Activity List: Difference between revisions

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* ACT_SIGNAL2
* ACT_SIGNAL2
* ACT_SIGNAL3
* ACT_SIGNAL3
===Squad handsignals===
==Squad handsignals==
* ACT_SIGNAL_ADVANCE
* ACT_SIGNAL_ADVANCE
* ACT_SIGNAL_FORWARD
* ACT_SIGNAL_FORWARD
Line 63: Line 63:
* ACT_SIGNAL_RIGHT
* ACT_SIGNAL_RIGHT
* ACT_SIGNAL_TAKECOVER
* ACT_SIGNAL_TAKECOVER
===Combat===
==Combat==
* ACT_LOOKBACK_RIGHT— look back over shoulder without turning around.
* ACT_LOOKBACK_RIGHT— look back over shoulder without turning around.
* ACT_LOOKBACK_LEFT
* ACT_LOOKBACK_LEFT
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* ACT_PICKUP_RACK— pick up something from a rack or shelf in front of you.
* ACT_PICKUP_RACK— pick up something from a rack or shelf in front of you.
* ACT_IDLE_ANGRY— FIXME: being used as an combat ready idle?  alternate idle animation in which the monster is clearly agitated. (loop)
* ACT_IDLE_ANGRY— FIXME: being used as an combat ready idle?  alternate idle animation in which the monster is clearly agitated. (loop)
===Idle===
==Idle==
* ACT_IDLE_RELAXED
* ACT_IDLE_RELAXED
* ACT_IDLE_STIMULATED
* ACT_IDLE_STIMULATED
* ACT_IDLE_AGITATED
* ACT_IDLE_AGITATED
* ACT_COMBAT_IDLE— FIXME: unused?  agitated idle.
* ACT_COMBAT_IDLE— FIXME: unused?  agitated idle.
===Walk===
==Walk==
* ACT_WALK_RELAXED
* ACT_WALK_RELAXED
* ACT_WALK_STIMULATED
* ACT_WALK_STIMULATED
* ACT_WALK_AGITATED
* ACT_WALK_AGITATED
===Run===
==Run==
* ACT_RUN_RELAXED
* ACT_RUN_RELAXED
* ACT_RUN_STIMULATED
* ACT_RUN_STIMULATED
* ACT_RUN_AGITATED
* ACT_RUN_AGITATED
===Idle Aim===
==Idle Aim==
* ACT_IDLE_AIM_RELAXED
* ACT_IDLE_AIM_RELAXED
* ACT_IDLE_AIM_STIMULATED
* ACT_IDLE_AIM_STIMULATED
* ACT_IDLE_AIM_AGITATED
* ACT_IDLE_AIM_AGITATED
===Walk Aim===
==Walk Aim==
* ACT_WALK_AIM_RELAXED
* ACT_WALK_AIM_RELAXED
* ACT_WALK_AIM_STIMULATED
* ACT_WALK_AIM_STIMULATED
* ACT_WALK_AIM_AGITATED
* ACT_WALK_AIM_AGITATED
===Run Aim===
==Run Aim==
* ACT_RUN_AIM_RELAXED
* ACT_RUN_AIM_RELAXED
* ACT_RUN_AIM_STIMULATED
* ACT_RUN_AIM_STIMULATED
* ACT_RUN_AIM_AGITATED
* ACT_RUN_AIM_AGITATED
===Hurt===
==Hurt==
* ACT_WALK_HURT— limp  (loop)
* ACT_WALK_HURT— limp  (loop)
* ACT_RUN_HURT— limp  (loop)
* ACT_RUN_HURT— limp  (loop)
===Attack===
==Attack==
* ACT_SPECIAL_ATTACK1— very monster specific special attacks.
* ACT_SPECIAL_ATTACK1— very monster specific special attacks.
* ACT_SPECIAL_ATTACK2
* ACT_SPECIAL_ATTACK2
===Scared===
==Scared==
* ACT_WALK_SCARED
* ACT_WALK_SCARED
* ACT_RUN_SCARED
* ACT_RUN_SCARED


