Activity CSDKPlayerAnimState::CalcMainActivity()
{
	Activity idealActivity = ACT_DA_STAND_IDLE;

	if (ShouldUseAimInAnims())
		idealActivity = ACT_DA_STAND_AIM;
	else if (m_pSDKPlayer->IsWeaponReady())
		idealActivity = ACT_DA_STAND_READY;

	if (HandleWallClimb (idealActivity) ||
		HandleWallFlip (idealActivity) ||
		HandleDiving( idealActivity ) ||

		HandleJumping( idealActivity ) || 
#if defined ( SDK_USE_PRONE )
		//Tony; handle these before ducking !!
		HandleProneTransition( idealActivity ) ||
		HandleProne( idealActivity ) ||
#endif
		HandleRollTransition( idealActivity ) ||
		HandleSlideTransition( idealActivity ) ||
		HandleSliding( idealActivity ) ||
		HandleDucking( idealActivity ) || 
		HandleSwimming( idealActivity ) || 
		HandleDying( idealActivity ) 
#if defined ( SDK_USE_SPRINTING )
		|| HandleSprinting( idealActivity )
#endif
		)
	{
		// intentionally blank
	}
	else
	{
		HandleMoving( idealActivity );
	}

	ShowDebugInfo();

	// Client specific.
#ifdef CLIENT_DLL

	if ( anim_showmainactivity.GetBool() )
	{
		DebugShowActivity( idealActivity );
	}

#endif

	return idealActivity;
}
Activity CSDKPlayerAnimState::CalcMainActivity()
{
	Activity idealActivity = ACT_MP_STAND_IDLE;

	if ( HandleJumping( idealActivity ) || 
#if defined ( SDK_USE_PRONE )
		//Tony; handle these before ducking !!
		HandleProneTransition( idealActivity ) ||
		HandleProne( idealActivity ) ||
#endif
		HandleDucking( idealActivity ) || 
		HandleSwimming( idealActivity ) || 
		HandleDying( idealActivity ) 
#if defined ( SDK_USE_SPRINTING )
		|| HandleSprinting( idealActivity )
#endif
		)
	{
		// intentionally blank
	}
	else
	{
		HandleMoving( idealActivity );
	}

	ShowDebugInfo();

	// Client specific.
#ifdef CLIENT_DLL

	if ( anim_showmainactivity.GetBool() )
	{
		DebugShowActivity( idealActivity );
	}

#endif

	return idealActivity;
}