Changed activity preprocessors to use #if instead of #ifdef

This commit is contained in:
Blixibon 2021-11-20 20:37:37 -06:00
parent 5090c8b743
commit d2fdfd3fe1
32 changed files with 88 additions and 88 deletions

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@ -2187,7 +2187,7 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_COVER_AR2_LOW );
#endif
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_COMBINE_THROW_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_COMBINE_AR2_ALTFIRE );
@ -2205,7 +2205,7 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_GESTURE_SIGNAL_TAKECOVER );
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_IDLE_REVOLVER );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_REVOLVER );
ADD_ACTIVITY_TO_SR( ACT_WALK_REVOLVER );
@ -2315,7 +2315,7 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT_BOTTOM );
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_MED );
@ -2352,7 +2352,7 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_PISTOL );
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if 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 );
@ -2457,7 +2457,7 @@ CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
{ ACT_RELOAD_PISTOL, ACT_GESTURE_RELOAD_PISTOL },
{ ACT_RELOAD_PISTOL_LOW, ACT_GESTURE_RELOAD_PISTOL },
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
{ ACT_SPECIAL_ATTACK1, ACT_GESTURE_SPECIAL_ATTACK1 },
{ ACT_SPECIAL_ATTACK2, ACT_GESTURE_SPECIAL_ATTACK2 },
{ ACT_COMBINE_THROW_GRENADE, ACT_GESTURE_COMBINE_THROW_GRENADE },
@ -2472,7 +2472,7 @@ CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
{ ACT_SIGNAL_TAKECOVER, ACT_GESTURE_SIGNAL_TAKECOVER },
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RANGE_ATTACK_REVOLVER, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
{ ACT_RANGE_ATTACK_REVOLVER_LOW, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
{ ACT_RANGE_ATTACK_CROSSBOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW },

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@ -6555,7 +6555,7 @@ Activity CAI_BaseNPC::TranslateCrouchActivity( Activity eNewActivity )
}
else if (pHint->HintType() == HINT_TACTICAL_COVER_MED)
{
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
nCoverActivity = ACT_RANGE_ATTACK1_MED;
#else
nCoverActivity = ACT_RANGE_ATTACK1_LOW;
@ -6626,7 +6626,7 @@ Activity CAI_BaseNPC::NPC_BackupActivity( Activity eNewActivity )
switch (eNewActivity)
{
case ACT_COVER_MED: eNewActivity = ACT_COVER_LOW; break;
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
case ACT_RANGE_AIM_MED: eNewActivity = ACT_RANGE_AIM_LOW; break;
case ACT_RANGE_ATTACK1_MED: eNewActivity = ACT_RANGE_ATTACK1_LOW; break;
#endif
@ -6646,7 +6646,7 @@ Activity CAI_BaseNPC::NPC_BackupActivity( Activity eNewActivity )
//-----------------------------------------------------------------------------
Activity CAI_BaseNPC::NPC_TranslateActivity( Activity eNewActivity )
{
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
if ( GetNavType() == NAV_CLIMB && eNewActivity == ACT_IDLE )
{
// Schedules which break into idle activities should try to maintain the climbing animation.
@ -16293,7 +16293,7 @@ bool CAI_BaseNPC::IsCrouchedActivity( Activity activity )
#endif
case ACT_RELOAD_PISTOL_LOW:
case ACT_RELOAD_SHOTGUN_LOW:
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_RELOAD_REVOLVER_LOW:
case ACT_RELOAD_CROSSBOW_LOW:
#endif

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@ -558,7 +558,7 @@ int CAI_StandoffBehavior::SelectScheduleEstablishAim( void )
{
if ( HasCondition( COND_ENEMY_OCCLUDED ) )
{
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
if ( GetPosture() == AIP_CROUCHING || GetPosture() == AIP_CROUCHING_MED )
#else
if ( GetPosture() == AIP_CROUCHING )
@ -673,7 +673,7 @@ Activity CAI_MappedActivityBehavior_Temporary::GetMappedActivity( AI_Posture_t p
{
if ( posture != AIP_STANDING )
{
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
// See UpdateTranslateActivityMap() for more information on what this is for
if ( posture == AIP_CROUCHING_MED )
{
@ -1121,7 +1121,7 @@ void CAI_StandoffBehavior::UnlockHintNode()
Activity CAI_StandoffBehavior::GetCoverActivity()
{
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
// GetCoverActivity() already checks everything we checked here.
Activity coverActivity = GetOuter()->GetCoverActivity( GetHintNode() );
@ -1186,7 +1186,7 @@ void CAI_MappedActivityBehavior_Temporary::UpdateTranslateActivityMap()
{ AIP_CROUCHING, ACT_RANGE_ATTACK_AR2, NULL, ACT_RANGE_ATTACK_AR2_LOW, },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
//
// ============ Really long explanation that should be in a wiki/documentation article somewhere ~ Blixibon, 10/27/2021 ============
//