===Die===
==Die==
* ACT_DIE_HEADSHOT— die hit in head.  
* ACT_DIE_HEADSHOT— die hit in head.  
* ACT_DIE_CHESTSHOT— die hit in chest
* ACT_DIE_CHESTSHOT— die hit in chest
* ACT_DIE_GUTSHOT— die hit in gut
* ACT_DIE_GUTSHOT— die hit in gut
* ACT_DIE_BACKSHOT— die hit in back
* ACT_DIE_BACKSHOT— die hit in back
===Flinch===
==Flinch==
* ACT_FLINCH_HEAD
* ACT_FLINCH_HEAD
* ACT_FLINCH_CHEST
* ACT_FLINCH_CHEST
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* ACT_FLINCH_RIGHTLEG
* ACT_FLINCH_RIGHTLEG
* ACT_FLINCH_PHYSICS
* ACT_FLINCH_PHYSICS
===Burning===
==Burning==
* ACT_IDLE_ON_FIRE— ON FIRE animations
* ACT_IDLE_ON_FIRE— ON FIRE animations
* ACT_WALK_ON_FIRE
* ACT_WALK_ON_FIRE
* ACT_RUN_ON_FIRE
* ACT_RUN_ON_FIRE
===Turn===
==Turn==
* ACT_180_LEFT— 180 degree left turn
* ACT_180_LEFT— 180 degree left turn
* ACT_180_RIGHT
* ACT_180_RIGHT
* ACT_90_LEFT— 90 degree turns
* ACT_90_LEFT— 90 degree turns
* ACT_90_RIGHT
* ACT_90_RIGHT
===Walk===
==Walk==
* ACT_STEP_LEFT— Single steps
* ACT_STEP_LEFT— Single steps
* ACT_STEP_RIGHT
* ACT_STEP_RIGHT
* ACT_STEP_BACK
* ACT_STEP_BACK
* ACT_STEP_FORE
* ACT_STEP_FORE
===Gestures===
==Gestures==
====Attack====
==Attack==
* ACT_GESTURE_RANGE_ATTACK1
* ACT_GESTURE_RANGE_ATTACK1
* ACT_GESTURE_RANGE_ATTACK2
* ACT_GESTURE_RANGE_ATTACK2
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* ACT_GESTURE_RANGE_ATTACK2_LOW— FIXME: not used yet crouched versions of the range attack
* ACT_GESTURE_RANGE_ATTACK2_LOW— FIXME: not used yet crouched versions of the range attack
* ACT_MELEE_ATTACK_SWING_GESTURE
* ACT_MELEE_ATTACK_SWING_GESTURE
===Flinch===
==Flinch==
* ACT_GESTURE_SMALL_FLINCH
* ACT_GESTURE_SMALL_FLINCH
* ACT_GESTURE_BIG_FLINCH
* ACT_GESTURE_BIG_FLINCH
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* ACT_GESTURE_FLINCH_LEFTLEG
* ACT_GESTURE_FLINCH_LEFTLEG
* ACT_GESTURE_FLINCH_RIGHTLEG
* ACT_GESTURE_FLINCH_RIGHTLEG
===Turn===
==Turn==
* ACT_GESTURE_TURN_LEFT
* ACT_GESTURE_TURN_LEFT
* ACT_GESTURE_TURN_RIGHT
* ACT_GESTURE_TURN_RIGHT
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* ACT_GESTURE_TURN_LEFT90_FLAT
* ACT_GESTURE_TURN_LEFT90_FLAT
* ACT_GESTURE_TURN_RIGHT90_FLAT
* ACT_GESTURE_TURN_RIGHT90_FLAT
===Barnacle===
==Barnacle==
HALF-LIFE 1 compatability stuff goes here. Temporary!
HALF-LIFE 1 compatability stuff goes here. Temporary!
* ACT_BARNACLE_HIT— barnacle tongue hits a monster
* ACT_BARNACLE_HIT— barnacle tongue hits a monster
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* ACT_BARNACLE_CHOMP— barnacle latches on to the monster
* ACT_BARNACLE_CHOMP— barnacle latches on to the monster
* ACT_BARNACLE_CHEW— barnacle is holding the monster in its mouth ( loop )
* ACT_BARNACLE_CHEW— barnacle is holding the monster in its mouth ( loop )
===Miscellaneous===
==Miscellaneous==
* ACT_RAPPEL_LOOP— Rappel down a rope!
* ACT_RAPPEL_LOOP— Rappel down a rope!
* ACT_VICTORY_DANCE— killed a player do a victory dance.
* ACT_VICTORY_DANCE— killed a player do a victory dance.
* ACT_DO_NOT_DISTURB
* ACT_DO_NOT_DISTURB
**Sometimes you just want to set an NPC's sequence to a sequence that doesn't actually have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity is though. So if you set ideal activity to DO_NOT_DISTURB the AI will not interfere with the NPC's current sequence. (SJB)
**Sometimes you just want to set an NPC's sequence to a sequence that doesn't actually have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity is though. So if you set ideal activity to DO_NOT_DISTURB the AI will not interfere with the NPC's current sequence. (SJB)
===Viewmodel===
==Viewmodel==
* ACT_VM_DRAW
* ACT_VM_DRAW
* ACT_VM_HOLSTER
* ACT_VM_HOLSTER
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* ACT_VM_ATTACH_SILENCER
* ACT_VM_ATTACH_SILENCER
* ACT_VM_DETACH_SILENCER
* ACT_VM_DETACH_SILENCER
==HL2==
=HL2=
===Basic Attacks===
==Basic Attacks==
* ACT_RANGE_ATTACK_AR1
* ACT_RANGE_ATTACK_AR1
* ACT_RANGE_ATTACK_AR2
* ACT_RANGE_ATTACK_AR2
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* ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE
* ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE
* ACT_GESTURE_MELEE_ATTACK_SWING
* ACT_GESTURE_MELEE_ATTACK_SWING
===Slam===
==Slam==
* ACT_SLAM_STICKWALL_IDLE
* ACT_SLAM_STICKWALL_IDLE
* ACT_SLAM_STICKWALL_ND_IDLE
* ACT_SLAM_STICKWALL_ND_IDLE
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* ACT_SLAM_DETONATOR_STICKWALL_DRAW
* ACT_SLAM_DETONATOR_STICKWALL_DRAW
* ACT_SLAM_DETONATOR_THROW_DRAW
* ACT_SLAM_DETONATOR_THROW_DRAW
===Shotgun===
==Shotgun==
* ACT_SHOTGUN_RELOAD_START
* ACT_SHOTGUN_RELOAD_START
* ACT_SHOTGUN_RELOAD_FINISH
* ACT_SHOTGUN_RELOAD_FINISH
* ACT_SHOTGUN_PUMP
* ACT_SHOTGUN_PUMP
===SMG2===
==SMG2==
* ACT_SMG2_IDLE2
* ACT_SMG2_IDLE2
* ACT_SMG2_FIRE2
* ACT_SMG2_FIRE2
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* ACT_SMG2_TOAUTO
* ACT_SMG2_TOAUTO
* ACT_SMG2_TOBURST
* ACT_SMG2_TOBURST
===Physcannon===
==Physcannon==
* ACT_PHYSCANNON_UPGRADE
* ACT_PHYSCANNON_UPGRADE
* ACT_PHYSCANNON_DETACH— An activity to be played if we're picking this up with the physcannon
* ACT_PHYSCANNON_DETACH— An activity to be played if we're picking this up with the physcannon
===Idle===
==Idle==
* ACT_IDLE_RIFLE
* ACT_IDLE_RIFLE
* ACT_IDLE_SMG1
* ACT_IDLE_SMG1
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* ACT_IDLE_SHOTGUN_AGITATED
* ACT_IDLE_SHOTGUN_AGITATED
* ACT_IDLE_AIM_RIFLE_STIMULATED
* ACT_IDLE_AIM_RIFLE_STIMULATED
===Walk===
==Walk==
* ACT_WALK_AIM_RIFLE_STIMULATED
* ACT_WALK_AIM_RIFLE_STIMULATED
* ACT_WALK_AIM_SHOTGUN
* ACT_WALK_AIM_SHOTGUN
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* ACT_WALK_CROUCH_AIM_RIFLE
* ACT_WALK_CROUCH_AIM_RIFLE
* ACT_WALK_AIM_PISTOL
* ACT_WALK_AIM_PISTOL
===Run===
==Run==
* ACT_RUN_RIFLE_RELAXED
* ACT_RUN_RIFLE_RELAXED
* ACT_RUN_RIFLE_STIMULATED
* ACT_RUN_RIFLE_STIMULATED
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* ACT_RUN_AIM_PISTOL
* ACT_RUN_AIM_PISTOL
* ACT_RUN_CROUCH_AIM_RIFLE
* ACT_RUN_CROUCH_AIM_RIFLE
===Policing===
==Policing==
* ACT_WALK_ANGRY
* ACT_WALK_ANGRY
* ACT_POLICE_HARASS1
* ACT_POLICE_HARASS1
* ACT_POLICE_HARASS2
* ACT_POLICE_HARASS2
===Manned guns===
==Manned guns==
* ACT_IDLE_MANNEDGUN
* ACT_IDLE_MANNEDGUN
===Melee weapon===
==Melee weapon==
* ACT_IDLE_MELEE
* ACT_IDLE_MELEE
* ACT_IDLE_ANGRY_MELEE
* ACT_IDLE_ANGRY_MELEE
===RPG===
==RPG==
* ACT_IDLE_RPG_RELAXED
* ACT_IDLE_RPG_RELAXED
* ACT_IDLE_RPG  
* ACT_IDLE_RPG  
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* ACT_WALK_RPG_RELAXED  
* ACT_WALK_RPG_RELAXED  
* ACT_RUN_RPG_RELAXED  
* ACT_RUN_RPG_RELAXED  
===Reloads===
==Reloads==
* ACT_RELOAD_PISTOL
* ACT_RELOAD_PISTOL
* ACT_RELOAD_PISTOL_LOW
* ACT_RELOAD_PISTOL_LOW
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* ACT_GESTURE_RELOAD_PISTOL
* ACT_GESTURE_RELOAD_PISTOL
* ACT_GESTURE_RELOAD_SMG1
* ACT_GESTURE_RELOAD_SMG1
===Actbusy===
==Actbusy==
* ACT_BUSY_LEAN_LEFT
* ACT_BUSY_LEAN_LEFT
* ACT_BUSY_LEAN_LEFT_ENTRY
* ACT_BUSY_LEAN_LEFT_ENTRY
Line 398: Line 398:
* ACT_BUSY_STAND
* ACT_BUSY_STAND
* ACT_BUSY_QUEUE
* ACT_BUSY_QUEUE
===Barnacle===
==Barnacle==
* ACT_DIE_BARNACLE_SWALLOW— being swallowed by a barnacle
* ACT_DIE_BARNACLE_SWALLOW— being swallowed by a barnacle
* ACT_GESTURE_BARNACLE_STRANGLE— being lifted by a barnacle
* ACT_GESTURE_BARNACLE_STRANGLE— being lifted by a barnacle
===Death===
==Death==
* ACT_DIE_FRONTSIDE
* ACT_DIE_FRONTSIDE
* ACT_DIE_RIGHTSIDE
* ACT_DIE_RIGHTSIDE
* ACT_DIE_BACKSIDE
* ACT_DIE_BACKSIDE
* ACT_DIE_LEFTSIDE
* ACT_DIE_LEFTSIDE
===Miscellaneous===
==Miscellaneous==
* ACT_OPEN_DOOR
* ACT_OPEN_DOOR



Revision as of 23:06, 27 January 2006

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This is the activity list found in ai_activity.h

