NPC Activities & Sequences: Difference between revisions
		
		
		
		
		
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A list of activities that can be performed by [[NPC]]s.    | A list of activities that can be performed by [[NPC]]s.    | ||
==Actbusy==  | == Actbusy ==  | ||
These can be used in an [[actbusy]] routine.  | These can be used in an [[actbusy]] routine.  | ||
===[[npc_citizen]]===  | === [[npc_citizen]] ===  | ||
ACT_BUSY_LEAN_LEFT  | *ACT_BUSY_LEAN_LEFT  | ||
*ACT_BUSY_LEAN_BACK  | |||
ACT_BUSY_LEAN_BACK  | *ACT_BUSY_SIT_CHAIR  | ||
*ACT_BUSY_STAND  | |||
ACT_BUSY_SIT_CHAIR  | *ACT_BUSY_QUEUE  | ||
*Cover_R  | |||
ACT_BUSY_STAND  | *Cover_L  | ||
*Coverlow_R  | |||
ACT_BUSY_QUEUE  | *Coverlow_L  | ||
*cower_Idle  | |||
Cover_R  | *D1_C01a_Mary_kneel  | ||
*D1_C03_Matt_sitground  | |||
Cover_L  | *d1_t01_BreakRoom_Sit01_Idle  | ||
*d1_t01_BreakRoom_Sit02  | |||
Coverlow_R  | *d1_t01_BreakRoom_WatchBreen  | ||
*d1_t01_BreakRoom_WatchClock_Sit  | |||
Coverlow_L  | *d1_t01_BreakRoom_WatchClock_Sit_MX  | ||
*d1_t01_Clutch_Chainlink_Idle  | |||
cower_Idle  | *d1_t02_Plaza_Sit01_Idle  | ||
*d1_t02_Plaza_Sit02  | |||
D1_C01a_Mary_kneel  | *d1_t02_Playground_Cit2_Pockets  | ||
*d1_t02_Playground_Cit1_Arms_Crossed  | |||
D1_C03_Matt_sitground  | *d1_t03_LookOutDoor  | ||
*d1_t03_LookOutWindow  | |||
d1_t01_BreakRoom_Sit01_Idle  | *d1_t03_PreRaid_Peek_Idle  | ||
*d1_t03_Sit_Bed  | |||
d1_t01_BreakRoom_Sit02  | *d1_t03_Sit_couch  | ||
*d1_t03_sit_couch_consoling  | |||
d1_t01_BreakRoom_WatchBreen  | *d1_t03_Tenements_Look_Out_Window_Idle  | ||
*d1_town05_Leon_Lean_Table_Idle  | |||
d1_t01_BreakRoom_WatchClock_Sit  | *d2_coast03_PreBattle_Scan_Skies  | ||
*d2_coast03_PreBattle_Scan_Skies02  | |||
d1_t01_BreakRoom_WatchClock_Sit_MX  | *d2_coast03_PreBattle_Scan_Skies03  | ||
*d2_coast03_PreBattle_Kneel_Idle  | |||
d1_t01_Clutch_Chainlink_Idle  | *d2_coast03_PreBattle_Stand_Look  | ||
*drinker_sit_idle  | |||
d1_t02_Plaza_Sit01_Idle  | *drinker_sit_idle_ss  | ||
*idle_alert_01  | |||
d1_t02_Plaza_Sit02  | *idle_alert_02  | ||
*idle_relaxed_01  | |||
d1_t02_Playground_Cit2_Pockets  | *idle_relaxed_02  | ||
*fear_reaction_Idle  | |||
d1_t02_Playground_Cit1_Arms_Crossed  | *food_queue_front  | ||
*laycouch1  | |||
d1_t03_LookOutDoor  | *laycouch1  | ||
*lean_back  | |||
d1_t03_LookOutWindow  | *Lean_Left  | ||
*LineIdle01  | |||
d1_t03_PreRaid_Peek_Idle  | *railing_idle  | ||
*Sit_Chair02  | |||
