Activity List

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: 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
Category:Programming
Category:Modeling