Base Activities

  • ACT_INVALID— So we have something more succint to check for than '-1'
  • ACT_RESET— Set m_Activity to this invalid value to force a reset to m_IdealActivity
  • ACT_IDLE
  • ACT_TRANSITION
  • ACT_COVER— FIXME: obsolete? redundant with ACT_COVER_LOW?
  • ACT_COVER_MED— FIXME: unsupported?
  • ACT_COVER_LOW— FIXME: rename ACT_IDLE_CROUCH?
  • 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— FIXME: not used yet crouched versions of the range attack
  • ACT_RANGE_ATTACK2_LOW— FIXME: not used yet crouched versions of the range attack
  • ACT_DIESIMPLE
  • ACT_DIEBACKWARD
  • ACT_DIEFORWARD
  • ACT_DIEVIOLENT
  • ACT_DIERAGDOLL
  • ACT_FLY— Fly (and flap if appropriate)
  • ACT_HOVER
  • ACT_GLIDE
  • ACT_SWIM
  • ACT_JUMP
  • ACT_HOP— vertical jump
  • ACT_LEAP— long forward jump
  • 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— tuck and roll left
  • ACT_ROLL_RIGHT— tuck and roll right
  • ACT_TURN_LEFT— turn quickly left (stationary)
  • ACT_TURN_RIGHT— turn quickly right (stationary)
  • ACT_CROUCH— FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
  • ACT_CROUCHIDLE— FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
  • ACT_STAND— FIXME: obsolete? should be transition (the act of standing from a crouched position)
  • ACT_USE
  • ACT_SIGNAL1
  • ACT_SIGNAL2
  • ACT_SIGNAL3

Squad handsignals

  • ACT_SIGNAL_ADVANCE
  • ACT_SIGNAL_FORWARD
  • ACT_SIGNAL_GROUP
  • ACT_SIGNAL_HALT
  • ACT_SIGNAL_LEFT
  • ACT_SIGNAL_RIGHT
  • ACT_SIGNAL_TAKECOVER

Combat

  • ACT_LOOKBACK_RIGHT— look back over shoulder without turning around.
  • ACT_LOOKBACK_LEFT
  • ACT_COWER— FIXME: unused should be more extreme version of crouching
  • ACT_SMALL_FLINCH— FIXME: needed? shouldn't flinching be down with overlays?
  • ACT_BIG_FLINCH
  • ACT_MELEE_ATTACK1
  • ACT_MELEE_ATTACK2
  • ACT_RELOAD
  • ACT_RELOAD_LOW
  • ACT_ARM— pull out gun for instance
  • ACT_DISARM— reholster gun
  • ACT_PICKUP_GROUND— pick up something in front of you on the ground
  • ACT_PICKUP_RACK— pick up something from a rack or shelf in front of you.
  • ACT_IDLE_ANGRY— FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)

Idle

  • ACT_IDLE_RELAXED
  • ACT_IDLE_STIMULATED
  • ACT_IDLE_AGITATED
  • ACT_COMBAT_IDLE— FIXME: unused? agitated idle.

Walk

  • ACT_WALK_RELAXED
  • ACT_WALK_STIMULATED
  • ACT_WALK_AGITATED

Run

  • ACT_RUN_RELAXED
  • ACT_RUN_STIMULATED
  • ACT_RUN_AGITATED

Idle Aim

  • ACT_IDLE_AIM_RELAXED
  • ACT_IDLE_AIM_STIMULATED
  • ACT_IDLE_AIM_AGITATED

Walk Aim

  • ACT_WALK_AIM_RELAXED
  • ACT_WALK_AIM_STIMULATED
  • ACT_WALK_AIM_AGITATED

Run Aim

  • ACT_RUN_AIM_RELAXED
  • ACT_RUN_AIM_STIMULATED
  • ACT_RUN_AIM_AGITATED

Hurt

  • ACT_WALK_HURT— limp (loop)
  • ACT_RUN_HURT— limp (loop)

Attack

  • ACT_SPECIAL_ATTACK1— very monster specific special attacks.
  • ACT_SPECIAL_ATTACK2

Scared

  • ACT_WALK_SCARED
  • ACT_RUN_SCARED

Die

  • ACT_DIE_HEADSHOT— die hit in head.
  • ACT_DIE_CHESTSHOT— die hit in chest
  • ACT_DIE_GUTSHOT— die hit in gut
  • ACT_DIE_BACKSHOT— die hit in back

Flinch

  • ACT_FLINCH_HEAD
  • ACT_FLINCH_CHEST
  • ACT_FLINCH_STOMACH
  • ACT_FLINCH_LEFTARM
  • ACT_FLINCH_RIGHTARM
  • ACT_FLINCH_LEFTLEG
  • ACT_FLINCH_RIGHTLEG
  • ACT_FLINCH_PHYSICS

Burning

  • ACT_IDLE_ON_FIRE— ON FIRE animations
  • ACT_WALK_ON_FIRE
  • ACT_RUN_ON_FIRE

Turn

  • ACT_180_LEFT— 180 degree left turn
  • ACT_180_RIGHT
  • ACT_90_LEFT— 90 degree turns
  • ACT_90_RIGHT

Walk

  • ACT_STEP_LEFT— Single steps
  • ACT_STEP_RIGHT
  • ACT_STEP_BACK
  • ACT_STEP_FORE

Gestures

Attack

  • ACT_GESTURE_RANGE_ATTACK1
  • ACT_GESTURE_RANGE_ATTACK2
  • ACT_GESTURE_MELEE_ATTACK1
  • ACT_GESTURE_MELEE_ATTACK2
  • ACT_GESTURE_RANGE_ATTACK1_LOW— FIXME: not used yet crouched versions of the range attack
  • ACT_GESTURE_RANGE_ATTACK2_LOW— FIXME: not used yet crouched versions of the range attack
  • ACT_MELEE_ATTACK_SWING_GESTURE

Flinch

  • 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

Turn

  • 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

Barnacle

HALF-LIFE 1 compatability stuff goes here. Temporary!

  • ACT_BARNACLE_HIT— barnacle tongue hits a monster
  • ACT_BARNACLE_PULL— barnacle is lifting the monster ( loop )
  • ACT_BARNACLE_CHOMP— barnacle latches on to the monster
  • ACT_BARNACLE_CHEW— barnacle is holding the monster in its mouth ( loop )

Miscellaneous

  • ACT_RAPPEL_LOOP— Rappel down a rope!
  • ACT_VICTORY_DANCE— killed a player do a victory dance.
  • ACT_DO_NOT_DISTURB
    • Sometimes you just want to set an NPC's sequence to a sequence that doesn't actually have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity is though. So if you set ideal activity to DO_NOT_DISTURB the AI will not interfere with the NPC's current sequence. (SJB)

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— fire
  • ACT_VM_SECONDARYATTACK— alt. fire
  • ACT_VM_RELOAD
  • ACT_VM_DRYFIRE— fire with no ammo loaded.
  • ACT_VM_HITLEFT— bludgeon swing to left - hit (primary attk)
  • ACT_VM_HITLEFT2— bludgeon swing to left - hit (secondary attk)
  • ACT_VM_HITRIGHT— bludgeon swing to right - hit (primary attk)
  • ACT_VM_HITRIGHT2— bludgeon swing to right - hit (secondary attk)
  • ACT_VM_HITCENTER— bludgeon swing center - hit (primary attk)
  • ACT_VM_HITCENTER2— bludgeon swing center - hit (secondary attk)
  • ACT_VM_MISSLEFT— bludgeon swing to left - miss (primary attk)
  • ACT_VM_MISSLEFT2— bludgeon swing to left - miss (secondary attk)
  • ACT_VM_MISSRIGHT— bludgeon swing to right - miss (primary attk)
  • ACT_VM_MISSRIGHT2— bludgeon swing to right - miss (secondary attk)
  • ACT_VM_MISSCENTER— bludgeon swing center - miss (primary attk)
  • ACT_VM_MISSCENTER2— bludgeon swing center - miss (secondary attk)
  • ACT_VM_HAULBACK— bludgeon haul the weapon back for a hard strike (secondary attk)
  • ACT_VM_SWINGHARD— bludgeon release the hard strike (secondary attk)
  • 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