d1_t03_Sit_Bed  | *Sit_Chair03  | ||
*sitchairtable1  | |||
d1_t03_Sit_couch  | *sitcouch1  | ||
*sitcouchfeet1  | |||
d1_t03_sit_couch_consoling  | *sitcouchknees1  | ||
*sitccouchtv1  | |||
d1_t03_Tenements_Look_Out_Window_Idle  | |||
d1_town05_Leon_Lean_Table_Idle  | |||
d2_coast03_PreBattle_Scan_Skies  | |||
d2_coast03_PreBattle_Scan_Skies02  | |||
d2_coast03_PreBattle_Scan_Skies03  | |||
d2_coast03_PreBattle_Kneel_Idle  | |||
d2_coast03_PreBattle_Stand_Look  | |||
drinker_sit_idle  | |||
drinker_sit_idle_ss  | |||
idle_alert_01  | |||
idle_alert_02  | |||
idle_relaxed_01  | |||
idle_relaxed_02  | |||
fear_reaction_Idle  | |||
food_queue_front  | |||
laycouch1  | |||
laycouch1  | |||
lean_back  | |||
Lean_Left  | |||
LineIdle01  | |||
railing_idle  | |||
Sit_Chair02  | |||
Sit_Chair03  | |||
sitchairtable1  | |||
sitcouch1  | |||
sitcouchfeet1  | |||
sitcouchknees1  | |||
sitccouchtv1  | |||
===[[npc_combine_s]]===  | ===[[npc_combine_s]]===  | ||
*binoculars_idle  | |||
binoculars_idle  | *Cover_crouch  | ||
*Cover_crouch_B  | |||
Cover_crouch  | *Idle_Alert  | ||
*LeanWall_Right  | |||
Cover_crouch_B  | *LeanWall_Corner_Right  | ||
*LeanWall_Left  | |||
Idle_Alert  | *LeanWall_Left_B  | ||
*LeanWall_CrouchLeft_A  | |||
LeanWall_Right  | *LeanWall_CrouchLeft_B  | ||
*LeanWall_CrouchLeft_C  | |||
LeanWall_Corner_Right  | *LeanWall_CrouchLeft_D  | ||
*Signal_Advance  | |||
LeanWall_Left  | *Signal_group  | ||
LeanWall_Left_B  | |||
LeanWall_CrouchLeft_A  | |||
LeanWall_CrouchLeft_B  | |||
LeanWall_CrouchLeft_C  | |||
LeanWall_CrouchLeft_D  | |||
Signal_Advance  | |||
Signal_group  | |||
===[[npc_metropolice]]===  | ===[[npc_metropolice]]===  | ||
ACT_BUSY_STAND  | *ACT_BUSY_STAND  | ||
*Crouch_idle_pistol_A  | |||
Crouch_idle_pistol_A  | *Crouch_idle_smg1_A  | ||
*Idle_harrassidle_A  | |||
Crouch_idle_smg1_A  | |||
Idle_harrassidle_A  | |||
== Shared activities ==  | |||
<List of activities by game and NPC>  | |||
You can bind animation sequences to an activity name by using the [[$sequence]] Command in the model's [[QC file]].  | |||
=== General ===  | |||
*ACT_RESET  | |||
*ACT_IDLE  | |||
*ACT_TRANSITION  | |||
*ACT_COVER  | |||
*ACT_COVER_MED  | |||
*ACT_COVER_LOW  | |||
*ACT_WALK  | |||
*ACT_WALK_AIM  | |||
*ACT_WALK_CROUCH  | |||
*ACT_WALK_CROUCH_AIM  | |||
*ACT_RUN  | |||
*ACT_RUN_AIM  | |||
*ACT_RUN_CROUCH  | |||
*ACT_RUN_CROUCH_AIM  | |||
*ACT_RUN_PROTECTED  | |||
*ACT_SCRIPT_CUSTOM_MOVE  | |||
