Activity List: Difference between revisions

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zelcara
This is the activity list found in <code>ai_activity.h</code>
[[Category:Programming]][[Category:Modeling]]This is the activity list found in <code>ai_activity.h</code>
 
=Base Activities=
= Base activities =
* ACT_INVALID&mdash; So we have something more succint to check for than '-1'
* ACT_INVALID&mdash; So we have something more succint to check for than '-1'
* ACT_RESET&mdash; Set m_Activity to this invalid value to force a reset to m_IdealActivity
* ACT_RESET&mdash; Set m_Activity to this invalid value to force a reset to m_IdealActivity
Line 54: Line 54:
* ACT_SIGNAL2
* ACT_SIGNAL2
* ACT_SIGNAL3
* ACT_SIGNAL3
==Squad handsignals==
 
== Squad hand signals ==
* ACT_SIGNAL_ADVANCE
* ACT_SIGNAL_ADVANCE
* ACT_SIGNAL_FORWARD
* ACT_SIGNAL_FORWARD
Line 62: Line 63:
* ACT_SIGNAL_RIGHT
* ACT_SIGNAL_RIGHT
* ACT_SIGNAL_TAKECOVER
* ACT_SIGNAL_TAKECOVER
==Combat==
 
== Combat ==
* ACT_LOOKBACK_RIGHT&mdash; look back over shoulder without turning around.
* ACT_LOOKBACK_RIGHT&mdash; look back over shoulder without turning around.
* ACT_LOOKBACK_LEFT
* ACT_LOOKBACK_LEFT
Line 77: Line 79:
* ACT_PICKUP_RACK&mdash; pick up something from a rack or shelf in front of you.
* ACT_PICKUP_RACK&mdash; pick up something from a rack or shelf in front of you.
* ACT_IDLE_ANGRY&mdash; FIXME: being used as an combat ready idle?  alternate idle animation in which the monster is clearly agitated. (loop)
* ACT_IDLE_ANGRY&mdash; FIXME: being used as an combat ready idle?  alternate idle animation in which the monster is clearly agitated. (loop)
===Hurt===
 
=== Hurt ===
* ACT_WALK_HURT&mdash; limp  (loop)
* ACT_WALK_HURT&mdash; limp  (loop)
* ACT_RUN_HURT&mdash; limp  (loop)
* ACT_RUN_HURT&mdash; limp  (loop)
===Attack===
 
=== Attack ===
* ACT_SPECIAL_ATTACK1&mdash; very monster specific special attacks.
* ACT_SPECIAL_ATTACK1&mdash; 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&mdash; die hit in head.  
* ACT_DIE_HEADSHOT&mdash; die hit in head.  
* ACT_DIE_CHESTSHOT&mdash; die hit in chest
* ACT_DIE_CHESTSHOT&mdash; die hit in chest
* ACT_DIE_GUTSHOT&mdash; die hit in gut
* ACT_DIE_GUTSHOT&mdash; die hit in gut
* ACT_DIE_BACKSHOT&mdash; die hit in back
* ACT_DIE_BACKSHOT&mdash; die hit in back
===Flinch===
 
=== Flinch ===
* ACT_FLINCH_HEAD
* ACT_FLINCH_HEAD
* ACT_FLINCH_CHEST
* ACT_FLINCH_CHEST
Line 100: Line 107:
* ACT_FLINCH_RIGHTLEG
* ACT_FLINCH_RIGHTLEG
* ACT_FLINCH_PHYSICS
* ACT_FLINCH_PHYSICS
==Idle==
 
== Idle ==
* ACT_IDLE_RELAXED
* ACT_IDLE_RELAXED
* ACT_IDLE_STIMULATED
* ACT_IDLE_STIMULATED
* ACT_IDLE_AGITATED
* ACT_IDLE_AGITATED
* ACT_COMBAT_IDLE&mdash; FIXME: unused?  agitated idle.
* ACT_COMBAT_IDLE&mdash; 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
==Aim==
 
==Idle==
== Aim ==
 
== Idle ==
* 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==
 
== Walk ==
* 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==
 
== Run ==
* ACT_RUN_AIM_RELAXED
* ACT_RUN_AIM_RELAXED
* ACT_RUN_AIM_STIMULATED
* ACT_RUN_AIM_STIMULATED
* ACT_RUN_AIM_AGITATED
* ACT_RUN_AIM_AGITATED
==Burning==
 
== Burning ==
* ACT_IDLE_ON_FIRE&mdash; ON FIRE animations
* ACT_IDLE_ON_FIRE&mdash; ON FIRE animations
* ACT_WALK_ON_FIRE
* ACT_WALK_ON_FIRE
* ACT_RUN_ON_FIRE
* ACT_RUN_ON_FIRE
==Turn==
 
== Turn ==
* ACT_180_LEFT&mdash; 180 degree left turn
* ACT_180_LEFT&mdash; 180 degree left turn
* ACT_180_RIGHT
* ACT_180_RIGHT
* ACT_90_LEFT&mdash; 90 degree turns
* ACT_90_LEFT&mdash; 90 degree turns
* ACT_90_RIGHT
* ACT_90_RIGHT
==Walk==
 
