text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //=============================================================================//
  
  #ifndef AI_ACTIVITY_H
  #define AI_ACTIVITY_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  #ifdef MAPBASE
  
  // Mapbase adds a few shared activities.
  // 
  // These used to be placed in between existing activities, as outside of the code activities are based off of strings.
  // This seemed like a bad idea, but no problems arose at the time.
  // I later discovered that apparently some things in MP use the direct integers instead of the enum names.
  // I retroactively put all custom activities at the bottom of the enum instead.
  // Their placements in activitylist.cpp and ai_activity.cpp have not been changed.
  
  // AR2 ACTIVITY FIX
  // You know all of those AR2 activities that citizens and combine soldiers have?
  // Yeah, those are unused. It appears Valve forgot to implement them.
  // 
  // What could be 20-40 different animations on two different characters are not even defined in code.
  // I didn't even realize they were unused until I saw ACT_RELOAD_AR2, so I don't blame them for never realizing this.
  // They work surprisingly well for probably never being tested in-game.
  // 
  // 1 = Add activities directly
  // 2 = Add activities as custom activities (todo)
  // 
  // 2 should only be preferable if adding them like this breaks something.
  #define AR2_ACTIVITY_FIX 1
  
  // COMPANION HOLSTER WORKAROUND
  // I introduced a separate holster/unholster animation to male_shared
  // and female_shared and I realized it might conflict with Alyx's animation.
  // 
  // I came up with a solution--ACT_ARM_RIFLE and its disarm counterpart--to solve it.
  // I didn't think about the fact I could've named them the same as Alyx's so her animations would overwrite it...
  // ...so this has been deactivated.
  //#define COMPANION_HOLSTER_WORKAROUND 1
  
  // SHARED COMBINE ACTIVITIES
  // This turns ACT_COMBINE_AR2_ALTFIRE and ACT_COMBINE_THROW_GRENADE into shared activities.
  // This is necessary so other NPCs to use them without having to rely on a bunch of custom activities.
  #define SHARED_COMBINE_ACTIVITIES 1
  
  #endif
  
  #define ACTIVITY_NOT_AVAILABLE		-1
  
  typedef enum
  {
  	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,
  	ACT_TRANSITION,
  	ACT_COVER,					// FIXME: obsolete? redundant with ACT_COVER_LOW?
  	ACT_COVER_MED,				// FIXME: unsupported?
  	ACT_COVER_LOW,				// FIXME: rename ACT_IDLE_CROUCH?
  	ACT_WALK,
  	ACT_WALK_AIM,
  	ACT_WALK_CROUCH,
  	ACT_WALK_CROUCH_AIM,
  	ACT_RUN,
  	ACT_RUN_AIM,
  	ACT_RUN_CROUCH,
  	ACT_RUN_CROUCH_AIM,
  	ACT_RUN_PROTECTED,
  	ACT_SCRIPT_CUSTOM_MOVE,
  	ACT_RANGE_ATTACK1,
  	ACT_RANGE_ATTACK2,
  	ACT_RANGE_ATTACK1_LOW,		// FIXME: not used yet, crouched versions of the range attack
  	ACT_RANGE_ATTACK2_LOW,		// FIXME: not used yet, crouched versions of the range attack
  	ACT_DIESIMPLE,
  	ACT_DIEBACKWARD,
  	ACT_DIEFORWARD,
  	ACT_DIEVIOLENT,
  	ACT_DIERAGDOLL,
  	ACT_FLY,				// Fly (and flap if appropriate)
  	ACT_HOVER,
  	ACT_GLIDE,
  	ACT_SWIM,
  	ACT_JUMP,
  	ACT_HOP,				// vertical jump
  	ACT_LEAP,				// long forward jump
  	ACT_LAND,
  	ACT_CLIMB_UP,
  	ACT_CLIMB_DOWN,
  	ACT_CLIMB_DISMOUNT,
  	ACT_SHIPLADDER_UP,
  	ACT_SHIPLADDER_DOWN,
  	ACT_STRAFE_LEFT,
  	ACT_STRAFE_RIGHT,
  	ACT_ROLL_LEFT,			// tuck and roll, left
  	ACT_ROLL_RIGHT,			// tuck and roll, right
  	ACT_TURN_LEFT,			// turn quickly left (stationary)
  	ACT_TURN_RIGHT,			// turn quickly right (stationary)
  	ACT_CROUCH,				// FIXME: obsolete? only used be soldier (the act of crouching down from a standing position)
  	ACT_CROUCHIDLE,			// FIXME: obsolete? only used be soldier (holding body in crouched position (loops))
  	ACT_STAND,				// FIXME: obsolete? should be transition (the act of standing from a crouched position)
  	ACT_USE,
  	ACT_SIGNAL1,
  	ACT_SIGNAL2,
  	ACT_SIGNAL3,
  
  	ACT_SIGNAL_ADVANCE,		// Squad handsignals, specific.
  	ACT_SIGNAL_FORWARD,
  	ACT_SIGNAL_GROUP,
  	ACT_SIGNAL_HALT,
  	ACT_SIGNAL_LEFT,
  	ACT_SIGNAL_RIGHT,
  	ACT_SIGNAL_TAKECOVER,
  
  	ACT_LOOKBACK_RIGHT,		// look back over shoulder without turning around.
  	ACT_LOOKBACK_LEFT,
  	ACT_COWER,				// FIXME: unused, should be more extreme version of crouching
  	ACT_SMALL_FLINCH,		// FIXME: needed? shouldn't flinching be down with overlays?
  	ACT_BIG_FLINCH,		
  	ACT_MELEE_ATTACK1,
  	ACT_MELEE_ATTACK2,
  	ACT_RELOAD,
  	ACT_RELOAD_START,
  	ACT_RELOAD_FINISH,
  	ACT_RELOAD_LOW,
  	ACT_ARM,				// pull out gun, for instance
  	ACT_DISARM,				// reholster gun
  	ACT_DROP_WEAPON,
  	ACT_DROP_WEAPON_SHOTGUN,
  	ACT_PICKUP_GROUND,		// pick up something in front of you on the ground
  	ACT_PICKUP_RACK,		// pick up something from a rack or shelf in front of you.
  	ACT_IDLE_ANGRY,			// FIXME: being used as an combat ready idle?  alternate idle animation in which the monster is clearly agitated. (loop)
  
  	ACT_IDLE_RELAXED,
  	ACT_IDLE_STIMULATED,
  	ACT_IDLE_AGITATED,
  	ACT_IDLE_STEALTH,
  	ACT_IDLE_HURT,
  
  	ACT_WALK_RELAXED,
  	ACT_WALK_STIMULATED,
  	ACT_WALK_AGITATED,
  	ACT_WALK_STEALTH,
  
  	ACT_RUN_RELAXED,
  	ACT_RUN_STIMULATED,
  	ACT_RUN_AGITATED,
  	ACT_RUN_STEALTH,
  		
  	ACT_IDLE_AIM_RELAXED,
  	ACT_IDLE_AIM_STIMULATED,
  	ACT_IDLE_AIM_AGITATED,
  	ACT_IDLE_AIM_STEALTH,
  
  	ACT_WALK_AIM_RELAXED,
  	ACT_WALK_AIM_STIMULATED,
  	ACT_WALK_AIM_AGITATED,
  	ACT_WALK_AIM_STEALTH,
  
  	ACT_RUN_AIM_RELAXED,
  	ACT_RUN_AIM_STIMULATED,
  	ACT_RUN_AIM_AGITATED,
  	ACT_RUN_AIM_STEALTH,
  
  	ACT_CROUCHIDLE_STIMULATED,
  	ACT_CROUCHIDLE_AIM_STIMULATED,
  	ACT_CROUCHIDLE_AGITATED,
  
  	ACT_WALK_HURT,			// limp  (loop)
  	ACT_RUN_HURT,			// limp  (loop)
  	ACT_SPECIAL_ATTACK1,	// very monster specific special attacks.
  	ACT_SPECIAL_ATTACK2,	
  	ACT_COMBAT_IDLE,		// FIXME: unused?  agitated idle.
  	ACT_WALK_SCARED,
  	ACT_RUN_SCARED,
  	ACT_VICTORY_DANCE,		// killed a player, do a victory dance.
  	ACT_DIE_HEADSHOT,		// die, hit in head. 
  	ACT_DIE_CHESTSHOT,		// die, hit in chest
  	ACT_DIE_GUTSHOT,		// die, hit in gut
  	ACT_DIE_BACKSHOT,		// die, hit in back
  	ACT_FLINCH_HEAD,
  	ACT_FLINCH_CHEST,
  	ACT_FLINCH_STOMACH,
  	ACT_FLINCH_LEFTARM,
  	ACT_FLINCH_RIGHTARM,
  	ACT_FLINCH_LEFTLEG,
  	ACT_FLINCH_RIGHTLEG,
  	ACT_FLINCH_PHYSICS,
  
  	ACT_IDLE_ON_FIRE,		// ON FIRE animations
  	ACT_WALK_ON_FIRE,
  	ACT_RUN_ON_FIRE,		
  
  	ACT_RAPPEL_LOOP,		// Rappel down a rope!
  
  	ACT_180_LEFT,			// 180 degree left turn
  	ACT_180_RIGHT,
  
  	ACT_90_LEFT,			// 90 degree turns
  	ACT_90_RIGHT,
  
  	ACT_STEP_LEFT,			// Single steps
  	ACT_STEP_RIGHT,
  	ACT_STEP_BACK,
  	ACT_STEP_FORE,
  
  	ACT_GESTURE_RANGE_ATTACK1,
  	ACT_GESTURE_RANGE_ATTACK2,
  	ACT_GESTURE_MELEE_ATTACK1,
  	ACT_GESTURE_MELEE_ATTACK2,
  	ACT_GESTURE_RANGE_ATTACK1_LOW,	// FIXME: not used yet, crouched versions of the range attack
  	ACT_GESTURE_RANGE_ATTACK2_LOW,	// FIXME: not used yet, crouched versions of the range attack
  
  	ACT_MELEE_ATTACK_SWING_GESTURE,
  
  	ACT_GESTURE_SMALL_FLINCH,
  	ACT_GESTURE_BIG_FLINCH,
  	ACT_GESTURE_FLINCH_BLAST,			// Startled by an explosion
  	ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
  	ACT_GESTURE_FLINCH_BLAST_DAMAGED,	// Damaged by an explosion
  	ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
  	ACT_GESTURE_FLINCH_HEAD,
  	ACT_GESTURE_FLINCH_CHEST,
  	ACT_GESTURE_FLINCH_STOMACH,
  	ACT_GESTURE_FLINCH_LEFTARM,
  	ACT_GESTURE_FLINCH_RIGHTARM,
  	ACT_GESTURE_FLINCH_LEFTLEG,
  	ACT_GESTURE_FLINCH_RIGHTLEG,
  
  	ACT_GESTURE_TURN_LEFT,
  	ACT_GESTURE_TURN_RIGHT,
  	ACT_GESTURE_TURN_LEFT45,
  	ACT_GESTURE_TURN_RIGHT45,
  	ACT_GESTURE_TURN_LEFT90,
  	ACT_GESTURE_TURN_RIGHT90,
  	ACT_GESTURE_TURN_LEFT45_FLAT,
  	ACT_GESTURE_TURN_RIGHT45_FLAT,
  	ACT_GESTURE_TURN_LEFT90_FLAT,
  	ACT_GESTURE_TURN_RIGHT90_FLAT,
  
  	// HALF-LIFE 1 compatability stuff goes here. Temporary!
  	ACT_BARNACLE_HIT,		// barnacle tongue hits a monster
  	ACT_BARNACLE_PULL,		// barnacle is lifting the monster ( loop )
  	ACT_BARNACLE_CHOMP,		// barnacle latches on to the monster
  	ACT_BARNACLE_CHEW,		// 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,
  
  	// viewmodel (weapon) activities
  	// FIXME: move these to the specific viewmodels, no need to make global
  	ACT_VM_DRAW,
  	ACT_VM_HOLSTER,
  	ACT_VM_IDLE,
  	ACT_VM_FIDGET,
  	ACT_VM_PULLBACK,
  	ACT_VM_PULLBACK_HIGH,
  	ACT_VM_PULLBACK_LOW,
  	ACT_VM_THROW,
  	ACT_VM_PULLPIN,
  	ACT_VM_PRIMARYATTACK,		// fire
  	ACT_VM_SECONDARYATTACK,		// alt. fire
  	ACT_VM_RELOAD,			
  	ACT_VM_RELOAD_START,			
  	ACT_VM_RELOAD_FINISH,			
  	ACT_VM_DRYFIRE,				// fire with no ammo loaded.
  	ACT_VM_HITLEFT,				// bludgeon, swing to left - hit (primary attk)
  	ACT_VM_HITLEFT2,			// bludgeon, swing to left - hit (secondary attk)
  	ACT_VM_HITRIGHT,			// bludgeon, swing to right - hit (primary attk)
  	ACT_VM_HITRIGHT2,			// bludgeon, swing to right - hit (secondary attk)
  	ACT_VM_HITCENTER,			// bludgeon, swing center - hit (primary attk)
  	ACT_VM_HITCENTER2,			// bludgeon, swing center - hit (secondary attk)
  	ACT_VM_MISSLEFT,			// bludgeon, swing to left - miss (primary attk)
  	ACT_VM_MISSLEFT2,			// bludgeon, swing to left - miss (secondary attk)
  	ACT_VM_MISSRIGHT,			// bludgeon, swing to right - miss (primary attk)
  	ACT_VM_MISSRIGHT2,			// bludgeon, swing to right - miss (secondary attk)
  	ACT_VM_MISSCENTER,			// bludgeon, swing center - miss (primary attk)
  	ACT_VM_MISSCENTER2,			// bludgeon, swing center - miss (secondary attk)
  	ACT_VM_HAULBACK,			// bludgeon, haul the weapon back for a hard strike (secondary attk)
  	ACT_VM_SWINGHARD,			// bludgeon, release the hard strike (secondary attk)
  	ACT_VM_SWINGMISS,
  	ACT_VM_SWINGHIT,
  	ACT_VM_IDLE_TO_LOWERED,
  	ACT_VM_IDLE_LOWERED,
  	ACT_VM_LOWERED_TO_IDLE,
  	ACT_VM_RECOIL1,
  	ACT_VM_RECOIL2,
  	ACT_VM_RECOIL3,
  	ACT_VM_PICKUP,
  	ACT_VM_RELEASE,
  	
