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Redid parts of backup activity system to support weapon act table recursion
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@ -2725,6 +2725,35 @@ bool CBaseCombatCharacter::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static Activity Weapon_BackupActivityFromList( CBaseCombatCharacter *pBCC, acttable_t *pTable, int actCount, Activity activity, bool weaponTranslationWasRequired, CBaseCombatWeapon *pWeapon )
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{
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int i = 0;
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for ( ; i < actCount; i++, pTable++ )
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{
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if ( activity == pTable->baseAct )
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{
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// Don't pick backup activities we don't actually have an animation for.
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if (!pBCC->GetModelPtr()->HaveSequenceForActivity(pTable->weaponAct))
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break;
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return (Activity)pTable->weaponAct;
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}
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}
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// We didn't succeed in finding an activity. See if we can recurse
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acttable_t *pBackupTable = CBaseCombatWeapon::GetDefaultBackupActivityList( pTable - i, actCount );
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if (pBackupTable)
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{
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return Weapon_BackupActivityFromList( pBCC, pBackupTable, actCount, activity, weaponTranslationWasRequired, pWeapon );
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}
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return activity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Uses an activity from a different weapon when the activity we were originally looking for does not exist on this character.
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// This gives NPCs and players the ability to use weapons they are otherwise unable to use.
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@ -2739,30 +2768,27 @@ Activity CBaseCombatCharacter::Weapon_BackupActivity( Activity activity, bool we
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if (!pWeapon->SupportsBackupActivity(activity))
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return activity;
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// Sometimes, a NPC is supposed to use the default activity. Return that if the weapon translation was "not required" and we have an original activity.
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// Don't do this with players.
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// UNDONE: Sometimes, a NPC is supposed to use the default activity. Return that if the weapon translation was "not required" and we have an original activity.
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/*
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if (!weaponTranslationWasRequired && GetModelPtr()->HaveSequenceForActivity(activity) && !IsPlayer())
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{
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return activity;
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}
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*/
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acttable_t *pTable = pWeapon->GetBackupActivityList();
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if (pTable)
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{
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int actCount = pWeapon->GetBackupActivityListCount();
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for ( int i = 0; i < actCount; i++, pTable++ )
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if (!pTable)
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{
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if ( activity == pTable->baseAct )
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{
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// Don't pick backup activities we don't actually have an animation for.
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if (GetModelPtr() ? !GetModelPtr()->HaveSequenceForActivity(pTable->weaponAct) : false)
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{
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return activity;
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// Look for a default list
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actCount = pWeapon->ActivityListCount();
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pTable = CBaseCombatWeapon::GetDefaultBackupActivityList( pWeapon->ActivityList(), actCount );
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}
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return (Activity)pTable->weaponAct;
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}
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}
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if (pTable && GetModelPtr())
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{
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int actCount = pWeapon->GetBackupActivityListCount();
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return Weapon_BackupActivityFromList( this, pTable, actCount, activity, weaponTranslationWasRequired, pWeapon );
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}
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return activity;
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@ -1802,20 +1802,6 @@ bool CAI_ActBusyBehavior::PlayAnimForActBusy( busyanimparts_t AnimPart )
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return false;
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: Get the busy's move activity
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//-----------------------------------------------------------------------------
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Activity CAI_ActBusyBehavior::GetMoveActivityForActBusy()
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{
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busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
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if ( !pBusyAnim )
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return m_ForcedActivity;
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return pBusyAnim->bTranslateActivity ? GetOuter()->TranslateActivity( m_ForcedActivity ) : m_ForcedActivity;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -2044,11 +2030,7 @@ void CAI_ActBusyBehavior::StartTask( const Task_t *pTask )
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// If we have a forced activity, use that. Otherwise, walk.
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if ( m_ForcedActivity != ACT_INVALID && m_ForcedActivity != ACT_RESET )
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{
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#ifdef MAPBASE
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GetNavigator()->SetMovementActivity( GetMoveActivityForActBusy() );
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#else
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GetNavigator()->SetMovementActivity( m_ForcedActivity );
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#endif
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// Cover is void once I move
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Forget( bits_MEMORY_INCOVER );
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@ -167,9 +167,6 @@ private:
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void NotifyBusyEnding( void );
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bool HasAnimForActBusy( int iActBusy, busyanimparts_t AnimPart );
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bool PlayAnimForActBusy( busyanimparts_t AnimPart );
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#ifdef MAPBASE
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Activity GetMoveActivityForActBusy();
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#endif
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void PlaySoundForActBusy( busyanimparts_t AnimPart );
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private:
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@ -225,6 +225,17 @@ acttable_t CWeapon357::m_acttable[] =
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IMPLEMENT_ACTTABLE( CWeapon357 );
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// Allows Weapon_BackupActivity() to access the 357's activity table.
