Activity List
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This is the activity list found in ai_activity.h
Base activities
- ACT_INVALID— So we have something more succint to check for than '-1'
- ACT_RESET— Set m_Activity to this invalid value to force a reset to m_IdealActivity
- ACT_IDLE
- ACT_TRANSITION
- ACT_COVER— FIXME: obsolete? redundant with ACT_COVER_LOW?
- ACT_COVER_MED— FIXME: unsupported?
- ACT_COVER_LOW— FIXME: rename ACT_IDLE_CROUCH?
- ACT_WALK
- ACT_WALK_AIM
- ACT_WALK_CROUCH
- ACT_WALK_CROUCH_AIM
- ACT_RUN
- ACT_RUN_AIM
- ACT_RUN_CROUCH
- ACT_RUN_CROUCH_AIM
- ACT_RUN_PROTECTED
- ACT_SCRIPT_CUSTOM_MOVE
- ACT_RANGE_ATTACK1
- ACT_RANGE_ATTACK2
- ACT_RANGE_ATTACK1_LOW— FIXME: not used yet crouched versions of the range attack
- ACT_RANGE_ATTACK2_LOW— FIXME: not used yet crouched versions of the range attack
- ACT_DIESIMPLE
- ACT_DIEBACKWARD
- ACT_DIEFORWARD
- ACT_DIEVIOLENT
- ACT_DIERAGDOLL
- ACT_FLY— Fly (and flap if appropriate)
- ACT_HOVER
- ACT_GLIDE
- ACT_SWIM
- ACT_JUMP
- ACT_HOP— vertical jump
- ACT_LEAP— long forward jump
- ACT_LAND
- ACT_CLIMB_UP
- ACT_CLIMB_DOWN
- ACT_CLIMB_DISMOUNT
- ACT_SHIPLADDER_UP
- ACT_SHIPLADDER_DOWN
- ACT_STRAFE_LEFT
- ACT_STRAFE_RIGHT
- ACT_ROLL_LEFT— tuck and roll left
- ACT_ROLL_RIGHT— tuck and roll right
- ACT_TURN_LEFT— turn quickly left (stationary)
- ACT_TURN_RIGHT— turn quickly right (stationary)
- ACT_CROUCH— FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
- ACT_CROUCHIDLE— FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
- ACT_STAND— FIXME: obsolete? should be transition (the act of standing from a crouched position)
- ACT_USE
- ACT_SIGNAL1
- ACT_SIGNAL2
- ACT_SIGNAL3
Squad 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