Added optional new activities for unused HL2 weapons included in the Source SDK (deactivated by default)

This commit is contained in:
Blixibon 2021-11-20 20:49:24 -06:00
parent d2fdfd3fe1
commit 4e3287842e
8 changed files with 647 additions and 3 deletions

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@ -2306,7 +2306,87 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE );
#endif
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR1 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED );
#endif
#if EXPANDED_NAVIGATION_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_CLIMB_ALL );
ADD_ACTIVITY_TO_SR( ACT_CLIMB_IDLE );
@ -2336,6 +2416,15 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_MED );
#endif
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R );
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L );
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R );
@ -2387,6 +2476,38 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_REVOLVER );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_REVOLVER );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SNIPER_RIFLE );
#endif
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_USE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_USE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_USE );
@ -2485,6 +2606,28 @@ CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
{ ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW },
{ ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW },
#endif
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
{ ACT_RANGE_ATTACK_AR1, ACT_GESTURE_RANGE_ATTACK_AR1 },
{ ACT_RANGE_ATTACK_AR1_LOW, ACT_GESTURE_RANGE_ATTACK_AR1 },
{ ACT_RANGE_ATTACK_AR2_GRENADE, ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE },
{ ACT_RANGE_ATTACK_HMG1, ACT_GESTURE_RANGE_ATTACK_HMG1 },
{ ACT_RANGE_ATTACK_ML, ACT_GESTURE_RANGE_ATTACK_ML },
{ ACT_RANGE_ATTACK_SMG2, ACT_GESTURE_RANGE_ATTACK_SMG2 },
{ ACT_RANGE_ATTACK_SMG2_LOW, ACT_GESTURE_RANGE_ATTACK_SMG2 },
{ ACT_RANGE_ATTACK_SLAM, ACT_GESTURE_RANGE_ATTACK_SLAM },
{ ACT_RANGE_ATTACK_TRIPWIRE, ACT_GESTURE_RANGE_ATTACK_TRIPWIRE },
{ ACT_RANGE_ATTACK_THROW, ACT_GESTURE_RANGE_ATTACK_THROW },
{ ACT_RANGE_ATTACK_SNIPER_RIFLE, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
{ ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
{ ACT_RELOAD_AR1, ACT_GESTURE_RELOAD_AR1 },
{ ACT_RELOAD_AR1_LOW, ACT_GESTURE_RELOAD_AR1 },
{ ACT_RELOAD_SMG2, ACT_GESTURE_RELOAD_SMG2 },
{ ACT_RELOAD_SMG2_LOW, ACT_GESTURE_RELOAD_SMG2 },
{ ACT_RELOAD_SNIPER_RIFLE, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
{ ACT_RELOAD_SNIPER_RIFLE_LOW, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
#endif
};
Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity )

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@ -37,6 +37,10 @@ float Damage[ MAX_SETTINGS ] =
20,
};
#ifdef MAPBASE
extern acttable_t *GetAR2Acttable();
extern int GetAR2ActtableCount();
#endif
//=========================================================
//=========================================================
@ -93,6 +97,12 @@ public:
break;
}
}
#ifdef MAPBSAE
virtual acttable_t *GetBackupActivityList() { return GetAR2Acttable(); }
virtual int GetBackupActivityListCount() { return GetAR2ActtableCount(); }
#endif
DECLARE_ACTTABLE();
};
@ -105,6 +115,77 @@ PRECACHE_WEAPON_REGISTER(weapon_ar1);
acttable_t CWeaponAR1::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR1, true },
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// Optional new NPC activities
// (these should fall back to AR2 animations when they don't exist on an NPC)
{ ACT_RELOAD, ACT_RELOAD_AR1, true },
{ ACT_IDLE, ACT_IDLE_AR1, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_AR1, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_AR1_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_AR1_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_AR1, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_AR1_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_AR1_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_AR1, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_AR1_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_AR1_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_AR1, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_AR1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_AR1_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_AR1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_AR1_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_AR1_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_AR1, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_AR1_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_AR1_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AR1, false },//always aims
//End readiness activities
{ ACT_WALK, ACT_WALK_AR1, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_AR1, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_AR1, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_AR1, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR1, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR1_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_AR1_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR1_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_AR1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_AR1, true },
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_AR1_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_AR1_MED, false },
#endif
#if EXPANDED_HL2DM_ACTIVITIES
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR1, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR1, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR1, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR1, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponAR1);

