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Make npc_combine_s and npc_citizen utilize unused AR2 activities in models #1320

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27 changes: 26 additions & 1 deletion src/game/server/ai_activity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -403,6 +403,7 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_COMBINE_AR2_ALTFIRE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
Expand All @@ -420,11 +421,12 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );

ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );

ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );

ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
Expand All @@ -445,7 +447,9 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );

ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
Expand All @@ -457,14 +461,32 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );

ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_STIMULATED );

ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );

ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_STIMULATED );

ADD_ACTIVITY_TO_SR( ACT_WALK_AR2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2 );

ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );

ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2_STIMULATED );

ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
Expand Down Expand Up @@ -522,11 +544,14 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );

ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR2 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );

Expand Down
26 changes: 18 additions & 8 deletions src/game/server/hl2/npc_citizen17.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1843,14 +1843,24 @@ Activity CNPC_Citizen::NPC_TranslateActivity( Activity activity )

// !!!HACK - Citizens don't have the required animations for shotguns,
// so trick them into using the rifle counterparts for now (sjb)
if ( activity == ACT_RUN_AIM_SHOTGUN )
return ACT_RUN_AIM_RIFLE;
if ( activity == ACT_WALK_AIM_SHOTGUN )
return ACT_WALK_AIM_RIFLE;
if ( activity == ACT_IDLE_ANGRY_SHOTGUN )
return ACT_IDLE_ANGRY_SMG1;
if ( activity == ACT_RANGE_ATTACK_SHOTGUN_LOW )
return ACT_RANGE_ATTACK_SMG1_LOW;
switch ( activity )
{
case ACT_RUN_AIM_AR2:
activity = ACT_RUN_AIM_AR2_STIMULATED;
break;
case ACT_RUN_AIM_SHOTGUN:
activity = ACT_RUN_AIM_RIFLE;
break;
case ACT_WALK_AIM_SHOTGUN:
activity = ACT_WALK_AIM_RIFLE;
break;
case ACT_IDLE_ANGRY_SHOTGUN:
activity = ACT_IDLE_ANGRY_SMG1;
break;
case ACT_RANGE_ATTACK_SHOTGUN_LOW:
activity = ACT_RANGE_ATTACK_SMG1_LOW;
break;
}

return BaseClass::NPC_TranslateActivity( activity );
}
Expand Down
23 changes: 21 additions & 2 deletions src/game/server/hl2/npc_combine.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -94,7 +94,6 @@ int COMBINE_AE_ALTFIRE;
Activity ACT_COMBINE_THROW_GRENADE;
Activity ACT_COMBINE_LAUNCH_GRENADE;
Activity ACT_COMBINE_BUGBAIT;
Activity ACT_COMBINE_AR2_ALTFIRE;
Activity ACT_WALK_EASY;
Activity ACT_WALK_MARCH;

Expand Down Expand Up @@ -1339,6 +1338,27 @@ Activity CNPC_Combine::NPC_TranslateActivity( Activity eNewActivity )
}
}

// ugly hack for ar2 anims
switch (eNewActivity)
{
case ACT_RUN_AR2:
eNewActivity = ACT_RUN_RIFLE;
break;
case ACT_RUN_AIM_AR2:
case ACT_RUN_AIM_AR2_STIMULATED:
eNewActivity = ACT_RUN_AIM_RIFLE;
break;
case ACT_WALK_AR2:
eNewActivity = ACT_WALK_RIFLE;
break;
case ACT_WALK_AIM_AR2:
eNewActivity = ACT_WALK_AIM_RIFLE;
break;
case ACT_IDLE_ANGRY_AR2:
eNewActivity = ACT_IDLE_ANGRY;
break;
}

return BaseClass::NPC_TranslateActivity( eNewActivity );
}

Expand Down Expand Up @@ -3303,7 +3323,6 @@ DECLARE_TASK( TASK_COMBINE_SET_STANDING )
DECLARE_ACTIVITY( ACT_COMBINE_THROW_GRENADE )
DECLARE_ACTIVITY( ACT_COMBINE_LAUNCH_GRENADE )
DECLARE_ACTIVITY( ACT_COMBINE_BUGBAIT )
DECLARE_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE )
DECLARE_ACTIVITY( ACT_WALK_EASY )
DECLARE_ACTIVITY( ACT_WALK_MARCH )