  	ACT_VM_ATTACH_SILENCER,
  	ACT_VM_DETACH_SILENCER,
  
  	// TF2 Scout Pack
  	ACT_VM_DRAW_SPECIAL,
  	ACT_VM_HOLSTER_SPECIAL,
  	ACT_VM_IDLE_SPECIAL,
  	ACT_VM_PULLBACK_SPECIAL,
  	ACT_VM_PRIMARYATTACK_SPECIAL,
  	ACT_VM_SECONDARYATTACK_SPECIAL,
  	ACT_VM_HITCENTER_SPECIAL,
  	ACT_VM_SWINGHARD_SPECIAL,
  	ACT_VM_IDLE_TO_LOWERED_SPECIAL,
  	ACT_VM_IDLE_LOWERED_SPECIAL,
  	ACT_VM_LOWERED_TO_IDLE_SPECIAL,
  
  	ACT_FISTS_VM_HITLEFT,
  	ACT_FISTS_VM_HITRIGHT,
  	ACT_FISTS_VM_SWINGHARD,
  	ACT_FISTS_VM_IDLE,
  	ACT_FISTS_VM_DRAW,
  
  //===========================
  // HL2 Specific Activities
  //===========================
  	// SLAM	Specialty Activities
  	ACT_SLAM_STICKWALL_IDLE,
  	ACT_SLAM_STICKWALL_ND_IDLE,
  	ACT_SLAM_STICKWALL_ATTACH,
  	ACT_SLAM_STICKWALL_ATTACH2,
  	ACT_SLAM_STICKWALL_ND_ATTACH,
  	ACT_SLAM_STICKWALL_ND_ATTACH2,
  	ACT_SLAM_STICKWALL_DETONATE,
  	ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
  	ACT_SLAM_STICKWALL_DRAW, 
  	ACT_SLAM_STICKWALL_ND_DRAW, 
  	ACT_SLAM_STICKWALL_TO_THROW, 
  	ACT_SLAM_STICKWALL_TO_THROW_ND, 
  	ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
  	ACT_SLAM_THROW_IDLE,
  	ACT_SLAM_THROW_ND_IDLE,
  	ACT_SLAM_THROW_THROW,
  	ACT_SLAM_THROW_THROW2,
  	ACT_SLAM_THROW_THROW_ND,
  	ACT_SLAM_THROW_THROW_ND2,
  	ACT_SLAM_THROW_DRAW, 
  	ACT_SLAM_THROW_ND_DRAW,
  	ACT_SLAM_THROW_TO_STICKWALL, 
  	ACT_SLAM_THROW_TO_STICKWALL_ND, 
    	ACT_SLAM_THROW_DETONATE,
    	ACT_SLAM_THROW_DETONATOR_HOLSTER,
  	ACT_SLAM_THROW_TO_TRIPMINE_ND,
  	ACT_SLAM_TRIPMINE_IDLE,
  	ACT_SLAM_TRIPMINE_DRAW, 
  	ACT_SLAM_TRIPMINE_ATTACH, 
  	ACT_SLAM_TRIPMINE_ATTACH2, 
  	ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
  	ACT_SLAM_TRIPMINE_TO_THROW_ND,
  	ACT_SLAM_DETONATOR_IDLE, 
  	ACT_SLAM_DETONATOR_DRAW, 
  	ACT_SLAM_DETONATOR_DETONATE,
  	ACT_SLAM_DETONATOR_HOLSTER,
  	ACT_SLAM_DETONATOR_STICKWALL_DRAW,
  	ACT_SLAM_DETONATOR_THROW_DRAW,
  
  	// Shotgun Specialty Activities
  	ACT_SHOTGUN_RELOAD_START,
  	ACT_SHOTGUN_RELOAD_FINISH,
  	ACT_SHOTGUN_PUMP,
  
  	// SMG2 special activities
  	ACT_SMG2_IDLE2,
  	ACT_SMG2_FIRE2,
  	ACT_SMG2_DRAW2,
  	ACT_SMG2_RELOAD2,
  	ACT_SMG2_DRYFIRE2,
  	ACT_SMG2_TOAUTO,
  	ACT_SMG2_TOBURST,
  	
  	// Physcannon special activities
  	ACT_PHYSCANNON_UPGRADE,
  
  	// weapon override activities
  	ACT_RANGE_ATTACK_AR1,
  	ACT_RANGE_ATTACK_AR2,
  	ACT_RANGE_ATTACK_AR2_LOW,
  	ACT_RANGE_ATTACK_AR2_GRENADE,
  	ACT_RANGE_ATTACK_HMG1,
  	ACT_RANGE_ATTACK_ML,
  	ACT_RANGE_ATTACK_SMG1,
  	ACT_RANGE_ATTACK_SMG1_LOW,
  	ACT_RANGE_ATTACK_SMG2,
  	ACT_RANGE_ATTACK_SHOTGUN,
  	ACT_RANGE_ATTACK_SHOTGUN_LOW,
  	ACT_RANGE_ATTACK_PISTOL,
  	ACT_RANGE_ATTACK_PISTOL_LOW,
  	ACT_RANGE_ATTACK_SLAM,
  	ACT_RANGE_ATTACK_TRIPWIRE,
  	ACT_RANGE_ATTACK_THROW,
  	ACT_RANGE_ATTACK_SNIPER_RIFLE,
  	ACT_RANGE_ATTACK_RPG,
  	ACT_MELEE_ATTACK_SWING,
  
  	ACT_RANGE_AIM_LOW,
  	ACT_RANGE_AIM_SMG1_LOW,
  	ACT_RANGE_AIM_PISTOL_LOW,
  	ACT_RANGE_AIM_AR2_LOW,
  
  	ACT_COVER_PISTOL_LOW,
  	ACT_COVER_SMG1_LOW,
  
  	// weapon override activities
  	ACT_GESTURE_RANGE_ATTACK_AR1,
  	ACT_GESTURE_RANGE_ATTACK_AR2,
  	ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
  	ACT_GESTURE_RANGE_ATTACK_HMG1,
  	ACT_GESTURE_RANGE_ATTACK_ML,
  	ACT_GESTURE_RANGE_ATTACK_SMG1,
  	ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
  	ACT_GESTURE_RANGE_ATTACK_SMG2,
  	ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
  	ACT_GESTURE_RANGE_ATTACK_PISTOL,
  	ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
  	ACT_GESTURE_RANGE_ATTACK_SLAM,
  	ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
  	ACT_GESTURE_RANGE_ATTACK_THROW,
  	ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
  	ACT_GESTURE_MELEE_ATTACK_SWING,
  
  	ACT_IDLE_RIFLE,
  	ACT_IDLE_SMG1,
  	ACT_IDLE_ANGRY_SMG1,
  	ACT_IDLE_PISTOL,
  	ACT_IDLE_ANGRY_PISTOL,
  	ACT_IDLE_ANGRY_SHOTGUN,
  	ACT_IDLE_STEALTH_PISTOL,
  
  	ACT_IDLE_PACKAGE,
  	ACT_WALK_PACKAGE,
  	ACT_IDLE_SUITCASE,
  	ACT_WALK_SUITCASE,
  
  	ACT_IDLE_SMG1_RELAXED,
  	ACT_IDLE_SMG1_STIMULATED,
  	ACT_WALK_RIFLE_RELAXED,
  	ACT_RUN_RIFLE_RELAXED,
  	ACT_WALK_RIFLE_STIMULATED,
  	ACT_RUN_RIFLE_STIMULATED,
  
  	ACT_IDLE_AIM_RIFLE_STIMULATED,
  	ACT_WALK_AIM_RIFLE_STIMULATED,
  	ACT_RUN_AIM_RIFLE_STIMULATED,
  
  	ACT_IDLE_SHOTGUN_RELAXED,
  	ACT_IDLE_SHOTGUN_STIMULATED,
  	ACT_IDLE_SHOTGUN_AGITATED,
  
  	// Policing activities
  	ACT_WALK_ANGRY,
  	ACT_POLICE_HARASS1,
  	ACT_POLICE_HARASS2,
  
  	// Manned guns
  	ACT_IDLE_MANNEDGUN,
  		
  	// Melee weapon
  	ACT_IDLE_MELEE,
  	ACT_IDLE_ANGRY_MELEE,
  
  	// RPG activities
  	ACT_IDLE_RPG_RELAXED,
  	ACT_IDLE_RPG, 
  	ACT_IDLE_ANGRY_RPG,
  	ACT_COVER_LOW_RPG, 
  	ACT_WALK_RPG,
  	ACT_RUN_RPG, 
  	ACT_WALK_CROUCH_RPG, 
  	ACT_RUN_CROUCH_RPG, 
  	ACT_WALK_RPG_RELAXED, 
  	ACT_RUN_RPG_RELAXED, 
  
  	ACT_WALK_RIFLE,
  	ACT_WALK_AIM_RIFLE,
  	ACT_WALK_CROUCH_RIFLE,
  	ACT_WALK_CROUCH_AIM_RIFLE,
  	ACT_RUN_RIFLE,
  	ACT_RUN_AIM_RIFLE,
  	ACT_RUN_CROUCH_RIFLE,
  	ACT_RUN_CROUCH_AIM_RIFLE,
  	ACT_RUN_STEALTH_PISTOL,
  
  	ACT_WALK_AIM_SHOTGUN,
  	ACT_RUN_AIM_SHOTGUN,
  
  	ACT_WALK_PISTOL,
  	ACT_RUN_PISTOL,
  	ACT_WALK_AIM_PISTOL,
  	ACT_RUN_AIM_PISTOL,
  	ACT_WALK_STEALTH_PISTOL,
  	ACT_WALK_AIM_STEALTH_PISTOL,
  	ACT_RUN_AIM_STEALTH_PISTOL,
  
  	// Reloads
  	ACT_RELOAD_PISTOL,
  	ACT_RELOAD_PISTOL_LOW,
  	ACT_RELOAD_SMG1,
  	ACT_RELOAD_SMG1_LOW,
  	ACT_RELOAD_SHOTGUN,
  	ACT_RELOAD_SHOTGUN_LOW,
  
  	ACT_GESTURE_RELOAD,
  	ACT_GESTURE_RELOAD_PISTOL,
  	ACT_GESTURE_RELOAD_SMG1,
  	ACT_GESTURE_RELOAD_SHOTGUN,
  
  	// Busy animations
  	ACT_BUSY_LEAN_LEFT,
  	ACT_BUSY_LEAN_LEFT_ENTRY,
  	ACT_BUSY_LEAN_LEFT_EXIT,
  	ACT_BUSY_LEAN_BACK,
  	ACT_BUSY_LEAN_BACK_ENTRY,
  	ACT_BUSY_LEAN_BACK_EXIT,
  	ACT_BUSY_SIT_GROUND,
  	ACT_BUSY_SIT_GROUND_ENTRY,
  	ACT_BUSY_SIT_GROUND_EXIT,
  	ACT_BUSY_SIT_CHAIR,
  	ACT_BUSY_SIT_CHAIR_ENTRY,
  	ACT_BUSY_SIT_CHAIR_EXIT,
  	ACT_BUSY_STAND,
  	ACT_BUSY_QUEUE,
  
  	// Dodge animations
  	ACT_DUCK_DODGE,
  
  	// For NPCs being lifted/eaten by barnacles:
  	// being swallowed by a barnacle
  	ACT_DIE_BARNACLE_SWALLOW,  
  	 // being lifted by a barnacle
  	ACT_GESTURE_BARNACLE_STRANGLE, 
  
  	ACT_PHYSCANNON_DETACH,	// An activity to be played if we're picking this up with the physcannon
  	ACT_PHYSCANNON_ANIMATE, // An activity to be played by an object being picked up with the physcannon, but has different behavior to DETACH
  	ACT_PHYSCANNON_ANIMATE_PRE,	// An activity to be played by an object being picked up with the physcannon, before playing the ACT_PHYSCANNON_ANIMATE
  	ACT_PHYSCANNON_ANIMATE_POST,// An activity to be played by an object being picked up with the physcannon, after playing the ACT_PHYSCANNON_ANIMATE
  