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@ -51,7 +51,7 @@ enum AI_Posture_t
AIP_INDIFFERENT,
AIP_STANDING,
AIP_CROUCHING,
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
AIP_CROUCHING_MED, // See UpdateTranslateActivityMap() for more information on what this is for
#endif
AIP_PEEKING,

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@ -239,7 +239,7 @@ void CAI_Motor::MoveClimbStart( const Vector &climbDest, const Vector &climbDir
// > other state?
bool bGoingUp = (climbDir.z > 0.01);
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
if ( bGoingUp && GetOuter()->HaveSequenceForActivity( ACT_CLIMB_MOUNT_BOTTOM ) )
{
SetActivity( ACT_CLIMB_MOUNT_BOTTOM );
@ -270,7 +270,7 @@ void CAI_Motor::MoveClimbStart( const Vector &climbDest, const Vector &climbDir
m_nDismountSequence = SelectWeightedSequence( ACT_CLIMB_DISMOUNT );
if (m_nDismountSequence != ACT_INVALID)
{
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
if ( !bGoingUp )
{
int nBottomDismount = SelectWeightedSequence( ACT_CLIMB_DISMOUNT_BOTTOM );
@ -294,7 +294,7 @@ void CAI_Motor::MoveClimbStart( const Vector &climbDest, const Vector &climbDir
AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft )
{
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
if ( (GetActivity() == ACT_CLIMB_MOUNT_TOP || GetActivity() == ACT_CLIMB_MOUNT_BOTTOM) )
{
if (!GetOuter()->IsActivityFinished())
@ -401,7 +401,7 @@ AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, const Vecto
if (m_nDismountSequence != ACT_INVALID)
{
// catch situations where the climb mount/dismount finished before reaching goal
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
if ((GetActivity() == ACT_CLIMB_DISMOUNT || GetActivity() == ACT_CLIMB_DISMOUNT_BOTTOM))
{
SetGroundEntity( NULL );
@ -494,7 +494,7 @@ void CAI_Motor::MoveClimbStop()
void CAI_Motor::MoveClimbPause()
{
if (GetActivity() != ACT_CLIMB_DISMOUNT
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
&& GetActivity() != ACT_CLIMB_MOUNT_TOP && GetActivity() != ACT_CLIMB_MOUNT_BOTTOM
#endif
)

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@ -3924,7 +3924,7 @@ bool CAI_Navigator::GetStoppingPath( CAI_WaypointList * pClippedWaypoints )
AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint();
if ( pCurWaypoint )
{
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
// Since regular climb nav can interrupt itself now, only do this when dismounting
bool bMustCompleteCurrent = ( (pCurWaypoint->NavType() == NAV_CLIMB && (GetActivity() == ACT_CLIMB_DISMOUNT || GetActivity() == ACT_CLIMB_MOUNT_TOP)) || pCurWaypoint->NavType() == NAV_JUMP );
#else

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@ -1387,7 +1387,7 @@ Activity CHL2_Player::Weapon_TranslateActivity( Activity baseAct, bool *pRequire
{
Activity weaponTranslation = BaseClass::Weapon_TranslateActivity( baseAct, pRequired );
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
// +USE activities
if ( m_hUseEntity && player_use_anim_enabled.GetBool() )
{

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@ -1695,7 +1695,7 @@ Activity CNPC_Alyx::NPC_TranslateActivity( Activity activity )
case ACT_DROP_WEAPON: if ( HasShotgun() ) return (Activity)ACT_DROP_WEAPON_SHOTGUN;
}
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{
@ -1725,7 +1725,7 @@ Activity CNPC_Alyx::Weapon_TranslateActivity( Activity activity, bool *pRequired
{
activity = BaseClass::Weapon_TranslateActivity( activity, pRequired );
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{
@ -1754,7 +1754,7 @@ Activity CNPC_Alyx::Weapon_BackupActivity( Activity activity, bool weaponTransla
{
activity = BaseClass::Weapon_BackupActivity( activity, weaponTranslationWasRequired, pSpecificWeapon );
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Alyx has her own pistol readiness animations which use the default activities
switch (activity)
{

