hl2sdk/public/game/shared/protobuf/ai_activity.proto
2015-02-20 09:13:08 -05:00

741 lines
29 KiB
Protocol Buffer

//====== Copyright (c) 2012, Valve Corporation, All rights reserved. ========//
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
// THE POSSIBILITY OF SUCH DAMAGE.
//===========================================================================//
// We care more about speed than code size
option optimize_for = SPEED;
// We don't use the service generation functionality
option cc_generic_services = false;
enum Activity
{
ACT_INVALID = -1; // So we have something more succint to check for than '-1'
ACT_RESET = 0; // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE = 1;
ACT_TRANSITION = 2;
ACT_COVER = 3; // FIXME: obsolete? redundant with ACT_COVER_LOW?
ACT_COVER_MED = 4; // FIXME: unsupported?
ACT_COVER_LOW = 5; // FIXME: rename ACT_IDLE_CROUCH?
ACT_WALK = 6;
ACT_WALK_AIM = 7;
ACT_WALK_CROUCH = 8;
ACT_WALK_CROUCH_AIM = 9;
ACT_RUN = 10;
ACT_RUN_AIM = 11;
ACT_RUN_CROUCH = 12;
ACT_RUN_CROUCH_AIM = 13;
ACT_RUN_PROTECTED = 14;
ACT_SCRIPT_CUSTOM_MOVE = 15;
ACT_RANGE_ATTACK1 = 16;
ACT_RANGE_ATTACK2 = 17;
ACT_RANGE_ATTACK1_LOW = 18; // FIXME: not used yet crouched versions of the range attack
ACT_RANGE_ATTACK2_LOW = 19; // FIXME: not used yet crouched versions of the range attack
ACT_DIESIMPLE = 20;
ACT_DIEBACKWARD = 21;
ACT_DIEFORWARD = 22;
ACT_DIEVIOLENT = 23;
ACT_DIERAGDOLL = 24;
ACT_FLY = 25; // Fly (and flap if appropriate)
ACT_HOVER = 26;
ACT_GLIDE = 27;
ACT_SWIM = 28;
ACT_JUMP = 29;
ACT_HOP = 30; // vertical jump
ACT_LEAP = 31; // long forward jump
ACT_LAND = 32;
ACT_CLIMB_UP = 33;
ACT_CLIMB_DOWN = 34;
ACT_CLIMB_DISMOUNT = 35;
ACT_SHIPLADDER_UP = 36;
ACT_SHIPLADDER_DOWN = 37;
ACT_STRAFE_LEFT = 38;
ACT_STRAFE_RIGHT = 39;
ACT_ROLL_LEFT = 40; // tuck and roll left
ACT_ROLL_RIGHT = 41; // tuck and roll right
ACT_TURN_LEFT = 42; // turn quickly left (stationary)
ACT_TURN_RIGHT = 43; // turn quickly right (stationary)
ACT_CROUCH = 44; // FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
ACT_CROUCHIDLE = 45; // FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
ACT_STAND = 46; // FIXME: obsolete? should be transition (the act of standing from a crouched position)
ACT_USE = 47;
ACT_ALIEN_BURROW_IDLE = 48;
ACT_ALIEN_BURROW_OUT = 49;
ACT_SIGNAL1 = 50;
ACT_SIGNAL2 = 51;
ACT_SIGNAL3 = 52;
ACT_SIGNAL_ADVANCE = 53; // Squad handsignals specific.
ACT_SIGNAL_FORWARD = 54;
ACT_SIGNAL_GROUP = 55;
ACT_SIGNAL_HALT = 56;
ACT_SIGNAL_LEFT = 57;
ACT_SIGNAL_RIGHT = 58;
ACT_SIGNAL_TAKECOVER = 59;
ACT_LOOKBACK_RIGHT = 60; // look back over shoulder without turning around.
ACT_LOOKBACK_LEFT = 61;
ACT_COWER = 62; // FIXME: unused should be more extreme version of crouching
ACT_SMALL_FLINCH = 63; // FIXME: needed? shouldn't flinching be down with overlays?
ACT_BIG_FLINCH = 64;
ACT_MELEE_ATTACK1 = 65;
ACT_MELEE_ATTACK2 = 66;
ACT_RELOAD = 67;
ACT_RELOAD_START = 68;
ACT_RELOAD_FINISH = 69;
ACT_RELOAD_LOW = 70;
ACT_ARM = 71; // pull out gun for instance
ACT_DISARM = 72; // reholster gun
ACT_DROP_WEAPON = 73;
ACT_DROP_WEAPON_SHOTGUN = 74;
ACT_PICKUP_GROUND = 75; // pick up something in front of you on the ground
ACT_PICKUP_RACK = 76; // pick up something from a rack or shelf in front of you.