*ACT_RANGE_ATTACK1  | |||
*ACT_RANGE_ATTACK2  | |||
*ACT_RANGE_ATTACK1_LOW  | |||
*ACT_RANGE_ATTACK2_LOW  | |||
*ACT_DIESIMPLE  | |||
*ACT_DIEBACKWARD  | |||
*ACT_DIEFORWARD  | |||
*ACT_DIEVIOLENT  | |||
*ACT_DIERAGDOLL  | |||
*ACT_FLY  | |||
*ACT_HOVER  | |||
*ACT_GLIDE  | |||
*ACT_SWIM  | |||
*ACT_JUMP  | |||
*ACT_HOP  | |||
*ACT_LEAP  | |||
*ACT_LAND  | |||
*ACT_CLIMB_UP  | |||
*ACT_CLIMB_DOWN  | |||
*ACT_CLIMB_DISMOUNT  | |||
*ACT_SHIPLADDER_UP  | |||
*ACT_SHIPLADDER_DOWN  | |||
*ACT_STRAFE_LEFT  | |||
*ACT_STRAFE_RIGHT  | |||
*ACT_ROLL_LEFT  | |||
*ACT_ROLL_RIGHT  | |||
*ACT_TURN_LEFT  | |||
*ACT_TURN_RIGHT  | |||
*ACT_CROUCH  | |||
*ACT_CROUCHIDLE  | |||
*ACT_STAND  | |||
*ACT_USE  | |||
*ACT_SIGNAL1  | |||
*ACT_SIGNAL2  | |||
*ACT_SIGNAL3  | |||
*ACT_SIGNAL_ADVANCE  | |||
*ACT_SIGNAL_FORWARD  | |||
*ACT_SIGNAL_GROUP  | |||
*ACT_SIGNAL_HALT  | |||
*ACT_SIGNAL_LEFT  | |||
*ACT_SIGNAL_RIGHT  | |||
*ACT_SIGNAL_TAKECOVER  | |||
*ACT_LOOKBACK_RIGHT  | |||
*ACT_LOOKBACK_LEFT  | |||
*ACT_COWER  | |||
*ACT_SMALL_FLINCH  | |||
*ACT_BIG_FLINCH  | |||
*ACT_MELEE_ATTACK1  | |||
*ACT_MELEE_ATTACK2  | |||
*ACT_RELOAD  | |||
*ACT_RELOAD_LOW  | |||
*ACT_ARM  | |||
*ACT_DISARM  | |||
*ACT_PICKUP_GROUND  | |||
*ACT_PICKUP_RACK  | |||
*ACT_IDLE_ANGRY  | |||
*ACT_IDLE_RELAXED  | |||
*ACT_IDLE_STIMULATED  | |||
*ACT_IDLE_AGITATED  | |||
*ACT_WALK_RELAXED  | |||
*ACT_WALK_STIMULATED  | |||
*ACT_WALK_AGITATED  | |||
*ACT_RUN_RELAXED  | |||
*ACT_RUN_STIMULATED  | |||
*ACT_RUN_AGITATED  | |||
*ACT_IDLE_AIM_RELAXED  | |||
*ACT_IDLE_AIM_STIMULATED  | |||
*ACT_IDLE_AIM_AGITATED  | |||
*ACT_WALK_AIM_RELAXED  | |||
*ACT_WALK_AIM_STIMULATED  | |||
*ACT_WALK_AIM_AGITATED  | |||
*ACT_RUN_AIM_RELAXED  | |||
*ACT_RUN_AIM_STIMULATED  | |||
*ACT_RUN_AIM_AGITATED  | |||
*ACT_WALK_HURT  | |||
*ACT_RUN_HURT  | |||
*ACT_SPECIAL_ATTACK1  | |||
*ACT_SPECIAL_ATTACK2  | |||
*ACT_COMBAT_IDLE  | |||
*ACT_WALK_SCARED  | |||
*ACT_RUN_SCARED  | |||
*ACT_VICTORY_DANCE  | |||
*ACT_DIE_HEADSHOT  | |||
*ACT_DIE_CHESTSHOT  | |||
*ACT_DIE_GUTSHOT  | |||
*ACT_DIE_BACKSHOT  | |||
*ACT_FLINCH_HEAD  | |||
*ACT_FLINCH_CHEST  | |||
*ACT_FLINCH_STOMACH  | |||
*ACT_FLINCH_LEFTARM  | |||
*ACT_FLINCH_RIGHTARM  | |||
*ACT_FLINCH_LEFTLEG  | |||
*ACT_FLINCH_RIGHTLEG  | |||
*ACT_FLINCH_PHYSICS  | |||
*ACT_IDLE_ON_FIRE  | |||
*ACT_WALK_ON_FIRE  | |||
*ACT_RUN_ON_FIRE  | |||
*ACT_RAPPEL_LOOP  | |||
*ACT_180_LEFT  | |||
*ACT_180_RIGHT  | |||
*ACT_90_LEFT  | |||
*ACT_90_RIGHT  | |||
