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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-27 14:17:59 +03:00
Added optional new activities for unused HL2 weapons included in the Source SDK (deactivated by default)
This commit is contained in:
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@ -2306,7 +2306,87 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE );
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#endif
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#ifdef EXPANDED_NAVIGATION_ACTIVITIES
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_COVER_AR1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_COVER_SMG2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE_LOW );
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ADD_ACTIVITY_TO_SR( ACT_COVER_SNIPER_RIFLE_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED );
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#endif
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#if EXPANDED_NAVIGATION_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_ALL );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_IDLE );
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@ -2336,6 +2416,15 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED );
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_MED );
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#endif
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R );
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@ -2387,6 +2476,38 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_REVOLVER );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_REVOLVER );
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_AR1 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SMG2 );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SNIPER_RIFLE );
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#endif
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_USE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_USE );
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ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_USE );
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@ -2485,6 +2606,28 @@ CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
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{ ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW },
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{ ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW },
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#endif
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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{ ACT_RANGE_ATTACK_AR1, ACT_GESTURE_RANGE_ATTACK_AR1 },
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{ ACT_RANGE_ATTACK_AR1_LOW, ACT_GESTURE_RANGE_ATTACK_AR1 },
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{ ACT_RANGE_ATTACK_AR2_GRENADE, ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE },
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{ ACT_RANGE_ATTACK_HMG1, ACT_GESTURE_RANGE_ATTACK_HMG1 },
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{ ACT_RANGE_ATTACK_ML, ACT_GESTURE_RANGE_ATTACK_ML },
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{ ACT_RANGE_ATTACK_SMG2, ACT_GESTURE_RANGE_ATTACK_SMG2 },
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{ ACT_RANGE_ATTACK_SMG2_LOW, ACT_GESTURE_RANGE_ATTACK_SMG2 },
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{ ACT_RANGE_ATTACK_SLAM, ACT_GESTURE_RANGE_ATTACK_SLAM },
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{ ACT_RANGE_ATTACK_TRIPWIRE, ACT_GESTURE_RANGE_ATTACK_TRIPWIRE },
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{ ACT_RANGE_ATTACK_THROW, ACT_GESTURE_RANGE_ATTACK_THROW },
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{ ACT_RANGE_ATTACK_SNIPER_RIFLE, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
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{ ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
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{ ACT_RELOAD_AR1, ACT_GESTURE_RELOAD_AR1 },
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{ ACT_RELOAD_AR1_LOW, ACT_GESTURE_RELOAD_AR1 },
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{ ACT_RELOAD_SMG2, ACT_GESTURE_RELOAD_SMG2 },
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{ ACT_RELOAD_SMG2_LOW, ACT_GESTURE_RELOAD_SMG2 },
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{ ACT_RELOAD_SNIPER_RIFLE, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
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{ ACT_RELOAD_SNIPER_RIFLE_LOW, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
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#endif
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};
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Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity )
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@ -37,6 +37,10 @@ float Damage[ MAX_SETTINGS ] =
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20,
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};
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#ifdef MAPBASE
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extern acttable_t *GetAR2Acttable();
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extern int GetAR2ActtableCount();
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#endif
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//=========================================================
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//=========================================================
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@ -93,6 +97,12 @@ public:
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break;
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}
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}
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#ifdef MAPBSAE
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virtual acttable_t *GetBackupActivityList() { return GetAR2Acttable(); }
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virtual int GetBackupActivityListCount() { return GetAR2ActtableCount(); }
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#endif
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DECLARE_ACTTABLE();
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};
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@ -105,6 +115,77 @@ PRECACHE_WEAPON_REGISTER(weapon_ar1);
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acttable_t CWeaponAR1::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR1, true },
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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// Optional new NPC activities
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// (these should fall back to AR2 animations when they don't exist on an NPC)
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{ ACT_RELOAD, ACT_RELOAD_AR1, true },
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{ ACT_IDLE, ACT_IDLE_AR1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_AR1, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_AR1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_AR1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_AR1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_AR1_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_AR1_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_AR1, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_AR1_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_AR1_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_AR1, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_AR1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_AR1_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_AR1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_AR1_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_AR1_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_AR1, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_AR1_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_AR1_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AR1, false },//always aims
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//End readiness activities
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{ ACT_WALK, ACT_WALK_AR1, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_AR1, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_AR1, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_AR1, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR1, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR1_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_AR1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR1_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_AR1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_AR1, true },
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{ ACT_ARM, ACT_ARM_RIFLE, false },
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{ ACT_DISARM, ACT_DISARM_RIFLE, false },
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#if EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_AR1_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_AR1_MED, false },
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#endif
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#if EXPANDED_HL2DM_ACTIVITIES
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR1, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR1, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR1, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR1, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR1, false },
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{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR1, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1, false },
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#endif
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponAR1);
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@ -190,6 +190,19 @@ acttable_t CWeaponAR2::m_acttable[] =
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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#ifdef MAPBASE
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// Allows Weapon_BackupActivity() to access the AR2's activity table.
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acttable_t *GetAR2Acttable()
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{
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return CWeaponAR2::m_acttable;
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}
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int GetSAR2ActtableCount()
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{
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return ARRAYSIZE(CWeaponAR2::m_acttable);
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}
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#endif
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CWeaponAR2::CWeaponAR2( )
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{
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m_fMinRange1 = 65;
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bool m_bShotDelayed;
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int m_nVentPose;
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#ifdef MAPBASE // Make act table accessible outside class
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public:
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#endif
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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};
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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);
|
||||
|
@ -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);
|
||||
|
@ -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 );
|
||||
|
@ -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,
|
||||
|
Loading…
x
Reference in New Issue
Block a user