  	ACT_DIE_FRONTSIDE,
  	ACT_DIE_RIGHTSIDE,
  	ACT_DIE_BACKSIDE,
  	ACT_DIE_LEFTSIDE,
  
  	ACT_OPEN_DOOR,
  
  	// Dynamic interactions
  	ACT_DI_ALYX_ZOMBIE_MELEE,
  	ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
  	ACT_DI_ALYX_HEADCRAB_MELEE,
  	ACT_DI_ALYX_ANTLION,
  
  	ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
  	ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
  
  	ACT_READINESS_RELAXED_TO_STIMULATED,
  	ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
  	ACT_READINESS_AGITATED_TO_STIMULATED,
  	ACT_READINESS_STIMULATED_TO_RELAXED,
  
  	ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
  	ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
  	ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
  	ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
  
  	ACT_IDLE_CARRY,
  	ACT_WALK_CARRY,
  
  //===========================
  // TF2 Specific Activities
  //===========================
  	ACT_STARTDYING,
  	ACT_DYINGLOOP,
  	ACT_DYINGTODEAD,
  
  	ACT_RIDE_MANNED_GUN,
  
  	// All viewmodels
  	ACT_VM_SPRINT_ENTER,
  	ACT_VM_SPRINT_IDLE,
  	ACT_VM_SPRINT_LEAVE,
  
  	// Looping weapon firing
  	ACT_FIRE_START,
  	ACT_FIRE_LOOP,
  	ACT_FIRE_END,
  
  	ACT_CROUCHING_GRENADEIDLE,
  	ACT_CROUCHING_GRENADEREADY,
  	ACT_CROUCHING_PRIMARYATTACK,
  	ACT_OVERLAY_GRENADEIDLE,
  	ACT_OVERLAY_GRENADEREADY,
  	ACT_OVERLAY_PRIMARYATTACK,
  	ACT_OVERLAY_SHIELD_UP,
  	ACT_OVERLAY_SHIELD_DOWN,
  	ACT_OVERLAY_SHIELD_UP_IDLE,
  	ACT_OVERLAY_SHIELD_ATTACK,
  	ACT_OVERLAY_SHIELD_KNOCKBACK,
  	ACT_SHIELD_UP,
  	ACT_SHIELD_DOWN,
  	ACT_SHIELD_UP_IDLE,
  	ACT_SHIELD_ATTACK,
  	ACT_SHIELD_KNOCKBACK,
  	ACT_CROUCHING_SHIELD_UP,
  	ACT_CROUCHING_SHIELD_DOWN,
  	ACT_CROUCHING_SHIELD_UP_IDLE,
  	ACT_CROUCHING_SHIELD_ATTACK,
  	ACT_CROUCHING_SHIELD_KNOCKBACK,
  
  	// turning in place
  	ACT_TURNRIGHT45,
  	ACT_TURNLEFT45,
  
  	ACT_TURN,
  
  	ACT_OBJ_ASSEMBLING,
  	ACT_OBJ_DISMANTLING,
  	ACT_OBJ_STARTUP,
  	ACT_OBJ_RUNNING,
  	ACT_OBJ_IDLE,
  	ACT_OBJ_PLACING,
  	ACT_OBJ_DETERIORATING,
  	ACT_OBJ_UPGRADING,
  
  	// Deploy
  	ACT_DEPLOY,
  	ACT_DEPLOY_IDLE,
  	ACT_UNDEPLOY,
  
  //===========================
  // HL1 Specific Activities
  //===========================
  	// Grenades
  	ACT_GRENADE_ROLL,
  	ACT_GRENADE_TOSS,
  
  	// Hand grenade
  	ACT_HANDGRENADE_THROW1,
  	ACT_HANDGRENADE_THROW2,
  	ACT_HANDGRENADE_THROW3,
  
  	// Shotgun
  	ACT_SHOTGUN_IDLE_DEEP,
  	ACT_SHOTGUN_IDLE4,
  
  	// Glock
  	ACT_GLOCK_SHOOTEMPTY,
  	ACT_GLOCK_SHOOT_RELOAD,
  
  	// RPG
  	ACT_RPG_DRAW_UNLOADED,
  	ACT_RPG_HOLSTER_UNLOADED,
  	ACT_RPG_IDLE_UNLOADED,
  	ACT_RPG_FIDGET_UNLOADED,
  
  	// Crossbow
  	ACT_CROSSBOW_DRAW_UNLOADED,
  	ACT_CROSSBOW_IDLE_UNLOADED,
  	ACT_CROSSBOW_FIDGET_UNLOADED,
  
  	// Gauss
  	ACT_GAUSS_SPINUP,
  	ACT_GAUSS_SPINCYCLE,
  
  	// Tripmine
  	ACT_TRIPMINE_GROUND,
  	ACT_TRIPMINE_WORLD,
  
  //===========================
  // CSPort Specific Activities
  //===========================
  
  	ACT_VM_PRIMARYATTACK_SILENCED,		// fire
  	ACT_VM_RELOAD_SILENCED,
  	ACT_VM_DRYFIRE_SILENCED,				// fire with no ammo loaded.
  	ACT_VM_IDLE_SILENCED,
  	ACT_VM_DRAW_SILENCED,
  	ACT_VM_IDLE_EMPTY_LEFT,
  	ACT_VM_DRYFIRE_LEFT,
  
  	ACT_PLAYER_IDLE_FIRE,
  	ACT_PLAYER_CROUCH_FIRE,
  	ACT_PLAYER_CROUCH_WALK_FIRE,
  	ACT_PLAYER_WALK_FIRE,
  	ACT_PLAYER_RUN_FIRE,
  	
  	ACT_IDLETORUN,
  	ACT_RUNTOIDLE,
  	
  
  //===========================
  // DoD Specific Activities
  //===========================
  	ACT_SPRINT,
  	
  	ACT_GET_DOWN_STAND,
  	ACT_GET_UP_STAND,
  	ACT_GET_DOWN_CROUCH,
  	ACT_GET_UP_CROUCH,
  	ACT_PRONE_FORWARD,
  	ACT_PRONE_IDLE,
  
  	ACT_DEEPIDLE1,
  	ACT_DEEPIDLE2,
  	ACT_DEEPIDLE3,
  	ACT_DEEPIDLE4,
  
  	ACT_VM_RELOAD_DEPLOYED, 
  	ACT_VM_RELOAD_IDLE,
  
  	ACT_VM_DRAW_DEPLOYED,
  
  	//Weapon is empty activities
  	ACT_VM_DRAW_EMPTY,
  	ACT_VM_PRIMARYATTACK_EMPTY,
  	ACT_VM_RELOAD_EMPTY,
  	ACT_VM_IDLE_EMPTY,
  	ACT_VM_IDLE_DEPLOYED_EMPTY,
  
  	ACT_VM_IDLE_8,
  	ACT_VM_IDLE_7,
  	ACT_VM_IDLE_6,
  	ACT_VM_IDLE_5,
  	ACT_VM_IDLE_4,
  	ACT_VM_IDLE_3,
  	ACT_VM_IDLE_2,
  	ACT_VM_IDLE_1,
  
  	ACT_VM_IDLE_DEPLOYED,
  	ACT_VM_IDLE_DEPLOYED_8,
  	ACT_VM_IDLE_DEPLOYED_7,
  	ACT_VM_IDLE_DEPLOYED_6,
  	ACT_VM_IDLE_DEPLOYED_5,
  	ACT_VM_IDLE_DEPLOYED_4,
  	ACT_VM_IDLE_DEPLOYED_3,
  	ACT_VM_IDLE_DEPLOYED_2,
  	ACT_VM_IDLE_DEPLOYED_1,
  
  	// Animation from prone idle to standing/crouch idle. Number designates bullets left
  	ACT_VM_UNDEPLOY,
  	ACT_VM_UNDEPLOY_8,
  	ACT_VM_UNDEPLOY_7,
  	ACT_VM_UNDEPLOY_6,
  	ACT_VM_UNDEPLOY_5,
  	ACT_VM_UNDEPLOY_4,
  	ACT_VM_UNDEPLOY_3,
  	ACT_VM_UNDEPLOY_2,
  	ACT_VM_UNDEPLOY_1,
  	ACT_VM_UNDEPLOY_EMPTY,
  
  	// Animation from standing/crouch idle to prone idle. Number designates bullets left
  	ACT_VM_DEPLOY,
  	ACT_VM_DEPLOY_8,
  	ACT_VM_DEPLOY_7,
  	ACT_VM_DEPLOY_6,
  	ACT_VM_DEPLOY_5,
  	ACT_VM_DEPLOY_4,
  	ACT_VM_DEPLOY_3,
  	ACT_VM_DEPLOY_2,
  	ACT_VM_DEPLOY_1,
  	ACT_VM_DEPLOY_EMPTY,
  
  	// Shooting animations for standing/crouch position.  Number designates bullets left at START of animation
  	ACT_VM_PRIMARYATTACK_8,
  	ACT_VM_PRIMARYATTACK_7,
  	ACT_VM_PRIMARYATTACK_6,
  	ACT_VM_PRIMARYATTACK_5,
  	ACT_VM_PRIMARYATTACK_4,
  	ACT_VM_PRIMARYATTACK_3,
  	ACT_VM_PRIMARYATTACK_2,
  	ACT_VM_PRIMARYATTACK_1,
  
  	// Shooting animations for prone position. Number designates bullets left at START of animation
  	ACT_VM_PRIMARYATTACK_DEPLOYED,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_8,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_7,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_6, 
  	ACT_VM_PRIMARYATTACK_DEPLOYED_5,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_4,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_3,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_2,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_1,
  	ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY,
  
  	// Player anim ACTs
  	ACT_DOD_DEPLOYED,
  	ACT_DOD_PRONE_DEPLOYED,
  	ACT_DOD_IDLE_ZOOMED,
  	ACT_DOD_WALK_ZOOMED,
  	ACT_DOD_CROUCH_ZOOMED,
  	ACT_DOD_CROUCHWALK_ZOOMED,
  	ACT_DOD_PRONE_ZOOMED,
  	ACT_DOD_PRONE_FORWARD_ZOOMED,
  	ACT_DOD_PRIMARYATTACK_DEPLOYED,
  	ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED,
  	ACT_DOD_RELOAD_DEPLOYED,
  	ACT_DOD_RELOAD_PRONE_DEPLOYED,	
  	ACT_DOD_PRIMARYATTACK_PRONE,
  	ACT_DOD_SECONDARYATTACK_PRONE,
  	ACT_DOD_RELOAD_CROUCH,
  	ACT_DOD_RELOAD_PRONE,
  	ACT_DOD_STAND_IDLE,
  	ACT_DOD_STAND_AIM,
  	ACT_DOD_CROUCH_IDLE,
  	ACT_DOD_CROUCH_AIM,
  	ACT_DOD_CROUCHWALK_IDLE,
  	ACT_DOD_CROUCHWALK_AIM,
  	ACT_DOD_WALK_IDLE,
  	ACT_DOD_WALK_AIM,
  	ACT_DOD_RUN_IDLE,
  	ACT_DOD_RUN_AIM,
  
  	// Positions
  	ACT_DOD_STAND_AIM_PISTOL,
  	ACT_DOD_CROUCH_AIM_PISTOL,
  	ACT_DOD_CROUCHWALK_AIM_PISTOL,
  	ACT_DOD_WALK_AIM_PISTOL,
  	ACT_DOD_RUN_AIM_PISTOL,
  	ACT_DOD_PRONE_AIM_PISTOL,
  	ACT_DOD_STAND_IDLE_PISTOL,
  	ACT_DOD_CROUCH_IDLE_PISTOL,
  	ACT_DOD_CROUCHWALK_IDLE_PISTOL,
  	ACT_DOD_WALK_IDLE_PISTOL,
  	ACT_DOD_RUN_IDLE_PISTOL,
  	ACT_DOD_SPRINT_IDLE_PISTOL,
  	ACT_DOD_PRONEWALK_IDLE_PISTOL,
  
  	ACT_DOD_STAND_AIM_C96,
  	ACT_DOD_CROUCH_AIM_C96,
  	ACT_DOD_CROUCHWALK_AIM_C96,
  	ACT_DOD_WALK_AIM_C96,
  	ACT_DOD_RUN_AIM_C96,
  	ACT_DOD_PRONE_AIM_C96,
  	ACT_DOD_STAND_IDLE_C96,
  	ACT_DOD_CROUCH_IDLE_C96,
  	ACT_DOD_CROUCHWALK_IDLE_C96,
  	ACT_DOD_WALK_IDLE_C96,
  	ACT_DOD_RUN_IDLE_C96,
  	ACT_DOD_SPRINT_IDLE_C96,
  	ACT_DOD_PRONEWALK_IDLE_C96,
  
  	ACT_DOD_STAND_AIM_RIFLE,
  	ACT_DOD_CROUCH_AIM_RIFLE,
  	ACT_DOD_CROUCHWALK_AIM_RIFLE,
  	ACT_DOD_WALK_AIM_RIFLE,
  	ACT_DOD_RUN_AIM_RIFLE,
  	ACT_DOD_PRONE_AIM_RIFLE,
  	ACT_DOD_STAND_IDLE_RIFLE,
  	ACT_DOD_CROUCH_IDLE_RIFLE,
  	ACT_DOD_CROUCHWALK_IDLE_RIFLE,
  	ACT_DOD_WALK_IDLE_RIFLE,
  	ACT_DOD_RUN_IDLE_RIFLE,
  	ACT_DOD_SPRINT_IDLE_RIFLE,
  	ACT_DOD_PRONEWALK_IDLE_RIFLE,
  