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@ -2091,7 +2091,7 @@ Activity CNPC_Citizen::NPC_TranslateActivity( Activity activity )
if (activity == ACT_WALK_AIM_AR2)
return ACT_WALK_AIM_AR2_STIMULATED;
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
if (activity == ACT_RUN_AIM_PISTOL)
return ACT_RUN_AIM_PISTOL_STIMULATED;
if (activity == ACT_WALK_AIM_PISTOL)

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@ -117,12 +117,12 @@ int COMBINE_AE_ALTFIRE;
//Activity ACT_COMBINE_WALKING_AR2;
//Activity ACT_COMBINE_STANDING_SHOTGUN;
//Activity ACT_COMBINE_CROUCHING_SHOTGUN;
#ifndef SHARED_COMBINE_ACTIVITIES
#if !SHARED_COMBINE_ACTIVITIES
Activity ACT_COMBINE_THROW_GRENADE;
#endif
Activity ACT_COMBINE_LAUNCH_GRENADE;
Activity ACT_COMBINE_BUGBAIT;
#ifndef SHARED_COMBINE_ACTIVITIES
#if !SHARED_COMBINE_ACTIVITIES
Activity ACT_COMBINE_AR2_ALTFIRE;
#endif
Activity ACT_WALK_EASY;
@ -1594,7 +1594,7 @@ Activity CNPC_Combine::NPC_TranslateActivity( Activity eNewActivity )
else
#endif
{
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
return ACT_COMBINE_THROW_GRENADE;
#else
return ( Activity )ACT_COMBINE_THROW_GRENADE;
@ -3953,12 +3953,12 @@ DECLARE_TASK( TASK_COMBINE_GET_PATH_TO_FORCED_GREN_LOS )
DECLARE_TASK( TASK_COMBINE_SET_STANDING )
//Activities
#ifndef SHARED_COMBINE_ACTIVITIES
#if !SHARED_COMBINE_ACTIVITIES
DECLARE_ACTIVITY( ACT_COMBINE_THROW_GRENADE )
#endif
DECLARE_ACTIVITY( ACT_COMBINE_LAUNCH_GRENADE )
DECLARE_ACTIVITY( ACT_COMBINE_BUGBAIT )
#ifndef SHARED_COMBINE_ACTIVITIES
#if !SHARED_COMBINE_ACTIVITIES
DECLARE_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE )
#endif
DECLARE_ACTIVITY( ACT_WALK_EASY )

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@ -1297,7 +1297,7 @@ void CFastZombie::StartTask( const Task_t *pTask )
Vector vecJumpDir;
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
|| GetActivity() == ACT_CLIMB_ALL
#endif
)
@ -1454,7 +1454,7 @@ int CFastZombie::TranslateSchedule( int scheduleType )
case SCHED_FASTZOMBIE_UNSTICK_JUMP:
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_NAVIGATION_ACTIVITIES
|| (GetActivity() >= ACT_CLIMB_ALL && GetActivity() <= ACT_CLIMB_DISMOUNT_BOTTOM)
#endif
)

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@ -99,7 +99,7 @@ END_DATADESC()
#ifdef MAPBASE
acttable_t CWeapon357::m_acttable[] =
{
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_IDLE, ACT_IDLE_REVOLVER, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_REVOLVER, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_REVOLVER, true },
@ -136,7 +136,7 @@ acttable_t CWeapon357::m_acttable[] =
//
// Readiness activities (not aiming)
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_PISTOL_STIMULATED, false },
#else
@ -146,7 +146,7 @@ acttable_t CWeapon357::m_acttable[] =
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_WALK_RELAXED, ACT_WALK_PISTOL_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_PISTOL_STIMULATED, false },
#else
@ -156,7 +156,7 @@ acttable_t CWeapon357::m_acttable[] =
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN_RELAXED, ACT_RUN_PISTOL_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_PISTOL_STIMULATED, false },
#else
@ -194,14 +194,14 @@ acttable_t CWeapon357::m_acttable[] =
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_REVOLVER_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_REVOLVER_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_REVOLVER, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_REVOLVER, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_REVOLVER, false },

