Paranoia2/dlls/activitymap.h
2020-08-31 19:50:41 +03:00

151 lines
3.6 KiB
C

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#define _A( a ) { a, #a }
activity_map_t activity_map[] =
{
_A( ACT_IDLE ),
_A( ACT_GUARD ),
_A( ACT_WALK ),
_A( ACT_RUN ),
_A( ACT_FLY ),
_A( ACT_SWIM ),
_A( ACT_HOP ),
_A( ACT_LEAP ),
_A( ACT_FALL ),
_A( ACT_LAND ),
_A( ACT_STRAFE_LEFT ),
_A( ACT_STRAFE_RIGHT ),
_A( ACT_ROLL_LEFT ),
_A( ACT_ROLL_RIGHT ),
_A( ACT_TURN_LEFT ),
_A( ACT_TURN_RIGHT ),
_A( ACT_CROUCH ),
_A( ACT_CROUCHIDLE ),
_A( ACT_STAND ),
_A( ACT_USE ),
_A( ACT_SIGNAL1 ),
_A( ACT_SIGNAL2 ),
_A( ACT_SIGNAL3 ),
_A( ACT_TWITCH ),
_A( ACT_COWER ),
_A( ACT_SMALL_FLINCH ),
_A( ACT_BIG_FLINCH ),
_A( ACT_RANGE_ATTACK1 ),
_A( ACT_RANGE_ATTACK2 ),
_A( ACT_MELEE_ATTACK1 ),
_A( ACT_MELEE_ATTACK2 ),
_A( ACT_RELOAD ),
_A( ACT_ARM ),
_A( ACT_DISARM ),
_A( ACT_EAT ),
_A( ACT_DIESIMPLE ),
_A( ACT_DIEBACKWARD ),
_A( ACT_DIEFORWARD ),
_A( ACT_DIEVIOLENT ),
_A( ACT_BARNACLE_HIT ),
_A( ACT_BARNACLE_PULL ),
_A( ACT_BARNACLE_CHOMP ),
_A( ACT_BARNACLE_CHEW ),
_A( ACT_SLEEP ),
_A( ACT_INSPECT_FLOOR ),
_A( ACT_INSPECT_WALL ),
_A( ACT_IDLE_ANGRY ),
_A( ACT_WALK_HURT ),
_A( ACT_RUN_HURT ),
_A( ACT_HOVER ),
_A( ACT_GLIDE ),
_A( ACT_FLY_LEFT ),
_A( ACT_FLY_RIGHT ),
_A( ACT_DETECT_SCENT ),
_A( ACT_SNIFF ),
_A( ACT_BITE ),
_A( ACT_THREAT_DISPLAY ),
_A( ACT_FEAR_DISPLAY ),
_A( ACT_EXCITED ),
_A( ACT_SPECIAL_ATTACK1 ),
_A( ACT_SPECIAL_ATTACK2 ),
_A( ACT_COMBAT_IDLE ),
_A( ACT_WALK_SCARED ),
_A( ACT_RUN_SCARED ),
_A( ACT_VICTORY_DANCE ),
_A( ACT_DIE_HEADSHOT ),
_A( ACT_DIE_CHESTSHOT ),
_A( ACT_DIE_GUTSHOT ),
_A( ACT_DIE_BACKSHOT ),
_A( ACT_FLINCH_HEAD ),
_A( ACT_FLINCH_CHEST ),
_A( ACT_FLINCH_STOMACH ),
_A( ACT_FLINCH_LEFTARM ),
_A( ACT_FLINCH_RIGHTARM ),
_A( ACT_FLINCH_LEFTLEG ),
_A( ACT_FLINCH_RIGHTLEG ),
_A( ACT_VM_NONE ),
_A( ACT_VM_DEPLOY ),
_A( ACT_VM_DEPLOY_EMPTY ),
_A( ACT_VM_HOLSTER ),
_A( ACT_VM_HOLSTER_EMPTY ),
_A( ACT_VM_IDLE ),
_A( ACT_VM_IDLE_IS ),
_A( ACT_VM_RANGE_ATTACK ),
_A( ACT_VM_RANGE_ATTACK_IS ),
_A( ACT_VM_MELEE_ATTACK ),
_A( ACT_VM_MELEE_ATTACK_IS ),
_A( ACT_VM_SHOOT_LAST ),
_A( ACT_VM_SHOOT_LAST_IS ),
_A( ACT_VM_LAST_MELEE_ATTACK ),
_A( ACT_VM_LAST_MELEE_ATTACK_IS ),
_A( ACT_VM_START_RELOAD ),
_A( ACT_VM_START_RELOAD_IS ),
_A( ACT_VM_RELOAD ),
_A( ACT_VM_RELOAD_IS ),
_A( ACT_VM_RELOAD_EMPTY ),
_A( ACT_VM_RELOAD_EMPTY_IS ),
_A( ACT_VM_TURNON ),
_A( ACT_VM_TURNOFF ),
_A( ACT_VM_PUMP ),
_A( ACT_VM_PUMP_IS ),
_A( ACT_VM_PUMP_EMPTY ),
_A( ACT_VM_PUMP_EMPTY_IS ),
_A( ACT_VM_START_CHARGE ),
_A( ACT_VM_CHARGE ),
_A( ACT_VM_OVERLOAD ),
_A( ACT_VM_IDLE_EMPTY ),
_A( ACT_VM_IDLE_EMPTY_IS ),
_A( ACT_VM_IRONSIGHT_ON ),
_A( ACT_VM_IRONSIGHT_OFF ),
_A( ACT_VM_SHOOT_EMPTY ),
_A( ACT_VM_SHOOT_EMPTY_IS ),
_A( ACT_VM_IRONSIGHT_ON_EMPTY ),
_A( ACT_VM_IRONSIGHT_OFF_EMPTY ),
_A( ACT_VM_RESERVED0 ),
_A( ACT_VM_RESERVED1 ),
_A( ACT_VM_RESERVED2 ),
_A( ACT_VM_RESERVED3 ),
_A( ACT_VM_RESERVED4 ),
_A( ACT_FLASHLIGHT ),
_A( ACT_WALKBACK_FIRE ),
_A( ACT_FIRINGWALK ),
_A( ACT_FIRINGRUN ),
_A( ACT_DIERAGDOLL ),
_A( ACT_180_LEFT ),
_A( ACT_180_RIGHT ),
_A( ACT_90_LEFT ),
_A( ACT_90_RIGHT ),
_A( ACT_DO_NOT_DISTURB ),
_A( ACT_TRANSITION ),
0, NULL
};