  	ACT_DOD_STAND_AIM_BOLT,
  	ACT_DOD_CROUCH_AIM_BOLT,
  	ACT_DOD_CROUCHWALK_AIM_BOLT,
  	ACT_DOD_WALK_AIM_BOLT,
  	ACT_DOD_RUN_AIM_BOLT,
  	ACT_DOD_PRONE_AIM_BOLT,
  	ACT_DOD_STAND_IDLE_BOLT,
  	ACT_DOD_CROUCH_IDLE_BOLT,
  	ACT_DOD_CROUCHWALK_IDLE_BOLT,
  	ACT_DOD_WALK_IDLE_BOLT,
  	ACT_DOD_RUN_IDLE_BOLT,
  	ACT_DOD_SPRINT_IDLE_BOLT,
  	ACT_DOD_PRONEWALK_IDLE_BOLT,
  
  	ACT_DOD_STAND_AIM_TOMMY,
  	ACT_DOD_CROUCH_AIM_TOMMY,
  	ACT_DOD_CROUCHWALK_AIM_TOMMY,
  	ACT_DOD_WALK_AIM_TOMMY,
  	ACT_DOD_RUN_AIM_TOMMY,
  	ACT_DOD_PRONE_AIM_TOMMY,
  	ACT_DOD_STAND_IDLE_TOMMY,
  	ACT_DOD_CROUCH_IDLE_TOMMY,
  	ACT_DOD_CROUCHWALK_IDLE_TOMMY,
  	ACT_DOD_WALK_IDLE_TOMMY,
  	ACT_DOD_RUN_IDLE_TOMMY,
  	ACT_DOD_SPRINT_IDLE_TOMMY,
  	ACT_DOD_PRONEWALK_IDLE_TOMMY,
  
  	ACT_DOD_STAND_AIM_MP40,
  	ACT_DOD_CROUCH_AIM_MP40,
  	ACT_DOD_CROUCHWALK_AIM_MP40,
  	ACT_DOD_WALK_AIM_MP40,
  	ACT_DOD_RUN_AIM_MP40,
  	ACT_DOD_PRONE_AIM_MP40,
  	ACT_DOD_STAND_IDLE_MP40,
  	ACT_DOD_CROUCH_IDLE_MP40,
  	ACT_DOD_CROUCHWALK_IDLE_MP40,
  	ACT_DOD_WALK_IDLE_MP40,
  	ACT_DOD_RUN_IDLE_MP40,
  	ACT_DOD_SPRINT_IDLE_MP40,
  	ACT_DOD_PRONEWALK_IDLE_MP40,
  
  	ACT_DOD_STAND_AIM_MP44,
  	ACT_DOD_CROUCH_AIM_MP44,
  	ACT_DOD_CROUCHWALK_AIM_MP44,
  	ACT_DOD_WALK_AIM_MP44,
  	ACT_DOD_RUN_AIM_MP44,
  	ACT_DOD_PRONE_AIM_MP44,
  	ACT_DOD_STAND_IDLE_MP44,
  	ACT_DOD_CROUCH_IDLE_MP44,
  	ACT_DOD_CROUCHWALK_IDLE_MP44,
  	ACT_DOD_WALK_IDLE_MP44,
  	ACT_DOD_RUN_IDLE_MP44,
  	ACT_DOD_SPRINT_IDLE_MP44,
  	ACT_DOD_PRONEWALK_IDLE_MP44,
  
  	ACT_DOD_STAND_AIM_GREASE,
  	ACT_DOD_CROUCH_AIM_GREASE,
  	ACT_DOD_CROUCHWALK_AIM_GREASE,
  	ACT_DOD_WALK_AIM_GREASE,
  	ACT_DOD_RUN_AIM_GREASE,
  	ACT_DOD_PRONE_AIM_GREASE,
  	ACT_DOD_STAND_IDLE_GREASE,
  	ACT_DOD_CROUCH_IDLE_GREASE,
  	ACT_DOD_CROUCHWALK_IDLE_GREASE,
  	ACT_DOD_WALK_IDLE_GREASE,
  	ACT_DOD_RUN_IDLE_GREASE,
  	ACT_DOD_SPRINT_IDLE_GREASE,
  	ACT_DOD_PRONEWALK_IDLE_GREASE,
  
  	ACT_DOD_STAND_AIM_MG,
  	ACT_DOD_CROUCH_AIM_MG,
  	ACT_DOD_CROUCHWALK_AIM_MG,
  	ACT_DOD_WALK_AIM_MG,
  	ACT_DOD_RUN_AIM_MG,
  	ACT_DOD_PRONE_AIM_MG,
  	ACT_DOD_STAND_IDLE_MG,
  	ACT_DOD_CROUCH_IDLE_MG,
  	ACT_DOD_CROUCHWALK_IDLE_MG,
  	ACT_DOD_WALK_IDLE_MG,
  	ACT_DOD_RUN_IDLE_MG,
  	ACT_DOD_SPRINT_IDLE_MG,
  	ACT_DOD_PRONEWALK_IDLE_MG,
  
  	ACT_DOD_STAND_AIM_30CAL,
  	ACT_DOD_CROUCH_AIM_30CAL,
  	ACT_DOD_CROUCHWALK_AIM_30CAL,
  	ACT_DOD_WALK_AIM_30CAL,
  	ACT_DOD_RUN_AIM_30CAL,
  	ACT_DOD_PRONE_AIM_30CAL,
  	ACT_DOD_STAND_IDLE_30CAL,
  	ACT_DOD_CROUCH_IDLE_30CAL,
  	ACT_DOD_CROUCHWALK_IDLE_30CAL,
  	ACT_DOD_WALK_IDLE_30CAL,
  	ACT_DOD_RUN_IDLE_30CAL,
  	ACT_DOD_SPRINT_IDLE_30CAL,
  	ACT_DOD_PRONEWALK_IDLE_30CAL,
  
  	ACT_DOD_STAND_AIM_GREN_FRAG,
  	ACT_DOD_CROUCH_AIM_GREN_FRAG,
  	ACT_DOD_CROUCHWALK_AIM_GREN_FRAG,
  	ACT_DOD_WALK_AIM_GREN_FRAG,
  	ACT_DOD_RUN_AIM_GREN_FRAG,
  	ACT_DOD_PRONE_AIM_GREN_FRAG,
  	ACT_DOD_SPRINT_AIM_GREN_FRAG,
  	ACT_DOD_PRONEWALK_AIM_GREN_FRAG,
  	ACT_DOD_STAND_AIM_GREN_STICK,
  	ACT_DOD_CROUCH_AIM_GREN_STICK,
  	ACT_DOD_CROUCHWALK_AIM_GREN_STICK,
  	ACT_DOD_WALK_AIM_GREN_STICK,
  	ACT_DOD_RUN_AIM_GREN_STICK,
  	ACT_DOD_PRONE_AIM_GREN_STICK,
  	ACT_DOD_SPRINT_AIM_GREN_STICK,
  	ACT_DOD_PRONEWALK_AIM_GREN_STICK,
  
  	ACT_DOD_STAND_AIM_KNIFE,
  	ACT_DOD_CROUCH_AIM_KNIFE,
  	ACT_DOD_CROUCHWALK_AIM_KNIFE,
  	ACT_DOD_WALK_AIM_KNIFE,
  	ACT_DOD_RUN_AIM_KNIFE,
  	ACT_DOD_PRONE_AIM_KNIFE,
  	ACT_DOD_SPRINT_AIM_KNIFE,
  	ACT_DOD_PRONEWALK_AIM_KNIFE,
  
  	ACT_DOD_STAND_AIM_SPADE,
  	ACT_DOD_CROUCH_AIM_SPADE,
  	ACT_DOD_CROUCHWALK_AIM_SPADE,
  	ACT_DOD_WALK_AIM_SPADE,
  	ACT_DOD_RUN_AIM_SPADE,
  	ACT_DOD_PRONE_AIM_SPADE,
  	ACT_DOD_SPRINT_AIM_SPADE,
  	ACT_DOD_PRONEWALK_AIM_SPADE,
  
  	ACT_DOD_STAND_AIM_BAZOOKA,
  	ACT_DOD_CROUCH_AIM_BAZOOKA,
  	ACT_DOD_CROUCHWALK_AIM_BAZOOKA,
  	ACT_DOD_WALK_AIM_BAZOOKA,
  	ACT_DOD_RUN_AIM_BAZOOKA,
  	ACT_DOD_PRONE_AIM_BAZOOKA,
  	ACT_DOD_STAND_IDLE_BAZOOKA,
  	ACT_DOD_CROUCH_IDLE_BAZOOKA,
  	ACT_DOD_CROUCHWALK_IDLE_BAZOOKA,
  	ACT_DOD_WALK_IDLE_BAZOOKA,
  	ACT_DOD_RUN_IDLE_BAZOOKA,
  	ACT_DOD_SPRINT_IDLE_BAZOOKA,
  	ACT_DOD_PRONEWALK_IDLE_BAZOOKA,
  
  	ACT_DOD_STAND_AIM_PSCHRECK,
  	ACT_DOD_CROUCH_AIM_PSCHRECK,
  	ACT_DOD_CROUCHWALK_AIM_PSCHRECK,
  	ACT_DOD_WALK_AIM_PSCHRECK,
  	ACT_DOD_RUN_AIM_PSCHRECK,
  	ACT_DOD_PRONE_AIM_PSCHRECK,
  	ACT_DOD_STAND_IDLE_PSCHRECK,
  	ACT_DOD_CROUCH_IDLE_PSCHRECK,
  	ACT_DOD_CROUCHWALK_IDLE_PSCHRECK,
  	ACT_DOD_WALK_IDLE_PSCHRECK,
  	ACT_DOD_RUN_IDLE_PSCHRECK,
  	ACT_DOD_SPRINT_IDLE_PSCHRECK,
  	ACT_DOD_PRONEWALK_IDLE_PSCHRECK,
  
  	ACT_DOD_STAND_AIM_BAR,
  	ACT_DOD_CROUCH_AIM_BAR,
  	ACT_DOD_CROUCHWALK_AIM_BAR,
  	ACT_DOD_WALK_AIM_BAR,
  	ACT_DOD_RUN_AIM_BAR,
  	ACT_DOD_PRONE_AIM_BAR,
  	ACT_DOD_STAND_IDLE_BAR,
  	ACT_DOD_CROUCH_IDLE_BAR,
  	ACT_DOD_CROUCHWALK_IDLE_BAR,
  	ACT_DOD_WALK_IDLE_BAR,
  	ACT_DOD_RUN_IDLE_BAR,
  	ACT_DOD_SPRINT_IDLE_BAR,
  	ACT_DOD_PRONEWALK_IDLE_BAR,
  
  	// Zoomed aims
  	ACT_DOD_STAND_ZOOM_RIFLE,
  	ACT_DOD_CROUCH_ZOOM_RIFLE,
  	ACT_DOD_CROUCHWALK_ZOOM_RIFLE,
  	ACT_DOD_WALK_ZOOM_RIFLE,
  	ACT_DOD_RUN_ZOOM_RIFLE,
  	ACT_DOD_PRONE_ZOOM_RIFLE,
  
  	ACT_DOD_STAND_ZOOM_BOLT,
  	ACT_DOD_CROUCH_ZOOM_BOLT,
  	ACT_DOD_CROUCHWALK_ZOOM_BOLT,
  	ACT_DOD_WALK_ZOOM_BOLT,
  	ACT_DOD_RUN_ZOOM_BOLT,
  	ACT_DOD_PRONE_ZOOM_BOLT,
  
  	ACT_DOD_STAND_ZOOM_BAZOOKA,
  	ACT_DOD_CROUCH_ZOOM_BAZOOKA,
  	ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA,
  	ACT_DOD_WALK_ZOOM_BAZOOKA,
  	ACT_DOD_RUN_ZOOM_BAZOOKA,
  	ACT_DOD_PRONE_ZOOM_BAZOOKA,
  
  	ACT_DOD_STAND_ZOOM_PSCHRECK,
  	ACT_DOD_CROUCH_ZOOM_PSCHRECK,
  	ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK,
  	ACT_DOD_WALK_ZOOM_PSCHRECK,
  	ACT_DOD_RUN_ZOOM_PSCHRECK,
  	ACT_DOD_PRONE_ZOOM_PSCHRECK,
  
  	// Deployed Aim
  	ACT_DOD_DEPLOY_RIFLE,
  	ACT_DOD_DEPLOY_TOMMY,
  	ACT_DOD_DEPLOY_MG,
  	ACT_DOD_DEPLOY_30CAL,
  
  	// Prone Deployed Aim
  	ACT_DOD_PRONE_DEPLOY_RIFLE ,
  	ACT_DOD_PRONE_DEPLOY_TOMMY,
  	ACT_DOD_PRONE_DEPLOY_MG,
  	ACT_DOD_PRONE_DEPLOY_30CAL,
  
  	// Attacks
  
  	// Rifle
  	ACT_DOD_PRIMARYATTACK_RIFLE,
  	ACT_DOD_SECONDARYATTACK_RIFLE,
  	ACT_DOD_PRIMARYATTACK_PRONE_RIFLE,
  	ACT_DOD_SECONDARYATTACK_PRONE_RIFLE,
  	ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE,
  	ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE,
  
  	// Bolt
  	ACT_DOD_PRIMARYATTACK_BOLT,
  	ACT_DOD_SECONDARYATTACK_BOLT,
  	ACT_DOD_PRIMARYATTACK_PRONE_BOLT ,
  	ACT_DOD_SECONDARYATTACK_PRONE_BOLT ,
  
