/*** * * Copyright (c) 1996-2001, 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. * ****/ #pragma once #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_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), 0, NULL};