HL2

Basic Attacks

  • ACT_RANGE_ATTACK_AR1
  • ACT_RANGE_ATTACK_AR2
  • ACT_RANGE_ATTACK_AR2_LOW
  • ACT_RANGE_ATTACK_AR2_GRENADE
  • ACT_RANGE_ATTACK_HMG1
  • ACT_RANGE_ATTACK_ML
  • ACT_RANGE_ATTACK_SMG1
  • ACT_RANGE_ATTACK_SMG1_LOW
  • ACT_RANGE_ATTACK_SMG2
  • ACT_RANGE_ATTACK_SHOTGUN
  • ACT_RANGE_ATTACK_SHOTGUN_LOW
  • ACT_RANGE_ATTACK_PISTOL
  • ACT_RANGE_ATTACK_PISTOL_LOW
  • ACT_RANGE_ATTACK_SLAM
  • ACT_RANGE_ATTACK_TRIPWIRE
  • ACT_RANGE_ATTACK_THROW
  • ACT_RANGE_ATTACK_SNIPER_RIFLE
  • ACT_RANGE_ATTACK_RPG
  • ACT_MELEE_ATTACK_SWING
  • ACT_RANGE_AIM_LOW
  • ACT_RANGE_AIM_SMG1_LOW
  • ACT_RANGE_AIM_PISTOL_LOW
  • ACT_RANGE_AIM_AR2_LOW
  • ACT_COVER_PISTOL_LOW
  • ACT_COVER_SMG1_LOW
  • ACT_GESTURE_RANGE_ATTACK_AR1
  • ACT_GESTURE_RANGE_ATTACK_AR2
  • ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE
  • ACT_GESTURE_RANGE_ATTACK_HMG1
  • ACT_GESTURE_RANGE_ATTACK_ML
  • ACT_GESTURE_RANGE_ATTACK_SMG1
  • ACT_GESTURE_RANGE_ATTACK_SMG1_LOW
  • ACT_GESTURE_RANGE_ATTACK_SMG2
  • ACT_GESTURE_RANGE_ATTACK_SHOTGUN
  • ACT_GESTURE_RANGE_ATTACK_PISTOL
  • ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW
  • ACT_GESTURE_RANGE_ATTACK_SLAM
  • ACT_GESTURE_RANGE_ATTACK_TRIPWIRE
  • ACT_GESTURE_RANGE_ATTACK_THROW
  • ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE
  • ACT_GESTURE_MELEE_ATTACK_SWING

Slam

  • ACT_SLAM_STICKWALL_IDLE
  • ACT_SLAM_STICKWALL_ND_IDLE
  • ACT_SLAM_STICKWALL_ATTACH
  • ACT_SLAM_STICKWALL_ATTACH2
  • ACT_SLAM_STICKWALL_ND_ATTACH
  • ACT_SLAM_STICKWALL_ND_ATTACH2
  • ACT_SLAM_STICKWALL_DETONATE
  • ACT_SLAM_STICKWALL_DETONATOR_HOLSTER
  • ACT_SLAM_STICKWALL_DRAW
  • ACT_SLAM_STICKWALL_ND_DRAW
  • ACT_SLAM_STICKWALL_TO_THROW
  • ACT_SLAM_STICKWALL_TO_THROW_ND
  • ACT_SLAM_STICKWALL_TO_TRIPMINE_ND
  • ACT_SLAM_THROW_IDLE
  • ACT_SLAM_THROW_ND_IDLE
  • ACT_SLAM_THROW_THROW
  • ACT_SLAM_THROW_THROW2
  • ACT_SLAM_THROW_THROW_ND
  • ACT_SLAM_THROW_THROW_ND2
  • ACT_SLAM_THROW_DRAW
  • ACT_SLAM_THROW_ND_DRAW
  • ACT_SLAM_THROW_TO_STICKWALL
  • ACT_SLAM_THROW_TO_STICKWALL_ND
  • ACT_SLAM_THROW_DETONATE
  • ACT_SLAM_THROW_DETONATOR_HOLSTER
  • ACT_SLAM_THROW_TO_TRIPMINE_ND
  • ACT_SLAM_TRIPMINE_IDLE
  • ACT_SLAM_TRIPMINE_DRAW
  • ACT_SLAM_TRIPMINE_ATTACH
  • ACT_SLAM_TRIPMINE_ATTACH2
  • ACT_SLAM_TRIPMINE_TO_STICKWALL_ND
  • ACT_SLAM_TRIPMINE_TO_THROW_ND
  • ACT_SLAM_DETONATOR_IDLE
  • ACT_SLAM_DETONATOR_DRAW
  • ACT_SLAM_DETONATOR_DETONATE
  • ACT_SLAM_DETONATOR_HOLSTER
  • ACT_SLAM_DETONATOR_STICKWALL_DRAW
  • ACT_SLAM_DETONATOR_THROW_DRAW

Shotgun

  • ACT_SHOTGUN_RELOAD_START
  • ACT_SHOTGUN_RELOAD_FINISH
  • ACT_SHOTGUN_PUMP

SMG2

  • ACT_SMG2_IDLE2
  • ACT_SMG2_FIRE2
  • ACT_SMG2_DRAW2
  • ACT_SMG2_RELOAD2
  • ACT_SMG2_DRYFIRE2
  • ACT_SMG2_TOAUTO
  • ACT_SMG2_TOBURST

Physcannon

  • ACT_PHYSCANNON_UPGRADE
  • ACT_PHYSCANNON_DETACH— An activity to be played if we're picking this up with the physcannon

Idle

  • ACT_IDLE_RIFLE
  • ACT_IDLE_SMG1
  • ACT_IDLE_ANGRY_SMG1
  • ACT_IDLE_PISTOL
  • ACT_IDLE_ANGRY_PISTOL
  • ACT_IDLE_ANGRY_SHOTGUN
  • ACT_IDLE_PACKAGE
  • ACT_IDLE_SUITCASE
  • ACT_IDLE_SMG1_RELAXED
  • ACT_IDLE_SMG1_STIMULATED
  • ACT_IDLE_SHOTGUN_RELAXED
  • ACT_IDLE_SHOTGUN_STIMULATED
  • ACT_IDLE_SHOTGUN_AGITATED
  • ACT_IDLE_AIM_RIFLE_STIMULATED

Walk

  • ACT_WALK_AIM_RIFLE_STIMULATED
  • ACT_WALK_AIM_SHOTGUN
  • ACT_WALK_PACKAGE
  • ACT_WALK_SUITCASE
  • ACT_WALK_RIFLE_RELAXED
  • ACT_WALK_RIFLE_STIMULATED
  • ACT_WALK_RIFLE
  • ACT_WALK_AIM_RIFLE
  • ACT_WALK_CROUCH_RIFLE
  • ACT_WALK_CROUCH_AIM_RIFLE
  • ACT_WALK_AIM_PISTOL

Run

  • ACT_RUN_RIFLE_RELAXED
  • ACT_RUN_RIFLE_STIMULATED
  • ACT_RUN_AIM_RIFLE_STIMULATED
  • ACT_RUN_RIFLE
  • ACT_RUN_AIM_RIFLE
  • ACT_RUN_CROUCH_RIFLE
  • ACT_RUN_AIM_SHOTGUN
  • ACT_RUN_AIM_PISTOL
  • ACT_RUN_CROUCH_AIM_RIFLE