  	// Tommy
  	ACT_DOD_PRIMARYATTACK_TOMMY,
  	ACT_DOD_PRIMARYATTACK_PRONE_TOMMY,
  	ACT_DOD_SECONDARYATTACK_TOMMY,
  	ACT_DOD_SECONDARYATTACK_PRONE_TOMMY,
  
  	// MP40
  	ACT_DOD_PRIMARYATTACK_MP40,
  	ACT_DOD_PRIMARYATTACK_PRONE_MP40 ,
  	ACT_DOD_SECONDARYATTACK_MP40,
  	ACT_DOD_SECONDARYATTACK_PRONE_MP40 ,
  
  	// MP44
  	ACT_DOD_PRIMARYATTACK_MP44,
  	ACT_DOD_PRIMARYATTACK_PRONE_MP44 ,
  
  	// Greasegun
  	ACT_DOD_PRIMARYATTACK_GREASE,
  	ACT_DOD_PRIMARYATTACK_PRONE_GREASE ,
  
  	// Pistols (Colt, Luger)
  	ACT_DOD_PRIMARYATTACK_PISTOL,
  	ACT_DOD_PRIMARYATTACK_PRONE_PISTOL ,
  	ACT_DOD_PRIMARYATTACK_C96,
  	ACT_DOD_PRIMARYATTACK_PRONE_C96,
  
  	// Mgs (mg42, mg34)
  	ACT_DOD_PRIMARYATTACK_MG,
  	ACT_DOD_PRIMARYATTACK_PRONE_MG ,
  	ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG ,
  	ACT_DOD_PRIMARYATTACK_DEPLOYED_MG ,
  
  	// 30cal
  	ACT_DOD_PRIMARYATTACK_30CAL,
  	ACT_DOD_PRIMARYATTACK_PRONE_30CAL,
  	ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL,
  	ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL ,
  
  	// Grenades
  	ACT_DOD_PRIMARYATTACK_GREN_FRAG,
  	ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG,
  	ACT_DOD_PRIMARYATTACK_GREN_STICK,
  	ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK,
  
  	// Knife
  	ACT_DOD_PRIMARYATTACK_KNIFE,
  	ACT_DOD_PRIMARYATTACK_PRONE_KNIFE,
  
  	// Spade
  	ACT_DOD_PRIMARYATTACK_SPADE,
  	ACT_DOD_PRIMARYATTACK_PRONE_SPADE,
  
  	// Bazooka
  	ACT_DOD_PRIMARYATTACK_BAZOOKA,
  	ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA,
  
  	// Pschreck
  	ACT_DOD_PRIMARYATTACK_PSCHRECK,
  	ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK ,
  
  	// Bar
  	ACT_DOD_PRIMARYATTACK_BAR,
  	ACT_DOD_PRIMARYATTACK_PRONE_BAR,
  
  	// Reloads
  	ACT_DOD_RELOAD_GARAND,
  	ACT_DOD_RELOAD_K43,
  	ACT_DOD_RELOAD_BAR,
  	ACT_DOD_RELOAD_MP40,
  	ACT_DOD_RELOAD_MP44,
  	ACT_DOD_RELOAD_BOLT,
  	ACT_DOD_RELOAD_M1CARBINE,
  	ACT_DOD_RELOAD_TOMMY,
  	ACT_DOD_RELOAD_GREASEGUN,
  	ACT_DOD_RELOAD_PISTOL,
  	ACT_DOD_RELOAD_FG42,
  	ACT_DOD_RELOAD_RIFLE,
  	ACT_DOD_RELOAD_RIFLEGRENADE,
  	ACT_DOD_RELOAD_C96,
  
  	// Crouch
  	ACT_DOD_RELOAD_CROUCH_BAR,
  	ACT_DOD_RELOAD_CROUCH_RIFLE,
  	ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE,
  	ACT_DOD_RELOAD_CROUCH_BOLT,
  	ACT_DOD_RELOAD_CROUCH_MP44,
  	ACT_DOD_RELOAD_CROUCH_MP40,
  	ACT_DOD_RELOAD_CROUCH_TOMMY,
  	ACT_DOD_RELOAD_CROUCH_BAZOOKA,
  	ACT_DOD_RELOAD_CROUCH_PSCHRECK,
  	ACT_DOD_RELOAD_CROUCH_PISTOL,
  	ACT_DOD_RELOAD_CROUCH_M1CARBINE,
  	ACT_DOD_RELOAD_CROUCH_C96,
  
  	// Bazookas
  	ACT_DOD_RELOAD_BAZOOKA,
  	ACT_DOD_ZOOMLOAD_BAZOOKA,
  	ACT_DOD_RELOAD_PSCHRECK,
  	ACT_DOD_ZOOMLOAD_PSCHRECK,
  
  	// Deployed
  	ACT_DOD_RELOAD_DEPLOYED_FG42,
  	ACT_DOD_RELOAD_DEPLOYED_30CAL,
  	ACT_DOD_RELOAD_DEPLOYED_MG,
  	ACT_DOD_RELOAD_DEPLOYED_MG34,
  	ACT_DOD_RELOAD_DEPLOYED_BAR,
  
  	// Prone
  	ACT_DOD_RELOAD_PRONE_PISTOL,
  	ACT_DOD_RELOAD_PRONE_GARAND,
  	ACT_DOD_RELOAD_PRONE_M1CARBINE,
  	ACT_DOD_RELOAD_PRONE_BOLT,
  	ACT_DOD_RELOAD_PRONE_K43,
  	ACT_DOD_RELOAD_PRONE_MP40,
  	ACT_DOD_RELOAD_PRONE_MP44,
  	ACT_DOD_RELOAD_PRONE_BAR,
  	ACT_DOD_RELOAD_PRONE_GREASEGUN,
  	ACT_DOD_RELOAD_PRONE_TOMMY,
  	ACT_DOD_RELOAD_PRONE_FG42,
  	ACT_DOD_RELOAD_PRONE_RIFLE,
  	ACT_DOD_RELOAD_PRONE_RIFLEGRENADE,
  	ACT_DOD_RELOAD_PRONE_C96,
  
  	// Prone bazooka
  	ACT_DOD_RELOAD_PRONE_BAZOOKA,
  	ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA,
  	ACT_DOD_RELOAD_PRONE_PSCHRECK,
  	ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK,
  
  	// Prone deployed
  	ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR,
  	ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42,
  	ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL,
  	ACT_DOD_RELOAD_PRONE_DEPLOYED_MG,
  	ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34,
  
  	// Prone zoomed aim
  	ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE,
  	ACT_DOD_PRONE_ZOOM_FORWARD_BOLT,
  	ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA,
  	ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK,
  
  	// Crouch attack
  	ACT_DOD_PRIMARYATTACK_CROUCH,
  	ACT_DOD_PRIMARYATTACK_CROUCH_SPADE,
  	ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE,
  	ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG,
  	ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK,
  	ACT_DOD_SECONDARYATTACK_CROUCH,
  	ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY,
  	ACT_DOD_SECONDARYATTACK_CROUCH_MP40,
  
  	// Hand Signals
  	ACT_DOD_HS_IDLE,
  	ACT_DOD_HS_CROUCH,
  	ACT_DOD_HS_IDLE_30CAL,
  	ACT_DOD_HS_IDLE_BAZOOKA,
  	ACT_DOD_HS_IDLE_PSCHRECK,
  	ACT_DOD_HS_IDLE_KNIFE,
  	ACT_DOD_HS_IDLE_MG42,
  	ACT_DOD_HS_IDLE_PISTOL,
  	ACT_DOD_HS_IDLE_STICKGRENADE,
  	ACT_DOD_HS_IDLE_TOMMY,
  	ACT_DOD_HS_IDLE_MP44,
  	ACT_DOD_HS_IDLE_K98,
  	ACT_DOD_HS_CROUCH_30CAL,
  	ACT_DOD_HS_CROUCH_BAZOOKA,
  	ACT_DOD_HS_CROUCH_PSCHRECK,
  	ACT_DOD_HS_CROUCH_KNIFE,
  	ACT_DOD_HS_CROUCH_MG42,
  	ACT_DOD_HS_CROUCH_PISTOL,
  	ACT_DOD_HS_CROUCH_STICKGRENADE,
  	ACT_DOD_HS_CROUCH_TOMMY,
  	ACT_DOD_HS_CROUCH_MP44,
  	ACT_DOD_HS_CROUCH_K98,
  
  	ACT_DOD_STAND_IDLE_TNT,
  	ACT_DOD_CROUCH_IDLE_TNT,
  	ACT_DOD_CROUCHWALK_IDLE_TNT,
  	ACT_DOD_WALK_IDLE_TNT,
  	ACT_DOD_RUN_IDLE_TNT,
  	ACT_DOD_SPRINT_IDLE_TNT,
  	ACT_DOD_PRONEWALK_IDLE_TNT,
  
  	ACT_DOD_PLANT_TNT,
  	ACT_DOD_DEFUSE_TNT,
  
  // HL2MP
  	ACT_HL2MP_IDLE,
  	ACT_HL2MP_RUN,
  	ACT_HL2MP_IDLE_CROUCH,
  	ACT_HL2MP_WALK_CROUCH,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK,
  	ACT_HL2MP_GESTURE_RELOAD,
  	ACT_HL2MP_JUMP,
  	
  	ACT_HL2MP_IDLE_PISTOL,
  	ACT_HL2MP_RUN_PISTOL,
  	ACT_HL2MP_IDLE_CROUCH_PISTOL,
  	ACT_HL2MP_WALK_CROUCH_PISTOL,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL,
  	ACT_HL2MP_GESTURE_RELOAD_PISTOL,
  	ACT_HL2MP_JUMP_PISTOL,
  
  	ACT_HL2MP_IDLE_SMG1,
  	ACT_HL2MP_RUN_SMG1,
  	ACT_HL2MP_IDLE_CROUCH_SMG1,
  	ACT_HL2MP_WALK_CROUCH_SMG1,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1,
  	ACT_HL2MP_GESTURE_RELOAD_SMG1,
  	ACT_HL2MP_JUMP_SMG1,
  
    	ACT_HL2MP_IDLE_AR2,
  	ACT_HL2MP_RUN_AR2,
  	ACT_HL2MP_IDLE_CROUCH_AR2,
  	ACT_HL2MP_WALK_CROUCH_AR2,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,
  	ACT_HL2MP_GESTURE_RELOAD_AR2,
  	ACT_HL2MP_JUMP_AR2,
  
    	ACT_HL2MP_IDLE_SHOTGUN,
  	ACT_HL2MP_RUN_SHOTGUN,
  	ACT_HL2MP_IDLE_CROUCH_SHOTGUN,
  	ACT_HL2MP_WALK_CROUCH_SHOTGUN,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN,
  	ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
  	ACT_HL2MP_JUMP_SHOTGUN,
  
    	ACT_HL2MP_IDLE_RPG,
  	ACT_HL2MP_RUN_RPG,
  	ACT_HL2MP_IDLE_CROUCH_RPG,
  	ACT_HL2MP_WALK_CROUCH_RPG,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG,
  	ACT_HL2MP_GESTURE_RELOAD_RPG,
  	ACT_HL2MP_JUMP_RPG,
  
    	ACT_HL2MP_IDLE_GRENADE,
  	ACT_HL2MP_RUN_GRENADE,
  	ACT_HL2MP_IDLE_CROUCH_GRENADE,
  	ACT_HL2MP_WALK_CROUCH_GRENADE,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE,
  	ACT_HL2MP_GESTURE_RELOAD_GRENADE,
  	ACT_HL2MP_JUMP_GRENADE,
  
    	ACT_HL2MP_IDLE_PHYSGUN,
  	ACT_HL2MP_RUN_PHYSGUN,
  	ACT_HL2MP_IDLE_CROUCH_PHYSGUN,
  	ACT_HL2MP_WALK_CROUCH_PHYSGUN,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN,
  	ACT_HL2MP_GESTURE_RELOAD_PHYSGUN,
  	ACT_HL2MP_JUMP_PHYSGUN,
  
    	ACT_HL2MP_IDLE_CROSSBOW,
  	ACT_HL2MP_RUN_CROSSBOW,
  	ACT_HL2MP_IDLE_CROUCH_CROSSBOW,
  	ACT_HL2MP_WALK_CROUCH_CROSSBOW,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW,
  	ACT_HL2MP_GESTURE_RELOAD_CROSSBOW,
  	ACT_HL2MP_JUMP_CROSSBOW,
  
    	ACT_HL2MP_IDLE_MELEE,
  	ACT_HL2MP_RUN_MELEE,
  	ACT_HL2MP_IDLE_CROUCH_MELEE,
  	ACT_HL2MP_WALK_CROUCH_MELEE,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
  	ACT_HL2MP_GESTURE_RELOAD_MELEE,
  	ACT_HL2MP_JUMP_MELEE,
  
  	ACT_HL2MP_IDLE_SLAM,
  	ACT_HL2MP_RUN_SLAM,
  	ACT_HL2MP_IDLE_CROUCH_SLAM,
  	ACT_HL2MP_WALK_CROUCH_SLAM,
  	ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM,
  	ACT_HL2MP_GESTURE_RELOAD_SLAM,
  	ACT_HL2MP_JUMP_SLAM,
  