*ACT_STEP_LEFT  | |||
*ACT_STEP_RIGHT  | |||
*ACT_STEP_BACK  | |||
*ACT_STEP_FORE  | |||
*ACT_GESTURE_RANGE_ATTACK1  | |||
*ACT_GESTURE_RANGE_ATTACK2  | |||
*ACT_GESTURE_MELEE_ATTACK1  | |||
*ACT_GESTURE_MELEE_ATTACK2  | |||
*ACT_GESTURE_RANGE_ATTACK1_LOW  | |||
*ACT_GESTURE_RANGE_ATTACK2_LOW  | |||
*ACT_MELEE_ATTACK_SWING_GESTURE  | |||
*ACT_GESTURE_SMALL_FLINCH  | |||
*ACT_GESTURE_BIG_FLINCH  | |||
*ACT_GESTURE_FLINCH_BLAST  | |||
*ACT_GESTURE_FLINCH_HEAD  | |||
*ACT_GESTURE_FLINCH_CHEST  | |||
*ACT_GESTURE_FLINCH_STOMACH  | |||
*ACT_GESTURE_FLINCH_LEFTARM  | |||
*ACT_GESTURE_FLINCH_RIGHTARM  | |||
*ACT_GESTURE_FLINCH_LEFTLEG  | |||
*ACT_GESTURE_FLINCH_RIGHTLEG  | |||
*ACT_GESTURE_TURN_LEFT  | |||
*ACT_GESTURE_TURN_RIGHT  | |||
*ACT_GESTURE_TURN_LEFT45  | |||
*ACT_GESTURE_TURN_RIGHT45  | |||
*ACT_GESTURE_TURN_LEFT90  | |||
*ACT_GESTURE_TURN_RIGHT90  | |||
*ACT_GESTURE_TURN_LEFT45_FLAT  | |||
*ACT_GESTURE_TURN_RIGHT45_FLAT  | |||
*ACT_GESTURE_TURN_LEFT90_FLAT  | |||
*ACT_GESTURE_TURN_RIGHT90_FLAT  | |||
=== Half-Life [[monster_human_grunt]] compatibility ===  | |||
*ACT_BARNACLE_HIT  | |||
*ACT_BARNACLE_PULL  | |||
*ACT_BARNACLE_CHOMP  | |||
*ACT_BARNACLE_CHEW  | |||
*ACT_DO_NOT_DISTURB  | |||
ACT_VM_DETACH_SILENCER  | === Viewmodel ===  | ||
*ACT_VM_DRAW  | |||
*ACT_VM_HOLSTER  | |||
*ACT_VM_IDLE  | |||
*ACT_VM_FIDGET  | |||
*ACT_VM_PULLBACK  | |||
*ACT_VM_PULLBACK_HIGH  | |||
*ACT_VM_PULLBACK_LOW  | |||
*ACT_VM_THROW  | |||
*ACT_VM_PULLPIN  | |||
*ACT_VM_PRIMARYATTACK  | |||
*ACT_VM_SECONDARYATTACK  | |||
*ACT_VM_RELOAD  | |||
*ACT_VM_DRYFIRE  | |||
*ACT_VM_HITLEFT  | |||
*ACT_VM_HITLEFT2  | |||
*ACT_VM_HITRIGHT  | |||
*ACT_VM_HITRIGHT2  | |||
*ACT_VM_HITCENTER  | |||
*ACT_VM_HITCENTER2  | |||
*ACT_VM_MISSLEFT  | |||
*ACT_VM_MISSLEFT2  | |||
*ACT_VM_MISSRIGHT  | |||
*ACT_VM_MISSRIGHT2  | |||
*ACT_VM_MISSCENTER  | |||
*ACT_VM_MISSCENTER2  | |||
*ACT_VM_HAULBACK  | |||
*ACT_VM_SWINGHARD  | |||
*ACT_VM_SWINGMISS  | |||
*ACT_VM_SWINGHIT  | |||
*ACT_VM_IDLE_TO_LOWERED  | |||
*ACT_VM_IDLE_LOWERED  | |||
*ACT_VM_LOWERED_TO_IDLE  | |||
*ACT_VM_RECOIL1  | |||
*ACT_VM_RECOIL2  | |||
*ACT_VM_RECOIL3  | |||
*ACT_VM_ATTACH_SILENCER  | |||
*ACT_VM_DETACH_SILENCER  | |||
[[Category:AI]]  | [[Category:AI]]  | ||
[[Category:Modeling]]  | [[Category:Modeling]]  | ||
[[Category:Programming]]  | [[Category:Programming]]  | ||
Latest revision as of 02:15, 3 January 2009
A list of activities that can be performed by NPCs.