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@ -44,7 +44,7 @@ acttable_t CWeaponAlyxGun::m_acttable[] =
#endif
// Readiness activities (not aiming)
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_PISTOL_STIMULATED, false },
#else
@ -54,7 +54,7 @@ acttable_t CWeaponAlyxGun::m_acttable[] =
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_WALK_RELAXED, ACT_WALK_PISTOL_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_PISTOL_STIMULATED, false },
#else
@ -64,7 +64,7 @@ acttable_t CWeaponAlyxGun::m_acttable[] =
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN_RELAXED, ACT_RUN_PISTOL_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_PISTOL_STIMULATED, false },
#else
@ -115,7 +115,7 @@ acttable_t CWeaponAlyxGun::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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL, false },
#endif

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@ -152,7 +152,7 @@ acttable_t CWeaponAnnabelle::m_acttable[] =
{ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN, false },
#endif

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@ -157,12 +157,12 @@ acttable_t CWeaponAR2::m_acttable[] =
// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_AR2_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_AR2_MED, false },
@ -181,7 +181,7 @@ acttable_t CWeaponAR2::m_acttable[] =
{ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2, false },
#endif

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@ -100,7 +100,7 @@ acttable_t CWeaponBugBait::m_acttable[] =
{ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE, false },
#endif

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@ -23,7 +23,7 @@ acttable_t CWeaponCitizenPackage::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_PACKAGE, false },
{ ACT_WALK, ACT_WALK_PACKAGE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN, ACT_RUN_PACKAGE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_PACKAGE, false },
@ -77,7 +77,7 @@ acttable_t CWeaponCitizenSuitcase::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_SUITCASE, false },
{ ACT_WALK, ACT_WALK_SUITCASE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN, ACT_RUN_SUITCASE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_SUITCASE, false },

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@ -639,7 +639,7 @@ END_DATADESC()
#ifdef MAPBASE
acttable_t CWeaponCrossbow::m_acttable[] =
{
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_CROSSBOW, true },
{ ACT_RELOAD, ACT_RELOAD_CROSSBOW, true },
{ ACT_IDLE, ACT_IDLE_CROSSBOW, true },
@ -740,7 +740,7 @@ acttable_t CWeaponCrossbow::m_acttable[] =
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, false },
#endif
@ -754,7 +754,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW, false },
#endif

View File

@ -42,7 +42,7 @@ acttable_t CWeaponCrowbar::m_acttable[] =
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN, ACT_RUN_MELEE, false },
{ ACT_WALK, ACT_WALK_MELEE, false },
@ -60,7 +60,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_MELEE, false },
#endif

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@ -92,7 +92,7 @@ acttable_t CWeaponFrag::m_acttable[] =
{ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE, false },
#endif

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@ -1470,7 +1470,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PHYSGUN, false },
#endif

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@ -161,7 +161,7 @@ acttable_t CWeaponPistol::m_acttable[] =
// Activities ported from weapon_alyxgun below
//
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_PISTOL_STIMULATED, false },
@ -241,14 +241,14 @@ acttable_t CWeaponPistol::m_acttable[] =
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_PISTOL, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_PISTOL, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_PISTOL, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_PISTOL, true },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_PISTOL_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_PISTOL_MED, false },
@ -267,7 +267,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL, false },
#endif

View File

@ -1399,7 +1399,7 @@ PRECACHE_WEAPON_REGISTER(weapon_rpg);
acttable_t CWeaponRPG::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_RPG_LOW, false },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_RPG_LOW, false },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_RPG, false },
@ -1417,12 +1417,12 @@ acttable_t CWeaponRPG::m_acttable[] =
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true },
{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_ARM, ACT_ARM_RPG, false },
{ ACT_DISARM, ACT_DISARM_RPG, false },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_RPG_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_RPG_MED, false },
#endif
@ -1436,7 +1436,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_RPG, false },
#endif

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@ -108,7 +108,7 @@ END_DATADESC()
acttable_t CWeaponShotgun::m_acttable[] =
{
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Note that ACT_IDLE_SHOTGUN_AGITATED seems to be a stand-in for ACT_IDLE_SHOTGUN on citizens,
// but that isn't acceptable for NPCs which don't use readiness activities.
{ ACT_IDLE, ACT_IDLE_SHOTGUN, true },
@ -206,12 +206,12 @@ acttable_t CWeaponShotgun::m_acttable[] =
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_ARM, ACT_ARM_SHOTGUN, true },
{ ACT_DISARM, ACT_DISARM_SHOTGUN, true },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, false },
#endif
@ -225,7 +225,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN, false },
#endif