== Walk ==
* ACT_STEP_LEFT&mdash; Single steps
* ACT_STEP_LEFT&mdash; Single steps
* ACT_STEP_RIGHT
* ACT_STEP_RIGHT
* ACT_STEP_BACK
* ACT_STEP_BACK
* ACT_STEP_FORE
* ACT_STEP_FORE
==Gestures==
 
==Attack==
== Gestures ==
 
== Attack ==
* ACT_GESTURE_RANGE_ATTACK1
* ACT_GESTURE_RANGE_ATTACK1
* ACT_GESTURE_RANGE_ATTACK2
* ACT_GESTURE_RANGE_ATTACK2
Line 149: Line 168:
* ACT_GESTURE_RANGE_ATTACK2_LOW&mdash; FIXME: not used yet crouched versions of the range attack
* ACT_GESTURE_RANGE_ATTACK2_LOW&mdash; 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
Line 160: Line 180:
* 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&mdash; barnacle tongue hits a monster
* ACT_BARNACLE_HIT&mdash; barnacle tongue hits a monster
Line 177: Line 199:
* ACT_BARNACLE_CHOMP&mdash; barnacle latches on to the monster
* ACT_BARNACLE_CHOMP&mdash; barnacle latches on to the monster
* ACT_BARNACLE_CHEW&mdash; barnacle is holding the monster in its mouth ( loop )
* ACT_BARNACLE_CHEW&mdash; barnacle is holding the monster in its mouth ( loop )
==Miscellaneous==
 
== Miscellaneous ==
* ACT_RAPPEL_LOOP&mdash; Rappel down a rope!
* ACT_RAPPEL_LOOP&mdash; Rappel down a rope!
* ACT_VICTORY_DANCE&mdash; killed a player do a victory dance.
* ACT_VICTORY_DANCE&mdash; 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==
 
== View model ==
* ACT_VM_DRAW
* ACT_VM_DRAW
* ACT_VM_HOLSTER
* ACT_VM_HOLSTER
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* ACT_VM_DETACH_SILENCER
* ACT_VM_DETACH_SILENCER


=HL2=
= Half-Life 2 =
==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==
 
== Sub-machine gun 2 ==
* 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==
 
== Gravity gun ==
* ACT_PHYSCANNON_UPGRADE
* ACT_PHYSCANNON_UPGRADE
* ACT_PHYSCANNON_DETACH&mdash; An activity to be played if we're picking this up with the physcannon
* ACT_PHYSCANNON_DETACH&mdash; An activity to be played if we're picking this up with the gravity gun
==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  
Line 374: Line 410:
* ACT_RUN_CROUCH_RPG  
* ACT_RUN_CROUCH_RPG  
* 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
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* ACT_BUSY_STAND
* ACT_BUSY_STAND
* ACT_BUSY_QUEUE
* ACT_BUSY_QUEUE
==Barnacle==
 
== Barnacle ==
* ACT_DIE_BARNACLE_SWALLOW&mdash; being swallowed by a barnacle
* ACT_DIE_BARNACLE_SWALLOW&mdash; being swallowed by a barnacle
* ACT_GESTURE_BARNACLE_STRANGLE&mdash; being lifted by a barnacle
* ACT_GESTURE_BARNACLE_STRANGLE&mdash; 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


=TF2=
= Team Fortress 2 =
==Death==
 
== Death ==
* ACT_STARTDYING
* ACT_STARTDYING
* ACT_DYINGLOOP
* ACT_DYINGLOOP
* ACT_DYINGTODEAD
* ACT_DYINGTODEAD


==Manned Gun==
== Manned gun ==
* ACT_RIDE_MANNED_GUN
* ACT_RIDE_MANNED_GUN


==View Models==
== View models ==
* ACT_VM_SPRINT_ENTER
* ACT_VM_SPRINT_ENTER
* ACT_VM_SPRINT_IDLE
* ACT_VM_SPRINT_IDLE
* ACT_VM_SPRINT_LEAVE
* ACT_VM_SPRINT_LEAVE


==Looping weapon firing==
== Looping weapon firing ==
* ACT_FIRE_START
* ACT_FIRE_START
* ACT_FIRE_LOOP
* ACT_FIRE_LOOP
* ACT_FIRE_END
* ACT_FIRE_END


==Grenade & Shield==
== Grenade & shield ==
* ACT_CROUCHING_GRENADEIDLE
* ACT_CROUCHING_GRENADEIDLE
* ACT_CROUCHING_GRENADEREADY
* ACT_CROUCHING_GRENADEREADY
Line 451: Line 493:
* ACT_CROUCHING_SHIELD_KNOCKBACK
* ACT_CROUCHING_SHIELD_KNOCKBACK


==Turning in Place==
== Turning in place ==
* ACT_TURNRIGHT45
* ACT_TURNRIGHT45
* ACT_TURNLEFT45
* ACT_TURNLEFT45
* ACT_TURN
* ACT_TURN


==Object==
== Object ==
* ACT_OBJ_ASSEMBLING
* ACT_OBJ_ASSEMBLING
* ACT_OBJ_DISMANTLING
* ACT_OBJ_DISMANTLING
Line 465: Line 507:
* ACT_OBJ_DETERIORATING
* ACT_OBJ_DETERIORATING