Actbusy
These can be used in an actbusy routine.
npc_citizen
- ACT_BUSY_LEAN_LEFT
 - ACT_BUSY_LEAN_BACK
 - ACT_BUSY_SIT_CHAIR
 - ACT_BUSY_STAND
 - ACT_BUSY_QUEUE
 - Cover_R
 - Cover_L
 - Coverlow_R
 - Coverlow_L
 - cower_Idle
 - D1_C01a_Mary_kneel
 - D1_C03_Matt_sitground
 - d1_t01_BreakRoom_Sit01_Idle
 - d1_t01_BreakRoom_Sit02
 - d1_t01_BreakRoom_WatchBreen
 - d1_t01_BreakRoom_WatchClock_Sit
 - d1_t01_BreakRoom_WatchClock_Sit_MX
 - d1_t01_Clutch_Chainlink_Idle
 - d1_t02_Plaza_Sit01_Idle
 - d1_t02_Plaza_Sit02
 - d1_t02_Playground_Cit2_Pockets
 - d1_t02_Playground_Cit1_Arms_Crossed
 - d1_t03_LookOutDoor
 - d1_t03_LookOutWindow
 - d1_t03_PreRaid_Peek_Idle
 - d1_t03_Sit_Bed
 - d1_t03_Sit_couch
 - d1_t03_sit_couch_consoling
 - d1_t03_Tenements_Look_Out_Window_Idle
 - d1_town05_Leon_Lean_Table_Idle
 - d2_coast03_PreBattle_Scan_Skies
 - d2_coast03_PreBattle_Scan_Skies02
 - d2_coast03_PreBattle_Scan_Skies03
 - d2_coast03_PreBattle_Kneel_Idle
 - d2_coast03_PreBattle_Stand_Look
 - drinker_sit_idle
 - drinker_sit_idle_ss
 - idle_alert_01
 - idle_alert_02
 - idle_relaxed_01
 - idle_relaxed_02
 - fear_reaction_Idle
 - food_queue_front
 - laycouch1
 - laycouch1
 - lean_back
 - Lean_Left
 - LineIdle01
 - railing_idle
 - Sit_Chair02
 - Sit_Chair03
 - sitchairtable1
 - sitcouch1
 - sitcouchfeet1
 - sitcouchknees1
 - sitccouchtv1
 
npc_combine_s
- binoculars_idle
 - Cover_crouch
 - Cover_crouch_B
 - Idle_Alert
 - LeanWall_Right
 - LeanWall_Corner_Right
 - LeanWall_Left
 - LeanWall_Left_B
 - LeanWall_CrouchLeft_A
 - LeanWall_CrouchLeft_B
 - LeanWall_CrouchLeft_C
 - LeanWall_CrouchLeft_D
 - Signal_Advance
 - Signal_group
 
npc_metropolice
- ACT_BUSY_STAND
 - Crouch_idle_pistol_A
 - Crouch_idle_smg1_A
 - Idle_harrassidle_A
 
<List of activities by game and NPC>
You can bind animation sequences to an activity name by using the $sequence Command in the model's QC file.
