Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultActivitySR(void) 
{
	ADD_ACTIVITY_TO_SR( ACT_INVALID );
	ADD_ACTIVITY_TO_SR( ACT_RESET );
	ADD_ACTIVITY_TO_SR( ACT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
	ADD_ACTIVITY_TO_SR( ACT_COVER );
	ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
	ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
	ADD_ACTIVITY_TO_SR( ACT_WALK );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
	ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
	ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
	ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
	ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
	ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
	ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
	ADD_ACTIVITY_TO_SR( ACT_FLY );
	ADD_ACTIVITY_TO_SR( ACT_HOVER );
	ADD_ACTIVITY_TO_SR( ACT_GLIDE );
	ADD_ACTIVITY_TO_SR( ACT_SWIM );
	ADD_ACTIVITY_TO_SR( ACT_JUMP );
	ADD_ACTIVITY_TO_SR( ACT_HOP );
	ADD_ACTIVITY_TO_SR( ACT_LEAP );
	ADD_ACTIVITY_TO_SR( ACT_LAND );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
	ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
	ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
	ADD_ACTIVITY_TO_SR( ACT_STAND );
	ADD_ACTIVITY_TO_SR( ACT_USE );
	ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_ALIEN_BURROW_OUT );

	ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );

	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );

	ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_COWER );
	ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_START );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_FINISH );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
	ADD_ACTIVITY_TO_SR( ACT_ARM );
	ADD_ACTIVITY_TO_SR( ACT_DISARM );
	ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
	ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
	ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_HURT );

	ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH );
	
	ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STEALTH );

	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH );

	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH );

	ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
	ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
	ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
	ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
	
	ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );

	ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD_BACK );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST_BACK );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH_BACK );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_FRONT );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_BACK );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CROUCH_RIGHT );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );

	ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );

	ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
	ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );

	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );

	ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );
	ADD_ACTIVITY_TO_SR( ACT_SPECIFIC_SEQUENCE );

	ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
	ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
	ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );
	ADD_ACTIVITY_TO_SR( ACT_VM_PICKUP );
	ADD_ACTIVITY_TO_SR( ACT_VM_RELEASE );

	ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
	ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );

//===========================
// HL2 Specific Activities
//===========================

	// SLAM Specialty Activities
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );

	// SHOTGUN Specialty Activities
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );

	// SMG2 special activities
	ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );

	// Physcannon special activities
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );

	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );

	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );

	ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_STEALTH_PISTOL );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );

	// Policing activities
	ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
	ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
	ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );

	// Manned guns
	ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );

	// Melee weapon activities
	ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );

	// RPG activities
	ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
	ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); 
	ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED ); 

	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_STEALTH_PISTOL );

	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );

	ADD_ACTIVITY_TO_SR( ACT_WALK_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RUN_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_WALK_STEALTH_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );

	ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SHOTGUN_LOW );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SHOTGUN );

	// Busy animations
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );

	// Dodge animations
	ADD_ACTIVITY_TO_SR( ACT_DUCK_DODGE );

	ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE );
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_PRE );
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_ANIMATE_POST );

	ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );

	ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );

	// Dynamic interactions
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_TORSO_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_HEADCRAB_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ANTLION );
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN64 );
	ADD_ACTIVITY_TO_SR( ACT_DI_ALYX_ZOMBIE_SHOTGUN26 );

	ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_RELAXED_TO_STIMULATED_WALK );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_AGITATED_TO_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_STIMULATED_TO_RELAXED );

	ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED );

	ADD_ACTIVITY_TO_SR(	ACT_IDLE_CARRY );
	ADD_ACTIVITY_TO_SR(	ACT_WALK_CARRY );

//===========================
// TF2 Specific Activities
//===========================
	ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
	ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
	ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );
	ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );

	// All viewmodels
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );

	// Looping weapon firing
	ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
	ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_FIRE_END );

	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );

	ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
	ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
	ADD_ACTIVITY_TO_SR( ACT_TURN );

	// TF2 object animations
	ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_UPGRADING );

	// Deploy
	ADD_ACTIVITY_TO_SR( ACT_DEPLOY );
	ADD_ACTIVITY_TO_SR( ACT_DEPLOY_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_UNDEPLOY );

	// Crossbow
	ADD_ACTIVITY_TO_SR( ACT_CROSSBOW_DRAW_UNLOADED );

	// Gauss
	ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINUP );
	ADD_ACTIVITY_TO_SR( ACT_GAUSS_SPINCYCLE );