  // Portal!
  	ACT_VM_FIZZLE,
  
  	// Multiplayer
  	ACT_MP_STAND_IDLE,
  	ACT_MP_CROUCH_IDLE,
  	ACT_MP_CROUCH_DEPLOYED_IDLE,
  	ACT_MP_CROUCH_DEPLOYED,
  	ACT_MP_CROUCHWALK_DEPLOYED,
  	ACT_MP_DEPLOYED_IDLE,
  	ACT_MP_RUN,
  	ACT_MP_WALK,
  	ACT_MP_AIRWALK,
  	ACT_MP_CROUCHWALK,
  	ACT_MP_SPRINT,
  	ACT_MP_JUMP,
  	ACT_MP_JUMP_START,
  	ACT_MP_JUMP_FLOAT,
  	ACT_MP_JUMP_LAND,
  	ACT_MP_DOUBLEJUMP,
  	ACT_MP_SWIM,
  	ACT_MP_DEPLOYED,
  	ACT_MP_SWIM_DEPLOYED,
  	ACT_MP_VCD,
  
  	ACT_MP_ATTACK_STAND_PRIMARYFIRE,
  	ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
  	ACT_MP_ATTACK_STAND_SECONDARYFIRE,
  	ACT_MP_ATTACK_STAND_GRENADE,
  	ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
  	ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
  	ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
  	ACT_MP_ATTACK_CROUCH_GRENADE,
  	ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
  	ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
  	ACT_MP_ATTACK_SWIM_GRENADE,
  	ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
  	ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
  	ACT_MP_ATTACK_AIRWALK_GRENADE,
  	ACT_MP_RELOAD_STAND,
  	ACT_MP_RELOAD_STAND_LOOP,
  	ACT_MP_RELOAD_STAND_END,
  	ACT_MP_RELOAD_CROUCH,
  	ACT_MP_RELOAD_CROUCH_LOOP,
  	ACT_MP_RELOAD_CROUCH_END,
  	ACT_MP_RELOAD_SWIM,
  	ACT_MP_RELOAD_SWIM_LOOP,
  	ACT_MP_RELOAD_SWIM_END,
  	ACT_MP_RELOAD_AIRWALK,
  	ACT_MP_RELOAD_AIRWALK_LOOP,
  	ACT_MP_RELOAD_AIRWALK_END,
  	ACT_MP_ATTACK_STAND_PREFIRE,
  	ACT_MP_ATTACK_STAND_POSTFIRE,
  	ACT_MP_ATTACK_STAND_STARTFIRE,
  	ACT_MP_ATTACK_CROUCH_PREFIRE,
  	ACT_MP_ATTACK_CROUCH_POSTFIRE,
  	ACT_MP_ATTACK_SWIM_PREFIRE,
  	ACT_MP_ATTACK_SWIM_POSTFIRE,
  
  	// Multiplayer - Primary
  	ACT_MP_STAND_PRIMARY,
  	ACT_MP_CROUCH_PRIMARY,
  	ACT_MP_RUN_PRIMARY,
  	ACT_MP_WALK_PRIMARY,
  	ACT_MP_AIRWALK_PRIMARY,
  	ACT_MP_CROUCHWALK_PRIMARY,
  	ACT_MP_JUMP_PRIMARY,
  	ACT_MP_JUMP_START_PRIMARY,
  	ACT_MP_JUMP_FLOAT_PRIMARY,
  	ACT_MP_JUMP_LAND_PRIMARY,
  	ACT_MP_SWIM_PRIMARY,
  	ACT_MP_DEPLOYED_PRIMARY,
  	ACT_MP_SWIM_DEPLOYED_PRIMARY,
  	ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY,
  	ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY,
  
  	ACT_MP_ATTACK_STAND_PRIMARY,		// RUN, WALK
  	ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
  	ACT_MP_ATTACK_CROUCH_PRIMARY,		// CROUCHWALK
  	ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
  	ACT_MP_ATTACK_SWIM_PRIMARY,
  	ACT_MP_ATTACK_AIRWALK_PRIMARY,
  
  	ACT_MP_RELOAD_STAND_PRIMARY,		// RUN, WALK
  	ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
  	ACT_MP_RELOAD_STAND_PRIMARY_END,
  	ACT_MP_RELOAD_CROUCH_PRIMARY,		// CROUCHWALK
  	ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
  	ACT_MP_RELOAD_CROUCH_PRIMARY_END,
  	ACT_MP_RELOAD_SWIM_PRIMARY,
  	ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
  	ACT_MP_RELOAD_SWIM_PRIMARY_END,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
  
  	ACT_MP_RELOAD_STAND_PRIMARY_2,
  	ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2,
  	ACT_MP_RELOAD_STAND_PRIMARY_END_2,	
  	ACT_MP_RELOAD_CROUCH_PRIMARY_2,	
  	ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2,
  	ACT_MP_RELOAD_CROUCH_PRIMARY_END_2,
  	ACT_MP_RELOAD_SWIM_PRIMARY_2,
  	ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2,
  	ACT_MP_RELOAD_SWIM_PRIMARY_END_2,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_2,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2,
  
  	// PRIMARY ALT
  	ACT_MP_ATTACK_STAND_PRIMARY_ALT,
  	ACT_MP_ATTACK_CROUCH_PRIMARY_ALT,
  	ACT_MP_ATTACK_SWIM_PRIMARY_ALT,
  	ACT_MP_RELOAD_STAND_PRIMARY_ALT,
  	ACT_MP_RELOAD_CROUCH_PRIMARY_ALT,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT,
  	ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT,
  	ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT,
  	ACT_MP_RELOAD_STAND_PRIMARY_END_ALT,
  	ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT,
  	ACT_MP_RELOAD_SWIM_PRIMARY_ALT,
  	ACT_MP_ATTACK_STAND_PRIMARY_SUPER,
  	ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER,
  	ACT_MP_ATTACK_SWIM_PRIMARY_SUPER,
  
  	ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
  
  	// Secondary
  	ACT_MP_STAND_SECONDARY,
  	ACT_MP_CROUCH_SECONDARY,
  	ACT_MP_RUN_SECONDARY,
  	ACT_MP_WALK_SECONDARY,
  	ACT_MP_AIRWALK_SECONDARY,
  	ACT_MP_CROUCHWALK_SECONDARY,
  	ACT_MP_JUMP_SECONDARY,
  	ACT_MP_JUMP_START_SECONDARY,
  	ACT_MP_JUMP_FLOAT_SECONDARY,
  	ACT_MP_JUMP_LAND_SECONDARY,
  	ACT_MP_SWIM_SECONDARY,
  
  	ACT_MP_ATTACK_STAND_SECONDARY,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_SECONDARY,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_SECONDARY,
  	ACT_MP_ATTACK_AIRWALK_SECONDARY,
  
  	ACT_MP_RELOAD_STAND_SECONDARY,		// RUN, WALK
  	ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
  	ACT_MP_RELOAD_STAND_SECONDARY_END,
  	ACT_MP_RELOAD_CROUCH_SECONDARY,		// CROUCHWALK
  	ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
  	ACT_MP_RELOAD_CROUCH_SECONDARY_END,
  	ACT_MP_RELOAD_SWIM_SECONDARY,
  	ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
  	ACT_MP_RELOAD_SWIM_SECONDARY_END,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
  
  	ACT_MP_RELOAD_STAND_SECONDARY_2,
  	ACT_MP_RELOAD_CROUCH_SECONDARY_2,
  	ACT_MP_RELOAD_SWIM_SECONDARY_2,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY_2,
  
  	ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
  
  	// Secondary2
  	ACT_MP_STAND_SECONDARY2,
  	ACT_MP_CROUCH_SECONDARY2,
  	ACT_MP_RUN_SECONDARY2,
  	ACT_MP_WALK_SECONDARY2,
  	ACT_MP_AIRWALK_SECONDARY2,
  	ACT_MP_CROUCHWALK_SECONDARY2,
  	ACT_MP_JUMP_SECONDARY2,
  	ACT_MP_JUMP_START_SECONDARY2,
  	ACT_MP_JUMP_FLOAT_SECONDARY2,
  	ACT_MP_JUMP_LAND_SECONDARY2,
  	ACT_MP_SWIM_SECONDARY2,
  
  	ACT_MP_ATTACK_STAND_SECONDARY2,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_SECONDARY2,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_SECONDARY2,
  	ACT_MP_ATTACK_AIRWALK_SECONDARY2,
  
  	ACT_MP_RELOAD_STAND_SECONDARY2,		// RUN, WALK
  	ACT_MP_RELOAD_STAND_SECONDARY2_LOOP,
  	ACT_MP_RELOAD_STAND_SECONDARY2_END,
  	ACT_MP_RELOAD_CROUCH_SECONDARY2,		// CROUCHWALK
  	ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP,
  	ACT_MP_RELOAD_CROUCH_SECONDARY2_END,
  	ACT_MP_RELOAD_SWIM_SECONDARY2,
  	ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP,
  	ACT_MP_RELOAD_SWIM_SECONDARY2_END,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY2,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP,
  	ACT_MP_RELOAD_AIRWALK_SECONDARY2_END,
  
  	// Melee
  	ACT_MP_STAND_MELEE,
  	ACT_MP_CROUCH_MELEE,
  	ACT_MP_RUN_MELEE,
  	ACT_MP_WALK_MELEE,
  	ACT_MP_AIRWALK_MELEE,
  	ACT_MP_CROUCHWALK_MELEE,
  	ACT_MP_JUMP_MELEE,
  	ACT_MP_JUMP_START_MELEE,
  	ACT_MP_JUMP_FLOAT_MELEE,
  	ACT_MP_JUMP_LAND_MELEE,
  	ACT_MP_SWIM_MELEE,
  
  	ACT_MP_ATTACK_STAND_MELEE,		// RUN, WALK
  	ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
  	ACT_MP_ATTACK_CROUCH_MELEE,		// CROUCHWALK
  	ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
  	ACT_MP_ATTACK_SWIM_MELEE,
  	ACT_MP_ATTACK_AIRWALK_MELEE,
  
  	ACT_MP_ATTACK_STAND_GRENADE_MELEE,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
  
  	// Item1
  	ACT_MP_STAND_ITEM1,
  	ACT_MP_CROUCH_ITEM1,
  	ACT_MP_RUN_ITEM1,
  	ACT_MP_WALK_ITEM1,
  	ACT_MP_AIRWALK_ITEM1,
  	ACT_MP_CROUCHWALK_ITEM1,
  	ACT_MP_JUMP_ITEM1,
  	ACT_MP_JUMP_START_ITEM1,
  	ACT_MP_JUMP_FLOAT_ITEM1,
  	ACT_MP_JUMP_LAND_ITEM1,
  	ACT_MP_SWIM_ITEM1,
  
  	ACT_MP_ATTACK_STAND_ITEM1,		// RUN, WALK
  	ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
  	ACT_MP_ATTACK_CROUCH_ITEM1,		// CROUCHWALK
  	ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
  	ACT_MP_ATTACK_SWIM_ITEM1,
  	ACT_MP_ATTACK_AIRWALK_ITEM1,
  
  	ACT_MP_DEPLOYED_ITEM1,
  	ACT_MP_DEPLOYED_IDLE_ITEM1,
  	ACT_MP_CROUCHWALK_DEPLOYED_ITEM1,
  	ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1,
  	ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1,
  	ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1,
  
  	// Item2
  	ACT_MP_STAND_ITEM2,
  	ACT_MP_CROUCH_ITEM2,
  	ACT_MP_RUN_ITEM2,
  	ACT_MP_WALK_ITEM2,
  	ACT_MP_AIRWALK_ITEM2,
  	ACT_MP_CROUCHWALK_ITEM2,
  	ACT_MP_JUMP_ITEM2,
  	ACT_MP_JUMP_START_ITEM2,
  	ACT_MP_JUMP_FLOAT_ITEM2,
  	ACT_MP_JUMP_LAND_ITEM2,
  	ACT_MP_SWIM_ITEM2,
  
  	ACT_MP_ATTACK_STAND_ITEM2,		// RUN, WALK
  	ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
  	ACT_MP_ATTACK_CROUCH_ITEM2,		// CROUCHWALK
  	ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
  	ACT_MP_ATTACK_SWIM_ITEM2,
  	ACT_MP_ATTACK_AIRWALK_ITEM2,
  
  	ACT_MP_ATTACK_STAND_HARD_ITEM2,	
  	ACT_MP_ATTACK_CROUCH_HARD_ITEM2,
  	ACT_MP_ATTACK_SWIM_HARD_ITEM2,
  
  	ACT_MP_DEPLOYED_ITEM2,
  	ACT_MP_DEPLOYED_IDLE_ITEM2,
  	ACT_MP_CROUCHWALK_DEPLOYED_ITEM2,
  	ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2,
  	ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2,
  	ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2,
  
  	ACT_MP_RELOAD_STAND_ITEM2,		// RUN, WALK
  	ACT_MP_RELOAD_STAND_ITEM2_LOOP,
  	ACT_MP_RELOAD_STAND_ITEM2_END,
  	ACT_MP_RELOAD_CROUCH_ITEM2,		// CROUCHWALK
  	ACT_MP_RELOAD_CROUCH_ITEM2_LOOP,
  	ACT_MP_RELOAD_CROUCH_ITEM2_END,
  	ACT_MP_RELOAD_SWIM_ITEM2,
  	ACT_MP_RELOAD_SWIM_ITEM2_LOOP,
  	ACT_MP_RELOAD_SWIM_ITEM2_END,
  	ACT_MP_RELOAD_AIRWALK_ITEM2,
  	ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP,
  	ACT_MP_RELOAD_AIRWALK_ITEM2_END,
  	ACT_MP_RELOAD_NO_AMMO_ITEM2,
  