General
- ACT_RESET
 - ACT_IDLE
 - ACT_TRANSITION
 - ACT_COVER
 - ACT_COVER_MED
 - ACT_COVER_LOW
 - ACT_WALK
 - ACT_WALK_AIM
 - ACT_WALK_CROUCH
 - ACT_WALK_CROUCH_AIM
 - ACT_RUN
 - ACT_RUN_AIM
 - ACT_RUN_CROUCH
 - ACT_RUN_CROUCH_AIM
 - ACT_RUN_PROTECTED
 - ACT_SCRIPT_CUSTOM_MOVE
 - ACT_RANGE_ATTACK1
 - ACT_RANGE_ATTACK2
 - ACT_RANGE_ATTACK1_LOW
 - ACT_RANGE_ATTACK2_LOW
 - ACT_DIESIMPLE
 - ACT_DIEBACKWARD
 - ACT_DIEFORWARD
 - ACT_DIEVIOLENT
 - ACT_DIERAGDOLL
 - ACT_FLY
 - ACT_HOVER
 - ACT_GLIDE
 - ACT_SWIM
 - ACT_JUMP
 - ACT_HOP
 - ACT_LEAP
 - ACT_LAND
 - ACT_CLIMB_UP
 - ACT_CLIMB_DOWN
 - ACT_CLIMB_DISMOUNT
 - ACT_SHIPLADDER_UP
 - ACT_SHIPLADDER_DOWN
 - ACT_STRAFE_LEFT
 - ACT_STRAFE_RIGHT
 - ACT_ROLL_LEFT
 - ACT_ROLL_RIGHT
 - ACT_TURN_LEFT
 - ACT_TURN_RIGHT
 - ACT_CROUCH
 - ACT_CROUCHIDLE
 - ACT_STAND
 - ACT_USE
 - ACT_SIGNAL1
 - ACT_SIGNAL2
 - ACT_SIGNAL3
 - ACT_SIGNAL_ADVANCE
 - ACT_SIGNAL_FORWARD
 - ACT_SIGNAL_GROUP
 - ACT_SIGNAL_HALT
 - ACT_SIGNAL_LEFT
 - ACT_SIGNAL_RIGHT
 - ACT_SIGNAL_TAKECOVER
 - ACT_LOOKBACK_RIGHT
 - ACT_LOOKBACK_LEFT
 - ACT_COWER
 - ACT_SMALL_FLINCH
 - ACT_BIG_FLINCH
 - ACT_MELEE_ATTACK1
 - ACT_MELEE_ATTACK2
 - ACT_RELOAD
 - ACT_RELOAD_LOW
 - ACT_ARM
 - ACT_DISARM
 - ACT_PICKUP_GROUND
 - ACT_PICKUP_RACK
 - ACT_IDLE_ANGRY
 - ACT_IDLE_RELAXED
 - ACT_IDLE_STIMULATED
 - ACT_IDLE_AGITATED
 - ACT_WALK_RELAXED
 - ACT_WALK_STIMULATED
 - ACT_WALK_AGITATED
 - ACT_RUN_RELAXED
 - ACT_RUN_STIMULATED
 - ACT_RUN_AGITATED
 - ACT_IDLE_AIM_RELAXED
 - ACT_IDLE_AIM_STIMULATED
 - ACT_IDLE_AIM_AGITATED
 - ACT_WALK_AIM_RELAXED
 - ACT_WALK_AIM_STIMULATED
 - ACT_WALK_AIM_AGITATED
 - ACT_RUN_AIM_RELAXED
 - ACT_RUN_AIM_STIMULATED
 - ACT_RUN_AIM_AGITATED
 - ACT_WALK_HURT
 - ACT_RUN_HURT
 - ACT_SPECIAL_ATTACK1
 - ACT_SPECIAL_ATTACK2
 - ACT_COMBAT_IDLE
 - ACT_WALK_SCARED
 - ACT_RUN_SCARED
 - ACT_VICTORY_DANCE
 - ACT_DIE_HEADSHOT
 - ACT_DIE_CHESTSHOT
 - ACT_DIE_GUTSHOT
 - ACT_DIE_BACKSHOT
 - ACT_FLINCH_HEAD
 - ACT_FLINCH_CHEST
 - ACT_FLINCH_STOMACH
 - ACT_FLINCH_LEFTARM