	//===========================
	// CSPort Specific Activities
	//===========================

	ADD_ACTIVITY_TO_SR ( ACT_VM_PRIMARYATTACK_SILENCED );		// fire
	ADD_ACTIVITY_TO_SR ( ACT_VM_RELOAD_SILENCED );
	ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_SILENCED );				// fire with no ammo loaded.
	ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_SILENCED );
	ADD_ACTIVITY_TO_SR ( ACT_VM_DRAW_SILENCED );

	ADD_ACTIVITY_TO_SR ( ACT_VM_IDLE_EMPTY_LEFT );
	ADD_ACTIVITY_TO_SR ( ACT_VM_DRYFIRE_LEFT );

	// new for CS2
	ADD_ACTIVITY_TO_SR ( ACT_VM_IS_DRAW );
	ADD_ACTIVITY_TO_SR ( ACT_VM_IS_HOLSTER );
	ADD_ACTIVITY_TO_SR ( ACT_VM_IS_IDLE );
	ADD_ACTIVITY_TO_SR ( ACT_VM_IS_PRIMARYATTACK );

	ADD_ACTIVITY_TO_SR ( ACT_PLAYER_IDLE_FIRE );
	ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_FIRE );
	ADD_ACTIVITY_TO_SR ( ACT_PLAYER_CROUCH_WALK_FIRE );
	ADD_ACTIVITY_TO_SR ( ACT_PLAYER_WALK_FIRE );
	ADD_ACTIVITY_TO_SR ( ACT_PLAYER_RUN_FIRE );
	ADD_ACTIVITY_TO_SR ( ACT_IDLETORUN );
	ADD_ACTIVITY_TO_SR ( ACT_RUNTOIDLE );

	ADD_ACTIVITY_TO_SR( ACT_VM_DRAW_DEPLOYED );

	ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_RUN_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_IDLE_CROUCH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_WALK_CROUCH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_GESTURE_RELOAD_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_MELEE );

	// Portal!
	ADD_ACTIVITY_TO_SR( ACT_VM_FIZZLE );

	// Multiplayer
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK );
	ADD_ACTIVITY_TO_SR( ACT_MP_SPRINT );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND );
	ADD_ACTIVITY_TO_SR( ACT_MP_DOUBLEJUMP );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM );
	ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_VCD );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PREFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_POSTFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_STARTFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PREFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_POSTFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PREFIRE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_POSTFIRE );

	// Multiplayer - Primary
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_DEPLOYED_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_DEPLOYED_PRIMARY );


	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_PRIMARY );

	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_PRIMARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_PRIMARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_PRIMARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_PRIMARY_END );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY );

	// Secondary
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_SECONDARY );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_SECONDARY );

	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_STAND_SECONDARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_CROUCH_SECONDARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_SWIM_SECONDARY_END );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_MP_RELOAD_AIRWALK_SECONDARY_END );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY );

	// Melee
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_MELEE );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_MELEE_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_MELEE );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE );

	// Item1
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM1 );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM1_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM1 );

	// Item2
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_ITEM2 );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_ITEM2_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_ITEM2 );

	// Flinches
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_ITEM2 );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_HEAD );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_CHEST );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_STOMACH );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTARM );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTARM );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_LEFTLEG );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_FLINCH_RIGHTLEG );

	// Team Fortress specific - medic heal, medic infect, etc.....
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GRENADE2_ATTACK );

	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_PRIMARY_GRENADE2_ATTACK );

	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_SECONDARY_GRENADE2_ATTACK );

	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_MELEE_GRENADE2_ATTACK );

	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM1_GRENADE2_ATTACK );

	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE1_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MP_ITEM2_GRENADE2_ATTACK );

	// Building
	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_BUILDING );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_BUILDING );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_GRENADE_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_GRENADE_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING );

	ADD_ACTIVITY_TO_SR( ACT_MP_STAND_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_RUN_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_WALK_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_AIRWALK_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_CROUCHWALK_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_START_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_FLOAT_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_LAND_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_SWIM_PDA );

	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_STAND_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_ATTACK_SWIM_PDA );


	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PRIMARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PRIMARY );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_SECONDARY );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_SECONDARY );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_MELEE );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM1 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM1 );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_ITEM2 );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_ITEM2 );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_BUILDING );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_BUILDING );