==Deploy==
== Deploy ==
* ACT_DEPLOY
* ACT_DEPLOY
* ACT_DEPLOY_IDLE
* ACT_DEPLOY_IDLE
* ACT_UNDEPLOY
* ACT_UNDEPLOY


=HL1 Weapons=
= Half-Life weapons =
==Grenades==
 
== Grenades ==
* ACT_GRENADE_ROLL
* ACT_GRENADE_ROLL
* ACT_GRENADE_TOSS
* ACT_GRENADE_TOSS


==Hand grenade==
== Hand grenade ==
* ACT_HANDGRENADE_THROW1
* ACT_HANDGRENADE_THROW1
* ACT_HANDGRENADE_THROW2
* ACT_HANDGRENADE_THROW2
* ACT_HANDGRENADE_THROW3
* ACT_HANDGRENADE_THROW3


==Shotgun==
== Shotgun ==
* ACT_SHOTGUN_IDLE_DEEP
* ACT_SHOTGUN_IDLE_DEEP
* ACT_SHOTGUN_IDLE4
* ACT_SHOTGUN_IDLE4


==Glock==
== Glock ==
* ACT_GLOCK_SHOOTEMPTY
* ACT_GLOCK_SHOOTEMPTY
* ACT_GLOCK_SHOOT_RELOAD
* ACT_GLOCK_SHOOT_RELOAD


==RPG==
== RPG ==
* ACT_RPG_DRAW_UNLOADED
* ACT_RPG_DRAW_UNLOADED
* ACT_RPG_HOLSTER_UNLOADED
* ACT_RPG_HOLSTER_UNLOADED
Line 494: Line 537:
* ACT_RPG_FIDGET_UNLOADED
* ACT_RPG_FIDGET_UNLOADED


==Crossbow==
== Crossbow ==
* ACT_CROSSBOW_DRAW_UNLOADED
* ACT_CROSSBOW_DRAW_UNLOADED
* ACT_CROSSBOW_IDLE_UNLOADED
* ACT_CROSSBOW_IDLE_UNLOADED
* ACT_CROSSBOW_FIDGET_UNLOADED
* ACT_CROSSBOW_FIDGET_UNLOADED


==Gauss==
== Gauss ==
* ACT_GAUSS_SPINUP
* ACT_GAUSS_SPINUP
* ACT_GAUSS_SPINCYCLE
* ACT_GAUSS_SPINCYCLE


==Tripmine==
== Tripmine ==
* ACT_TRIPMINE_GROUND
* ACT_TRIPMINE_GROUND
* ACT_TRIPMINE_WORLD
* ACT_TRIPMINE_WORLD


=CS:S=
= Counter-Strike: Source =
==View model==
 
== View model ==
* ACT_VM_PRIMARYATTACK_SILENCED&mdash; fire
* ACT_VM_PRIMARYATTACK_SILENCED&mdash; fire
* ACT_VM_RELOAD_SILENCED
* ACT_VM_RELOAD_SILENCED
Line 517: Line 561:
* ACT_VM_DRYFIRE_LEFT
* ACT_VM_DRYFIRE_LEFT


==Player Animations==
== Player animations ==
* ACT_PLAYER_IDLE_FIRE
* ACT_PLAYER_IDLE_FIRE
* ACT_PLAYER_CROUCH_FIRE
* ACT_PLAYER_CROUCH_FIRE
Line 524: Line 568:
* ACT_PLAYER_RUN_FIRE
* ACT_PLAYER_RUN_FIRE


==Blends==
== Blends ==
* ACT_IDLETORUN
* ACT_IDLETORUN
* ACT_RUNTOIDLE
* ACT_RUNTOIDLE


=DoD=
= Day of Defeat =
==Sprint==
 
== Sprint ==
* ACT_SPRINT
* ACT_SPRINT


==Prone==
== Prone ==
* ACT_GET_DOWN
* ACT_GET_DOWN
* ACT_GET_UP
* ACT_GET_UP
Line 538: Line 583:
* ACT_PRONE_IDLE
* ACT_PRONE_IDLE


==Deep idle==
== Deep Idle ==
* ACT_DEEPIDLE1
* ACT_DEEPIDLE1
* ACT_DEEPIDLE2
* ACT_DEEPIDLE2
Line 544: Line 589:
* ACT_DEEPIDLE4
* ACT_DEEPIDLE4


==View Model==
== View model ==


===Reload===
=== Reload ===
* ACT_VM_RELOAD_DEPLOYED  
* ACT_VM_RELOAD_DEPLOYED  
* ACT_VM_RELOAD_IDLE
* ACT_VM_RELOAD_IDLE


===Empty Weapon Activities===
=== Empty weapon activities ===
* ACT_VM_DRAW_EMPTY
* ACT_VM_DRAW_EMPTY
* ACT_VM_PRIMARYATTACK_EMPTY
* ACT_VM_PRIMARYATTACK_EMPTY
Line 557: Line 602:
* ACT_VM_IDLE_DEPLOYED_EMPTY
* ACT_VM_IDLE_DEPLOYED_EMPTY