 - ACT_FLINCH_RIGHTARM
 - ACT_FLINCH_LEFTLEG
 - ACT_FLINCH_RIGHTLEG
 - ACT_FLINCH_PHYSICS
 - ACT_IDLE_ON_FIRE
 - ACT_WALK_ON_FIRE
 - ACT_RUN_ON_FIRE
 - ACT_RAPPEL_LOOP
 - ACT_180_LEFT
 - ACT_180_RIGHT
 - ACT_90_LEFT
 - ACT_90_RIGHT
 - ACT_STEP_LEFT
 - ACT_STEP_RIGHT
 - ACT_STEP_BACK
 - ACT_STEP_FORE
 - ACT_GESTURE_RANGE_ATTACK1
 - ACT_GESTURE_RANGE_ATTACK2
 - ACT_GESTURE_MELEE_ATTACK1
 - ACT_GESTURE_MELEE_ATTACK2
 - ACT_GESTURE_RANGE_ATTACK1_LOW
 - ACT_GESTURE_RANGE_ATTACK2_LOW
 - ACT_MELEE_ATTACK_SWING_GESTURE
 - ACT_GESTURE_SMALL_FLINCH
 - ACT_GESTURE_BIG_FLINCH
 - ACT_GESTURE_FLINCH_BLAST
 - ACT_GESTURE_FLINCH_HEAD
 - ACT_GESTURE_FLINCH_CHEST
 - ACT_GESTURE_FLINCH_STOMACH
 - ACT_GESTURE_FLINCH_LEFTARM
 - ACT_GESTURE_FLINCH_RIGHTARM
 - ACT_GESTURE_FLINCH_LEFTLEG
 - ACT_GESTURE_FLINCH_RIGHTLEG
 - ACT_GESTURE_TURN_LEFT
 - ACT_GESTURE_TURN_RIGHT
 - ACT_GESTURE_TURN_LEFT45
 - ACT_GESTURE_TURN_RIGHT45
 - ACT_GESTURE_TURN_LEFT90
 - ACT_GESTURE_TURN_RIGHT90
 - ACT_GESTURE_TURN_LEFT45_FLAT
 - ACT_GESTURE_TURN_RIGHT45_FLAT
 - ACT_GESTURE_TURN_LEFT90_FLAT
 - ACT_GESTURE_TURN_RIGHT90_FLAT
 
Half-Life monster_human_grunt compatibility
- ACT_BARNACLE_HIT
 - ACT_BARNACLE_PULL
 - ACT_BARNACLE_CHOMP
 - ACT_BARNACLE_CHEW
 - ACT_DO_NOT_DISTURB
 
Viewmodel
- ACT_VM_DRAW
 - ACT_VM_HOLSTER
 - ACT_VM_IDLE
 - ACT_VM_FIDGET
 - ACT_VM_PULLBACK
 - ACT_VM_PULLBACK_HIGH
 - ACT_VM_PULLBACK_LOW
 - ACT_VM_THROW
 - ACT_VM_PULLPIN
 - ACT_VM_PRIMARYATTACK
 - ACT_VM_SECONDARYATTACK
 - ACT_VM_RELOAD
 - ACT_VM_DRYFIRE
 - ACT_VM_HITLEFT
 - ACT_VM_HITLEFT2
 - ACT_VM_HITRIGHT
 - ACT_VM_HITRIGHT2
 - ACT_VM_HITCENTER
 - ACT_VM_HITCENTER2
 - ACT_VM_MISSLEFT
 - ACT_VM_MISSLEFT2
 - ACT_VM_MISSRIGHT
 - ACT_VM_MISSRIGHT2
 - ACT_VM_MISSCENTER
 - ACT_VM_MISSCENTER2
 - ACT_VM_HAULBACK
 - ACT_VM_SWINGHARD
 - ACT_VM_SWINGMISS
 - ACT_VM_SWINGHIT
 - ACT_VM_IDLE_TO_LOWERED
 - ACT_VM_IDLE_LOWERED
 - ACT_VM_LOWERED_TO_IDLE
 - ACT_VM_RECOIL1
 - ACT_VM_RECOIL2
 - ACT_VM_RECOIL3
 - ACT_VM_ATTACH_SILENCER
 - ACT_VM_DETACH_SILENCER