Expand Down
90 changes: 45 additions & 45 deletions src/game/server/hl2/weapon_ar2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -55,53 +55,53 @@ PRECACHE_WEAPON_REGISTER(weapon_ar2);
acttable_t CWeaponAR2::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique

{ ACT_WALK, ACT_WALK_RIFLE, true },

// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims

{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims

{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims

// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims

{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims

{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities

{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_RANGE_ATTACK2, ACT_COMBINE_AR2_ALTFIRE, true }, // Shared with Soldiers and Citizens.
{ ACT_RELOAD, ACT_RELOAD_AR2, true },
{ ACT_IDLE, ACT_IDLE_AR2, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_AR2, true },

{ ACT_WALK, ACT_WALK_AR2, true },

// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_IDLE_STIMULATED, ACT_IDLE_AR2_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.

{ ACT_WALK_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_WALK_STIMULATED, ACT_WALK_AR2_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.

{ ACT_RUN_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_RUN_STIMULATED, ACT_RUN_AR2_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.

// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_AR2_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.

{ ACT_WALK_AIM_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_AR2_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.

{ ACT_RUN_AIM_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_AR2_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.
//End readiness activities

{ ACT_WALK_AIM, ACT_WALK_AIM_AR2, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
{ ACT_RUN, ACT_RUN_AR2, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_AR2_STIMULATED, true }, // Exists, but only for stimulated readiness.
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
{ ACT_COVER_LOW, ACT_COVER_LOW, false }, // No unique activity ID. ACT_COVER_LOW for both Citizens and Soldiers.
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR2_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, // No unique activity ID for both Citizens and Soldiers.
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_AR2, true },
};

IMPLEMENT_ACTTABLE(CWeaponAR2);
Expand Down
19 changes: 18 additions & 1 deletion src/game/shared/activitylist.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -532,17 +532,19 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_MELEE_ATTACK_SWING );

REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_SMG1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_PISTOL_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RANGE_AIM_AR2_LOW );

REGISTER_SHARED_ACTIVITY( ACT_COVER_PISTOL_LOW );
REGISTER_SHARED_ACTIVITY( ACT_COVER_AR2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_COVER_SMG1_LOW );

// weapon override activities
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_AR1 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
REGISTER_SHARED_ACTIVITY( ACT_COMBINE_AR2_ALTFIRE ); // ar2 energy ball
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_HMG1 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_ML );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RANGE_ATTACK_SMG1 );
Expand All @@ -558,6 +560,8 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_MELEE_ATTACK_SWING );

REGISTER_SHARED_ACTIVITY( ACT_IDLE_RIFLE );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_ANGRY_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_PISTOL );
Expand All @@ -570,6 +574,16 @@ void ActivityList_RegisterSharedActivities( void )
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SUITCASE );
REGISTER_SHARED_ACTIVITY( ACT_WALK_SUITCASE );

REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_AR2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR2_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_WALK_AR2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AR2_STIMULATED );
REGISTER_SHARED_ACTIVITY( ACT_RUN_AIM_AR2_STIMULATED );

REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG1_RELAXED );
REGISTER_SHARED_ACTIVITY( ACT_IDLE_SMG1_STIMULATED );

Expand Down Expand Up @@ -634,13 +648,16 @@ void ActivityList_RegisterSharedActivities( void )
// Reloads
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_PISTOL );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_PISTOL_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_AR2_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SMG1_LOW );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SHOTGUN );
REGISTER_SHARED_ACTIVITY( ACT_RELOAD_SHOTGUN_LOW );

REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_PISTOL );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_AR2 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_SMG1 );
REGISTER_SHARED_ACTIVITY( ACT_GESTURE_RELOAD_SHOTGUN );

Expand Down
20 changes: 20 additions & 0 deletions src/game/shared/ai_activity.h
Original file line number Diff line number Diff line change
Expand Up @@ -343,6 +343,7 @@ typedef enum
ACT_RANGE_ATTACK_AR2,
ACT_RANGE_ATTACK_AR2_LOW,
ACT_RANGE_ATTACK_AR2_GRENADE,
ACT_COMBINE_AR2_ALTFIRE, // ar2 energy ball
ACT_RANGE_ATTACK_HMG1,
ACT_RANGE_ATTACK_ML,
ACT_RANGE_ATTACK_SMG1,
Expand All @@ -365,6 +366,7 @@ typedef enum
ACT_RANGE_AIM_AR2_LOW,

ACT_COVER_PISTOL_LOW,
ACT_COVER_AR2_LOW,
ACT_COVER_SMG1_LOW,

// weapon override activities
Expand All @@ -387,7 +389,9 @@ typedef enum

ACT_IDLE_RIFLE,
ACT_IDLE_SMG1,
ACT_IDLE_AR2,
ACT_IDLE_ANGRY_SMG1,
ACT_IDLE_ANGRY_AR2,
ACT_IDLE_PISTOL,
ACT_IDLE_ANGRY_PISTOL,
ACT_IDLE_ANGRY_SHOTGUN,
Expand All @@ -400,11 +404,20 @@ typedef enum

ACT_IDLE_SMG1_RELAXED,
ACT_IDLE_SMG1_STIMULATED,
ACT_IDLE_AR2_RELAXED,
ACT_IDLE_AR2_STIMULATED,
ACT_WALK_AR2_RELAXED,
ACT_RUN_AR2_RELAXED,
ACT_WALK_AR2_STIMULATED,
ACT_RUN_AR2_STIMULATED,
ACT_WALK_RIFLE_RELAXED,
ACT_RUN_RIFLE_RELAXED,
ACT_WALK_RIFLE_STIMULATED,
ACT_RUN_RIFLE_STIMULATED,

ACT_IDLE_AIM_AR2_STIMULATED,
ACT_WALK_AIM_AR2_STIMULATED,
ACT_RUN_AIM_AR2_STIMULATED,
ACT_IDLE_AIM_RIFLE_STIMULATED,
ACT_WALK_AIM_RIFLE_STIMULATED,
ACT_RUN_AIM_RIFLE_STIMULATED,
Expand Down Expand Up @@ -441,6 +454,10 @@ typedef enum
ACT_WALK_AIM_RIFLE,
ACT_WALK_CROUCH_RIFLE,
ACT_WALK_CROUCH_AIM_RIFLE,
ACT_WALK_AR2,
ACT_WALK_AIM_AR2,
ACT_RUN_AR2,
ACT_RUN_AIM_AR2,
ACT_RUN_RIFLE,
ACT_RUN_AIM_RIFLE,
ACT_RUN_CROUCH_RIFLE,
Expand All @@ -463,12 +480,15 @@ typedef enum
ACT_RELOAD_PISTOL_LOW,
ACT_RELOAD_SMG1,
ACT_RELOAD_SMG1_LOW,
ACT_RELOAD_AR2,
ACT_RELOAD_AR2_LOW,
ACT_RELOAD_SHOTGUN,
ACT_RELOAD_SHOTGUN_LOW,

ACT_GESTURE_RELOAD,
ACT_GESTURE_RELOAD_PISTOL,
ACT_GESTURE_RELOAD_SMG1,
ACT_GESTURE_RELOAD_AR2,
ACT_GESTURE_RELOAD_SHOTGUN,

// Busy animations
Expand Down