Policing

  • ACT_WALK_ANGRY
  • ACT_POLICE_HARASS1
  • ACT_POLICE_HARASS2

Manned guns

  • ACT_IDLE_MANNEDGUN

Melee weapon

  • ACT_IDLE_MELEE
  • ACT_IDLE_ANGRY_MELEE

RPG

  • ACT_IDLE_RPG_RELAXED
  • ACT_IDLE_RPG
  • ACT_IDLE_ANGRY_RPG
  • ACT_COVER_LOW_RPG
  • ACT_WALK_RPG
  • ACT_RUN_RPG
  • ACT_WALK_CROUCH_RPG
  • ACT_RUN_CROUCH_RPG
  • ACT_WALK_RPG_RELAXED
  • ACT_RUN_RPG_RELAXED

Reloads

  • ACT_RELOAD_PISTOL
  • ACT_RELOAD_PISTOL_LOW
  • ACT_RELOAD_SMG1
  • ACT_RELOAD_SMG1_LOW
  • ACT_GESTURE_RELOAD
  • ACT_GESTURE_RELOAD_PISTOL
  • ACT_GESTURE_RELOAD_SMG1

Actbusy

  • ACT_BUSY_LEAN_LEFT
  • ACT_BUSY_LEAN_LEFT_ENTRY
  • ACT_BUSY_LEAN_LEFT_EXIT
  • ACT_BUSY_LEAN_BACK
  • ACT_BUSY_LEAN_BACK_ENTRY
  • ACT_BUSY_LEAN_BACK_EXIT
  • ACT_BUSY_SIT_GROUND
  • ACT_BUSY_SIT_GROUND_ENTRY
  • ACT_BUSY_SIT_GROUND_EXIT
  • ACT_BUSY_SIT_CHAIR
  • ACT_BUSY_SIT_CHAIR_ENTRY
  • ACT_BUSY_SIT_CHAIR_EXIT
  • ACT_BUSY_STAND
  • ACT_BUSY_QUEUE

Barnacle

  • ACT_DIE_BARNACLE_SWALLOW— being swallowed by a barnacle
  • ACT_GESTURE_BARNACLE_STRANGLE— being lifted by a barnacle

Death

  • ACT_DIE_FRONTSIDE
  • ACT_DIE_RIGHTSIDE
  • ACT_DIE_BACKSIDE
  • ACT_DIE_LEFTSIDE

Miscellaneous

  • ACT_OPEN_DOOR

TF2

Death

  • ACT_STARTDYING
  • ACT_DYINGLOOP
  • ACT_DYINGTODEAD

Manned Gun

  • ACT_RIDE_MANNED_GUN

View Models

  • ACT_VM_SPRINT_ENTER
  • ACT_VM_SPRINT_IDLE
  • ACT_VM_SPRINT_LEAVE

Looping weapon firing

  • ACT_FIRE_START
  • ACT_FIRE_LOOP
  • ACT_FIRE_END

Grenade & Shield

  • ACT_CROUCHING_GRENADEIDLE
  • ACT_CROUCHING_GRENADEREADY
  • ACT_CROUCHING_PRIMARYATTACK
  • ACT_OVERLAY_GRENADEIDLE
  • ACT_OVERLAY_GRENADEREADY
  • ACT_OVERLAY_PRIMARYATTACK
  • ACT_OVERLAY_SHIELD_UP
  • ACT_OVERLAY_SHIELD_DOWN
  • ACT_OVERLAY_SHIELD_UP_IDLE
  • ACT_OVERLAY_SHIELD_ATTACK
  • ACT_OVERLAY_SHIELD_KNOCKBACK
  • ACT_SHIELD_UP
  • ACT_SHIELD_DOWN
  • ACT_SHIELD_UP_IDLE
  • ACT_SHIELD_ATTACK
  • ACT_SHIELD_KNOCKBACK
  • ACT_CROUCHING_SHIELD_UP
  • ACT_CROUCHING_SHIELD_DOWN
  • ACT_CROUCHING_SHIELD_UP_IDLE
  • ACT_CROUCHING_SHIELD_ATTACK
  • ACT_CROUCHING_SHIELD_KNOCKBACK

Turning in Place

  • ACT_TURNRIGHT45
  • ACT_TURNLEFT45
  • ACT_TURN

Object

  • ACT_OBJ_ASSEMBLING
  • ACT_OBJ_DISMANTLING
  • ACT_OBJ_STARTUP
  • ACT_OBJ_RUNNING
  • ACT_OBJ_IDLE
  • ACT_OBJ_PLACING
  • ACT_OBJ_DETERIORATING

Deploy

  • ACT_DEPLOY
  • ACT_DEPLOY_IDLE
  • ACT_UNDEPLOY

HL1 Weapons

Grenades

  • ACT_GRENADE_ROLL
  • ACT_GRENADE_TOSS

Hand grenade

  • ACT_HANDGRENADE_THROW1
  • ACT_HANDGRENADE_THROW2
  • ACT_HANDGRENADE_THROW3

Shotgun

  • ACT_SHOTGUN_IDLE_DEEP
  • ACT_SHOTGUN_IDLE4

Glock

  • ACT_GLOCK_SHOOTEMPTY
  • ACT_GLOCK_SHOOT_RELOAD

RPG

  • ACT_RPG_DRAW_UNLOADED
  • ACT_RPG_HOLSTER_UNLOADED
  • ACT_RPG_IDLE_UNLOADED
  • ACT_RPG_FIDGET_UNLOADED

Crossbow

  • ACT_CROSSBOW_DRAW_UNLOADED
  • ACT_CROSSBOW_IDLE_UNLOADED
  • ACT_CROSSBOW_FIDGET_UNLOADED

Gauss

  • ACT_GAUSS_SPINUP
  • ACT_GAUSS_SPINCYCLE

Tripmine

  • ACT_TRIPMINE_GROUND
  • ACT_TRIPMINE_WORLD

CS:S

View model

  • ACT_VM_PRIMARYATTACK_SILENCED— fire
  • ACT_VM_RELOAD_SILENCED
  • ACT_VM_DRYFIRE_SILENCED— fire with no ammo loaded.
  • ACT_VM_IDLE_SILENCED
  • ACT_VM_DRAW_SILENCED
  • ACT_VM_IDLE_EMPTY_LEFT
  • ACT_VM_DRYFIRE_LEFT

Player Animations

  • ACT_PLAYER_IDLE_FIRE
  • ACT_PLAYER_CROUCH_FIRE
  • ACT_PLAYER_CROUCH_WALK_FIRE
  • ACT_PLAYER_WALK_FIRE
  • ACT_PLAYER_RUN_FIRE

Blends

  • ACT_IDLETORUN
  • ACT_RUNTOIDLE

DoD

Sprint

  • ACT_SPRINT

Prone

  • ACT_GET_DOWN
  • ACT_GET_UP
  • ACT_PRONE_FORWARD
  • ACT_PRONE_IDLE

Deep idle

  • ACT_DEEPIDLE1
  • ACT_DEEPIDLE2
  • ACT_DEEPIDLE3
  • ACT_DEEPIDLE4

View Model

Reload

  • ACT_VM_RELOAD_DEPLOYED
  • ACT_VM_RELOAD_IDLE

Empty Weapon Activities

  • ACT_VM_DRAW_EMPTY
  • ACT_VM_PRIMARYATTACK_EMPTY
  • ACT_VM_RELOAD_EMPTY
  • ACT_VM_IDLE_EMPTY
  • ACT_VM_IDLE_DEPLOYED_EMPTY

Idle

  • ACT_VM_IDLE_8
  • ACT_VM_IDLE_7
  • ACT_VM_IDLE_6
  • ACT_VM_IDLE_5
  • ACT_VM_IDLE_4
  • ACT_VM_IDLE_3
  • ACT_VM_IDLE_2
  • ACT_VM_IDLE_1

Deploy

  • ACT_VM_IDLE_DEPLOYED
  • ACT_VM_IDLE_DEPLOYED_8
  • ACT_VM_IDLE_DEPLOYED_7
  • ACT_VM_IDLE_DEPLOYED_6
  • ACT_VM_IDLE_DEPLOYED_5
  • ACT_VM_IDLE_DEPLOYED_4
  • ACT_VM_IDLE_DEPLOYED_3
  • ACT_VM_IDLE_DEPLOYED_2
  • ACT_VM_IDLE_DEPLOYED_1