View File

@ -135,12 +135,12 @@ acttable_t CWeaponSMG1::m_acttable[] =
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG1_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG1_MED, false },
@ -159,7 +159,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1, false },
#endif

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@ -321,7 +321,7 @@ void CAI_GrenadeUser<BASE_NPC>::InputThrowGrenadeGestureAtTarget( inputdata_t &i
Vector vecTarget = m_hForcedGrenadeTarget->WorldSpaceCenter();
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
if (IsAltFireCapable())
{
if (this->FVisible( m_hForcedGrenadeTarget ))

View File

@ -2303,7 +2303,7 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_COVER_AR2_LOW );
#endif
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_COMBINE_THROW_GRENADE );
REGISTER_SHARED_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE );
@ -2321,7 +2321,7 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_SIGNAL_TAKECOVER );
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_IDLE_REVOLVER );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_REVOLVER );
REGISTER_SHARED_ACTIVITY( ACT_WALK_REVOLVER );
@ -2431,7 +2431,7 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_CLIMB_DISMOUNT_BOTTOM );
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK1_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_ATTACK2_MED );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_MED );
@ -2468,7 +2468,7 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_COVER_WALL_LOW_L_PISTOL );
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_PISTOL );
REGISTER_SHARED_ACTIVITY( ACT_HL2MP_WALK_SHOTGUN );

View File

@ -2180,7 +2180,7 @@ typedef enum
ACT_COVER_AR2_LOW,
#endif
#ifdef SHARED_COMBINE_ACTIVITIES
#if SHARED_COMBINE_ACTIVITIES
ACT_COMBINE_THROW_GRENADE,
ACT_COMBINE_AR2_ALTFIRE,
@ -2199,7 +2199,7 @@ typedef enum
ACT_GESTURE_SIGNAL_TAKECOVER,
#endif
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
// Revolver (357)
ACT_IDLE_REVOLVER,
ACT_IDLE_ANGRY_REVOLVER,
@ -2318,7 +2318,7 @@ typedef enum
ACT_CLIMB_DISMOUNT_BOTTOM,
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
#if EXPANDED_HL2_COVER_ACTIVITIES
// Crouch Cover Medium
ACT_RANGE_ATTACK1_MED,
ACT_RANGE_ATTACK2_MED,
@ -2357,7 +2357,7 @@ typedef enum
ACT_COVER_WALL_LOW_L_PISTOL,
#endif
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
ACT_HL2MP_WALK,
ACT_HL2MP_WALK_PISTOL,
ACT_HL2MP_WALK_SHOTGUN,

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@ -1046,11 +1046,11 @@ WeaponClass_t CBaseCombatWeapon::WeaponClassify()
Activity idleact = ActivityOverride(ACT_IDLE_ANGRY, NULL);
switch (idleact)
{
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_REVOLVER:
#endif
case ACT_IDLE_ANGRY_PISTOL: return WEPCLASS_HANDGUN;
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_CROSSBOW: // For now, crossbows are rifles
#endif
case ACT_IDLE_ANGRY_SMG1:

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@ -115,7 +115,7 @@ 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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SLAM, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SLAM, false },
#endif

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@ -81,7 +81,7 @@ acttable_t CWeaponStunStick::m_acttable[] =
#endif
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
#if EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_IDLE, ACT_IDLE_MELEE, false },
{ ACT_RUN, ACT_RUN_MELEE, false },
{ ACT_WALK, ACT_WALK_MELEE, false },
@ -97,7 +97,7 @@ acttable_t CWeaponStunStick::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
#if EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_MELEE, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_MELEE, false },
#endif

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@ -110,7 +110,7 @@ Activity CSinglePlayerAnimState::CalcMainActivity()
{
if ( speed > 0 )
{
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
if ( m_pPlayer->GetButtons() & IN_WALK )
{
idealActivity = ACT_HL2MP_WALK;
@ -148,7 +148,7 @@ void CSinglePlayerAnimState::SetPlayerAnimation( PLAYER_ANIM playerAnim )
}
else if ( playerAnim == PLAYER_ATTACK2 )
{
#ifdef EXPANDED_HL2DM_ACTIVITIES
#if EXPANDED_HL2DM_ACTIVITIES
m_iFireSequence = SelectWeightedSequence( TranslateActivity( ACT_HL2MP_GESTURE_RANGE_ATTACK2 ) );
#else
m_iFireSequence = SelectWeightedSequence( TranslateActivity( ACT_HL2MP_GESTURE_RANGE_ATTACK ) );