===Idle===
=== Idle ===
* ACT_VM_IDLE_8
* ACT_VM_IDLE_8
* ACT_VM_IDLE_7
* ACT_VM_IDLE_7
Line 567: Line 612:
* ACT_VM_IDLE_1
* ACT_VM_IDLE_1


===Deploy===
=== Deploy ===
* ACT_VM_IDLE_DEPLOYED
* ACT_VM_IDLE_DEPLOYED
* ACT_VM_IDLE_DEPLOYED_8
* ACT_VM_IDLE_DEPLOYED_8
Line 578: Line 623:
* ACT_VM_IDLE_DEPLOYED_1
* ACT_VM_IDLE_DEPLOYED_1


===Prone Idle to Standing/Crouch Idle Animation===
=== Prone idle to standing/crouch idle animation ===
Number designates bullets left
Number designates bullets left
* ACT_VM_UNDEPLOY
* ACT_VM_UNDEPLOY
Line 591: Line 636:
* ACT_VM_UNDEPLOY_EMPTY
* ACT_VM_UNDEPLOY_EMPTY


===Standing/Crouch Idle to Prone Idle Animations===
=== Standing/crouch idle to prone idle animations ===
Number designates bullets left
Number designates bullets left
* ACT_VM_DEPLOY
* ACT_VM_DEPLOY
Line 604: Line 649:
* ACT_VM_DEPLOY_EMPTY
* ACT_VM_DEPLOY_EMPTY


===Standing/Crouch Shooting Animations===
=== Standing/crouch-shooting animations ===
Number designates bullets left at START of animation
Number designates bullets left at START of animation
* ACT_VM_PRIMARYATTACK_8
* ACT_VM_PRIMARYATTACK_8
Line 615: Line 660:
* ACT_VM_PRIMARYATTACK_1
* ACT_VM_PRIMARYATTACK_1


===Prone Shooting Animations===
=== Prone shooting animations ===
Number designates bullets left at START of animation
Number designates bullets left at START of animation
* ACT_VM_PRIMARYATTACK_DEPLOYED
* ACT_VM_PRIMARYATTACK_DEPLOYED
Line 628: Line 673:
* ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY
* ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY


==Player anim ACTs==
== Player animation ACTs==
* ACT_DOD_DEPLOYED
* ACT_DOD_DEPLOYED
* ACT_DOD_PRONE_DEPLOYED
* ACT_DOD_PRONE_DEPLOYED
Line 645: Line 690:
* ACT_DOD_RELOAD_PRONE
* ACT_DOD_RELOAD_PRONE


==Positions==
== Positions ==
===Pistol===
 
=== Pistol ===
* ACT_DOD_STAND_AIM_PISTOL
* ACT_DOD_STAND_AIM_PISTOL
* ACT_DOD_CROUCH_AIM_PISTOL
* ACT_DOD_CROUCH_AIM_PISTOL
Line 654: Line 700:
* ACT_DOD_PRONE_AIM_PISTOL
* ACT_DOD_PRONE_AIM_PISTOL


===Rifle===
=== Rifle ===
* ACT_DOD_STAND_AIM_RIFLE
* ACT_DOD_STAND_AIM_RIFLE
* ACT_DOD_CROUCH_AIM_RIFLE
* ACT_DOD_CROUCH_AIM_RIFLE
Line 662: Line 708:
* ACT_DOD_PRONE_AIM_RIFLE
* ACT_DOD_PRONE_AIM_RIFLE


===Bolt===
=== Bolt ===
* ACT_DOD_STAND_AIM_BOLT
* ACT_DOD_STAND_AIM_BOLT
* ACT_DOD_CROUCH_AIM_BOLT
* ACT_DOD_CROUCH_AIM_BOLT
Line 670: Line 716:
* ACT_DOD_PRONE_AIM_BOLT
* ACT_DOD_PRONE_AIM_BOLT


===Tommy===
=== Tommy ===
* ACT_DOD_STAND_AIM_TOMMY
* ACT_DOD_STAND_AIM_TOMMY
* ACT_DOD_CROUCH_AIM_TOMMY
* ACT_DOD_CROUCH_AIM_TOMMY
Line 678: Line 724:
* ACT_DOD_PRONE_AIM_TOMMY
* ACT_DOD_PRONE_AIM_TOMMY


===MP40===
=== MP40 ===
* ACT_DOD_STAND_AIM_MP40
* ACT_DOD_STAND_AIM_MP40
* ACT_DOD_CROUCH_AIM_MP40
* ACT_DOD_CROUCH_AIM_MP40
Line 686: Line 732:
* ACT_DOD_PRONE_AIM_MP40
* ACT_DOD_PRONE_AIM_MP40


===MP44===
=== MP44 ===
* ACT_DOD_STAND_AIM_MP44
* ACT_DOD_STAND_AIM_MP44
* ACT_DOD_CROUCH_AIM_MP44
* ACT_DOD_CROUCH_AIM_MP44
Line 694: Line 740:
* ACT_DOD_PRONE_AIM_MP44
* ACT_DOD_PRONE_AIM_MP44