  	ACT_MP_ATTACK_STAND_GRENADE_ITEM2,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_ITEM2,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2,
  
  	// Flinches
  	ACT_MP_GESTURE_FLINCH,
  	ACT_MP_GESTURE_FLINCH_PRIMARY,
  	ACT_MP_GESTURE_FLINCH_SECONDARY,
  	ACT_MP_GESTURE_FLINCH_MELEE,
  	ACT_MP_GESTURE_FLINCH_ITEM1,
  	ACT_MP_GESTURE_FLINCH_ITEM2,
  
  	ACT_MP_GESTURE_FLINCH_HEAD,
  	ACT_MP_GESTURE_FLINCH_CHEST,
  	ACT_MP_GESTURE_FLINCH_STOMACH,
  	ACT_MP_GESTURE_FLINCH_LEFTARM,
  	ACT_MP_GESTURE_FLINCH_RIGHTARM,
  	ACT_MP_GESTURE_FLINCH_LEFTLEG,
  	ACT_MP_GESTURE_FLINCH_RIGHTLEG,
  
  // Team Fortress specific - medic heal, medic infect, etc.....
  	ACT_MP_GRENADE1_DRAW,
  	ACT_MP_GRENADE1_IDLE,
  	ACT_MP_GRENADE1_ATTACK,
  	ACT_MP_GRENADE2_DRAW,
  	ACT_MP_GRENADE2_IDLE,
  	ACT_MP_GRENADE2_ATTACK,
  
  	ACT_MP_PRIMARY_GRENADE1_DRAW,
  	ACT_MP_PRIMARY_GRENADE1_IDLE,
  	ACT_MP_PRIMARY_GRENADE1_ATTACK,
  	ACT_MP_PRIMARY_GRENADE2_DRAW,
  	ACT_MP_PRIMARY_GRENADE2_IDLE,
  	ACT_MP_PRIMARY_GRENADE2_ATTACK,
  
  	ACT_MP_SECONDARY_GRENADE1_DRAW,
  	ACT_MP_SECONDARY_GRENADE1_IDLE,
  	ACT_MP_SECONDARY_GRENADE1_ATTACK,
  	ACT_MP_SECONDARY_GRENADE2_DRAW,
  	ACT_MP_SECONDARY_GRENADE2_IDLE,
  	ACT_MP_SECONDARY_GRENADE2_ATTACK,
  
  	ACT_MP_MELEE_GRENADE1_DRAW,
  	ACT_MP_MELEE_GRENADE1_IDLE,
  	ACT_MP_MELEE_GRENADE1_ATTACK,
  	ACT_MP_MELEE_GRENADE2_DRAW,
  	ACT_MP_MELEE_GRENADE2_IDLE,
  	ACT_MP_MELEE_GRENADE2_ATTACK,
  
  	ACT_MP_ITEM1_GRENADE1_DRAW,
  	ACT_MP_ITEM1_GRENADE1_IDLE,
  	ACT_MP_ITEM1_GRENADE1_ATTACK,
  	ACT_MP_ITEM1_GRENADE2_DRAW,
  	ACT_MP_ITEM1_GRENADE2_IDLE,
  	ACT_MP_ITEM1_GRENADE2_ATTACK,
  
  	ACT_MP_ITEM2_GRENADE1_DRAW,
  	ACT_MP_ITEM2_GRENADE1_IDLE,
  	ACT_MP_ITEM2_GRENADE1_ATTACK,
  	ACT_MP_ITEM2_GRENADE2_DRAW,
  	ACT_MP_ITEM2_GRENADE2_IDLE,
  	ACT_MP_ITEM2_GRENADE2_ATTACK,
  
  	// Building
  	ACT_MP_STAND_BUILDING,
  	ACT_MP_CROUCH_BUILDING,
  	ACT_MP_RUN_BUILDING,
  	ACT_MP_WALK_BUILDING,
  	ACT_MP_AIRWALK_BUILDING,
  	ACT_MP_CROUCHWALK_BUILDING,
  	ACT_MP_JUMP_BUILDING,
  	ACT_MP_JUMP_START_BUILDING,
  	ACT_MP_JUMP_FLOAT_BUILDING,
  	ACT_MP_JUMP_LAND_BUILDING,
  	ACT_MP_SWIM_BUILDING,
  
  	ACT_MP_ATTACK_STAND_BUILDING,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_BUILDING,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_BUILDING,
  	ACT_MP_ATTACK_AIRWALK_BUILDING,
  
  	ACT_MP_ATTACK_STAND_GRENADE_BUILDING,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
  
  	// Building
  	ACT_MP_STAND_BUILDING_DEPLOYED,
  	ACT_MP_CROUCH_BUILDING_DEPLOYED,
  	ACT_MP_RUN_BUILDING_DEPLOYED,
  	ACT_MP_WALK_BUILDING_DEPLOYED,
  	ACT_MP_AIRWALK_BUILDING_DEPLOYED,
  	ACT_MP_CROUCHWALK_BUILDING_DEPLOYED,
  	ACT_MP_JUMP_BUILDING_DEPLOYED,
  	ACT_MP_JUMP_START_BUILDING_DEPLOYED,
  	ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED,
  	ACT_MP_JUMP_LAND_BUILDING_DEPLOYED,
  	ACT_MP_SWIM_BUILDING_DEPLOYED,
  
  	ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED,
  	ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED,
  
  	ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED,		// RUN, WALK
  	ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED,		// CROUCHWALK
  	ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED,
  	ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED,
  
  	ACT_MP_STAND_PDA,
  	ACT_MP_CROUCH_PDA,
  	ACT_MP_RUN_PDA,
  	ACT_MP_WALK_PDA,
  	ACT_MP_AIRWALK_PDA,
  	ACT_MP_CROUCHWALK_PDA,
  	ACT_MP_JUMP_PDA,
  	ACT_MP_JUMP_START_PDA,
  	ACT_MP_JUMP_FLOAT_PDA,
  	ACT_MP_JUMP_LAND_PDA,
  	ACT_MP_SWIM_PDA,
  
  	ACT_MP_ATTACK_STAND_PDA,
  	ACT_MP_ATTACK_SWIM_PDA,
  
  	ACT_MP_STAND_LOSERSTATE,
  	ACT_MP_CROUCH_LOSERSTATE,
  	ACT_MP_RUN_LOSERSTATE,
  	ACT_MP_WALK_LOSERSTATE,
  	ACT_MP_AIRWALK_LOSERSTATE,
  	ACT_MP_CROUCHWALK_LOSERSTATE,
  	ACT_MP_JUMP_LOSERSTATE,
  	ACT_MP_JUMP_START_LOSERSTATE,
  	ACT_MP_JUMP_FLOAT_LOSERSTATE,
  	ACT_MP_JUMP_LAND_LOSERSTATE,
  	ACT_MP_SWIM_LOSERSTATE,
  	ACT_MP_DOUBLEJUMP_LOSERSTATE,
  
  	ACT_MP_DOUBLEJUMP_CROUCH,
  	ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY,
  	ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY,
  	ACT_MP_DOUBLEJUMP_CROUCH_MELEE,
  	ACT_MP_DOUBLEJUMP_CROUCH_ITEM1,
  	ACT_MP_DOUBLEJUMP_CROUCH_ITEM2,
  	ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH,
  	ACT_MP_GESTURE_VC_FINGERPOINT,
  	ACT_MP_GESTURE_VC_FISTPUMP,
  	ACT_MP_GESTURE_VC_THUMBSUP,
  	ACT_MP_GESTURE_VC_NODYES,
  	ACT_MP_GESTURE_VC_NODNO,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
  	ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
  	ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
  	ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
  	ACT_MP_GESTURE_VC_NODYES_PRIMARY,
  	ACT_MP_GESTURE_VC_NODNO_PRIMARY,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
  	ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
  	ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
  	ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
  	ACT_MP_GESTURE_VC_NODYES_SECONDARY,
  	ACT_MP_GESTURE_VC_NODNO_SECONDARY,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
  	ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
  	ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
  	ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
  	ACT_MP_GESTURE_VC_NODYES_MELEE,
  	ACT_MP_GESTURE_VC_NODNO_MELEE,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
  	ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
  	ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
  	ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
  	ACT_MP_GESTURE_VC_NODYES_ITEM1,
  	ACT_MP_GESTURE_VC_NODNO_ITEM1,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
  	ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
  	ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
  	ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
  	ACT_MP_GESTURE_VC_NODYES_ITEM2,
  	ACT_MP_GESTURE_VC_NODNO_ITEM2,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
  	ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
  	ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
  	ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
  	ACT_MP_GESTURE_VC_NODYES_BUILDING,
  	ACT_MP_GESTURE_VC_NODNO_BUILDING,
  
  	ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
  	ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
  	ACT_MP_GESTURE_VC_FISTPUMP_PDA,
  	ACT_MP_GESTURE_VC_THUMBSUP_PDA,
  	ACT_MP_GESTURE_VC_NODYES_PDA,
  	ACT_MP_GESTURE_VC_NODNO_PDA,
  
  	ACT_MP_STUN_BEGIN,
  	ACT_MP_STUN_MIDDLE,
  	ACT_MP_STUN_END,
  
  	ACT_VM_UNUSABLE,
  	ACT_VM_UNUSABLE_TO_USABLE,
  	ACT_VM_USABLE_TO_UNUSABLE,
  
  	// Specific viewmodel activities for weapon roles
  	ACT_PRIMARY_VM_DRAW,
  	ACT_PRIMARY_VM_HOLSTER,
  	ACT_PRIMARY_VM_IDLE,
  	ACT_PRIMARY_VM_PULLBACK,
  	ACT_PRIMARY_VM_PRIMARYATTACK,
  	ACT_PRIMARY_VM_SECONDARYATTACK,
  	ACT_PRIMARY_VM_RELOAD,			
  	ACT_PRIMARY_RELOAD_START,			
  	ACT_PRIMARY_RELOAD_FINISH,			
  	ACT_PRIMARY_VM_DRYFIRE,		
  	ACT_PRIMARY_VM_IDLE_TO_LOWERED,
  	ACT_PRIMARY_VM_IDLE_LOWERED,
  	ACT_PRIMARY_VM_LOWERED_TO_IDLE,
  	ACT_PRIMARY_VM_RELOAD_2,
  	ACT_PRIMARY_RELOAD_START_2,		
  	ACT_PRIMARY_RELOAD_FINISH_2,
  	ACT_PRIMARY_VM_RELOAD_3,
  	ACT_PRIMARY_RELOAD_START_3,		
  	ACT_PRIMARY_RELOAD_FINISH_3,
  	ACT_PRIMARY_VM_PRIMARYATTACK_3,
  
  	ACT_SECONDARY_VM_DRAW,
  	ACT_SECONDARY_VM_HOLSTER,
  	ACT_SECONDARY_VM_IDLE,
  	ACT_SECONDARY_VM_PULLBACK,
  	ACT_SECONDARY_VM_PRIMARYATTACK,
  	ACT_SECONDARY_VM_SECONDARYATTACK,
  	ACT_SECONDARY_VM_RELOAD,			
  	ACT_SECONDARY_RELOAD_START,
  	ACT_SECONDARY_RELOAD_FINISH,
  	ACT_SECONDARY_VM_RELOAD2,			
  	ACT_SECONDARY_VM_DRYFIRE,		
  	ACT_SECONDARY_VM_IDLE_TO_LOWERED,
  	ACT_SECONDARY_VM_IDLE_LOWERED,
  	ACT_SECONDARY_VM_LOWERED_TO_IDLE,
  
  	ACT_SECONDARY_VM_DRAW_2,
  	ACT_SECONDARY_VM_IDLE_2,
  	ACT_SECONDARY_VM_PRIMARYATTACK_2,
  	ACT_SECONDARY_VM_RELOAD_2,
  
  	ACT_MELEE_VM_DRAW,
  	ACT_MELEE_VM_HOLSTER,
  	ACT_MELEE_VM_IDLE,
  	ACT_MELEE_VM_PULLBACK,
  	ACT_MELEE_VM_PRIMARYATTACK,
  	ACT_MELEE_VM_SECONDARYATTACK,
  	ACT_MELEE_VM_RELOAD,			
  	ACT_MELEE_VM_DRYFIRE,		
  	ACT_MELEE_VM_IDLE_TO_LOWERED,
  	ACT_MELEE_VM_IDLE_LOWERED,
  	ACT_MELEE_VM_LOWERED_TO_IDLE,
  	ACT_MELEE_VM_STUN,
  	ACT_MELEE_VM_HITCENTER,		
  	ACT_MELEE_VM_SWINGHARD,
  
  	ACT_PDA_VM_DRAW,
  	ACT_PDA_VM_HOLSTER,
  	ACT_PDA_VM_IDLE,
  	ACT_PDA_VM_PULLBACK,
  	ACT_PDA_VM_PRIMARYATTACK,
  	ACT_PDA_VM_SECONDARYATTACK,
  	ACT_PDA_VM_RELOAD,			
  	ACT_PDA_VM_DRYFIRE,		
  	ACT_PDA_VM_IDLE_TO_LOWERED,
  	ACT_PDA_VM_IDLE_LOWERED,
  	ACT_PDA_VM_LOWERED_TO_IDLE,
  
