NPC Activities & Sequences: Difference between revisions
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===[[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_SIT_CHAIR | ||
ACT_BUSY_STAND | *ACT_BUSY_STAND | ||
ACT_BUSY_QUEUE | *ACT_BUSY_QUEUE | ||
Cover_R | *Cover_R | ||
Cover_L | *Cover_L | ||
Coverlow_R | *Coverlow_R | ||
Coverlow_L | *Coverlow_L | ||
cower_Idle | *cower_Idle | ||
D1_C01a_Mary_kneel | *D1_C01a_Mary_kneel | ||
D1_C03_Matt_sitground | *D1_C03_Matt_sitground | ||
d1_t01_BreakRoom_Sit01_Idle | *d1_t01_BreakRoom_Sit01_Idle | ||
d1_t01_BreakRoom_Sit02 | *d1_t01_BreakRoom_Sit02 | ||
d1_t01_BreakRoom_WatchBreen | *d1_t01_BreakRoom_WatchBreen | ||
d1_t01_BreakRoom_WatchClock_Sit | *d1_t01_BreakRoom_WatchClock_Sit | ||
d1_t01_BreakRoom_WatchClock_Sit_MX | *d1_t01_BreakRoom_WatchClock_Sit_MX | ||
d1_t01_Clutch_Chainlink_Idle | *d1_t01_Clutch_Chainlink_Idle | ||
d1_t02_Plaza_Sit01_Idle | *d1_t02_Plaza_Sit01_Idle | ||
d1_t02_Plaza_Sit02 | *d1_t02_Plaza_Sit02 | ||
d1_t02_Playground_Cit2_Pockets | *d1_t02_Playground_Cit2_Pockets | ||
d1_t02_Playground_Cit1_Arms_Crossed | *d1_t02_Playground_Cit1_Arms_Crossed | ||
d1_t03_LookOutDoor | *d1_t03_LookOutDoor | ||
d1_t03_LookOutWindow | *d1_t03_LookOutWindow | ||
d1_t03_PreRaid_Peek_Idle | *d1_t03_PreRaid_Peek_Idle | ||
d1_t03_Sit_Bed | *d1_t03_Sit_Bed | ||
d1_t03_Sit_couch | *d1_t03_Sit_couch | ||
d1_t03_sit_couch_consoling | *d1_t03_sit_couch_consoling | ||
d1_t03_Tenements_Look_Out_Window_Idle | *d1_t03_Tenements_Look_Out_Window_Idle | ||
d1_town05_Leon_Lean_Table_Idle | *d1_town05_Leon_Lean_Table_Idle | ||
d2_coast03_PreBattle_Scan_Skies | *d2_coast03_PreBattle_Scan_Skies | ||
d2_coast03_PreBattle_Scan_Skies02 | *d2_coast03_PreBattle_Scan_Skies02 | ||
d2_coast03_PreBattle_Scan_Skies03 | *d2_coast03_PreBattle_Scan_Skies03 | ||
d2_coast03_PreBattle_Kneel_Idle | *d2_coast03_PreBattle_Kneel_Idle | ||
d2_coast03_PreBattle_Stand_Look | *d2_coast03_PreBattle_Stand_Look | ||
drinker_sit_idle | *drinker_sit_idle | ||
drinker_sit_idle_ss | *drinker_sit_idle_ss | ||
idle_alert_01 | *idle_alert_01 | ||
idle_alert_02 | *idle_alert_02 | ||
idle_relaxed_01 | *idle_relaxed_01 | ||
idle_relaxed_02 | *idle_relaxed_02 | ||
fear_reaction_Idle | *fear_reaction_Idle | ||
food_queue_front | *food_queue_front | ||
laycouch1 | *laycouch1 | ||
laycouch1 | *laycouch1 | ||
lean_back | *lean_back | ||
Lean_Left | *Lean_Left | ||
LineIdle01 | *LineIdle01 | ||
railing_idle | *railing_idle | ||
Sit_Chair02 | *Sit_Chair02 | ||
Sit_Chair03 | *Sit_Chair03 | ||
sitchairtable1 | *sitchairtable1 | ||
sitcouch1 | *sitcouch1 | ||
sitcouchfeet1 | *sitcouchfeet1 | ||
sitcouchknees1 | *sitcouchknees1 | ||
sitccouchtv1 | *sitccouchtv1 | ||
===[[npc_combine_s]]=== | *===[[npc_combine_s]]=== | ||
binoculars_idle | *binoculars_idle | ||
Cover_crouch | *Cover_crouch | ||
Cover_crouch_B | *Cover_crouch_B | ||
Idle_Alert | *Idle_Alert | ||
LeanWall_Right | *LeanWall_Right | ||
LeanWall_Corner_Right | *LeanWall_Corner_Right | ||
LeanWall_Left | *LeanWall_Left | ||
LeanWall_Left_B | *LeanWall_Left_B | ||
LeanWall_CrouchLeft_A | *LeanWall_CrouchLeft_A | ||
LeanWall_CrouchLeft_B | *LeanWall_CrouchLeft_B | ||
LeanWall_CrouchLeft_C | *LeanWall_CrouchLeft_C | ||
LeanWall_CrouchLeft_D | *LeanWall_CrouchLeft_D | ||
Signal_Advance | *Signal_Advance | ||
