Activity List: Difference between revisions
Spirit55555 (talk | contribs) (removed spam... again) |
RelerRelel (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
[http://www.biblored.org.co/agenda_actividades/programas/images/erasie.html pump house heater] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/jrwbdw.html aspect capital inc] [http://www.sedbogota.edu.co/FINANCIERA/temp/tmp/jbmdhi.html i wanna be your lover song] [http://www.biblored.org.co/agenda_actividades/programas/images/scfbuq.html american top model 3] [http://roycemotor.com/carpics/cache/wlchtp.html agricultural gps systems] [http://www.redacademica.edu.co/manejocorreo/Cliente/cache/xccvxn.html www nj transit com] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/skxddj.html music price right theme] [http://xuccco.org/themes/AT-Green3/wlvwdp.html living pray] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/otqfpq.html palm software development tools] [http://talentmodeles.com/mannequin/images/cache/kliffn.html martin luther king jr information] [http://panties-pictures.com/free/lib/temp/kariqq.html 64 bit world] [http://www.sedbogota.edu.co/FINANCIERA/temp/tmp/jeexrv.html real estate costa rica] [http://panties-pictures.com/free/lib/temp/kjjfah.html who killed john wayne] [http://smallbizbohol.com/democatalog/images/baner/bvdwfi.html effects of slave trade on africa] [http://asie-voyages.com/upload/images/lens/nvbcxe.html science stuff austin texas] [http://roycemotor.com/carpics/cache/oegdqk.html kids tennis racquets] [http://talentmodeles.com/mannequin/images/cache/ogrfbo.html thomas myspace editor v] [http://lumayagrealty.com/catalog/images/pics/iotchx.html indian college ratings] [http://www.hdac.org/hdfaq/faq/hjxrfp.html the country furniture collection] [http://panties-pictures.com/free/lib/temp/sgkdmo.html notion of liberty] [http://tarsierfoundation.org/content/license/hjjnda.html jeep 4 x 4] [http://smallbizbohol.com/democatalog/images/baner/camsfi.html 1832 online] [http://hoosierfishing.com/phpBB/images/avatars/avatar/gkriih.html london rail fares] [http://roycemotor.com/carpics/cache/glekng.html 2006 federal budget deficit] [http://hoosierfishing.com/phpBB/images/avatars/avatar/flseif.html ibuprofen from] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/tntkbc.html swimsuits women board shorts] [http://tarsierfoundation.org/content/license/kindrr.html used computer california] [http://tch-voyages.com/documents/prague/896/deipai.html apple and stores] [http://panties-pictures.com/free/lib/temp/givisr.html maruthy car] [http://www.lewakins.com/sr/images/lqjdmg.html live nba player see they] [http://tarsierfoundation.org/content/license/jdbgme.html muse official homepage] [http://www.redacademica.edu.co/manejocorreo/Cliente/cache/wlrnbw.html van gohg biography] [http://xuccco.org/themes/AT-Green3/ocnuut.html mobile calls cheap] [http://www.biblored.org.co/agenda_actividades/programas/images/artius.html sex in bed pic] [http://smallbizbohol.com/democatalog/images/baner/tkvgjl.html jobs for chartered accountants in uk] [http://www.redacademica.edu.co/manejocorreo/Cliente/cache/wavqke.html project mend] [http://www.hdac.org/hdfaq/faq/ktreqe.html moon right now] [http://indianaoutfitters.com/s/info/tmp/tfraad.html java utilities] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/plfvie.html nickledeon tv] [http://tarsierfoundation.org/content/license/ralaef.html win an ipod] [http://xuccco.org/themes/AT-Green3/etghmh.html love to grab] [http://www.norcab.com.au/joeavatiforum/templates/cache/vkqkmh.html love ballad lyrics] [http://www.sedbogota.edu.co/FINANCIERA/temp/tmp/prdrhd.html abbeys] [http://coastguard.gov.ph/content.old/license/nxtbxl.html teen first date advice] [http://www.hdac.org/hdfaq/faq/uhhmdu.html sheriff la county election] [http://ankelia-nature.com/catalogues/catalogues/nksftt.html seleccion mexico futbol] [http://indianaoutfitters.com/s/info/tmp/ixvute.html mediation inc florida] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/mhugbr.html large cutting mat] [http://tch-voyages.com/documents/prague/896/qiwbhq.html yahmaha motorcycles for sale] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/vleqph.html 22 rim sale used] [http://roycemotor.com/carpics/cache/jfdfcw.html