	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_HANDMOUTH_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FINGERPOINT_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_FISTPUMP_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_THUMBSUP_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODYES_PDA );
	ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_VC_NODNO_PDA );

	ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_UNUSABLE_TO_USABLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_USABLE_TO_UNUSABLE );

	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_PRIMARY_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_SECONDARY_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_PDA_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_ITEM1_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_RELOAD );			
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_DRYFIRE );		
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_ITEM2_VM_LOWERED_TO_IDLE );

	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SUCCEED );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_FAIL );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_JUMP_AUTOGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_JUMP_DUAL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_JUMP_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH_IDLE_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_JUMP_RIFLE );

	// Infested General AI
	ADD_ACTIVITY_TO_SR( ACT_SLEEP );
	ADD_ACTIVITY_TO_SR( ACT_WAKE );
	// Shield Bug
	ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_FLICK_LEFT_MIDDLE );
	ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT_MIDDLE );
	ADD_ACTIVITY_TO_SR( ACT_FLICK_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_SPINAROUND );
	// Mortar Bug
	ADD_ACTIVITY_TO_SR( ACT_PREP_TO_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_FIRE_RECOVER );
	// Shaman
	ADD_ACTIVITY_TO_SR( ACT_SPRAY );
	// Boomer
	ADD_ACTIVITY_TO_SR( ACT_PREP_EXPLODE );
	ADD_ACTIVITY_TO_SR( ACT_EXPLODE );

	AssertMsg( m_iNumActivities == LAST_SHARED_ACTIVITY + 1, "Not all activities from ai_activity.h registered in ai_activity.cpp" ); 
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultActivitySR(void) 
{
	ADD_ACTIVITY_TO_SR( ACT_INVALID );
	ADD_ACTIVITY_TO_SR( ACT_RESET );
	ADD_ACTIVITY_TO_SR( ACT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_TRANSITION );
	ADD_ACTIVITY_TO_SR( ACT_COVER );
	ADD_ACTIVITY_TO_SR( ACT_COVER_MED );
	ADD_ACTIVITY_TO_SR( ACT_COVER_LOW );
	ADD_ACTIVITY_TO_SR( ACT_WALK );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM );
	ADD_ACTIVITY_TO_SR( ACT_RUN_PROTECTED );
	ADD_ACTIVITY_TO_SR( ACT_SCRIPT_CUSTOM_MOVE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK2_LOW );
	ADD_ACTIVITY_TO_SR( ACT_DIESIMPLE );
	ADD_ACTIVITY_TO_SR( ACT_DIEBACKWARD );
	ADD_ACTIVITY_TO_SR( ACT_DIEFORWARD );
	ADD_ACTIVITY_TO_SR( ACT_DIEVIOLENT );
	ADD_ACTIVITY_TO_SR( ACT_DIERAGDOLL );
	ADD_ACTIVITY_TO_SR( ACT_FLY );
	ADD_ACTIVITY_TO_SR( ACT_HOVER );
	ADD_ACTIVITY_TO_SR( ACT_GLIDE );
	ADD_ACTIVITY_TO_SR( ACT_SWIM );
	ADD_ACTIVITY_TO_SR( ACT_JUMP );
	ADD_ACTIVITY_TO_SR( ACT_HOP );
	ADD_ACTIVITY_TO_SR( ACT_LEAP );
	ADD_ACTIVITY_TO_SR( ACT_LAND );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_UP );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_CLIMB_DISMOUNT );
	ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_UP );
	ADD_ACTIVITY_TO_SR( ACT_SHIPLADDER_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_STRAFE_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_STRAFE_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_ROLL_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_ROLL_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_TURN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_TURN_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_CROUCH );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHIDLE );
	ADD_ACTIVITY_TO_SR( ACT_STAND );
	ADD_ACTIVITY_TO_SR( ACT_USE );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL1 );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL2 );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL3 );

	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_ADVANCE );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_FORWARD );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_GROUP );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_HALT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_SIGNAL_TAKECOVER );

	ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_LOOKBACK_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_COWER );
	ADD_ACTIVITY_TO_SR( ACT_SMALL_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_BIG_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
	ADD_ACTIVITY_TO_SR( ACT_ARM );
	ADD_ACTIVITY_TO_SR( ACT_DISARM );
	ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
	ADD_ACTIVITY_TO_SR( ACT_PICKUP_RACK );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_RUN_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AGITATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_HURT );
	ADD_ACTIVITY_TO_SR( ACT_RUN_HURT );
	ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_SPECIAL_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_COMBAT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_SCARED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_SCARED );
	ADD_ACTIVITY_TO_SR( ACT_VICTORY_DANCE );
	
	ADD_ACTIVITY_TO_SR( ACT_DIE_HEADSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_CHESTSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_GUTSHOT );
	ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSHOT );

	ADD_ACTIVITY_TO_SR( ACT_FLINCH_HEAD );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_CHEST );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_STOMACH );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTARM );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTARM );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_LEFTLEG );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_RIGHTLEG );
	ADD_ACTIVITY_TO_SR( ACT_FLINCH_PHYSICS );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_ON_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_ON_FIRE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_ON_FIRE );

	ADD_ACTIVITY_TO_SR( ACT_RAPPEL_LOOP );

	ADD_ACTIVITY_TO_SR( ACT_180_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_180_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_90_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_90_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_STEP_BACK );
	ADD_ACTIVITY_TO_SR( ACT_STEP_FORE );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK2_LOW );

	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING_GESTURE );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_SMALL_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_BIG_FLINCH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_BLAST );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_HEAD );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_CHEST );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_STOMACH );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTARM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTARM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_LEFTLEG );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_FLINCH_RIGHTLEG );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT45_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT45_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_LEFT90_FLAT );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_TURN_RIGHT90_FLAT );

	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_HIT );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_PULL );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHOMP );
	ADD_ACTIVITY_TO_SR( ACT_BARNACLE_CHEW );

	ADD_ACTIVITY_TO_SR( ACT_DO_NOT_DISTURB );

	ADD_ACTIVITY_TO_SR( ACT_VM_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_VM_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_FIDGET );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_HIGH );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLBACK_LOW );
	ADD_ACTIVITY_TO_SR( ACT_VM_THROW );
	ADD_ACTIVITY_TO_SR( ACT_VM_PULLPIN );
	ADD_ACTIVITY_TO_SR( ACT_VM_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_SECONDARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_VM_DRYFIRE );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITLEFT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITRIGHT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_HITCENTER2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSLEFT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSRIGHT2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_MISSCENTER2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_HAULBACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHARD );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGMISS );
	ADD_ACTIVITY_TO_SR( ACT_VM_SWINGHIT );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_TO_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_VM_IDLE_LOWERED );
	ADD_ACTIVITY_TO_SR( ACT_VM_LOWERED_TO_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL1 );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL2 );
	ADD_ACTIVITY_TO_SR( ACT_VM_RECOIL3 );

	ADD_ACTIVITY_TO_SR( ACT_VM_ATTACH_SILENCER );
	ADD_ACTIVITY_TO_SR( ACT_VM_DETACH_SILENCER );

//===========================
// TDP Specific Activities
//===========================

	ADD_ACTIVITY_TO_SR( ACT_VM_THIRDATTACK );
	ADD_ACTIVITY_TO_SR( ACT_VM_BLOCK );
	ADD_ACTIVITY_TO_SR( ACT_VM_UNBLOCK );


//===========================
// HL2 Specific Activities
//===========================

	// SLAM Specialty Activities
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_ND_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_THROW_ND2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_ND_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_STICKWALL_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_THROW_TO_TRIPMINE_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_ATTACH2 );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_TRIPMINE_TO_THROW_ND );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_DETONATE );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_HOLSTER );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_STICKWALL_DRAW );
	ADD_ACTIVITY_TO_SR( ACT_SLAM_DETONATOR_THROW_DRAW );

	// SHOTGUN Specialty Activities
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_START );
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_RELOAD_FINISH );
	ADD_ACTIVITY_TO_SR( ACT_SHOTGUN_PUMP );

	// SMG2 special activities
	ADD_ACTIVITY_TO_SR( ACT_SMG2_IDLE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_FIRE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_DRAW2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_RELOAD2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_DRYFIRE2 );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
	ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );

	// Physcannon special activities
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );

	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_AR2_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_HMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_ML );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SMG2 );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SHOTGUN_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SLAM );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_TRIPWIRE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_THROW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_SNIPER_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_ATTACK_RPG );
	ADD_ACTIVITY_TO_SR( ACT_MELEE_ATTACK_SWING );