===Greasegun===
=== Grease gun ===
* ACT_DOD_STAND_AIM_GREASE
* ACT_DOD_STAND_AIM_GREASE
* ACT_DOD_CROUCH_AIM_GREASE
* ACT_DOD_CROUCH_AIM_GREASE
Line 702: Line 748:
* ACT_DOD_PRONE_AIM_GREASE
* ACT_DOD_PRONE_AIM_GREASE


===Mgs (mg42 mg34)===
=== Machine guns (MG42, MG34) ===
* ACT_DOD_STAND_AIM_MG
* ACT_DOD_STAND_AIM_MG
* ACT_DOD_CROUCH_AIM_MG
* ACT_DOD_CROUCH_AIM_MG
Line 710: Line 756:
* ACT_DOD_PRONE_AIM_MG
* ACT_DOD_PRONE_AIM_MG


===30cal===
=== .30 cal ===
* ACT_DOD_STAND_AIM_30CAL
* ACT_DOD_STAND_AIM_30CAL
* ACT_DOD_CROUCH_AIM_30CAL
* ACT_DOD_CROUCH_AIM_30CAL
Line 718: Line 764:
* ACT_DOD_PRONE_AIM_30CAL
* ACT_DOD_PRONE_AIM_30CAL


===Grenade===
=== Grenade ===
* ACT_DOD_STAND_AIM_GREN
* ACT_DOD_STAND_AIM_GREN
* ACT_DOD_CROUCH_AIM_GREN
* ACT_DOD_CROUCH_AIM_GREN
Line 726: Line 772:
* ACT_DOD_PRONE_AIM_GREN
* ACT_DOD_PRONE_AIM_GREN


===Knife===
=== Knife ===
* ACT_DOD_STAND_AIM_KNIFE
* ACT_DOD_STAND_AIM_KNIFE
* ACT_DOD_CROUCH_AIM_KNIFE
* ACT_DOD_CROUCH_AIM_KNIFE
Line 734: Line 780:
* ACT_DOD_PRONE_AIM_KNIFE
* ACT_DOD_PRONE_AIM_KNIFE


===Spade===
=== Spade ===
* ACT_DOD_STAND_AIM_SPADE
* ACT_DOD_STAND_AIM_SPADE
* ACT_DOD_CROUCH_AIM_SPADE
* ACT_DOD_CROUCH_AIM_SPADE
Line 742: Line 788:
* ACT_DOD_PRONE_AIM_SPADE
* ACT_DOD_PRONE_AIM_SPADE


===Bazooka===
=== Bazooka ===
* ACT_DOD_STAND_AIM_BAZOOKA
* ACT_DOD_STAND_AIM_BAZOOKA
* ACT_DOD_CROUCH_AIM_BAZOOKA
* ACT_DOD_CROUCH_AIM_BAZOOKA
Line 750: Line 796:
* ACT_DOD_PRONE_AIM_BAZOOKA
* ACT_DOD_PRONE_AIM_BAZOOKA


===Pschreck===
=== Pschreck ===
* ACT_DOD_STAND_AIM_PSCHRECK
* ACT_DOD_STAND_AIM_PSCHRECK
* ACT_DOD_CROUCH_AIM_PSCHRECK
* ACT_DOD_CROUCH_AIM_PSCHRECK
Line 758: Line 804:
* ACT_DOD_PRONE_AIM_PSCHRECK
* ACT_DOD_PRONE_AIM_PSCHRECK


== Zoomed aims ==


==Zoomed aims==
=== Tommy ===
===Tommy===
* ACT_DOD_STAND_ZOOM_TOMMY
* ACT_DOD_STAND_ZOOM_TOMMY
* ACT_DOD_CROUCH_ZOOM_TOMMY
* ACT_DOD_CROUCH_ZOOM_TOMMY
Line 768: Line 814:
* ACT_DOD_PRONE_ZOOM_TOMMY
* ACT_DOD_PRONE_ZOOM_TOMMY


===Bolt===
=== Bolt ===
* ACT_DOD_STAND_ZOOM_BOLT
* ACT_DOD_STAND_ZOOM_BOLT
* ACT_DOD_CROUCH_ZOOM_BOLT
* ACT_DOD_CROUCH_ZOOM_BOLT
Line 776: Line 822:
* ACT_DOD_PRONE_ZOOM_BOLT
* ACT_DOD_PRONE_ZOOM_BOLT


===Bazooka===
=== Bazooka ===
* ACT_DOD_STAND_ZOOM_BAZOOKA
* ACT_DOD_STAND_ZOOM_BAZOOKA
* ACT_DOD_CROUCH_ZOOM_BAZOOKA
* ACT_DOD_CROUCH_ZOOM_BAZOOKA
Line 784: Line 830:
* ACT_DOD_PRONE_ZOOM_BAZOOKA
* ACT_DOD_PRONE_ZOOM_BAZOOKA


===Pschreck===
=== Pschreck ===
* ACT_DOD_STAND_ZOOM_PSCHRECK
* ACT_DOD_STAND_ZOOM_PSCHRECK
* ACT_DOD_CROUCH_ZOOM_PSCHRECK
* ACT_DOD_CROUCH_ZOOM_PSCHRECK
Line 792: Line 838:
* ACT_DOD_PRONE_ZOOM_PSCHRECK
* ACT_DOD_PRONE_ZOOM_PSCHRECK


