forked from mitsuhiko/dota2-demoinfo2
-
Notifications
You must be signed in to change notification settings - Fork 0
/
ai_activity.proto
executable file
·646 lines (580 loc) · 25.2 KB
/
ai_activity.proto
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
//====== 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;
};