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acttable_t *Get357Acttable()
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{
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return CWeapon357::m_acttable;
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}
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int Get357ActtableCount()
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{
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return ARRAYSIZE(CWeapon357::m_acttable);
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}
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#endif
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//-----------------------------------------------------------------------------
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@ -1100,6 +1100,11 @@ WeaponClass_t CBaseCombatWeapon::WeaponClassify()
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case ACT_IDLE_ANGRY_PISTOL: return WEPCLASS_HANDGUN;
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#if EXPANDED_HL2_WEAPON_ACTIVITIES
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case ACT_IDLE_ANGRY_CROSSBOW: // For now, crossbows are rifles
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#endif
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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case ACT_IDLE_ANGRY_AR1:
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case ACT_IDLE_ANGRY_SMG2:
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case ACT_IDLE_ANGRY_SNIPER_RIFLE:
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#endif
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case ACT_IDLE_ANGRY_SMG1:
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case ACT_IDLE_ANGRY_AR2: return WEPCLASS_RIFLE;
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@ -1134,6 +1139,18 @@ WeaponClass_t CBaseCombatWeapon::WeaponClassFromString(const char *str)
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#ifdef HL2_DLL
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extern acttable_t *GetSMG1Acttable();
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extern int GetSMG1ActtableCount();
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extern acttable_t *GetAR2Acttable();
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extern int GetAR2ActtableCount();
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extern acttable_t *GetShotgunActtable();
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extern int GetShotgunActtableCount();
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extern acttable_t *GetPistolActtable();
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extern int GetPistolActtableCount();
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extern acttable_t *Get357Acttable();
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extern int Get357ActtableCount();
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#endif
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//-----------------------------------------------------------------------------
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@ -1154,20 +1171,69 @@ bool CBaseCombatWeapon::SupportsBackupActivity(Activity activity)
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acttable_t *CBaseCombatWeapon::GetBackupActivityList()
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{
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#ifdef HL2_DLL
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return GetSMG1Acttable();
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#else
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return NULL;
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#endif
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}
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int CBaseCombatWeapon::GetBackupActivityListCount()
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{
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#ifdef HL2_DLL
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return GetSMG1ActtableCount();
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#else
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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acttable_t *CBaseCombatWeapon::GetDefaultBackupActivityList( acttable_t *pTable, int &actCount )
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{
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#ifdef HL2_DLL
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// Ensure this isn't already a default backup activity list
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if (pTable == GetSMG1Acttable() || pTable == GetPistolActtable())
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return NULL;
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// Use a backup table based on what ACT_IDLE_ANGRY is translated to
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Activity actTranslated = ACT_INVALID;
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for ( int i = 0; i < actCount; i++, pTable++ )
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{
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if ( pTable->baseAct == ACT_IDLE_ANGRY )
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{
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actTranslated = (Activity)pTable->weaponAct;
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break;
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}
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}
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if (actTranslated == ACT_INVALID)
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return NULL;
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switch (actTranslated)
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{
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#if EXPANDED_HL2_WEAPON_ACTIVITIES
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case ACT_IDLE_ANGRY_REVOLVER:
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#endif
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case ACT_IDLE_ANGRY_PISTOL:
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{
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actCount = GetPistolActtableCount();
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return GetPistolActtable();
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}
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#if EXPANDED_HL2_WEAPON_ACTIVITIES
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case ACT_IDLE_ANGRY_CROSSBOW: // For now, crossbows are rifles
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#endif
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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case ACT_IDLE_ANGRY_AR1:
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case ACT_IDLE_ANGRY_SMG2:
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case ACT_IDLE_ANGRY_SNIPER_RIFLE:
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#endif
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case ACT_IDLE_ANGRY_SMG1:
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case ACT_IDLE_ANGRY_AR2:
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case ACT_IDLE_ANGRY_SHOTGUN:
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case ACT_IDLE_ANGRY_RPG:
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{
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actCount = GetSMG1ActtableCount();
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return GetSMG1Acttable();
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}
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}
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#endif
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actCount = 0;
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return NULL;
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}
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#endif
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@ -232,6 +232,7 @@ public:
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virtual bool SupportsBackupActivity(Activity activity);
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virtual acttable_t *GetBackupActivityList();
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virtual int GetBackupActivityListCount();
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static acttable_t *GetDefaultBackupActivityList( acttable_t *pTable, int &actCount );
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#endif
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virtual void Equip( CBaseCombatCharacter *pOwner );
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