@@ -55,53 +55,53 @@ PRECACHE_WEAPON_REGISTER(weapon_ar2);
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acttable_t CWeaponAR2::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
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- { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
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- { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
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- { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
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-
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- { ACT_WALK, ACT_WALK_RIFLE, true },
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-
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- // Readiness activities (not aiming)
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- { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },// never aims
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- { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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- { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },// always aims
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-
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- { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },// never aims
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- { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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- { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },// always aims
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-
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- { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },// never aims
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- { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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- { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },// always aims
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-
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- // Readiness activities (aiming)
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- { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },// never aims
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- { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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- { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },// always aims
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-
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- { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },// never aims
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- { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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- { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },// always aims
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-
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- { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },// never aims
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- { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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- { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },// always aims
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- // End readiness activities
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-
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- { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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- { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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- { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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- { ACT_RUN, ACT_RUN_RIFLE, true },
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- { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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- { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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- { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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+ { ACT_RANGE_ATTACK2, ACT_COMBINE_AR2_ALTFIRE, true }, // Shared with Soldiers and Citizens.
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+ { ACT_RELOAD, ACT_RELOAD_AR2, true },
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+ { ACT_IDLE, ACT_IDLE_AR2, true },
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+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_AR2, true },
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+
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+ { ACT_WALK, ACT_WALK_AR2, true },
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+
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+ // Readiness activities (not aiming)
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+ { ACT_IDLE_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_IDLE_STIMULATED, ACT_IDLE_AR2_STIMULATED, false },
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+ { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.
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+
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+ { ACT_WALK_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_WALK_STIMULATED, ACT_WALK_AR2_STIMULATED, false },
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+ { ACT_WALK_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.
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+
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+ { ACT_RUN_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_RUN_STIMULATED, ACT_RUN_AR2_STIMULATED, false },
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+ { ACT_RUN_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.
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+
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+ // Readiness activities (aiming)
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+ { ACT_IDLE_AIM_RELAXED, ACT_IDLE_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_AR2_STIMULATED, false },
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+ { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_AR2, false }, // Citizens only. Always aims.
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+
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+ { ACT_WALK_AIM_RELAXED, ACT_WALK_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_AR2_STIMULATED, false },
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+ { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_AR2, false }, // Citizens only. Always aims.
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+
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+ { ACT_RUN_AIM_RELAXED, ACT_RUN_AR2_RELAXED, false }, // Citizens only. Never aims.
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+ { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_AR2_STIMULATED, false },
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+ { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_AR2, false }, // Citizens only. Always aims.
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+ // End readiness activities
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+
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+ { ACT_WALK_AIM, ACT_WALK_AIM_AR2, true },
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+ { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
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+ { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
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+ { ACT_RUN, ACT_RUN_AR2, true },
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+ { ACT_RUN_AIM, ACT_RUN_AIM_AR2_STIMULATED, true }, // Exists, but only for stimulated readiness.
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+ { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, // This doesn't have unique Citizen anims.
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+ { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, // This doesn't have unique Citizen anims.
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
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- { ACT_COVER_LOW, ACT_COVER_SMG1_LOW , false }, // FIXME: hook to AR2 unique
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+ { ACT_COVER_LOW, ACT_COVER_LOW , false }, // No unique activity ID. ACT_COVER_LOW for both Citizens and Soldiers.
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
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- { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
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- { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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- { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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- // { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
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+ { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_AR2_LOW, true },
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+ { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, // No unique activity ID for both Citizens and Soldiers.
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+ { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_AR2, true },
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};
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IMPLEMENT_ACTTABLE (CWeaponAR2);
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