Added optional new activities for unused HL2 weapons included in the Source SDK (deactivated by default)

This commit is contained in:
Blixibon
2021-11-20 20:49:24 -06:00
parent d2fdfd3fe1
commit 4e3287842e
8 changed files with 647 additions and 3 deletions

View File

@@ -2306,7 +2306,87 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE );
#endif
#ifdef EXPANDED_NAVIGATION_ACTIVITIES
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR1 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR1_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SMG2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_COVER_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SNIPER_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SNIPER_RIFLE_STIMULATED );
#endif
#if EXPANDED_NAVIGATION_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_CLIMB_ALL );
ADD_ACTIVITY_TO_SR( ACT_CLIMB_IDLE );
@@ -2336,6 +2416,15 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR1_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG2_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SNIPER_RIFLE_MED );
ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE_MED );
#endif
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R );
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L );
ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R );
@@ -2387,6 +2476,38 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_REVOLVER );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_REVOLVER );
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_AR1 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SMG2 );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK2_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_SNIPER_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SNIPER_RIFLE );
#endif
ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_USE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_USE );
ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_USE );
@@ -2485,6 +2606,28 @@ CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
{ ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW },
{ ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW },
#endif
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
{ ACT_RANGE_ATTACK_AR1, ACT_GESTURE_RANGE_ATTACK_AR1 },
{ ACT_RANGE_ATTACK_AR1_LOW, ACT_GESTURE_RANGE_ATTACK_AR1 },
{ ACT_RANGE_ATTACK_AR2_GRENADE, ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE },
{ ACT_RANGE_ATTACK_HMG1, ACT_GESTURE_RANGE_ATTACK_HMG1 },
{ ACT_RANGE_ATTACK_ML, ACT_GESTURE_RANGE_ATTACK_ML },
{ ACT_RANGE_ATTACK_SMG2, ACT_GESTURE_RANGE_ATTACK_SMG2 },
{ ACT_RANGE_ATTACK_SMG2_LOW, ACT_GESTURE_RANGE_ATTACK_SMG2 },
{ ACT_RANGE_ATTACK_SLAM, ACT_GESTURE_RANGE_ATTACK_SLAM },
{ ACT_RANGE_ATTACK_TRIPWIRE, ACT_GESTURE_RANGE_ATTACK_TRIPWIRE },
{ ACT_RANGE_ATTACK_THROW, ACT_GESTURE_RANGE_ATTACK_THROW },
{ ACT_RANGE_ATTACK_SNIPER_RIFLE, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
{ ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW, ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE },
{ ACT_RELOAD_AR1, ACT_GESTURE_RELOAD_AR1 },
{ ACT_RELOAD_AR1_LOW, ACT_GESTURE_RELOAD_AR1 },
{ ACT_RELOAD_SMG2, ACT_GESTURE_RELOAD_SMG2 },
{ ACT_RELOAD_SMG2_LOW, ACT_GESTURE_RELOAD_SMG2 },
{ ACT_RELOAD_SNIPER_RIFLE, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
{ ACT_RELOAD_SNIPER_RIFLE_LOW, ACT_GESTURE_RELOAD_SNIPER_RIFLE },
#endif
};
Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity )