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102 lines
2.4 KiB
C
102 lines
2.4 KiB
C
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#define _A( a ) { a, #a }
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activity_map_t activity_map[] =
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{
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_A( ACT_IDLE ),
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_A( ACT_GUARD ),
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_A( ACT_WALK ),
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_A( ACT_RUN ),
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_A( ACT_FLY ),
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_A( ACT_SWIM ),
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_A( ACT_HOP ),
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_A( ACT_LEAP ),
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_A( ACT_FALL ),
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_A( ACT_LAND ),
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_A( ACT_STRAFE_LEFT ),
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_A( ACT_STRAFE_RIGHT ),
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_A( ACT_ROLL_LEFT ),
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_A( ACT_ROLL_RIGHT ),
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_A( ACT_TURN_LEFT ),
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_A( ACT_TURN_RIGHT ),
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_A( ACT_CROUCH ),
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_A( ACT_CROUCHIDLE ),
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_A( ACT_STAND ),
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_A( ACT_USE ),
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_A( ACT_SIGNAL1 ),
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_A( ACT_SIGNAL2 ),
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_A( ACT_SIGNAL3 ),
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_A( ACT_TWITCH ),
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_A( ACT_COWER ),
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_A( ACT_SMALL_FLINCH ),
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_A( ACT_BIG_FLINCH ),
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_A( ACT_RANGE_ATTACK1 ),
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_A( ACT_RANGE_ATTACK2 ),
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_A( ACT_MELEE_ATTACK1 ),
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_A( ACT_MELEE_ATTACK2 ),
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_A( ACT_RELOAD ),
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_A( ACT_RELOAD_START), // added by elven
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_A( ACT_RELOAD_INSERT),
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_A( ACT_RELOAD_END),
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_A( ACT_ARM ),
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_A( ACT_DISARM ),
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_A( ACT_EAT ),
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_A( ACT_DIESIMPLE ),
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_A( ACT_DIEBACKWARD ),
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_A( ACT_DIEFORWARD ),
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_A( ACT_DIEVIOLENT ),
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_A( ACT_BARNACLE_HIT ),
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_A( ACT_BARNACLE_PULL ),
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_A( ACT_BARNACLE_CHOMP ),
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_A( ACT_BARNACLE_CHEW ),
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_A( ACT_SLEEP ),
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_A( ACT_INSPECT_FLOOR ),
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_A( ACT_INSPECT_WALL ),
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_A( ACT_IDLE_ANGRY ),
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_A( ACT_WALK_HURT ),
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_A( ACT_RUN_HURT ),
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_A( ACT_HOVER ),
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_A( ACT_GLIDE ),
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_A( ACT_FLY_LEFT ),
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_A( ACT_FLY_RIGHT ),
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_A( ACT_DETECT_SCENT ),
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_A( ACT_SNIFF ),
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_A( ACT_BITE ),
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_A( ACT_THREAT_DISPLAY ),
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_A( ACT_FEAR_DISPLAY ),
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_A( ACT_EXCITED ),
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_A( ACT_SPECIAL_ATTACK1 ),
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_A( ACT_SPECIAL_ATTACK2 ),
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_A( ACT_COMBAT_IDLE ),
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_A( ACT_WALK_SCARED ),
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_A( ACT_RUN_SCARED ),
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_A( ACT_VICTORY_DANCE ),
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_A( ACT_DIE_HEADSHOT ),
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_A( ACT_DIE_CHESTSHOT ),
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_A( ACT_DIE_GUTSHOT ),
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_A( ACT_DIE_BACKSHOT ),
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_A( ACT_FLINCH_HEAD ),
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_A( ACT_FLINCH_CHEST ),
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_A( ACT_FLINCH_STOMACH ),
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_A( ACT_FLINCH_LEFTARM ),
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_A( ACT_FLINCH_RIGHTARM ),
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_A( ACT_FLINCH_LEFTLEG ),
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_A( ACT_FLINCH_RIGHTLEG ),
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_A( ACT_RANGE_PRIME ),
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0, NULL
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};
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