@@ -55,53 +55,53 @@ PRECACHE_WEAPON_REGISTER(weapon_ar2);
5555acttable_t CWeaponAR2::m_acttable[] =
5656{
5757 { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
58- { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
59- { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
60- { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
61-
62- { ACT_WALK, ACT_WALK_RIFLE, true },
63-
64- // Readiness activities (not aiming)
65- { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },// never aims
66- { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
67- { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },// always aims
68-
69- { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },// never aims
70- { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
71- { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },// always aims
72-
73- { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },// never aims
74- { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
75- { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },// always aims
76-
77- // Readiness activities (aiming)
78- { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },// never aims
79- { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
80- { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },// always aims
81-
82- { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },// never aims
83- { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
84- { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },// always aims
85-
86- { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },// never aims
87- { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
88- { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },// always aims
89- // End readiness activities
90-
91- { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
92- { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
93- { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
94- { ACT_RUN, ACT_RUN_RIFLE, true },
95- { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
96- { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
97- { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
58+ { ACT_RANGE_ATTACK2, ACT_COMBINE_AR2_ALTFIRE, true }, // Shared with Soldiers and Citizens.
59+ { ACT_RELOAD, ACT_RELOAD_AR2, true },
60+ { ACT_IDLE, ACT_IDLE_AR2, true },
61+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_AR2, true },
62+
63+ { ACT_WALK, ACT_WALK_AR2, true },
64+
65+ // Readiness activities (not aiming)
66+ { ACT_IDLE_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
67+ { ACT_IDLE_STIMULATED, ACT_IDLE_AR2_STIMULATED, false },
68+ { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.
69+
70+ { ACT_WALK_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
71+ { ACT_WALK_STIMULATED, ACT_WALK_AR2_STIMULATED, false },
72+ { ACT_WALK_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.
73+
74+ { ACT_RUN_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
75+ { ACT_RUN_STIMULATED, ACT_RUN_AR2_STIMULATED, false },
76+ { ACT_RUN_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.
77+
78+ // Readiness activities (aiming)
79+ { ACT_IDLE_AIM_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
80+ { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_AR2_STIMULATED, false },
81+ { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.
82+
83+ { ACT_WALK_AIM_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
84+ { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_AR2_STIMULATED, false },
85+ { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.
86+
87+ { ACT_RUN_AIM_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
88+ { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_AR2_STIMULATED, false },
89+ { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.
90+ // End readiness activities
91+
92+ { ACT_WALK_AIM, ACT_WALK_AIM_AR2, true },
93+ { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
94+ { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
95+ { ACT_RUN, ACT_RUN_AR2, true },
96+ { ACT_RUN_AIM, ACT_RUN_AIM_AR2_STIMULATED, true }, // Exists, but only for stimulated readiness.
97+ { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
98+ { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
9899 { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
99- { ACT_COVER_LOW, ACT_COVER_SMG1_LOW , false }, // FIXME: hook to AR2 unique
100+ { ACT_COVER_LOW, ACT_COVER_LOW , false }, // No unique activity ID. ACT_COVER_LOW for both Citizens and Soldiers.
100101 { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
101- { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
102- { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
103- { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
104- // { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
102+ { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR2_LOW, true },
103+ { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, // No unique activity ID for both Citizens and Soldiers.
104+ { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_AR2, true },
105105};
106106
107107IMPLEMENT_ACTTABLE (CWeaponAR2);
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