ACT_IDLE_ANGRY = 77; // FIXME: being used as an combat ready idle? alternate idle animation in which the monster is clearly agitated. (loop)
ACT_IDLE_RELAXED = 78;
ACT_IDLE_STIMULATED = 79;
ACT_IDLE_AGITATED = 80;
ACT_IDLE_STEALTH = 81;
ACT_IDLE_HURT = 82;
ACT_WALK_RELAXED = 83;
ACT_WALK_STIMULATED = 84;
ACT_WALK_AGITATED = 85;
ACT_WALK_STEALTH = 86;
ACT_RUN_RELAXED = 87;
ACT_RUN_STIMULATED = 88;
ACT_RUN_AGITATED = 89;
ACT_RUN_STEALTH = 90;
ACT_IDLE_AIM_RELAXED = 91;
ACT_IDLE_AIM_STIMULATED = 92;
ACT_IDLE_AIM_AGITATED = 93;
ACT_IDLE_AIM_STEALTH = 94;
ACT_WALK_AIM_RELAXED = 95;
ACT_WALK_AIM_STIMULATED = 96;
ACT_WALK_AIM_AGITATED = 97;
ACT_WALK_AIM_STEALTH = 98;
ACT_RUN_AIM_RELAXED = 99;
ACT_RUN_AIM_STIMULATED = 100;
ACT_RUN_AIM_AGITATED = 101;
ACT_RUN_AIM_STEALTH = 102;
ACT_CROUCHIDLE_STIMULATED = 103;
ACT_CROUCHIDLE_AIM_STIMULATED = 104;
ACT_CROUCHIDLE_AGITATED = 105;
ACT_WALK_HURT = 106; // limp (loop)
ACT_RUN_HURT = 107; // limp (loop)
ACT_SPECIAL_ATTACK1 = 108; // very monster specific special attacks.
ACT_SPECIAL_ATTACK2 = 109;
ACT_COMBAT_IDLE = 110; // FIXME: unused? agitated idle.
ACT_WALK_SCARED = 111;
ACT_RUN_SCARED = 112;
ACT_VICTORY_DANCE = 113; // killed a player do a victory dance.
ACT_DIE_HEADSHOT = 114; // die hit in head.
ACT_DIE_CHESTSHOT = 115; // die hit in chest
ACT_DIE_GUTSHOT = 116; // die hit in gut
ACT_DIE_BACKSHOT = 117; // die hit in back
ACT_FLINCH_HEAD = 118;
ACT_FLINCH_CHEST = 119;
ACT_FLINCH_STOMACH = 120;
ACT_FLINCH_LEFTARM = 121;
ACT_FLINCH_RIGHTARM = 122;
ACT_FLINCH_LEFTLEG = 123;
ACT_FLINCH_RIGHTLEG = 124;
ACT_FLINCH_PHYSICS = 125;
ACT_FLINCH_HEAD_BACK = 126;
ACT_FLINCH_CHEST_BACK = 127;
ACT_FLINCH_STOMACH_BACK = 128;
ACT_FLINCH_CROUCH_FRONT = 129;
ACT_FLINCH_CROUCH_BACK = 130;
ACT_FLINCH_CROUCH_LEFT = 131;
ACT_FLINCH_CROUCH_RIGHT = 132;
ACT_IDLE_ON_FIRE = 133; // ON FIRE animations
ACT_WALK_ON_FIRE = 134;
ACT_RUN_ON_FIRE = 135;
ACT_RAPPEL_LOOP = 136; // Rappel down a rope!
ACT_180_LEFT = 137; // 180 degree left turn
ACT_180_RIGHT = 138;
ACT_90_LEFT = 139; // 90 degree turns
ACT_90_RIGHT = 140;
ACT_STEP_LEFT = 141; // Single steps
ACT_STEP_RIGHT = 142;
ACT_STEP_BACK = 143;
ACT_STEP_FORE = 144;
ACT_GESTURE_RANGE_ATTACK1 = 145;
ACT_GESTURE_RANGE_ATTACK2 = 146;
ACT_GESTURE_MELEE_ATTACK1 = 147;
ACT_GESTURE_MELEE_ATTACK2 = 148;
ACT_GESTURE_RANGE_ATTACK1_LOW = 149; // FIXME: not used yet crouched versions of the range attack
ACT_GESTURE_RANGE_ATTACK2_LOW = 150; // FIXME: not used yet crouched versions of the range attack
ACT_MELEE_ATTACK_SWING_GESTURE = 151;
ACT_GESTURE_SMALL_FLINCH = 152;
ACT_GESTURE_BIG_FLINCH = 153;
ACT_GESTURE_FLINCH_BLAST = 154; // Startled by an explosion
ACT_GESTURE_FLINCH_BLAST_SHOTGUN = 155;
ACT_GESTURE_FLINCH_BLAST_DAMAGED = 156; // Damaged by an explosion
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN = 157;
ACT_GESTURE_FLINCH_HEAD = 158;
ACT_GESTURE_FLINCH_CHEST = 159;
ACT_GESTURE_FLINCH_STOMACH = 160;
ACT_GESTURE_FLINCH_LEFTARM = 161;
ACT_GESTURE_FLINCH_RIGHTARM = 162;
ACT_GESTURE_FLINCH_LEFTLEG = 163;
ACT_GESTURE_FLINCH_RIGHTLEG = 164;
ACT_GESTURE_TURN_LEFT = 165;
ACT_GESTURE_TURN_RIGHT = 166;
ACT_GESTURE_TURN_LEFT45 = 167;
ACT_GESTURE_TURN_RIGHT45 = 168;
ACT_GESTURE_TURN_LEFT90 = 169;
ACT_GESTURE_TURN_RIGHT90 = 170;
ACT_GESTURE_TURN_LEFT45_FLAT = 171;
ACT_GESTURE_TURN_RIGHT45_FLAT = 172;
ACT_GESTURE_TURN_LEFT90_FLAT = 173;
ACT_GESTURE_TURN_RIGHT90_FLAT = 174;
// HALF-LIFE 1 compatability stuff goes here. Temporary!