	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_LOW );

	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RANGE_AIM_AR2_LOW );

	ADD_ACTIVITY_TO_SR( ACT_COVER_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_COVER_SMG1_LOW );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_HMG1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_ML );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG1_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SMG2 );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SLAM );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_TRIPWIRE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_THROW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_MELEE_ATTACK_SWING );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_PACKAGE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_PACKAGE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SUITCASE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_SUITCASE );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );

	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );

	// Policing activities
	ADD_ACTIVITY_TO_SR( ACT_WALK_ANGRY );
	ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS1 );
	ADD_ACTIVITY_TO_SR( ACT_POLICE_HARASS2 );

	// Manned guns
	ADD_ACTIVITY_TO_SR( ACT_IDLE_MANNEDGUN );

	// Melee weapon activities
	ADD_ACTIVITY_TO_SR( ACT_IDLE_MELEE );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_MELEE );

	// RPG activities
	ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG_RELAXED );
	ADD_ACTIVITY_TO_SR( ACT_IDLE_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_RPG );
	ADD_ACTIVITY_TO_SR( ACT_COVER_LOW_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_RPG );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RPG ); 
	ADD_ACTIVITY_TO_SR( ACT_WALK_RPG_RELAXED ); 
	ADD_ACTIVITY_TO_SR( ACT_RUN_RPG_RELAXED ); 

	ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_WALK_CROUCH_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_RIFLE );
	ADD_ACTIVITY_TO_SR( ACT_RUN_CROUCH_AIM_RIFLE );

	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_SHOTGUN );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_SHOTGUN );

	ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_PISTOL );

	ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
	ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1_LOW );

	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_PISTOL );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_SMG1 );

	// Busy animations
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_LEFT_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_LEAN_BACK_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_GROUND_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_ENTRY );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_SIT_CHAIR_EXIT );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_STAND );
	ADD_ACTIVITY_TO_SR( ACT_BUSY_QUEUE );

	ADD_ACTIVITY_TO_SR( ACT_DIE_BARNACLE_SWALLOW );
	ADD_ACTIVITY_TO_SR( ACT_GESTURE_BARNACLE_STRANGLE );
	ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_DETACH );

	ADD_ACTIVITY_TO_SR( ACT_DIE_FRONTSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_RIGHTSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_BACKSIDE );
	ADD_ACTIVITY_TO_SR( ACT_DIE_LEFTSIDE );

	ADD_ACTIVITY_TO_SR( ACT_OPEN_DOOR );

//===========================
// TF2 Specific Activities
//===========================
	ADD_ACTIVITY_TO_SR( ACT_STARTDYING );
	ADD_ACTIVITY_TO_SR( ACT_DYINGLOOP );
	ADD_ACTIVITY_TO_SR( ACT_DYINGTODEAD );

	ADD_ACTIVITY_TO_SR( ACT_RIDE_MANNED_GUN );

	// All viewmodels
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_ENTER );
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_VM_SPRINT_LEAVE );

	// Looping weapon firing
	ADD_ACTIVITY_TO_SR( ACT_FIRE_START );
	ADD_ACTIVITY_TO_SR( ACT_FIRE_LOOP );
	ADD_ACTIVITY_TO_SR( ACT_FIRE_END );

	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEIDLE );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_GRENADEREADY );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEIDLE );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_GRENADEREADY );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_PRIMARYATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_OVERLAY_SHIELD_KNOCKBACK );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_SHIELD_KNOCKBACK );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_DOWN );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_UP_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_ATTACK );
	ADD_ACTIVITY_TO_SR( ACT_CROUCHING_SHIELD_KNOCKBACK );

	ADD_ACTIVITY_TO_SR( ACT_TURNRIGHT45 );
	ADD_ACTIVITY_TO_SR( ACT_TURNLEFT45 );
	ADD_ACTIVITY_TO_SR( ACT_TURN );

	// TF2 object animations
	ADD_ACTIVITY_TO_SR( ACT_OBJ_ASSEMBLING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_DISMANTLING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_STARTUP );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_RUNNING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_IDLE );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_PLACING );
	ADD_ACTIVITY_TO_SR( ACT_OBJ_DETERIORATING );
}