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@ -190,6 +190,19 @@ acttable_t CWeaponAR2::m_acttable[] =
IMPLEMENT_ACTTABLE(CWeaponAR2);
#ifdef MAPBASE
// Allows Weapon_BackupActivity() to access the AR2's activity table.
acttable_t *GetAR2Acttable()
{
return CWeaponAR2::m_acttable;
}
int GetSAR2ActtableCount()
{
return ARRAYSIZE(CWeaponAR2::m_acttable);
}
#endif
CWeaponAR2::CWeaponAR2( )
{
m_fMinRange1 = 65;

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@ -71,6 +71,9 @@ protected:
bool m_bShotDelayed;
int m_nVentPose;
#ifdef MAPBASE // Make act table accessible outside class
public:
#endif
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};

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@ -46,6 +46,77 @@ PRECACHE_WEAPON_REGISTER(weapon_smg2);
acttable_t CWeaponSMG2::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG2, true },
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// Optional new NPC activities
// (these should fall back to SMG animations when they don't exist on an NPC)
{ ACT_RELOAD, ACT_RELOAD_SMG2, true },
{ ACT_IDLE, ACT_IDLE_SMG2, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG2, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG2_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_SMG2_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_SMG2_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SMG2_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SMG2_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SMG2_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
//End readiness activities
{ ACT_WALK, ACT_WALK_SMG2, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_SMG2, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_SMG2, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SMG2, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG2, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG2_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_SMG2_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG2_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG2_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG2, true },
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG2_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG2_MED, false },
#endif
#if EXPANDED_HL2DM_ACTIVITIES
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG2, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponSMG2);

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@ -46,6 +46,10 @@ static int g_nZoomFOV[] =
5
};
#ifdef MAPBASE
extern acttable_t *GetAR2Acttable();
extern int GetAR2ActtableCount();
#endif
class CWeaponSniperRifle : public CBaseHLCombatWeapon
{
@ -72,6 +76,11 @@ public:
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#ifdef MAPBSAE
virtual acttable_t *GetBackupActivityList() { return GetAR2Acttable(); }
virtual int GetBackupActivityListCount() { return GetAR2ActtableCount(); }
#endif
DECLARE_ACTTABLE();
protected:
@ -99,6 +108,77 @@ END_DATADESC()
acttable_t CWeaponSniperRifle::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// Optional new NPC activities
// (these should fall back to AR2 animations when they don't exist on an NPC)
{ ACT_RELOAD, ACT_RELOAD_SNIPER_RIFLE, true },
{ ACT_IDLE, ACT_IDLE_SNIPER_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SNIPER_RIFLE, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SNIPER_RIFLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SNIPER_RIFLE, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_SNIPER_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_SNIPER_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_SNIPER_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_SNIPER_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SNIPER_RIFLE, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SNIPER_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_SNIPER_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SNIPER_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK, ACT_WALK_SNIPER_RIFLE, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_SNIPER_RIFLE, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_SNIPER_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SNIPER_RIFLE, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_SNIPER_RIFLE_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SNIPER_RIFLE_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_SNIPER_RIFLE_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SNIPER_RIFLE, true },
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SNIPER_RIFLE_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SNIPER_RIFLE_MED, false },
#endif
#if EXPANDED_HL2DM_ACTIVITIES
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SNIPER_RIFLE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SNIPER_RIFLE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SNIPER_RIFLE, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SNIPER_RIFLE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponSniperRifle);

