mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Added a bajillion new activities
This commit is contained in:
@@ -2183,6 +2183,8 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR2 );
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ADD_ACTIVITY_TO_SR( ACT_COVER_AR2_LOW );
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#endif
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#ifdef SHARED_COMBINE_ACTIVITIES
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@@ -2245,14 +2247,42 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_COVER_SHOTGUN_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_LOW );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_RELAXED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN_STIMULATED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_LOW );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_LOW );
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ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_RPG );
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ADD_ACTIVITY_TO_SR( ACT_RUN_PACKAGE );
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ADD_ACTIVITY_TO_SR( ACT_RUN_SUITCASE );
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ADD_ACTIVITY_TO_SR( ACT_ARM_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_ARM_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_ARM_RPG );
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ADD_ACTIVITY_TO_SR( ACT_ARM_MELEE );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_SHOTGUN );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_RPG );
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ADD_ACTIVITY_TO_SR( ACT_DISARM_MELEE );
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#endif
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#ifdef EXPANDED_NAVIGATION_ACTIVITIES
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@@ -2263,4 +2293,158 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_MOUNT_BOTTOM );
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ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT_BOTTOM );
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#endif
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#ifdef EXPANDED_HL2_COVER_ACTIVITIES
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_REVOLVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_CROSSBOW_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SHOTGUN_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_RPG_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_REVOLVER_MED );
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ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_CROSSBOW_MED );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_RIFLE );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_R_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_L_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_R_PISTOL );
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ADD_ACTIVITY_TO_SR( ACT_COVER_WALL_LOW_L_PISTOL );
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#endif
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: This is a multi-purpose table which links NPC activities to their gesture variants.
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//-----------------------------------------------------------------------------
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CAI_BaseNPC::actlink_t CAI_BaseNPC::gm_ActivityGestureLinks[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK1 },
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{ ACT_RANGE_ATTACK2, ACT_GESTURE_RANGE_ATTACK2 },
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{ ACT_MELEE_ATTACK1, ACT_GESTURE_MELEE_ATTACK1 },
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{ ACT_MELEE_ATTACK2, ACT_GESTURE_MELEE_ATTACK2 },
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{ ACT_RELOAD, ACT_GESTURE_RELOAD },
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{ ACT_RANGE_ATTACK1_LOW, ACT_GESTURE_RANGE_ATTACK1 }, // NOTE: ACT_GESTURE_RANGE_ATTACK1_LOW exists, but isn't used
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{ ACT_RANGE_ATTACK2_LOW, ACT_GESTURE_RANGE_ATTACK2 }, // NOTE: ACT_GESTURE_RANGE_ATTACK2_LOW exists, but isn't used
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{ ACT_RELOAD_LOW, ACT_GESTURE_RELOAD },
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{ ACT_MELEE_ATTACK_SWING, ACT_GESTURE_MELEE_ATTACK_SWING },
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// -----------------------------------------------------------
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{ ACT_RANGE_ATTACK_AR2, ACT_GESTURE_RANGE_ATTACK_AR2 },
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{ ACT_RANGE_ATTACK_AR2_LOW, ACT_GESTURE_RANGE_ATTACK_AR2 },
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{ ACT_RANGE_ATTACK_SMG1, ACT_GESTURE_RANGE_ATTACK_SMG1 },
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{ ACT_RANGE_ATTACK_SMG1_LOW, ACT_GESTURE_RANGE_ATTACK_SMG1 },
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{ ACT_RANGE_ATTACK_SHOTGUN, ACT_GESTURE_RANGE_ATTACK_SHOTGUN },
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{ ACT_RANGE_ATTACK_SHOTGUN_LOW, ACT_GESTURE_RANGE_ATTACK_SHOTGUN },
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{ ACT_RANGE_ATTACK_PISTOL, ACT_GESTURE_RANGE_ATTACK_PISTOL },
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{ ACT_RANGE_ATTACK_PISTOL_LOW, ACT_GESTURE_RANGE_ATTACK_PISTOL },
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// -----------------------------------------------------------
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{ ACT_SMALL_FLINCH, ACT_GESTURE_SMALL_FLINCH },
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{ ACT_BIG_FLINCH, ACT_GESTURE_BIG_FLINCH },
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{ ACT_FLINCH_HEAD, ACT_GESTURE_FLINCH_HEAD },
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{ ACT_FLINCH_CHEST, ACT_GESTURE_FLINCH_CHEST },
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{ ACT_FLINCH_STOMACH, ACT_GESTURE_FLINCH_STOMACH },
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{ ACT_FLINCH_LEFTARM, ACT_GESTURE_FLINCH_LEFTARM },