Prone Idle to Standing/Crouch Idle Animation

Number designates bullets left

  • ACT_VM_UNDEPLOY
  • ACT_VM_UNDEPLOY_8
  • ACT_VM_UNDEPLOY_7
  • ACT_VM_UNDEPLOY_6
  • ACT_VM_UNDEPLOY_5
  • ACT_VM_UNDEPLOY_4
  • ACT_VM_UNDEPLOY_3
  • ACT_VM_UNDEPLOY_2
  • ACT_VM_UNDEPLOY_1
  • ACT_VM_UNDEPLOY_EMPTY

Standing/Crouch Idle to Prone Idle Animations

Number designates bullets left

  • ACT_VM_DEPLOY
  • ACT_VM_DEPLOY_8
  • ACT_VM_DEPLOY_7
  • ACT_VM_DEPLOY_6
  • ACT_VM_DEPLOY_5
  • ACT_VM_DEPLOY_4
  • ACT_VM_DEPLOY_3
  • ACT_VM_DEPLOY_2
  • ACT_VM_DEPLOY_1
  • ACT_VM_DEPLOY_EMPTY

Standing/Crouch Shooting Animations

Number designates bullets left at START of animation

  • ACT_VM_PRIMARYATTACK_8
  • ACT_VM_PRIMARYATTACK_7
  • ACT_VM_PRIMARYATTACK_6
  • ACT_VM_PRIMARYATTACK_5
  • ACT_VM_PRIMARYATTACK_4
  • ACT_VM_PRIMARYATTACK_3
  • ACT_VM_PRIMARYATTACK_2
  • ACT_VM_PRIMARYATTACK_1

Prone Shooting Animations

Number designates bullets left at START of animation

  • ACT_VM_PRIMARYATTACK_DEPLOYED
  • ACT_VM_PRIMARYATTACK_DEPLOYED_8
  • ACT_VM_PRIMARYATTACK_DEPLOYED_7
  • ACT_VM_PRIMARYATTACK_DEPLOYED_6
  • ACT_VM_PRIMARYATTACK_DEPLOYED_5
  • ACT_VM_PRIMARYATTACK_DEPLOYED_4
  • ACT_VM_PRIMARYATTACK_DEPLOYED_3
  • ACT_VM_PRIMARYATTACK_DEPLOYED_2
  • ACT_VM_PRIMARYATTACK_DEPLOYED_1
  • ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY

Player anim ACTs

  • ACT_DOD_DEPLOYED
  • ACT_DOD_PRONE_DEPLOYED
  • ACT_DOD_IDLE_ZOOMED
  • ACT_DOD_WALK_ZOOMED
  • ACT_DOD_CROUCH_ZOOMED
  • ACT_DOD_CROUCHWALK_ZOOMED
  • ACT_DOD_PRONE_ZOOMED
  • ACT_DOD_PRONE_FORWARD_ZOOMED
  • ACT_DOD_PRIMARYATTACK_DEPLOYED
  • ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED
  • ACT_DOD_RELOAD_DEPLOYED
  • ACT_DOD_RELOAD_PRONE_DEPLOYED
  • ACT_DOD_PRIMARYATTACK_PRONE
  • ACT_DOD_SECONDARYATTACK_PRONE
  • ACT_DOD_RELOAD_PRONE

Positions

Pistol

  • ACT_DOD_STAND_AIM_PISTOL
  • ACT_DOD_CROUCH_AIM_PISTOL
  • ACT_DOD_CROUCHWALK_AIM_PISTOL
  • ACT_DOD_WALK_AIM_PISTOL
  • ACT_DOD_RUN_AIM_PISTOL
  • ACT_DOD_PRONE_AIM_PISTOL

Rifle

  • ACT_DOD_STAND_AIM_RIFLE
  • ACT_DOD_CROUCH_AIM_RIFLE
  • ACT_DOD_CROUCHWALK_AIM_RIFLE
  • ACT_DOD_WALK_AIM_RIFLE
  • ACT_DOD_RUN_AIM_RIFLE
  • ACT_DOD_PRONE_AIM_RIFLE

Bolt

  • ACT_DOD_STAND_AIM_BOLT
  • ACT_DOD_CROUCH_AIM_BOLT
  • ACT_DOD_CROUCHWALK_AIM_BOLT
  • ACT_DOD_WALK_AIM_BOLT
  • ACT_DOD_RUN_AIM_BOLT
  • ACT_DOD_PRONE_AIM_BOLT

Tommy

  • ACT_DOD_STAND_AIM_TOMMY
  • ACT_DOD_CROUCH_AIM_TOMMY
  • ACT_DOD_CROUCHWALK_AIM_TOMMY
  • ACT_DOD_WALK_AIM_TOMMY
  • ACT_DOD_RUN_AIM_TOMMY
  • ACT_DOD_PRONE_AIM_TOMMY

MP40

  • ACT_DOD_STAND_AIM_MP40
  • ACT_DOD_CROUCH_AIM_MP40
  • ACT_DOD_CROUCHWALK_AIM_MP40
  • ACT_DOD_WALK_AIM_MP40
  • ACT_DOD_RUN_AIM_MP40
  • ACT_DOD_PRONE_AIM_MP40

MP44

  • ACT_DOD_STAND_AIM_MP44
  • ACT_DOD_CROUCH_AIM_MP44
  • ACT_DOD_CROUCHWALK_AIM_MP44
  • ACT_DOD_WALK_AIM_MP44
  • ACT_DOD_RUN_AIM_MP44
  • ACT_DOD_PRONE_AIM_MP44

Greasegun

  • ACT_DOD_STAND_AIM_GREASE
  • ACT_DOD_CROUCH_AIM_GREASE
  • ACT_DOD_CROUCHWALK_AIM_GREASE
  • ACT_DOD_WALK_AIM_GREASE
  • ACT_DOD_RUN_AIM_GREASE
  • ACT_DOD_PRONE_AIM_GREASE

Mgs (mg42 mg34)

  • ACT_DOD_STAND_AIM_MG
  • ACT_DOD_CROUCH_AIM_MG
  • ACT_DOD_CROUCHWALK_AIM_MG
  • ACT_DOD_WALK_AIM_MG
  • ACT_DOD_RUN_AIM_MG
  • ACT_DOD_PRONE_AIM_MG

30cal

  • ACT_DOD_STAND_AIM_30CAL
  • ACT_DOD_CROUCH_AIM_30CAL
  • ACT_DOD_CROUCHWALK_AIM_30CAL
  • ACT_DOD_WALK_AIM_30CAL
  • ACT_DOD_RUN_AIM_30CAL
  • ACT_DOD_PRONE_AIM_30CAL

Grenade

  • ACT_DOD_STAND_AIM_GREN
  • ACT_DOD_CROUCH_AIM_GREN
  • ACT_DOD_CROUCHWALK_AIM_GREN
  • ACT_DOD_WALK_AIM_GREN
  • ACT_DOD_RUN_AIM_GREN
  • ACT_DOD_PRONE_AIM_GREN

Knife

  • ACT_DOD_STAND_AIM_KNIFE
  • ACT_DOD_CROUCH_AIM_KNIFE
  • ACT_DOD_CROUCHWALK_AIM_KNIFE
  • ACT_DOD_WALK_AIM_KNIFE
  • ACT_DOD_RUN_AIM_KNIFE
  • ACT_DOD_PRONE_AIM_KNIFE

Spade

  • ACT_DOD_STAND_AIM_SPADE
  • ACT_DOD_CROUCH_AIM_SPADE
  • ACT_DOD_CROUCHWALK_AIM_SPADE
  • ACT_DOD_WALK_AIM_SPADE
  • ACT_DOD_RUN_AIM_SPADE
  • ACT_DOD_PRONE_AIM_SPADE