ACT_BARNACLE_HIT = 175; // barnacle tongue hits a monster
ACT_BARNACLE_PULL = 176; // barnacle is lifting the monster ( loop )
ACT_BARNACLE_CHOMP = 177; // barnacle latches on to the monster
ACT_BARNACLE_CHEW = 178; // barnacle is holding the monster in its mouth ( loop )
// Sometimes you just want to set an NPC's sequence to a sequence that doesn't actually
// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
// is though. So if you set ideal activity to DO_NOT_DISTURB the AI will not interfere
// with the NPC's current sequence. (SJB)
ACT_DO_NOT_DISTURB = 179;
ACT_SPECIFIC_SEQUENCE = 180;
// viewmodel (weapon) activities
// FIXME: move these to the specific viewmodels no need to make global
ACT_VM_DRAW = 181;
ACT_VM_HOLSTER = 182;
ACT_VM_IDLE = 183;
ACT_VM_FIDGET = 184;
ACT_VM_PULLBACK = 185;
ACT_VM_PULLBACK_HIGH = 186;
ACT_VM_PULLBACK_LOW = 187;
ACT_VM_THROW = 188;
ACT_VM_PULLPIN = 189;
ACT_VM_PRIMARYATTACK = 190; // fire
ACT_VM_SECONDARYATTACK = 191; // alt. fire
ACT_VM_RELOAD = 192;
ACT_VM_DRYFIRE = 193; // fire with no ammo loaded.
ACT_VM_HITLEFT = 194; // bludgeon swing to left - hit (primary attk)
ACT_VM_HITLEFT2 = 195; // bludgeon swing to left - hit (secondary attk)
ACT_VM_HITRIGHT = 196; // bludgeon swing to right - hit (primary attk)
ACT_VM_HITRIGHT2 = 197; // bludgeon swing to right - hit (secondary attk)
ACT_VM_HITCENTER = 198; // bludgeon swing center - hit (primary attk)
ACT_VM_HITCENTER2 = 199; // bludgeon swing center - hit (secondary attk)
ACT_VM_MISSLEFT = 200; // bludgeon swing to left - miss (primary attk)
ACT_VM_MISSLEFT2 = 201; // bludgeon swing to left - miss (secondary attk)
ACT_VM_MISSRIGHT = 202; // bludgeon swing to right - miss (primary attk)
ACT_VM_MISSRIGHT2 = 203; // bludgeon swing to right - miss (secondary attk)
ACT_VM_MISSCENTER = 204; // bludgeon swing center - miss (primary attk)
ACT_VM_MISSCENTER2 = 205; // bludgeon swing center - miss (secondary attk)
ACT_VM_HAULBACK = 206; // bludgeon haul the weapon back for a hard strike (secondary attk)
ACT_VM_SWINGHARD = 207; // bludgeon release the hard strike (secondary attk)
ACT_VM_SWINGMISS = 208;
ACT_VM_SWINGHIT = 209;
ACT_VM_IDLE_TO_LOWERED = 210;
ACT_VM_IDLE_LOWERED = 211;
ACT_VM_LOWERED_TO_IDLE = 212;
ACT_VM_RECOIL1 = 213;
ACT_VM_RECOIL2 = 214;
ACT_VM_RECOIL3 = 215;
ACT_VM_PICKUP = 216;
ACT_VM_RELEASE = 217;
ACT_VM_ATTACH_SILENCER = 218;
ACT_VM_DETACH_SILENCER = 219;
//===========================
// HL2 Specific Activities
//===========================
// SLAM Specialty Activities
ACT_SLAM_STICKWALL_IDLE = 220;
ACT_SLAM_STICKWALL_ND_IDLE = 221;
ACT_SLAM_STICKWALL_ATTACH = 222;
ACT_SLAM_STICKWALL_ATTACH2 = 223;
ACT_SLAM_STICKWALL_ND_ATTACH = 224;