View File

@ -2422,7 +2422,87 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_DISARM_MELEE );
#endif
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_AR1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_COVER_AR1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR1_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR1_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR1_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AIM_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_AR1_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SMG2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SMG2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_COVER_SMG2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SMG2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SMG2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SMG2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AIM_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SMG2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SNIPER_RIFLE_LOW );
REGISTER_SHARED_ACTIVITY( ACT_COVER_SNIPER_RIFLE_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SNIPER_RIFLE_LOW );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SNIPER_RIFLE_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SNIPER_RIFLE_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SNIPER_RIFLE_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SNIPER_RIFLE_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SNIPER_RIFLE_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_SNIPER_RIFLE_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED );
#endif
#if EXPANDED_NAVIGATION_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_CLIMB_ALL );
REGISTER_SHARED_ACTIVITY( ACT_CLIMB_IDLE );
@ -2452,6 +2532,15 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_REVOLVER_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_CROSSBOW_MED );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR1_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_AR1_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SMG2_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SMG2_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SNIPER_RIFLE_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK_SNIPER_RIFLE_MED );
#endif
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_R );
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_L );
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_R );
@ -2503,6 +2592,38 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RELOAD_REVOLVER );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_JUMP_REVOLVER );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_RUN_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_CROUCH_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_CROUCH_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RELOAD_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_JUMP_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_RUN_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_CROUCH_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_CROUCH_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RELOAD_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_JUMP_SMG2 );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_RUN_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_JUMP_SNIPER_RIFLE );
#endif
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_IDLE_USE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_RUN_USE );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_USE );

