiming)
+	{ ACT_IDLE_AIM_RELAXED,			ACT_IDLE_PISTOL,				false },//never aims	
+	{ ACT_IDLE_AIM_STIMULATED,		ACT_IDLE_ANGRY_PISTOL,			false },
+	{ ACT_IDLE_AIM_AGITATED,		ACT_IDLE_ANGRY_PISTOL,			false },//always aims
+	{ ACT_IDLE_AIM_STEALTH,			ACT_IDLE_STEALTH_PISTOL,		false },
+
+	{ ACT_WALK_AIM_RELAXED,			ACT_WALK,						false },//never aims
+	{ ACT_WALK_AIM_STIMULATED,		ACT_WALK_AIM_PISTOL,			false },
+	{ ACT_WALK_AIM_AGITATED,		ACT_WALK_AIM_PISTOL,			false },//always aims
+	{ ACT_WALK_AIM_STEALTH,			ACT_WALK_AIM_STEALTH_PISTOL,	false },//always aims
+
+	{ ACT_RUN_AIM_RELAXED,			ACT_RUN,						false },//never aims
+	{ ACT_RUN_AIM_STIMULATED,		ACT_RUN_AIM_PISTOL,				false },
+	{ ACT_RUN_AIM_AGITATED,			ACT_RUN_AIM_PISTOL,				false },//always aims
+	{ ACT_RUN_AIM_STEALTH,			ACT_RUN_AIM_STEALTH_PISTOL,		false },//always aims
+	//End readiness activities
+
+	// Crouch activities
+	{ ACT_CROUCHIDLE_STIMULATED,	ACT_CROUCHIDLE_STIMULATED,		false },
+	{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW,		false },//always aims
+	{ ACT_CROUCHIDLE_AGITATED,		ACT_RANGE_AIM_PISTOL_LOW,		false },//always aims
+
+	// Readiness translations
+	{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
+	{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
+	{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
+	{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
+#endif
 };