Activity List

From Valve Developer Community
Jump to: navigation, search
Dead End - Icon.png
This article has no Wikipedia icon links to other VDC articles. Please help improve this article by adding links Wikipedia icon that are relevant to the context within the existing text.
January 2024

This is the activity list found in ai_activity.h

Contents

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

Empty

This article or section is empty. You can help by adding it.

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

Empty

This article or section is empty. You can help by adding it.

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: Invasion

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