ACT_SLAM_STICKWALL_ND_ATTACH2 = 225;
ACT_SLAM_STICKWALL_DETONATE = 226;
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER = 227;
ACT_SLAM_STICKWALL_DRAW = 228;
ACT_SLAM_STICKWALL_ND_DRAW = 229;
ACT_SLAM_STICKWALL_TO_THROW = 230;
ACT_SLAM_STICKWALL_TO_THROW_ND = 231;
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND = 232;
ACT_SLAM_THROW_IDLE = 233;
ACT_SLAM_THROW_ND_IDLE = 234;
ACT_SLAM_THROW_THROW = 235;
ACT_SLAM_THROW_THROW2 = 236;
ACT_SLAM_THROW_THROW_ND = 237;
ACT_SLAM_THROW_THROW_ND2 = 238;
ACT_SLAM_THROW_DRAW = 239;
ACT_SLAM_THROW_ND_DRAW = 240;
ACT_SLAM_THROW_TO_STICKWALL = 241;
ACT_SLAM_THROW_TO_STICKWALL_ND = 242;
ACT_SLAM_THROW_DETONATE = 243;
ACT_SLAM_THROW_DETONATOR_HOLSTER = 244;
ACT_SLAM_THROW_TO_TRIPMINE_ND = 245;
ACT_SLAM_TRIPMINE_IDLE = 246;
ACT_SLAM_TRIPMINE_DRAW = 247;
ACT_SLAM_TRIPMINE_ATTACH = 248;
ACT_SLAM_TRIPMINE_ATTACH2 = 249;
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND = 250;
ACT_SLAM_TRIPMINE_TO_THROW_ND = 251;
ACT_SLAM_DETONATOR_IDLE = 252;
ACT_SLAM_DETONATOR_DRAW = 253;
ACT_SLAM_DETONATOR_DETONATE = 254;
ACT_SLAM_DETONATOR_HOLSTER = 255;
ACT_SLAM_DETONATOR_STICKWALL_DRAW = 256;
ACT_SLAM_DETONATOR_THROW_DRAW = 257;
// Shotgun Specialty Activities
ACT_SHOTGUN_RELOAD_START = 258;
ACT_SHOTGUN_RELOAD_FINISH = 259;
ACT_SHOTGUN_PUMP = 260;
// SMG2 special activities
ACT_SMG2_IDLE2 = 261;
ACT_SMG2_FIRE2 = 262;
ACT_SMG2_DRAW2 = 263;
ACT_SMG2_RELOAD2 = 264;
ACT_SMG2_DRYFIRE2 = 265;
ACT_SMG2_TOAUTO = 266;
ACT_SMG2_TOBURST = 267;
// Physcannon special activities
ACT_PHYSCANNON_UPGRADE = 268;
// weapon override activities
ACT_RANGE_ATTACK_AR1 = 269;
ACT_RANGE_ATTACK_AR2 = 270;
ACT_RANGE_ATTACK_AR2_LOW = 271;
ACT_RANGE_ATTACK_AR2_GRENADE = 272;
ACT_RANGE_ATTACK_HMG1 = 273;
ACT_RANGE_ATTACK_ML = 274;
ACT_RANGE_ATTACK_SMG1 = 275;
ACT_RANGE_ATTACK_SMG1_LOW = 276;
ACT_RANGE_ATTACK_SMG2 = 277;
ACT_RANGE_ATTACK_SHOTGUN = 278;
ACT_RANGE_ATTACK_SHOTGUN_LOW = 279;
ACT_RANGE_ATTACK_PISTOL = 280;
ACT_RANGE_ATTACK_PISTOL_LOW = 281;
ACT_RANGE_ATTACK_SLAM = 282;
ACT_RANGE_ATTACK_TRIPWIRE = 283;
ACT_RANGE_ATTACK_THROW = 284;
ACT_RANGE_ATTACK_SNIPER_RIFLE = 285;
ACT_RANGE_ATTACK_RPG = 286;
ACT_MELEE_ATTACK_SWING = 287;
ACT_RANGE_AIM_LOW = 288;
ACT_RANGE_AIM_SMG1_LOW = 289;
ACT_RANGE_AIM_PISTOL_LOW = 290;
ACT_RANGE_AIM_AR2_LOW = 291;
ACT_COVER_PISTOL_LOW = 292;
ACT_COVER_SMG1_LOW = 293;
// weapon override activities
ACT_GESTURE_RANGE_ATTACK_AR1 = 294;
ACT_GESTURE_RANGE_ATTACK_AR2 = 295;
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE = 296;
ACT_GESTURE_RANGE_ATTACK_HMG1 = 297;
ACT_GESTURE_RANGE_ATTACK_ML = 298;
ACT_GESTURE_RANGE_ATTACK_SMG1 = 299;
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW = 300;