 
== Deployed aim ==
==Deployed Aim==
* ACT_DOD_DEPLOY_RIFLE
* ACT_DOD_DEPLOY_RIFLE
* ACT_DOD_DEPLOY_TOMMY
* ACT_DOD_DEPLOY_TOMMY
Line 799: Line 844:
* ACT_DOD_DEPLOY_30CAL
* ACT_DOD_DEPLOY_30CAL


 
== Prone deployed aim==
==Prone Deployed Aim==
* ACT_DOD_PRONE_DEPLOY_RIFLE  
* ACT_DOD_PRONE_DEPLOY_RIFLE  
* ACT_DOD_PRONE_DEPLOY_TOMMY
* ACT_DOD_PRONE_DEPLOY_TOMMY
Line 806: Line 850:
* ACT_DOD_PRONE_DEPLOY_30CAL
* ACT_DOD_PRONE_DEPLOY_30CAL


== Attacks ==


==Attacks==
=== Rifle ===
===Rifle===
* ACT_DOD_PRIMARYATTACK_RIFLE
* ACT_DOD_PRIMARYATTACK_RIFLE
* ACT_DOD_SECONDARYATTACK_RIFLE
* ACT_DOD_SECONDARYATTACK_RIFLE
Line 816: Line 860:
* ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE
* ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE


===Bolt===
=== Bolt ===
* ACT_DOD_PRIMARYATTACK_BOLT
* ACT_DOD_PRIMARYATTACK_BOLT
* ACT_DOD_SECONDARYATTACK_BOLT
* ACT_DOD_SECONDARYATTACK_BOLT
Line 822: Line 866:
* ACT_DOD_SECONDARYATTACK_PRONE_BOLT  
* ACT_DOD_SECONDARYATTACK_PRONE_BOLT  


===Tommy===
=== Tommy ===
* ACT_DOD_PRIMARYATTACK_TOMMY
* ACT_DOD_PRIMARYATTACK_TOMMY
* ACT_DOD_PRIMARYATTACK_PRONE_TOMMY
* ACT_DOD_PRIMARYATTACK_PRONE_TOMMY
Line 828: Line 872:
* ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_TOMMY
* ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_TOMMY


===MP40===
=== MP40 ===
* ACT_DOD_PRIMARYATTACK_MP40
* ACT_DOD_PRIMARYATTACK_MP40
* ACT_DOD_PRIMARYATTACK_PRONE_MP40  
* ACT_DOD_PRIMARYATTACK_PRONE_MP40  


===MP44===
=== MP44 ===
* ACT_DOD_PRIMARYATTACK_MP44
* ACT_DOD_PRIMARYATTACK_MP44
* ACT_DOD_PRIMARYATTACK_PRONE_MP44  
* ACT_DOD_PRIMARYATTACK_PRONE_MP44  


===Greasegun===
=== Grease gun ===
* ACT_DOD_PRIMARYATTACK_GREASE
* ACT_DOD_PRIMARYATTACK_GREASE
* ACT_DOD_PRIMARYATTACK_PRONE_GREASE  
* ACT_DOD_PRIMARYATTACK_PRONE_GREASE  


===Pistols (Colt Luger)===
=== Pistols (Colt, Luger) ===
* ACT_DOD_PRIMARYATTACK_PISTOL
* ACT_DOD_PRIMARYATTACK_PISTOL
* ACT_DOD_PRIMARYATTACK_PRONE_PISTOL  
* ACT_DOD_PRIMARYATTACK_PRONE_PISTOL  


===Mgs (mg42 mg34)===
=== Machine guns (MG42, MG34) ===
* ACT_DOD_PRIMARYATTACK_MG
* ACT_DOD_PRIMARYATTACK_MG
* ACT_DOD_PRIMARYATTACK_PRONE_MG  
* ACT_DOD_PRIMARYATTACK_PRONE_MG  
Line 850: Line 894:
* ACT_DOD_PRIMARYATTACK_DEPLOYED_MG  
* ACT_DOD_PRIMARYATTACK_DEPLOYED_MG  


===30cal===
=== 30cal ===
* ACT_DOD_PRIMARYATTACK_30CAL
* ACT_DOD_PRIMARYATTACK_30CAL
* ACT_DOD_PRIMARYATTACK_PRONE_30CAL
* ACT_DOD_PRIMARYATTACK_PRONE_30CAL
Line 856: Line 900:
* ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL  
* ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL  


===Grenades===
=== Grenades ===
* ACT_DOD_PRIMARYATTACK_GREN
* ACT_DOD_PRIMARYATTACK_GREN
* ACT_DOD_SECONDARYATTACK_GREN
* ACT_DOD_SECONDARYATTACK_GREN
* ACT_DOD_PRIMARYATTACK_PRONE_GREN
* ACT_DOD_PRIMARYATTACK_PRONE_GREN