pennsylvania state elections] [http://indianaoutfitters.com/s/info/tmp/resnbm.html public safety director] [http://www.biblored.org.co/agenda_actividades/programas/images/gioolw.html sports illustraded swimsuits] [http://tarsierfoundation.org/content/license/xshcpc.html organisational change uk] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/aaevxu.html vast flames] [http://panties-pictures.com/free/lib/temp/iwkbqh.html wake up dead lyrics] [http://www.biblored.org.co/agenda_actividades/programas/images/mruatf.html second intention] [http://www.hdac.org/hdfaq/faq/tubvre.html tank less water heater] [http://panties-pictures.com/free/lib/temp/guhvkq.html tax planning for highly compensated people] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/jwtibc.html national informative center] [http://tch-voyages.com/documents/prague/896/cvqfni.html woman comes out of coma] [http://www.norcab.com.au/joeavatiforum/templates/cache/lpvwhm.html english name into chinese] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/aguwpb.html wake me september end] [http://www.lewakins.com/sr/images/klxrbh.html ocean food chain diagrams] [http://ankelia-nature.com/catalogues/catalogues/jtiord.html jungle sites for kids] [http://panties-pictures.com/free/lib/temp/gwvglg.html smiths album covers] [http://panties-pictures.com/free/lib/temp/modrsb.html indoor gardening seattle] [http://panties-pictures.com/free/lib/temp/culnxi.html pubblico] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/tjgmco.html sand banks park] [http://xuccco.org/themes/AT-Green3/ldwhms.html morning train mp3 download] [http://www.redacademica.edu.co/manejocorreo/Cliente/cache/csivqf.html rising divorce rates] [http://lumayagrealty.com/catalog/images/pics/sgwxed.html internement camps] [http://ankelia-nature.com/catalogues/catalogues/thonwh.html asset mapping] [http://indianaoutfitters.com/s/info/tmp/fdpknb.html uncle tonys] [http://hoosierfishing.com/phpBB/images/avatars/avatar/crstxg.html software for cnc] [http://indianaoutfitters.com/s/info/tmp/usklsp.html latino music stand up video] [http://hoosierfishing.com/phpBB/images/avatars/avatar/ajfstn.html windows xp 2003 product key viewer generator changer] [http://indianaoutfitters.com/s/info/tmp/lktiar.html threading tutorial c] [http://indianaoutfitters.com/s/info/tmp/cooloc.html easy punch recipe] [http://www.sedbogota.edu.co/FINANCIERA/temp/tmp/gkxoqq.html magnitude of a complex number] [http://www.youthfitnesssolutions.com/FTP1/page9/dvfqwj.html 2 cheat pc sims university] [http://indianaoutfitters.com/s/info/tmp/jbgnti.html san nicolas island pictures] [http://coastguard.gov.ph/content.old/license/jinhic.html utilidad de la historia] [http://lumayagrealty.com/catalog/images/pics/urkttd.html am logo pan] [http://tch-voyages.com/documents/prague/896/mdqxrr.html teacher hot or not] [http://talentmodeles.com/mannequin/images/cache/qmosdb.html affirmative action and university of michigan] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/smbcga.html mineral sands in australia] [http://coastguard.gov.ph/content.old/license/etxjkw.html australia care in natural product skin] [http://www.sedbogota.edu.co/FINANCIERA/temp/tmp/pnojxh.html museum internship new york city] [http://cvscaft-tcc.edu.ph/gallery/uploads/cache/hrpcih.html audience] [http://panties-pictures.com/free/lib/temp/lkdrff.html online bartender recipes] [http://hoosierfishing.com/phpBB/images/avatars/avatar/tnfwhv.html paul fosse] [http://coastguard.gov.ph/content.old/license/pauonc.html types of experiments] [http://roycemotor.com/carpics/cache/etjmnk.html allowance daily food recommended] [http://ankelia-nature.com/catalogues/catalogues/pgfurg.html jaguar racing formula one] [http://www.redacademica.edu.co/manejocorreo/Cliente/cache/rmjunt.html power and conservation] [http://ankelia-nature.com/catalogues/catalogues/ogcpex.html tattoo covering makeup] [http://bluespringsbmx.com/4IMAGES/data/media/10/tmp/tbdoke.html motorola phone tool 3.0 software free] [http://hoosierfishing.com/phpBB/images/avatars/avatar/jiaqak.html miami area restaurant] [http://coastguard.gov.ph/content.old/license/dgvwim.html i loved lyric] | |||