ACT_GESTURE_RANGE_ATTACK_SMG2 = 301;
ACT_GESTURE_RANGE_ATTACK_SHOTGUN = 302;
ACT_GESTURE_RANGE_ATTACK_PISTOL = 303;
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW = 304;
ACT_GESTURE_RANGE_ATTACK_SLAM = 305;
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE = 306;
ACT_GESTURE_RANGE_ATTACK_THROW = 307;
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE = 308;
ACT_GESTURE_MELEE_ATTACK_SWING = 309;
ACT_IDLE_RIFLE = 310;
ACT_IDLE_SMG1 = 311;
ACT_IDLE_ANGRY_SMG1 = 312;
ACT_IDLE_PISTOL = 313;
ACT_IDLE_ANGRY_PISTOL = 314;
ACT_IDLE_ANGRY_SHOTGUN = 315;
ACT_IDLE_STEALTH_PISTOL = 316;
ACT_IDLE_PACKAGE = 317;
ACT_WALK_PACKAGE = 318;
ACT_IDLE_SUITCASE = 319;
ACT_WALK_SUITCASE = 320;
ACT_IDLE_SMG1_RELAXED = 321;
ACT_IDLE_SMG1_STIMULATED = 322;
ACT_WALK_RIFLE_RELAXED = 323;
ACT_RUN_RIFLE_RELAXED = 324;
ACT_WALK_RIFLE_STIMULATED = 325;
ACT_RUN_RIFLE_STIMULATED = 326;
ACT_IDLE_AIM_RIFLE_STIMULATED = 327;
ACT_WALK_AIM_RIFLE_STIMULATED = 328;
ACT_RUN_AIM_RIFLE_STIMULATED = 329;
ACT_IDLE_SHOTGUN_RELAXED = 330;
ACT_IDLE_SHOTGUN_STIMULATED = 331;
ACT_IDLE_SHOTGUN_AGITATED = 332;
// Policing activities
ACT_WALK_ANGRY = 333;
ACT_POLICE_HARASS1 = 334;
ACT_POLICE_HARASS2 = 335;
// Manned guns
ACT_IDLE_MANNEDGUN = 336;
// Melee weapon
ACT_IDLE_MELEE = 337;
ACT_IDLE_ANGRY_MELEE = 338;
// RPG activities
ACT_IDLE_RPG_RELAXED = 339;
ACT_IDLE_RPG = 340;
ACT_IDLE_ANGRY_RPG = 341;
ACT_COVER_LOW_RPG = 342;
ACT_WALK_RPG = 343;
ACT_RUN_RPG = 344;
ACT_WALK_CROUCH_RPG = 345;
ACT_RUN_CROUCH_RPG = 346;
ACT_WALK_RPG_RELAXED = 347;
ACT_RUN_RPG_RELAXED = 348;
ACT_WALK_RIFLE = 349;
ACT_WALK_AIM_RIFLE = 350;
ACT_WALK_CROUCH_RIFLE = 351;
ACT_WALK_CROUCH_AIM_RIFLE = 352;
ACT_RUN_RIFLE = 353;
ACT_RUN_AIM_RIFLE = 354;
ACT_RUN_CROUCH_RIFLE = 355;
ACT_RUN_CROUCH_AIM_RIFLE = 356;
ACT_RUN_STEALTH_PISTOL = 357;
ACT_WALK_AIM_SHOTGUN = 358;
ACT_RUN_AIM_SHOTGUN = 359;
ACT_WALK_PISTOL = 360;
ACT_RUN_PISTOL = 361;
ACT_WALK_AIM_PISTOL = 362;
ACT_RUN_AIM_PISTOL = 363;
ACT_WALK_STEALTH_PISTOL = 364;
ACT_WALK_AIM_STEALTH_PISTOL = 365;
ACT_RUN_AIM_STEALTH_PISTOL = 366;
// Reloads
ACT_RELOAD_PISTOL = 367;
ACT_RELOAD_PISTOL_LOW = 368;
ACT_RELOAD_SMG1 = 369;
ACT_RELOAD_SMG1_LOW = 370;
ACT_RELOAD_SHOTGUN = 371;
ACT_RELOAD_SHOTGUN_LOW = 372;
ACT_GESTURE_RELOAD = 373;
ACT_GESTURE_RELOAD_PISTOL = 374;
ACT_GESTURE_RELOAD_SMG1 = 375;
ACT_GESTURE_RELOAD_SHOTGUN = 376;
// Busy animations
ACT_BUSY_LEAN_LEFT = 377;
ACT_BUSY_LEAN_LEFT_ENTRY = 378;
ACT_BUSY_LEAN_LEFT_EXIT = 379;
ACT_BUSY_LEAN_BACK = 380;
ACT_BUSY_LEAN_BACK_ENTRY = 381;
ACT_BUSY_LEAN_BACK_EXIT = 382;
ACT_BUSY_SIT_GROUND = 383;
ACT_BUSY_SIT_GROUND_ENTRY = 384;
ACT_BUSY_SIT_GROUND_EXIT = 385;
ACT_BUSY_SIT_CHAIR = 386;