===Knife===
=== Knife ===
* ACT_DOD_PRIMARYATTACK_KNIFE
* ACT_DOD_PRIMARYATTACK_KNIFE
* ACT_DOD_PRIMARYATTACK_PRONE_KNIFE
* ACT_DOD_PRIMARYATTACK_PRONE_KNIFE


===Spade===
=== Spade ===
* ACT_DOD_PRIMARYATTACK_SPADE
* ACT_DOD_PRIMARYATTACK_SPADE
* ACT_DOD_PRIMARYATTACK_PRONE_SPADE
* ACT_DOD_PRIMARYATTACK_PRONE_SPADE


===Bazooka===
=== Bazooka ===
* ACT_DOD_PRIMARYATTACK_BAZOOKA
* ACT_DOD_PRIMARYATTACK_BAZOOKA
* ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA
* ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA


===Pschreck===
=== Pschreck ===
* ACT_DOD_PRIMARYATTACK_PSCHRECK
* ACT_DOD_PRIMARYATTACK_PSCHRECK
* ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK  
* ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK  


 
=== Reloads ===
===Reloads===
* ACT_DOD_RELOAD_GARAND
* ACT_DOD_RELOAD_GARAND
* ACT_DOD_RELOAD_K43
* ACT_DOD_RELOAD_K43
Line 891: Line 934:
* ACT_DOD_RELOAD_FG42
* ACT_DOD_RELOAD_FG42


===Bazookas===
=== Bazookas ===
* ACT_DOD_RELOAD_BAZOOKA
* ACT_DOD_RELOAD_BAZOOKA
* ACT_DOD_ZOOMLOAD_BAZOOKA
* ACT_DOD_ZOOMLOAD_BAZOOKA
Line 897: Line 940:
* ACT_DOD_ZOOMLOAD_PSCHRECK
* ACT_DOD_ZOOMLOAD_PSCHRECK


===Deployed===
=== Deployed ===
* ACT_DOD_RELOAD_DEPLOYED_FG42
* ACT_DOD_RELOAD_DEPLOYED_FG42
* ACT_DOD_RELOAD_DEPLOYED_30CAL
* ACT_DOD_RELOAD_DEPLOYED_30CAL
Line 904: Line 947:
* ACT_DOD_RELOAD_DEPLOYED_BAR
* ACT_DOD_RELOAD_DEPLOYED_BAR


===Prone===
=== Prone ===
* ACT_DOD_RELOAD_PRONE_PISTOL
* ACT_DOD_RELOAD_PRONE_PISTOL
* ACT_DOD_RELOAD_PRONE_GARAND
* ACT_DOD_RELOAD_PRONE_GARAND
Line 917: Line 960:
* ACT_DOD_RELOAD_PRONE_FG42
* ACT_DOD_RELOAD_PRONE_FG42


===Prone bazooka===
=== Prone bazooka ===
* ACT_DOD_RELOAD_PRONE_BAZOOKA
* ACT_DOD_RELOAD_PRONE_BAZOOKA
* ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA
* ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA
Line 923: Line 966:
* ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK
* ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK


===Prone deployed===
=== Prone deployed ===
* ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR
* ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR
* ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42
* ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42
Line 930: Line 973:
* ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34
* ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34


===Prone zoomed aim===
=== Prone zoomed aim ===
* ACT_DOD_PRONE_ZOOM_FORWARD_TOMMY
* ACT_DOD_PRONE_ZOOM_FORWARD_TOMMY
* ACT_DOD_PRONE_ZOOM_FORWARD_BOLT
* ACT_DOD_PRONE_ZOOM_FORWARD_BOLT
Line 936: Line 979:
* ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK
* ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK


 
=== Hand signals ===
===Hand Signals===
* ACT_DOD_HS_STICKTOGETHER
* ACT_DOD_HS_STICKTOGETHER
* ACT_DOD_HS_FALLBACK
* ACT_DOD_HS_FALLBACK
Line 966: Line 1,008:
* ACT_DOD_HS_USEGRENS
* ACT_DOD_HS_USEGRENS


===Prone Hand Signals===
=== Prone hand signals ===
* ACT_DOD_HS_PRONE_MOVEOUT
* ACT_DOD_HS_PRONE_MOVEOUT
* ACT_DOD_HS_PRONE_FLANKLEFT
* ACT_DOD_HS_PRONE_FLANKLEFT
Line 995: Line 1,037:
* ACT_DOD_HS_PRONE_CEASEFIRE
* ACT_DOD_HS_PRONE_CEASEFIRE


=HL2MP=
= Half-Life 2: Multiplayer =
==Player==
 
== Player ==
* ACT_HL2MP_IDLE
* ACT_HL2MP_IDLE
* ACT_HL2MP_RUN
* ACT_HL2MP_RUN
Line 1,004: Line 1,047:
* ACT_HL2MP_GESTURE_RELOAD
* ACT_HL2MP_GESTURE_RELOAD
* ACT_HL2MP_JUMP
* ACT_HL2MP_JUMP
==Weapons==
 
