/***
*
*	Copyright (c) 1999, 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_RELOAD_START),   // added by elven
_A( ACT_RELOAD_INSERT),
_A( ACT_RELOAD_END),
_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_RANGE_PRIME ),
0, NULL
};