View File

@ -41,6 +41,12 @@
// This enables a bunch of new activities for Half-Life 2 weapons, including new 357 animations and readiness activities for pistols.
#define EXPANDED_HL2_WEAPON_ACTIVITIES 1
// EXPANDED HL2 UNUSED WEAPON ACTIVITIES
// This enables a bunch of new activities for unused Half-Life 2 weapons, particularly those which exist in the SDK, but are deactivated by default.
// This essentially just means mods which restore those weapons have the option of using custom activities for them.
// Mapbase's backup activity system would allow them to fall back to other weapons if the relevant activities do not exist.
#define EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES 0
// EXPANDED NAVIGATION ACTIVITIES
// This enables some new navigation-related activities.
#define EXPANDED_NAVIGATION_ACTIVITIES 1
@ -2309,7 +2315,90 @@ typedef enum
ACT_DISARM_MELEE,
#endif
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// AR1
ACT_IDLE_AR1,
ACT_IDLE_ANGRY_AR1,
ACT_WALK_AR1,
ACT_RUN_AR1,
ACT_WALK_AIM_AR1,
ACT_RUN_AIM_AR1,
//ACT_RANGE_ATTACK_AR1,
ACT_RELOAD_AR1,
ACT_RANGE_ATTACK_AR1_LOW,
ACT_RELOAD_AR1_LOW,
ACT_COVER_AR1_LOW,
ACT_RANGE_AIM_AR1_LOW,
//ACT_GESTURE_RANGE_ATTACK_AR1,
ACT_GESTURE_RELOAD_AR1,
ACT_IDLE_AR1_RELAXED,
ACT_IDLE_AR1_STIMULATED,
ACT_WALK_AR1_RELAXED,
ACT_RUN_AR1_RELAXED,
ACT_WALK_AR1_STIMULATED,
ACT_RUN_AR1_STIMULATED,
ACT_IDLE_AIM_AR1_STIMULATED,
ACT_WALK_AIM_AR1_STIMULATED,
ACT_RUN_AIM_AR1_STIMULATED,
// SMG2
ACT_IDLE_SMG2,
ACT_IDLE_ANGRY_SMG2,
ACT_WALK_SMG2,
ACT_RUN_SMG2,
ACT_WALK_AIM_SMG2,
ACT_RUN_AIM_SMG2,
//ACT_RANGE_ATTACK_SMG2,
ACT_RELOAD_SMG2,
ACT_RANGE_ATTACK_SMG2_LOW,
ACT_RELOAD_SMG2_LOW,
ACT_COVER_SMG2_LOW,
ACT_RANGE_AIM_SMG2_LOW,
//ACT_GESTURE_RANGE_ATTACK_SMG2,
ACT_GESTURE_RELOAD_SMG2,
ACT_IDLE_SMG2_RELAXED,
ACT_IDLE_SMG2_STIMULATED,
ACT_WALK_SMG2_RELAXED,
ACT_RUN_SMG2_RELAXED,
ACT_WALK_SMG2_STIMULATED,
ACT_RUN_SMG2_STIMULATED,
ACT_IDLE_AIM_SMG2_STIMULATED,
ACT_WALK_AIM_SMG2_STIMULATED,
ACT_RUN_AIM_SMG2_STIMULATED,
// Sniper Rifle
ACT_IDLE_SNIPER_RIFLE,
ACT_IDLE_ANGRY_SNIPER_RIFLE,
ACT_WALK_SNIPER_RIFLE,
ACT_RUN_SNIPER_RIFLE,
ACT_WALK_AIM_SNIPER_RIFLE,
ACT_RUN_AIM_SNIPER_RIFLE,
//ACT_RANGE_ATTACK_SNIPER_RIFLE,
ACT_RELOAD_SNIPER_RIFLE,
ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW,
ACT_RELOAD_SNIPER_RIFLE_LOW,
ACT_COVER_SNIPER_RIFLE_LOW,
ACT_RANGE_AIM_SNIPER_RIFLE_LOW,
//ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
ACT_GESTURE_RELOAD_SNIPER_RIFLE,
ACT_IDLE_SNIPER_RIFLE_RELAXED,
ACT_IDLE_SNIPER_RIFLE_STIMULATED,
ACT_WALK_SNIPER_RIFLE_RELAXED,
ACT_RUN_SNIPER_RIFLE_RELAXED,
ACT_WALK_SNIPER_RIFLE_STIMULATED,
ACT_RUN_SNIPER_RIFLE_STIMULATED,
ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED,
ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED,
ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED,
#endif
#if EXPANDED_NAVIGATION_ACTIVITIES
ACT_CLIMB_ALL, // An actual blend animation which uses pose parameters for direction
ACT_CLIMB_IDLE,
@ -2340,6 +2429,16 @@ typedef enum
ACT_RANGE_AIM_REVOLVER_MED,
ACT_RANGE_AIM_CROSSBOW_MED,
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// MED activities for unused weapons
ACT_RANGE_AIM_AR1_MED,
ACT_RANGE_ATTACK_AR1_MED,
ACT_RANGE_AIM_SMG2_MED,
ACT_RANGE_ATTACK_SMG2_MED,
ACT_RANGE_AIM_SNIPER_RIFLE_MED,
ACT_RANGE_ATTACK_SNIPER_RIFLE_MED,
#endif
// Wall Cover (for use in custom cover hints)
ACT_COVER_WALL_R,
ACT_COVER_WALL_L,
@ -2392,6 +2491,39 @@ typedef enum
ACT_HL2MP_GESTURE_RELOAD_REVOLVER,
ACT_HL2MP_JUMP_REVOLVER,
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
// Player activities for unused weapons
ACT_HL2MP_IDLE_AR1,
ACT_HL2MP_RUN_AR1,
ACT_HL2MP_WALK_AR1,
ACT_HL2MP_IDLE_CROUCH_AR1,
ACT_HL2MP_WALK_CROUCH_AR1,
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1,
ACT_HL2MP_GESTURE_RELOAD_AR1,
ACT_HL2MP_JUMP_AR1,
ACT_HL2MP_IDLE_SMG2,
ACT_HL2MP_RUN_SMG2,
ACT_HL2MP_WALK_SMG2,
ACT_HL2MP_IDLE_CROUCH_SMG2,
ACT_HL2MP_WALK_CROUCH_SMG2,
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2,
ACT_HL2MP_GESTURE_RELOAD_SMG2,
ACT_HL2MP_JUMP_SMG2,
ACT_HL2MP_IDLE_SNIPER_RIFLE,
ACT_HL2MP_RUN_SNIPER_RIFLE,
ACT_HL2MP_WALK_SNIPER_RIFLE,
ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE,
ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE,
ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE,
ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE,
ACT_HL2MP_JUMP_SNIPER_RIFLE,
#endif
ACT_HL2MP_IDLE_USE,
ACT_HL2MP_RUN_USE,
ACT_HL2MP_WALK_USE,