===Pistol===
== Weapons ==
 
=== Pistol ===
* ACT_HL2MP_IDLE_PISTOL
* ACT_HL2MP_IDLE_PISTOL
* ACT_HL2MP_RUN_PISTOL
* ACT_HL2MP_RUN_PISTOL
Line 1,013: Line 1,058:
* ACT_HL2MP_GESTURE_RELOAD_PISTOL
* ACT_HL2MP_GESTURE_RELOAD_PISTOL
* ACT_HL2MP_JUMP_PISTOL
* ACT_HL2MP_JUMP_PISTOL
===Sub-Machine Gun 1===
 
=== Sub-machine gun 1 ===
* ACT_HL2MP_IDLE_SMG1
* ACT_HL2MP_IDLE_SMG1
* ACT_HL2MP_RUN_SMG1
* ACT_HL2MP_RUN_SMG1
Line 1,021: Line 1,067:
* ACT_HL2MP_GESTURE_RELOAD_SMG1
* ACT_HL2MP_GESTURE_RELOAD_SMG1
* ACT_HL2MP_JUMP_SMG1
* ACT_HL2MP_JUMP_SMG1
===Assault Rifle 2===
 
=== Assault rifle 2 ===
* ACT_HL2MP_IDLE_AR2
* ACT_HL2MP_IDLE_AR2
* ACT_HL2MP_RUN_AR2
* ACT_HL2MP_RUN_AR2
Line 1,029: Line 1,076:
* ACT_HL2MP_GESTURE_RELOAD_AR2
* ACT_HL2MP_GESTURE_RELOAD_AR2
* ACT_HL2MP_JUMP_AR2
* ACT_HL2MP_JUMP_AR2
===Shotgun===
 
=== Shotgun ===
* ACT_HL2MP_IDLE_SHOTGUN
* ACT_HL2MP_IDLE_SHOTGUN
* ACT_HL2MP_RUN_SHOTGUN
* ACT_HL2MP_RUN_SHOTGUN
Line 1,037: Line 1,085:
* ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
* ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
* ACT_HL2MP_JUMP_SHOTGUN
* ACT_HL2MP_JUMP_SHOTGUN
===Rocket Propelled Grenade===
 
=== Rocket propelled grenade ===
* ACT_HL2MP_IDLE_RPG
* ACT_HL2MP_IDLE_RPG
* ACT_HL2MP_RUN_RPG
* ACT_HL2MP_RUN_RPG
Line 1,045: Line 1,094:
* ACT_HL2MP_GESTURE_RELOAD_RPG
* ACT_HL2MP_GESTURE_RELOAD_RPG
* ACT_HL2MP_JUMP_RPG
* ACT_HL2MP_JUMP_RPG
===Frag Grenade===
 
=== Frag grenade ===
* ACT_HL2MP_IDLE_GRENADE
* ACT_HL2MP_IDLE_GRENADE
* ACT_HL2MP_RUN_GRENADE
* ACT_HL2MP_RUN_GRENADE
Line 1,053: Line 1,103:
* ACT_HL2MP_GESTURE_RELOAD_GRENADE
* ACT_HL2MP_GESTURE_RELOAD_GRENADE
* ACT_HL2MP_JUMP_GRENADE
* ACT_HL2MP_JUMP_GRENADE
===Physics gun===
 
=== Physics gun ===
* ACT_HL2MP_IDLE_PHYSGUN
* ACT_HL2MP_IDLE_PHYSGUN
* ACT_HL2MP_RUN_PHYSGUN
* ACT_HL2MP_RUN_PHYSGUN
Line 1,061: Line 1,112:
* ACT_HL2MP_GESTURE_RELOAD_PHYSGUN
* ACT_HL2MP_GESTURE_RELOAD_PHYSGUN
* ACT_HL2MP_JUMP_PHYSGUN
* ACT_HL2MP_JUMP_PHYSGUN
===Crossbow===
 
=== Crossbow ===
* ACT_HL2MP_IDLE_CROSSBOW
* ACT_HL2MP_IDLE_CROSSBOW
* ACT_HL2MP_RUN_CROSSBOW
* ACT_HL2MP_RUN_CROSSBOW
Line 1,069: Line 1,121:
* ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
* ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
* ACT_HL2MP_JUMP_CROSSBOW
* ACT_HL2MP_JUMP_CROSSBOW
===Crowbar & Stunstick===
 
=== Crowbar and stunstick ===
* ACT_HL2MP_IDLE_MELEE
* ACT_HL2MP_IDLE_MELEE
* ACT_HL2MP_RUN_MELEE
* ACT_HL2MP_RUN_MELEE
Line 1,078: Line 1,131:
* ACT_HL2MP_JUMP_MELEE
* ACT_HL2MP_JUMP_MELEE


===S.L.A.M.===
=== S.L.A.M. ===
* ACT_HL2MP_IDLE_SLAM
* ACT_HL2MP_IDLE_SLAM
* ACT_HL2MP_RUN_SLAM
* ACT_HL2MP_RUN_SLAM
Line 1,086: Line 1,139:
* ACT_HL2MP_GESTURE_RELOAD_SLAM
* ACT_HL2MP_GESTURE_RELOAD_SLAM
* ACT_HL2MP_JUMP_SLAM
* ACT_HL2MP_JUMP_SLAM
[[Category:Programming]]
[[Category:Modeling]]

Revision as of 12:17, 1 October 2007

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