ACT_BUSY_SIT_CHAIR_ENTRY = 387;
ACT_BUSY_SIT_CHAIR_EXIT = 388;
ACT_BUSY_STAND = 389;
ACT_BUSY_QUEUE = 390;
// Dodge animations
ACT_DUCK_DODGE = 391;
// For NPCs being lifted/eaten by barnacles:
// being swallowed by a barnacle
ACT_DIE_BARNACLE_SWALLOW = 392;
// being lifted by a barnacle
ACT_GESTURE_BARNACLE_STRANGLE = 393;
ACT_PHYSCANNON_DETACH = 394; // An activity to be played if we're picking this up with the physcannon
ACT_PHYSCANNON_ANIMATE = 395; // An activity to be played by an object being picked up with the physcannon but has different behavior to DETACH
ACT_PHYSCANNON_ANIMATE_PRE = 396; // An activity to be played by an object being picked up with the physcannon before playing the ACT_PHYSCANNON_ANIMATE
ACT_PHYSCANNON_ANIMATE_POST = 397; // An activity to be played by an object being picked up with the physcannon after playing the ACT_PHYSCANNON_ANIMATE
ACT_DIE_FRONTSIDE = 398;
ACT_DIE_RIGHTSIDE = 399;
ACT_DIE_BACKSIDE = 400;
ACT_DIE_LEFTSIDE = 401;
ACT_OPEN_DOOR = 402;
// Dynamic interactions
ACT_DI_ALYX_ZOMBIE_MELEE = 403;
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE = 404;
ACT_DI_ALYX_HEADCRAB_MELEE = 405;
ACT_DI_ALYX_ANTLION = 406;
ACT_DI_ALYX_ZOMBIE_SHOTGUN64 = 407;
ACT_DI_ALYX_ZOMBIE_SHOTGUN26 = 408;
ACT_READINESS_RELAXED_TO_STIMULATED = 409;
ACT_READINESS_RELAXED_TO_STIMULATED_WALK = 410;
ACT_READINESS_AGITATED_TO_STIMULATED = 411;
ACT_READINESS_STIMULATED_TO_RELAXED = 412;
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED = 413;
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK = 414;
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED = 415;
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED = 416;
ACT_IDLE_CARRY = 417;
ACT_WALK_CARRY = 418;
///******************
///DOTA ANIMATIONS
///******************
ACT_DOTA_IDLE = 419;
//REMOVED ACT_DOTA_IDLE_ALT = 420;
ACT_DOTA_IDLE_RARE = 421;
ACT_DOTA_RUN = 422;
//REMOVED ACT_DOTA_RUN_ALT = 423;
ACT_DOTA_ATTACK = 424;
ACT_DOTA_ATTACK2 = 425;
ACT_DOTA_ATTACK_EVENT = 426;
ACT_DOTA_DIE = 427;
ACT_DOTA_FLINCH = 428;
ACT_DOTA_FLAIL = 429;
ACT_DOTA_DISABLED = 430;
ACT_DOTA_CAST_ABILITY_1 = 431;
ACT_DOTA_CAST_ABILITY_2 = 432;
ACT_DOTA_CAST_ABILITY_3 = 433;
ACT_DOTA_CAST_ABILITY_4 = 434;
ACT_DOTA_CAST_ABILITY_5 = 435;
ACT_DOTA_CAST_ABILITY_6 = 436;
ACT_DOTA_OVERRIDE_ABILITY_1 = 437;
ACT_DOTA_OVERRIDE_ABILITY_2 = 438;
ACT_DOTA_OVERRIDE_ABILITY_3 = 439;
ACT_DOTA_OVERRIDE_ABILITY_4 = 440;
ACT_DOTA_CHANNEL_ABILITY_1 = 441;
ACT_DOTA_CHANNEL_ABILITY_2 = 442;
ACT_DOTA_CHANNEL_ABILITY_3 = 443;
ACT_DOTA_CHANNEL_ABILITY_4 = 444;
ACT_DOTA_CHANNEL_ABILITY_5 = 445;
ACT_DOTA_CHANNEL_ABILITY_6 = 446;
ACT_DOTA_CHANNEL_END_ABILITY_1 = 447;
ACT_DOTA_CHANNEL_END_ABILITY_2 = 448;