  	ACT_ENGINEER_PDA1_VM_DRAW,
  	ACT_ENGINEER_PDA2_VM_DRAW,
  	ACT_ENGINEER_BLD_VM_DRAW,
  	ACT_ENGINEER_PDA1_VM_IDLE,
  	ACT_ENGINEER_PDA2_VM_IDLE,
  	ACT_ENGINEER_BLD_VM_IDLE,
  
  	ACT_ITEM1_VM_DRAW,
  	ACT_ITEM1_VM_HOLSTER,
  	ACT_ITEM1_VM_IDLE,
  	ACT_ITEM1_VM_IDLE_2,
  	ACT_ITEM1_VM_PULLBACK,
  	ACT_ITEM1_VM_PRIMARYATTACK,
  	ACT_ITEM1_VM_SECONDARYATTACK,
  	ACT_ITEM1_VM_RELOAD,			
  	ACT_ITEM1_VM_DRYFIRE,		
  	ACT_ITEM1_VM_IDLE_TO_LOWERED,
  	ACT_ITEM1_VM_IDLE_LOWERED,
  	ACT_ITEM1_VM_LOWERED_TO_IDLE,
  	ACT_ITEM1_RELOAD_START,			
  	ACT_ITEM1_RELOAD_FINISH,			
  	ACT_ITEM1_VM_HITCENTER,
  	ACT_ITEM1_VM_SWINGHARD,
  	ACT_ITEM1_BACKSTAB_VM_UP,
  	ACT_ITEM1_BACKSTAB_VM_DOWN,
  	ACT_ITEM1_BACKSTAB_VM_IDLE,
  	ACT_MELEE_VM_ITEM1_STUN,
  
  	ACT_ITEM2_VM_DRAW,
  	ACT_ITEM2_VM_HOLSTER,
  	ACT_ITEM2_VM_IDLE,
  	ACT_ITEM2_VM_PULLBACK,
  	ACT_ITEM2_VM_PRIMARYATTACK,
  	ACT_ITEM2_VM_SECONDARYATTACK,
  	ACT_ITEM2_VM_RELOAD,			
  	ACT_ITEM2_VM_DRYFIRE,		
  	ACT_ITEM2_VM_IDLE_TO_LOWERED,
  	ACT_ITEM2_VM_IDLE_LOWERED,
  	ACT_ITEM2_VM_LOWERED_TO_IDLE,
  	ACT_ITEM2_VM_CHARGE,
  	ACT_ITEM2_VM_IDLE_2,
  	ACT_ITEM2_VM_IDLE_3,
  	ACT_ITEM2_VM_CHARGE_IDLE_3,
  	ACT_ITEM2_VM_HITCENTER,
  	ACT_ITEM2_VM_SWINGHARD,
  	ACT_ITEM2_BACKSTAB_VM_UP,
  	ACT_ITEM2_BACKSTAB_VM_DOWN,
  	ACT_ITEM2_BACKSTAB_VM_IDLE,
  	ACT_MELEE_VM_ITEM2_STUN,
  
  	ACT_ITEM3_VM_DRAW,
  	ACT_ITEM3_VM_HOLSTER,
  	ACT_ITEM3_VM_IDLE,
  	ACT_ITEM3_VM_PULLBACK,
  	ACT_ITEM3_VM_PRIMARYATTACK,
  	ACT_ITEM3_VM_SECONDARYATTACK,
  	ACT_ITEM3_VM_RELOAD,			
  	ACT_ITEM3_VM_DRYFIRE,		
  	ACT_ITEM3_VM_IDLE_TO_LOWERED,
  	ACT_ITEM3_VM_IDLE_LOWERED,
  	ACT_ITEM3_VM_LOWERED_TO_IDLE,
  	ACT_ITEM3_VM_CHARGE,
  	ACT_ITEM3_VM_IDLE_2,
  	ACT_ITEM3_VM_IDLE_3,
  	ACT_ITEM3_VM_CHARGE_IDLE_3,
  	ACT_ITEM3_VM_HITCENTER,
  	ACT_ITEM3_VM_SWINGHARD,
  
  	ACT_SECONDARY2_VM_DRAW,
  	ACT_SECONDARY2_VM_HOLSTER,
  	ACT_SECONDARY2_VM_IDLE,
  	ACT_SECONDARY2_VM_PULLBACK,
  	ACT_SECONDARY2_VM_PRIMARYATTACK,
  	ACT_SECONDARY2_VM_SECONDARY2ATTACK,
  	ACT_SECONDARY2_VM_RELOAD,			
  	ACT_SECONDARY2_RELOAD_START,
  	ACT_SECONDARY2_RELOAD_FINISH,
  	ACT_SECONDARY2_VM_RELOAD2,			
  	ACT_SECONDARY2_VM_DRYFIRE,		
  	ACT_SECONDARY2_VM_IDLE_TO_LOWERED,
  	ACT_SECONDARY2_VM_IDLE_LOWERED,
  	ACT_SECONDARY2_VM_LOWERED_TO_IDLE,
  	
  	ACT_BACKSTAB_VM_UP,
  	ACT_BACKSTAB_VM_DOWN,
  	ACT_BACKSTAB_VM_IDLE,
  
  	ACT_PRIMARY_ATTACK_STAND_PREFIRE,
  	ACT_PRIMARY_ATTACK_STAND_POSTFIRE,
  	ACT_PRIMARY_ATTACK_STAND_STARTFIRE,
  	ACT_PRIMARY_ATTACK_CROUCH_PREFIRE,
  	ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE,
  	ACT_PRIMARY_ATTACK_SWIM_PREFIRE,
  	ACT_PRIMARY_ATTACK_SWIM_POSTFIRE,
  
  	ACT_SECONDARY_ATTACK_STAND_PREFIRE,
  	ACT_SECONDARY_ATTACK_STAND_POSTFIRE,
  	ACT_SECONDARY_ATTACK_STAND_STARTFIRE,
  	ACT_SECONDARY_ATTACK_CROUCH_PREFIRE,
  	ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE,
  	ACT_SECONDARY_ATTACK_SWIM_PREFIRE,
  	ACT_SECONDARY_ATTACK_SWIM_POSTFIRE,
  
  	ACT_MELEE_ATTACK_STAND_PREFIRE,
  	ACT_MELEE_ATTACK_STAND_POSTFIRE,
  	ACT_MELEE_ATTACK_STAND_STARTFIRE,
  	ACT_MELEE_ATTACK_CROUCH_PREFIRE,
  	ACT_MELEE_ATTACK_CROUCH_POSTFIRE,
  	ACT_MELEE_ATTACK_SWIM_PREFIRE,
  	ACT_MELEE_ATTACK_SWIM_POSTFIRE,
  
  	ACT_ITEM1_ATTACK_STAND_PREFIRE,
  	ACT_ITEM1_ATTACK_STAND_POSTFIRE,
  	ACT_ITEM1_ATTACK_STAND_STARTFIRE,
  	ACT_ITEM1_ATTACK_CROUCH_PREFIRE,
  	ACT_ITEM1_ATTACK_CROUCH_POSTFIRE,
  	ACT_ITEM1_ATTACK_SWIM_PREFIRE,
  	ACT_ITEM1_ATTACK_SWIM_POSTFIRE,
  
  	ACT_ITEM2_ATTACK_STAND_PREFIRE,
  	ACT_ITEM2_ATTACK_STAND_POSTFIRE,
  	ACT_ITEM2_ATTACK_STAND_STARTFIRE,
  	ACT_ITEM2_ATTACK_CROUCH_PREFIRE,
  	ACT_ITEM2_ATTACK_CROUCH_POSTFIRE,
  	ACT_ITEM2_ATTACK_SWIM_PREFIRE,
  	ACT_ITEM2_ATTACK_SWIM_POSTFIRE,
  
  	ACT_MP_STAND_MELEE_ALLCLASS,
  	ACT_MP_CROUCH_MELEE_ALLCLASS,
  	ACT_MP_RUN_MELEE_ALLCLASS,
  	ACT_MP_WALK_MELEE_ALLCLASS,
  	ACT_MP_AIRWALK_MELEE_ALLCLASS,
  	ACT_MP_CROUCHWALK_MELEE_ALLCLASS,
  	ACT_MP_JUMP_MELEE_ALLCLASS,
  	ACT_MP_JUMP_START_MELEE_ALLCLASS,
  	ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS,
  	ACT_MP_JUMP_LAND_MELEE_ALLCLASS,
  	ACT_MP_SWIM_MELEE_ALLCLASS,
  
  	ACT_MP_ATTACK_STAND_MELEE_ALLCLASS,		// RUN, WALK
  	ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS,
  	ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS,		// CROUCHWALK
  	ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS,
  	ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS,
  	ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS,
  
  	ACT_MELEE_ALLCLASS_VM_DRAW,
  	ACT_MELEE_ALLCLASS_VM_HOLSTER,
  	ACT_MELEE_ALLCLASS_VM_IDLE,
  	ACT_MELEE_ALLCLASS_VM_PULLBACK,
  	ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK,
  	ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK,
  	ACT_MELEE_ALLCLASS_VM_RELOAD,			
  	ACT_MELEE_ALLCLASS_VM_DRYFIRE,		
  	ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED,
  	ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED,
  	ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE,
  	ACT_MELEE_ALLCLASS_VM_STUN,
  	ACT_MELEE_ALLCLASS_VM_HITCENTER,		
  	ACT_MELEE_ALLCLASS_VM_SWINGHARD,
  
  	// BOMB activities for TD mode.
  	ACT_MP_STAND_BOMB,
  	ACT_MP_JUMP_START_BOMB,
  	ACT_MP_JUMP_FLOAT_BOMB,
  	ACT_MP_JUMP_LAND_BOMB,
  	ACT_MP_RUN_BOMB,
  	ACT_MP_SWIM_BOMB,
  
  	// More Primary VM activities for Soldier Quake RL
  	ACT_VM_DRAW_QRL,
  	ACT_VM_IDLE_QRL,
  	ACT_VM_PULLBACK_QRL,
  	ACT_VM_PRIMARYATTACK_QRL,
  	ACT_VM_RELOAD_QRL,
  	ACT_VM_RELOAD_START_QRL,			
  	ACT_VM_RELOAD_FINISH_QRL,	
  
  	// Third person anims for the Soldier Quake RL
  	ACT_MP_RELOAD_STAND_PRIMARY3,
  	ACT_MP_RELOAD_CROUCH_PRIMARY3,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY3,
  	ACT_MP_RELOAD_STAND_PRIMARY3_LOOP,
  	ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP,
  	ACT_MP_RELOAD_STAND_PRIMARY3_END,
  	ACT_MP_RELOAD_CROUCH_PRIMARY3_END,
  	ACT_MP_RELOAD_AIRWALK_PRIMARY3_END,
  	ACT_MP_RELOAD_SWIM_PRIMARY3,
  
  	// Throwable Animations
  	ACT_MP_THROW,
  	ACT_THROWABLE_VM_DRAW,
  	ACT_THROWABLE_VM_IDLE,
  	ACT_THROWABLE_VM_FIRE,
  
  	// Spell Animations
  	ACT_SPELL_VM_DRAW,
  	ACT_SPELL_VM_IDLE, 
  	ACT_SPELL_VM_ARM, 
  	ACT_SPELL_VM_FIRE,
  
  #if AR2_ACTIVITY_FIX == 1
  	ACT_IDLE_AR2,
  	ACT_IDLE_ANGRY_AR2,
  
  	ACT_IDLE_AR2_RELAXED,
  	ACT_IDLE_AR2_STIMULATED,
  
  	ACT_WALK_AR2_RELAXED,
  	ACT_RUN_AR2_RELAXED,
  	ACT_WALK_AR2_STIMULATED,
  	ACT_RUN_AR2_STIMULATED,
  
  	ACT_IDLE_AIM_AR2_STIMULATED,
  	ACT_WALK_AIM_AR2_STIMULATED,
  	ACT_RUN_AIM_AR2_STIMULATED,
  
  	ACT_WALK_AR2,
  	ACT_WALK_AIM_AR2,
  	ACT_RUN_AR2,
  	ACT_RUN_AIM_AR2,
  
  	ACT_RELOAD_AR2,
  	//ACT_RELOAD_AR2_LOW,
  
  	ACT_GESTURE_RELOAD_AR2,
  #endif
  
  #ifdef SHARED_COMBINE_ACTIVITIES
  	ACT_COMBINE_THROW_GRENADE,
  	ACT_COMBINE_AR2_ALTFIRE,
  
  	// New gesture-based signals as activities for people who want to use them
  	ACT_GESTURE_SIGNAL_ADVANCE,
  	ACT_GESTURE_SIGNAL_FORWARD,
  	ACT_GESTURE_SIGNAL_GROUP,
  	ACT_GESTURE_SIGNAL_HALT,
  	ACT_GESTURE_SIGNAL_LEFT,
  	ACT_GESTURE_SIGNAL_RIGHT,
  	ACT_GESTURE_SIGNAL_TAKECOVER,
  #endif
  
  #ifdef COMPANION_HOLSTER_WORKAROUND
  	ACT_ARM_RIFLE,
  	ACT_DISARM_RIFLE,
  #endif
  
  	// this is the end of the global activities, private per-monster activities start here.
  	LAST_SHARED_ACTIVITY,
  } Activity;
  
  
  #endif // AI_ACTIVITY_H
  
  