ns/releases/3.1/source/dlls/activitymap.h

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/***
*
* 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
};