/*** * * 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 };