ACT_DOTA_CHANNEL_END_ABILITY_3 = 449;
ACT_DOTA_CHANNEL_END_ABILITY_4 = 450;
ACT_DOTA_CHANNEL_END_ABILITY_5 = 451;
ACT_DOTA_CHANNEL_END_ABILITY_6 = 452;
ACT_DOTA_CONSTANT_LAYER = 453;
ACT_DOTA_CAPTURE = 454;
ACT_DOTA_SPAWN = 455;
ACT_DOTA_KILLTAUNT = 456;
ACT_DOTA_TAUNT = 457;
//Hero specific (I hate my life)
ACT_DOTA_THIRST = 458;
ACT_DOTA_CAST_DRAGONBREATH = 459;
ACT_DOTA_ECHO_SLAM = 460;
ACT_DOTA_CAST_ABILITY_1_END = 461;
ACT_DOTA_CAST_ABILITY_2_END = 462;
ACT_DOTA_CAST_ABILITY_3_END = 463;
ACT_DOTA_CAST_ABILITY_4_END = 464;
ACT_MIRANA_LEAP_END = 465;
ACT_WAVEFORM_START = 466;
ACT_WAVEFORM_END = 467;
ACT_DOTA_CAST_ABILITY_ROT = 468;
ACT_DOTA_DIE_SPECIAL = 469;
ACT_DOTA_RATTLETRAP_BATTERYASSAULT = 470;
ACT_DOTA_RATTLETRAP_POWERCOGS = 471;
ACT_DOTA_RATTLETRAP_HOOKSHOT_START = 472;
ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP = 473;
ACT_DOTA_RATTLETRAP_HOOKSHOT_END = 474;
ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE = 475;
ACT_DOTA_TINKER_REARM1 = 476;
ACT_DOTA_TINKER_REARM2 = 477;
ACT_DOTA_TINKER_REARM3 = 478;
ACT_TINY_AVALANCHE = 479;
ACT_TINY_TOSS = 480;
ACT_TINY_GROWL = 481;
ACT_DOTA_WEAVERBUG_ATTACH = 482;
ACT_DOTA_CAST_WILD_AXES_END = 483;
ACT_DOTA_CAST_LIFE_BREAK_START = 484;
ACT_DOTA_CAST_LIFE_BREAK_END = 485;
ACT_DOTA_NIGHTSTALKER_TRANSITION = 486;
ACT_DOTA_LIFESTEALER_RAGE = 487;
ACT_DOTA_LIFESTEALER_OPEN_WOUNDS = 488;
ACT_DOTA_SAND_KING_BURROW_IN = 489;
ACT_DOTA_SAND_KING_BURROW_OUT = 490;
ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK = 491;
ACT_DOTA_WHEEL_LAYER = 492;
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START = 493;
ACT_DOTA_ALCHEMIST_CONCOCTION = 494;
ACT_DOTA_JAKIRO_LIQUIDFIRE_START = 495;
ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP = 496;
ACT_DOTA_LIFESTEALER_INFEST = 497;
ACT_DOTA_LIFESTEALER_INFEST_END = 498;
ACT_DOTA_LASSO_LOOP = 499;
ACT_DOTA_ALCHEMIST_CONCOCTION_THROW = 500;
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END = 501;
ACT_DOTA_CAST_COLD_SNAP = 502;
ACT_DOTA_CAST_GHOST_WALK = 503;
ACT_DOTA_CAST_TORNADO = 504;
ACT_DOTA_CAST_EMP = 505;
ACT_DOTA_CAST_ALACRITY = 506;
ACT_DOTA_CAST_CHAOS_METEOR = 507;
ACT_DOTA_CAST_SUN_STRIKE = 508;
ACT_DOTA_CAST_FORGE_SPIRIT = 509;
ACT_DOTA_CAST_ICE_WALL = 510;
ACT_DOTA_CAST_DEAFENING_BLAST = 511;
ACT_DOTA_VICTORY = 512;
ACT_DOTA_DEFEAT = 513;
ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE = 514;
ACT_DOTA_SPIRIT_BREAKER_CHARGE_END = 515;
ACT_DOTA_TELEPORT = 516;
ACT_DOTA_TELEPORT_END = 517;
ACT_DOTA_CAST_REFRACTION = 518;
ACT_DOTA_CAST_ABILITY_7 = 519;
ACT_DOTA_CANCEL_SIREN_SONG = 520;
ACT_DOTA_CHANNEL_ABILITY_7 = 521;
ACT_DOTA_LOADOUT = 522;
ACT_DOTA_FORCESTAFF_END = 523;
ACT_DOTA_POOF_END = 524;