Signal_group | *Signal_group | ||
===[[npc_metropolice]]=== | *===[[npc_metropolice]]=== | ||
ACT_BUSY_STAND | *ACT_BUSY_STAND | ||
Crouch_idle_pistol_A | *Crouch_idle_pistol_A | ||
Crouch_idle_smg1_A | *Crouch_idle_smg1_A | ||
Idle_harrassidle_A | *Idle_harrassidle_A | ||
==Shared Activities== | ==Shared Activities== | ||
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You can bind animation sequences to an activity name. See [[.QC Commands]] for details. | You can bind animation sequences to an activity name. See [[.QC Commands]] for details. | ||
===General=== | ===General=== | ||
ACT_RESET | *ACT_RESET | ||
ACT_IDLE | *ACT_IDLE | ||
ACT_TRANSITION | *ACT_TRANSITION | ||
ACT_COVER | *ACT_COVER | ||
ACT_COVER_MED | *ACT_COVER_MED | ||
ACT_COVER_LOW | *ACT_COVER_LOW | ||
ACT_WALK | *ACT_WALK | ||
ACT_WALK_AIM | *ACT_WALK_AIM | ||
ACT_WALK_CROUCH | *ACT_WALK_CROUCH | ||
ACT_WALK_CROUCH_AIM | *ACT_WALK_CROUCH_AIM | ||
ACT_RUN | *ACT_RUN | ||
ACT_RUN_AIM | *ACT_RUN_AIM | ||
ACT_RUN_CROUCH | *ACT_RUN_CROUCH | ||
ACT_RUN_CROUCH_AIM | *ACT_RUN_CROUCH_AIM | ||
ACT_RUN_PROTECTED | *ACT_RUN_PROTECTED | ||
ACT_SCRIPT_CUSTOM_MOVE | *ACT_SCRIPT_CUSTOM_MOVE | ||
ACT_RANGE_ATTACK1 | *ACT_RANGE_ATTACK1 | ||
ACT_RANGE_ATTACK2 | *ACT_RANGE_ATTACK2 | ||
ACT_RANGE_ATTACK1_LOW | *ACT_RANGE_ATTACK1_LOW | ||
ACT_RANGE_ATTACK2_LOW | *ACT_RANGE_ATTACK2_LOW | ||
ACT_DIESIMPLE | *ACT_DIESIMPLE | ||
ACT_DIEBACKWARD | *ACT_DIEBACKWARD | ||
ACT_DIEFORWARD | *ACT_DIEFORWARD | ||
ACT_DIEVIOLENT | *ACT_DIEVIOLENT | ||
ACT_DIERAGDOLL | *ACT_DIERAGDOLL | ||
ACT_FLY | *ACT_FLY | ||
ACT_HOVER | *ACT_HOVER | ||
ACT_GLIDE | *ACT_GLIDE | ||
ACT_SWIM | *ACT_SWIM | ||
ACT_JUMP | *ACT_JUMP | ||
ACT_HOP | *ACT_HOP | ||
ACT_LEAP | *ACT_LEAP | ||
ACT_LAND | *ACT_LAND | ||
ACT_CLIMB_UP | *ACT_CLIMB_UP | ||
ACT_CLIMB_DOWN | *ACT_CLIMB_DOWN | ||
ACT_CLIMB_DISMOUNT | *ACT_CLIMB_DISMOUNT | ||
ACT_SHIPLADDER_UP | *ACT_SHIPLADDER_UP | ||
ACT_SHIPLADDER_DOWN | *ACT_SHIPLADDER_DOWN | ||
ACT_STRAFE_LEFT | *ACT_STRAFE_LEFT | ||
ACT_STRAFE_RIGHT | *ACT_STRAFE_RIGHT | ||
ACT_ROLL_LEFT | *ACT_ROLL_LEFT | ||
ACT_ROLL_RIGHT | *ACT_ROLL_RIGHT | ||
ACT_TURN_LEFT | *ACT_TURN_LEFT | ||
ACT_TURN_RIGHT | *ACT_TURN_RIGHT | ||
ACT_CROUCH | *ACT_CROUCH | ||
ACT_CROUCHIDLE | *ACT_CROUCHIDLE | ||
ACT_STAND | *ACT_STAND | ||
ACT_USE | *ACT_USE | ||
ACT_SIGNAL1 | *ACT_SIGNAL1 | ||
ACT_SIGNAL2 | *ACT_SIGNAL2 | ||
ACT_SIGNAL3 | *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_LEFT90_FLAT | |||
*ACT_GESTURE_TURN_RIGHT90_FLAT | |||
===Half-Life [[monster_human_grunt]] compatability=== | ===Half-Life [[monster_human_grunt]] compatability=== | ||
ACT_BARNACLE_HIT | *ACT_BARNACLE_HIT | ||
*ACT_BARNACLE_PULL | |||
*ACT_BARNACLE_CHOMP | |||
*ACT_BARNACLE_CHEW | |||
*ACT_DO_NOT_DISTURB | |||
===Viewmodel=== | ===Viewmodel=== | ||
ACT_VM_DRAW | *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_ATTACH_SILENCER | ||
ACT_VM_DETACH_SILENCER | *ACT_VM_DETACH_SILENCER | ||
[[Category:AI]] | [[Category:AI]] | ||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Programming]] | [[Category:Programming]] |
Revision as of 20:05, 15 May 2006
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. See .QC Commands for details.
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 compatability
- 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