This is the activity list found in <code>ai_activity.h</code> | This is the activity list found in <code>ai_activity.h</code> | ||
Revision as of 05:10, 10 November 2007
pump house heater aspect capital inc i wanna be your lover song american top model 3 agricultural gps systems www nj transit com music price right theme living pray palm software development tools martin luther king jr information 64 bit world real estate costa rica who killed john wayne effects of slave trade on africa science stuff austin texas kids tennis racquets thomas myspace editor v indian college ratings the country furniture collection notion of liberty jeep 4 x 4 1832 online london rail fares 2006 federal budget deficit ibuprofen from swimsuits women board shorts used computer california apple and stores maruthy car live nba player see they muse official homepage van gohg biography mobile calls cheap sex in bed pic jobs for chartered accountants in uk project mend moon right now java utilities nickledeon tv win an ipod love to grab love ballad lyrics abbeys teen first date advice sheriff la county election seleccion mexico futbol mediation inc florida large cutting mat yahmaha motorcycles for sale 22 rim sale used pennsylvania state elections public safety director sports illustraded swimsuits organisational change uk vast flames wake up dead lyrics second intention tank less water heater tax planning for highly compensated people national informative center woman comes out of coma english name into chinese wake me september end ocean food chain diagrams jungle sites for kids smiths album covers indoor gardening seattle pubblico sand banks park morning train mp3 download rising divorce rates internement camps asset mapping uncle tonys software for cnc latino music stand up video windows xp 2003 product key viewer generator changer threading tutorial c easy punch recipe magnitude of a complex number 2 cheat pc sims university san nicolas island pictures utilidad de la historia am logo pan teacher hot or not affirmative action and university of michigan mineral sands in australia australia care in natural product skin museum internship new york city audience online bartender recipes paul fosse types of experiments allowance daily food recommended jaguar racing formula one power and conservation tattoo covering makeup motorola phone tool 3.0 software free miami area restaurant i loved lyric
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 hand signals
- 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)
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
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
Aim
Idle
- ACT_IDLE_AIM_RELAXED
- ACT_IDLE_AIM_STIMULATED
- ACT_IDLE_AIM_AGITATED
Walk
- ACT_WALK_AIM_RELAXED
- ACT_WALK_AIM_STIMULATED
- ACT_WALK_AIM_AGITATED
Run
- ACT_RUN_AIM_RELAXED
- ACT_RUN_AIM_STIMULATED
- ACT_RUN_AIM_AGITATED
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)
View model
- 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
Half-Life 2
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
Sub-machine gun 2
- ACT_SMG2_IDLE2
- ACT_SMG2_FIRE2
- ACT_SMG2_DRAW2
- ACT_SMG2_RELOAD2
- ACT_SMG2_DRYFIRE2
- ACT_SMG2_TOAUTO
- ACT_SMG2_TOBURST
Gravity gun
- ACT_PHYSCANNON_UPGRADE
- ACT_PHYSCANNON_DETACH— An activity to be played if we're picking this up with the gravity gun
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
Team Fortress 2
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
Half-Life 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
Counter-Strike: Source
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
Day of Defeat
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 animation 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
Grease gun
- 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
Machine guns (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
.30 cal
- 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
Grease gun
- ACT_DOD_PRIMARYATTACK_GREASE
- ACT_DOD_PRIMARYATTACK_PRONE_GREASE
Pistols (Colt, Luger)
- ACT_DOD_PRIMARYATTACK_PISTOL
- ACT_DOD_PRIMARYATTACK_PRONE_PISTOL
Machine guns (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
Half-Life 2: Multiplayer
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 and 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