ACT_DOTA_SLARK_POUNCE = 525;
ACT_DOTA_MAGNUS_SKEWER_START = 526;
ACT_DOTA_MAGNUS_SKEWER_END = 527;
ACT_DOTA_MEDUSA_STONE_GAZE = 528;
ACT_DOTA_RELAX_START = 529;
ACT_DOTA_RELAX_LOOP = 530;
ACT_DOTA_RELAX_END = 531;
ACT_DOTA_CENTAUR_STAMPEDE = 532;
ACT_DOTA_BELLYACHE_START = 533;
ACT_DOTA_BELLYACHE_LOOP = 534;
ACT_DOTA_BELLYACHE_END = 535;
ACT_DOTA_ROQUELAIRE_LAND = 536;
ACT_DOTA_ROQUELAIRE_LAND_IDLE = 537;
ACT_DOTA_GREEVIL_CAST = 538;
ACT_DOTA_GREEVIL_OVERRIDE_ABILITY = 539;
ACT_DOTA_GREEVIL_HOOK_START = 540;
ACT_DOTA_GREEVIL_HOOK_END = 541;
ACT_DOTA_GREEVIL_BLINK_BONE = 542;
ACT_DOTA_IDLE_SLEEPING = 543;
ACT_DOTA_INTRO = 544;
ACT_DOTA_GESTURE_POINT = 545;
ACT_DOTA_GESTURE_ACCENT = 546;
ACT_DOTA_SLEEPING_END = 547;
ACT_DOTA_AMBUSH = 548;
ACT_DOTA_ITEM_LOOK = 549;
ACT_DOTA_STARTLE = 550;
ACT_DOTA_FRUSTRATION = 551;
ACT_DOTA_TELEPORT_REACT = 552;
ACT_DOTA_TELEPORT_END_REACT = 553;
ACT_DOTA_SHRUG = 554;
ACT_DOTA_RELAX_LOOP_END = 555;
ACT_DOTA_PRESENT_ITEM = 556;
ACT_DOTA_IDLE_IMPATIENT = 557;
ACT_DOTA_SHARPEN_WEAPON = 558;
ACT_DOTA_SHARPEN_WEAPON_OUT = 559;
ACT_DOTA_IDLE_SLEEPING_END = 560;
ACT_DOTA_BRIDGE_DESTROY = 561;
ACT_DOTA_TAUNT_SNIPER = 562;
ACT_DOTA_DEATH_BY_SNIPER = 563;
ACT_DOTA_LOOK_AROUND = 564;
ACT_DOTA_CAGED_CREEP_RAGE = 565;
ACT_DOTA_CAGED_CREEP_RAGE_OUT = 566;
ACT_DOTA_CAGED_CREEP_SMASH = 567;
ACT_DOTA_CAGED_CREEP_SMASH_OUT = 568;
ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP = 569;
ACT_DOTA_INTRO_LOOP = 570;
ACT_DOTA_BRIDGE_THREAT = 571;
ACT_DOTA_DAGON = 572;
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START = 573;
ACT_DOTA_CAST_ABILITY_2_ES_ROLL = 574;
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END = 575;
ACT_DOTA_NIAN_PIN_START = 576;
ACT_DOTA_NIAN_PIN_LOOP = 577;
ACT_DOTA_NIAN_PIN_END = 578;
ACT_DOTA_LEAP_STUN = 579;
ACT_DOTA_LEAP_SWIPE = 580;
ACT_DOTA_NIAN_INTRO_LEAP = 581;
ACT_DOTA_AREA_DENY = 582;
ACT_DOTA_NIAN_PIN_TO_STUN = 583;
ACT_DOTA_RAZE_1 = 584;
ACT_DOTA_RAZE_2 = 585;
ACT_DOTA_RAZE_3 = 586;
ACT_DOTA_UNDYING_DECAY = 587;
ACT_DOTA_UNDYING_SOUL_RIP = 588;
ACT_DOTA_UNDYING_TOMBSTONE = 589;
ACT_DOTA_WHIRLING_AXES_RANGED = 590;
ACT_DOTA_SHALLOW_GRAVE = 591;
ACT_DOTA_COLD_FEET = 592;
ACT_DOTA_ICE_VORTEX = 593;
ACT_DOTA_CHILLING_TOUCH = 594;
ACT_DOTA_ENFEEBLE = 595;
ACT_DOTA_FATAL_BONDS = 596;
ACT_DOTA_MIDNIGHT_PULSE = 597;
ACT_DOTA_ANCESTRAL_SPIRIT = 598;
ACT_DOTA_THUNDER_STRIKE = 599;
ACT_DOTA_KINETIC_FIELD = 600;
ACT_DOTA_STATIC_STORM = 601;
ACT_DOTA_MINI_TAUNT = 602;
ACT_DOTA_ARCTIC_BURN_END = 603;
ACT_DOTA_LOADOUT_RARE = 604;
ACT_DOTA_SWIM = 605;
ACT_DOTA_FLEE = 606;
ACT_DOTA_TROT = 607;
ACT_DOTA_SHAKE = 608;
ACT_DOTA_SWIM_IDLE = 609;
ACT_DOTA_WAIT_IDLE = 610;
ACT_DOTA_GREET = 611;
};