Skip to content

Commit 5fc7f1c

Browse files
Soldiers and Citizens now use unused AR2 activities in animations
Fixes ValveSoftware/Source-1-Games#7276.
1 parent a73632c commit 5fc7f1c

File tree

1 file changed

+45
-45
lines changed

1 file changed

+45
-45
lines changed

src/game/server/hl2/weapon_ar2.cpp

Lines changed: 45 additions & 45 deletions
Original file line numberDiff line numberDiff line change
@@ -55,53 +55,53 @@ PRECACHE_WEAPON_REGISTER(weapon_ar2);
5555
acttable_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

107107
IMPLEMENT_ACTTABLE(CWeaponAR2);

0 commit comments

Comments
 (0)