Bazooka

  • ACT_DOD_STAND_AIM_BAZOOKA
  • ACT_DOD_CROUCH_AIM_BAZOOKA
  • ACT_DOD_CROUCHWALK_AIM_BAZOOKA
  • ACT_DOD_WALK_AIM_BAZOOKA
  • ACT_DOD_RUN_AIM_BAZOOKA
  • ACT_DOD_PRONE_AIM_BAZOOKA

Pschreck

  • ACT_DOD_STAND_AIM_PSCHRECK
  • ACT_DOD_CROUCH_AIM_PSCHRECK
  • ACT_DOD_CROUCHWALK_AIM_PSCHRECK
  • ACT_DOD_WALK_AIM_PSCHRECK
  • ACT_DOD_RUN_AIM_PSCHRECK
  • ACT_DOD_PRONE_AIM_PSCHRECK


Zoomed aims

Tommy

  • ACT_DOD_STAND_ZOOM_TOMMY
  • ACT_DOD_CROUCH_ZOOM_TOMMY
  • ACT_DOD_CROUCHWALK_ZOOM_TOMMY
  • ACT_DOD_WALK_ZOOM_TOMMY
  • ACT_DOD_RUN_ZOOM_TOMMY
  • ACT_DOD_PRONE_ZOOM_TOMMY

Bolt

  • ACT_DOD_STAND_ZOOM_BOLT
  • ACT_DOD_CROUCH_ZOOM_BOLT
  • ACT_DOD_CROUCHWALK_ZOOM_BOLT
  • ACT_DOD_WALK_ZOOM_BOLT
  • ACT_DOD_RUN_ZOOM_BOLT
  • ACT_DOD_PRONE_ZOOM_BOLT

Bazooka

  • ACT_DOD_STAND_ZOOM_BAZOOKA
  • ACT_DOD_CROUCH_ZOOM_BAZOOKA
  • ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA
  • ACT_DOD_WALK_ZOOM_BAZOOKA
  • ACT_DOD_RUN_ZOOM_BAZOOKA
  • ACT_DOD_PRONE_ZOOM_BAZOOKA

Pschreck

  • ACT_DOD_STAND_ZOOM_PSCHRECK
  • ACT_DOD_CROUCH_ZOOM_PSCHRECK
  • ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK
  • ACT_DOD_WALK_ZOOM_PSCHRECK
  • ACT_DOD_RUN_ZOOM_PSCHRECK
  • ACT_DOD_PRONE_ZOOM_PSCHRECK


Deployed Aim

  • ACT_DOD_DEPLOY_RIFLE
  • ACT_DOD_DEPLOY_TOMMY
  • ACT_DOD_DEPLOY_MG
  • ACT_DOD_DEPLOY_30CAL


Prone Deployed Aim

  • ACT_DOD_PRONE_DEPLOY_RIFLE
  • ACT_DOD_PRONE_DEPLOY_TOMMY
  • ACT_DOD_PRONE_DEPLOY_MG
  • ACT_DOD_PRONE_DEPLOY_30CAL


Attacks

Rifle

  • ACT_DOD_PRIMARYATTACK_RIFLE
  • ACT_DOD_SECONDARYATTACK_RIFLE
  • ACT_DOD_PRIMARYATTACK_PRONE_RIFLE
  • ACT_DOD_SECONDARYATTACK_PRONE_RIFLE
  • ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE
  • ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE

Bolt

  • ACT_DOD_PRIMARYATTACK_BOLT
  • ACT_DOD_SECONDARYATTACK_BOLT
  • ACT_DOD_PRIMARYATTACK_PRONE_BOLT
  • ACT_DOD_SECONDARYATTACK_PRONE_BOLT

Tommy

  • ACT_DOD_PRIMARYATTACK_TOMMY
  • ACT_DOD_PRIMARYATTACK_PRONE_TOMMY
  • ACT_DOD_PRIMARYATTACK_DEPLOYED_TOMMY
  • ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_TOMMY

MP40

  • ACT_DOD_PRIMARYATTACK_MP40
  • ACT_DOD_PRIMARYATTACK_PRONE_MP40

MP44

  • ACT_DOD_PRIMARYATTACK_MP44
  • ACT_DOD_PRIMARYATTACK_PRONE_MP44

Greasegun

  • ACT_DOD_PRIMARYATTACK_GREASE
  • ACT_DOD_PRIMARYATTACK_PRONE_GREASE

Pistols (Colt Luger)

  • ACT_DOD_PRIMARYATTACK_PISTOL
  • ACT_DOD_PRIMARYATTACK_PRONE_PISTOL

Mgs (mg42 mg34)

  • ACT_DOD_PRIMARYATTACK_MG
  • ACT_DOD_PRIMARYATTACK_PRONE_MG
  • ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG
  • ACT_DOD_PRIMARYATTACK_DEPLOYED_MG

30cal

  • ACT_DOD_PRIMARYATTACK_30CAL
  • ACT_DOD_PRIMARYATTACK_PRONE_30CAL
  • ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL
  • ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL

Grenades

  • ACT_DOD_PRIMARYATTACK_GREN
  • ACT_DOD_SECONDARYATTACK_GREN
  • ACT_DOD_PRIMARYATTACK_PRONE_GREN

Knife

  • ACT_DOD_PRIMARYATTACK_KNIFE
  • ACT_DOD_PRIMARYATTACK_PRONE_KNIFE

Spade

  • ACT_DOD_PRIMARYATTACK_SPADE
  • ACT_DOD_PRIMARYATTACK_PRONE_SPADE

Bazooka

  • ACT_DOD_PRIMARYATTACK_BAZOOKA
  • ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA

Pschreck

  • ACT_DOD_PRIMARYATTACK_PSCHRECK
  • ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK


Reloads

  • ACT_DOD_RELOAD_GARAND
  • ACT_DOD_RELOAD_K43
  • ACT_DOD_RELOAD_BAR
  • ACT_DOD_RELOAD_MP40
  • ACT_DOD_RELOAD_MP44
  • ACT_DOD_RELOAD_BOLT
  • ACT_DOD_RELOAD_M1CARBINE
  • ACT_DOD_RELOAD_THOMPSON
  • ACT_DOD_RELOAD_GREASEGUN
  • ACT_DOD_RELOAD_PISTOL
  • ACT_DOD_RELOAD_FG42

Bazookas

  • ACT_DOD_RELOAD_BAZOOKA
  • ACT_DOD_ZOOMLOAD_BAZOOKA
  • ACT_DOD_RELOAD_PSCHRECK
  • ACT_DOD_ZOOMLOAD_PSCHRECK

Deployed

  • ACT_DOD_RELOAD_DEPLOYED_FG42
  • ACT_DOD_RELOAD_DEPLOYED_30CAL
  • ACT_DOD_RELOAD_DEPLOYED_MG42
  • ACT_DOD_RELOAD_DEPLOYED_MG34
  • ACT_DOD_RELOAD_DEPLOYED_BAR

Prone

  • ACT_DOD_RELOAD_PRONE_PISTOL
  • ACT_DOD_RELOAD_PRONE_GARAND
  • ACT_DOD_RELOAD_PRONE_M1CARBINE
  • ACT_DOD_RELOAD_PRONE_BOLT
  • ACT_DOD_RELOAD_PRONE_K43
  • ACT_DOD_RELOAD_PRONE_MP40
  • ACT_DOD_RELOAD_PRONE_MP44
  • ACT_DOD_RELOAD_PRONE_BAR
  • ACT_DOD_RELOAD_PRONE_GREASEGUN
  • ACT_DOD_RELOAD_PRONE_THOMPSON
  • ACT_DOD_RELOAD_PRONE_FG42

Prone bazooka

  • ACT_DOD_RELOAD_PRONE_BAZOOKA
  • ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA
  • ACT_DOD_RELOAD_PRONE_PSCHRECK
  • ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK

Prone deployed

  • ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR
  • ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42
  • ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL
  • ACT_DOD_RELOAD_PRONE_DEPLOYED_MG42
  • ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34

Prone zoomed aim

  • ACT_DOD_PRONE_ZOOM_FORWARD_TOMMY
  • ACT_DOD_PRONE_ZOOM_FORWARD_BOLT
  • ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA
  • ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK


Hand Signals

  • ACT_DOD_HS_STICKTOGETHER
  • ACT_DOD_HS_FALLBACK
  • ACT_DOD_HS_NO
  • ACT_DOD_HS_YES
  • ACT_DOD_HS_SNIPER
  • ACT_DOD_HS_BACKUP
  • ACT_DOD_HS_ENEMYRIGHT
  • ACT_DOD_HS_ENEMYLEFT
  • ACT_DOD_HS_GRENADE
  • ACT_DOD_HS_FLANKLEFT
  • ACT_DOD_HS_MOVEOUT
  • ACT_DOD_HS_FLANKRIGHT
  • ACT_DOD_HS_AREACLEAR
  • ACT_DOD_HS_COVERINGFIRE
  • ACT_DOD_HS_TAKECOVER
  • ACT_DOD_HS_HOLDPOS
  • ACT_DOD_HS_SPREADOUT
  • ACT_DOD_HS_ENEMYSPOTTED
  • ACT_DOD_HS_DISPLACE
  • ACT_DOD_HS_PREPARE
  • ACT_DOD_HS_GOGOGO
  • ACT_DOD_HS_ENEMYAHEAD
  • ACT_DOD_HS_ENEMYBEHIND
  • ACT_DOD_HS_MGAHEAD
  • ACT_DOD_HS_MOVEUPMG
  • ACT_DOD_HS_CEASEFIRE
  • ACT_DOD_HS_USEGRENS

Prone Hand Signals

  • ACT_DOD_HS_PRONE_MOVEOUT
  • ACT_DOD_HS_PRONE_FLANKLEFT
  • ACT_DOD_HS_PRONE_FLANKRIGHT
  • ACT_DOD_HS_PRONE_BACKUP
  • ACT_DOD_HS_PRONE_AREACLEAR
  • ACT_DOD_HS_PRONE_FALLBACK
  • ACT_DOD_HS_PRONE_SNIPER
  • ACT_DOD_HS_PRONE_YES
  • ACT_DOD_HS_PRONE_NO
  • ACT_DOD_HS_PRONE_ENEMYLEFT
  • ACT_DOD_HS_PRONE_ENEMYRIGHT
  • ACT_DOD_HS_PRONE_GRENADE
  • ACT_DOD_HS_PRONE_COVERINGFIRE
  • ACT_DOD_HS_PRONE_HOLDPOS
  • ACT_DOD_HS_PRONE_SPREADOUT
  • ACT_DOD_HS_PRONE_STICKTOGETHER
  • ACT_DOD_HS_PRONE_TAKECOVER
  • ACT_DOD_HS_PRONE_ENEMYSPOTTED
  • ACT_DOD_HS_PRONE_DISPLACE
  • ACT_DOD_HS_PRONE_PREPARE
  • ACT_DOD_HS_PRONE_GOGOGO
  • ACT_DOD_HS_PRONE_ENEMYAHEAD
  • ACT_DOD_HS_PRONE_ENEMYBEHIND
  • ACT_DOD_HS_PRONE_MGAHEAD
  • ACT_DOD_HS_PRONE_MOVEUPMG
  • ACT_DOD_HS_PRONE_USEGRENS
  • ACT_DOD_HS_PRONE_CEASEFIRE

HL2MP

Player

  • ACT_HL2MP_IDLE
  • ACT_HL2MP_RUN
  • ACT_HL2MP_IDLE_CROUCH
  • ACT_HL2MP_WALK_CROUCH
  • ACT_HL2MP_GESTURE_RANGE_ATTACK
  • ACT_HL2MP_GESTURE_RELOAD
  • ACT_HL2MP_JUMP

Weapons

Pistol

  • ACT_HL2MP_IDLE_PISTOL
  • ACT_HL2MP_RUN_PISTOL
  • ACT_HL2MP_IDLE_CROUCH_PISTOL
  • ACT_HL2MP_WALK_CROUCH_PISTOL
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
  • ACT_HL2MP_GESTURE_RELOAD_PISTOL
  • ACT_HL2MP_JUMP_PISTOL

Sub-Machine Gun 1

  • ACT_HL2MP_IDLE_SMG1
  • ACT_HL2MP_RUN_SMG1
  • ACT_HL2MP_IDLE_CROUCH_SMG1
  • ACT_HL2MP_WALK_CROUCH_SMG1
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1
  • ACT_HL2MP_GESTURE_RELOAD_SMG1
  • ACT_HL2MP_JUMP_SMG1

Assault Rifle 2

  • ACT_HL2MP_IDLE_AR2
  • ACT_HL2MP_RUN_AR2
  • ACT_HL2MP_IDLE_CROUCH_AR2
  • ACT_HL2MP_WALK_CROUCH_AR2
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
  • ACT_HL2MP_GESTURE_RELOAD_AR2
  • ACT_HL2MP_JUMP_AR2

Shotgun

  • ACT_HL2MP_IDLE_SHOTGUN
  • ACT_HL2MP_RUN_SHOTGUN
  • ACT_HL2MP_IDLE_CROUCH_SHOTGUN
  • ACT_HL2MP_WALK_CROUCH_SHOTGUN
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
  • ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
  • ACT_HL2MP_JUMP_SHOTGUN

Rocket Propelled Grenade

  • ACT_HL2MP_IDLE_RPG
  • ACT_HL2MP_RUN_RPG
  • ACT_HL2MP_IDLE_CROUCH_RPG
  • ACT_HL2MP_WALK_CROUCH_RPG
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
  • ACT_HL2MP_GESTURE_RELOAD_RPG
  • ACT_HL2MP_JUMP_RPG

Frag Grenade

  • ACT_HL2MP_IDLE_GRENADE
  • ACT_HL2MP_RUN_GRENADE
  • ACT_HL2MP_IDLE_CROUCH_GRENADE
  • ACT_HL2MP_WALK_CROUCH_GRENADE
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE
  • ACT_HL2MP_GESTURE_RELOAD_GRENADE
  • ACT_HL2MP_JUMP_GRENADE

Physics gun

  • ACT_HL2MP_IDLE_PHYSGUN
  • ACT_HL2MP_RUN_PHYSGUN
  • ACT_HL2MP_IDLE_CROUCH_PHYSGUN
  • ACT_HL2MP_WALK_CROUCH_PHYSGUN
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN
  • ACT_HL2MP_GESTURE_RELOAD_PHYSGUN
  • ACT_HL2MP_JUMP_PHYSGUN

Crossbow

  • ACT_HL2MP_IDLE_CROSSBOW
  • ACT_HL2MP_RUN_CROSSBOW
  • ACT_HL2MP_IDLE_CROUCH_CROSSBOW
  • ACT_HL2MP_WALK_CROUCH_CROSSBOW
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
  • ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
  • ACT_HL2MP_JUMP_CROSSBOW

Crowbar & Stunstick

  • ACT_HL2MP_IDLE_MELEE
  • ACT_HL2MP_RUN_MELEE
  • ACT_HL2MP_IDLE_CROUCH_MELEE
  • ACT_HL2MP_WALK_CROUCH_MELEE
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
  • ACT_HL2MP_GESTURE_RELOAD_MELEE
  • ACT_HL2MP_JUMP_MELEE

S.L.A.M.

  • ACT_HL2MP_IDLE_SLAM
  • ACT_HL2MP_RUN_SLAM
  • ACT_HL2MP_IDLE_CROUCH_SLAM
  • ACT_HL2MP_WALK_CROUCH_SLAM
  • ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM
  • ACT_HL2MP_GESTURE_RELOAD_SLAM
  • ACT_HL2MP_JUMP_SLAM