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https://github.com/celisej567/source-sdk-2013.git
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Added optional new activities for unused HL2 weapons included in the Source SDK (deactivated by default)
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@@ -46,6 +46,77 @@ PRECACHE_WEAPON_REGISTER(weapon_smg2);
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acttable_t CWeaponSMG2::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG2, true },
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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// Optional new NPC activities
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// (these should fall back to SMG animations when they don't exist on an NPC)
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{ ACT_RELOAD, ACT_RELOAD_SMG2, true },
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{ ACT_IDLE, ACT_IDLE_SMG2, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG2, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG2_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_SMG2_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_SMG2_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SMG2_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SMG2_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SMG2_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
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//End readiness activities
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{ ACT_WALK, ACT_WALK_SMG2, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_SMG2, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_SMG2, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SMG2, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG2, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG2_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_SMG2_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG2_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG2_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG2, true },
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{ ACT_ARM, ACT_ARM_RIFLE, false },
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{ ACT_DISARM, ACT_DISARM_RIFLE, false },
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#if EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG2_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG2_MED, false },
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#endif
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#if EXPANDED_HL2DM_ACTIVITIES
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG2, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG2, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG2, false },
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{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2, false },
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#endif
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG2);
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