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{ ACT_FLINCH_RIGHTARM, ACT_GESTURE_FLINCH_RIGHTARM },
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{ ACT_FLINCH_LEFTLEG, ACT_GESTURE_FLINCH_LEFTLEG },
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{ ACT_FLINCH_RIGHTLEG, ACT_GESTURE_FLINCH_RIGHTLEG },
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// -----------------------------------------------------------
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#if AR2_ACTIVITY_FIX == 1
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{ ACT_RELOAD_AR2, ACT_GESTURE_RELOAD_AR2 },
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{ ACT_RELOAD_AR2_LOW, ACT_GESTURE_RELOAD_AR2 },
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#endif
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{ ACT_RELOAD_SMG1, ACT_GESTURE_RELOAD_SMG1 },
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{ ACT_RELOAD_SMG1_LOW, ACT_GESTURE_RELOAD_SMG1 },
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{ ACT_RELOAD_SHOTGUN, ACT_GESTURE_RELOAD_SHOTGUN },
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{ ACT_RELOAD_SHOTGUN_LOW, ACT_GESTURE_RELOAD_SHOTGUN },
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{ ACT_RELOAD_PISTOL, ACT_GESTURE_RELOAD_PISTOL },
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{ ACT_RELOAD_PISTOL_LOW, ACT_GESTURE_RELOAD_PISTOL },
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#ifdef SHARED_COMBINE_ACTIVITIES
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{ ACT_SPECIAL_ATTACK1, ACT_GESTURE_SPECIAL_ATTACK1 },
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{ ACT_SPECIAL_ATTACK2, ACT_GESTURE_SPECIAL_ATTACK2 },
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{ ACT_COMBINE_THROW_GRENADE, ACT_GESTURE_COMBINE_THROW_GRENADE },
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{ ACT_COMBINE_AR2_ALTFIRE, ACT_GESTURE_COMBINE_AR2_ALTFIRE },
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{ ACT_SIGNAL_ADVANCE, ACT_GESTURE_SIGNAL_ADVANCE },
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{ ACT_SIGNAL_FORWARD, ACT_GESTURE_SIGNAL_FORWARD },
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{ ACT_SIGNAL_GROUP, ACT_GESTURE_SIGNAL_GROUP },
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{ ACT_SIGNAL_HALT, ACT_GESTURE_SIGNAL_HALT },
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{ ACT_SIGNAL_LEFT, ACT_GESTURE_SIGNAL_LEFT },
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{ ACT_SIGNAL_RIGHT, ACT_GESTURE_SIGNAL_RIGHT },
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{ ACT_SIGNAL_TAKECOVER, ACT_GESTURE_SIGNAL_TAKECOVER },
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#endif
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#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
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{ ACT_RANGE_ATTACK_REVOLVER, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
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{ ACT_RANGE_ATTACK_REVOLVER_LOW, ACT_GESTURE_RANGE_ATTACK_REVOLVER },
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{ ACT_RANGE_ATTACK_CROSSBOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW },
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{ ACT_RANGE_ATTACK_CROSSBOW_LOW, ACT_GESTURE_RANGE_ATTACK_CROSSBOW },
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{ ACT_RANGE_ATTACK_RPG, ACT_GESTURE_RANGE_ATTACK_RPG },
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{ ACT_RANGE_ATTACK_RPG_LOW, ACT_GESTURE_RANGE_ATTACK_RPG },
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{ ACT_RELOAD_REVOLVER, ACT_GESTURE_RELOAD_REVOLVER },
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{ ACT_RELOAD_REVOLVER_LOW, ACT_GESTURE_RELOAD_REVOLVER },
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{ ACT_RELOAD_CROSSBOW, ACT_GESTURE_RELOAD_CROSSBOW },
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{ ACT_RELOAD_CROSSBOW_LOW, ACT_GESTURE_RELOAD_CROSSBOW },
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#endif
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};
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Activity CAI_BaseNPC::GetGestureVersionOfActivity( Activity inActivity )
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{
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actlink_t *pTable = gm_ActivityGestureLinks;
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int actCount = ARRAYSIZE( gm_ActivityGestureLinks );
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for ( int i = 0; i < actCount; i++, pTable++ )
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{
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if ( inActivity == pTable->sequence )
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{
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return pTable->gesture;
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}
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}
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return ACT_INVALID;
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}
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Activity CAI_BaseNPC::GetSequenceVersionOfGesture( Activity inActivity )
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{
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actlink_t *pTable = gm_ActivityGestureLinks;
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int actCount = ARRAYSIZE( gm_ActivityGestureLinks );
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for (int i = 0; i < actCount; i++, pTable++)
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{
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if (inActivity == pTable->gesture)
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{
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return pTable->sequence;
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}
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}
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return ACT_INVALID;
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}
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#endif
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