--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end function SWEP:SetupWeaponHoldTypeForAI(htype) local idlesaw = ACT_IDLE local runsaw = ACT_RUN local run = ACT_RUN local idle = ACT_IDLE local walk = ACT_WALK local walksaw = ACT_WALK local melee = ACT_MELEE_ATTACK_SWING local meleesaw = ACT_MELEE_ATTACK_SWING if self.NPC_AnimationSet == "Rebel" then run = ACT_RUN walk = ACT_DOD_PRONE_AIM_MP44 melee = ACT_MELEE_ATTACK_SWING idle = ACT_IDLE idlesaw = ACT_IDLE_SHOTGUN_AGITATED runsaw = ACT_RUN_RIFLE walksaw = ACT_WALK_RIFLE meleesaw = ACT_RANGE_ATTACK_SHOTGUN end if self.NPC_AnimationSet == "Combine" then run = ACT_RUN_RIFLE walk = VJ_SequenceToActivity(self.Owner,"walkunarmed_all") melee = ACT_MELEE_ATTACK1 idle = VJ_SequenceToActivity(self.Owner,"idle_unarmed") idlesaw = ACT_IDLE_SHOTGUN runsaw = ACT_RUN_AIM_SHOTGUN walksaw = ACT_WALK_UNARMED meleesaw = ACT_MELEE_ATTACK1 end self.ActivityTranslateAI = {} -- revolver2 or pistol2 self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = melee self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = melee self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = melee self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = melee self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = idle self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idle /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idle self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idle self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idle*/ self.ActivityTranslateAI[ACT_WALK] = walk self.ActivityTranslateAI[ACT_WALK_AIM] = walk /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/ self.ActivityTranslateAI[ACT_RUN] = run self.ActivityTranslateAI[ACT_RUN_AIM] = run /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run self.ActivityTranslateAI[ACT_RUN_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AGITATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/ if htype == "ar2" or htype == "smg" then if htype == "ar2" or rifleOverride == true then --melee self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = melee self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = melee self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = melee self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = melee self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = idle self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idle /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idle self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idle self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idle self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idle*/ self.ActivityTranslateAI[ACT_WALK] = walk self.ActivityTranslateAI[ACT_WALK_AIM] = walk /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/ self.ActivityTranslateAI[ACT_RUN] = run self.ActivityTranslateAI[ACT_RUN_AIM] = run /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run self.ActivityTranslateAI[ACT_RUN_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AGITATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/ elseif htype == "smg" then -- melee2 self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2 self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_MELEE2 /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_MELEE2 self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_MELEE2*/ self.ActivityTranslateAI[ACT_WALK] = walk self.ActivityTranslateAI[ACT_WALK_AIM] = walk /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/ self.ActivityTranslateAI[ACT_RUN] = run self.ActivityTranslateAI[ACT_RUN_AIM] = run /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run self.ActivityTranslateAI[ACT_RUN_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AGITATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/ end elseif htype == "crossbow" or htype == "shotgun" then -- fists if htype == "crossbow" or rifleOverride == true then --saw self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = meleesaw self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = meleesaw self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = meleesaw self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = meleesaw self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = idlesaw self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idlesaw /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idlesaw self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idlesaw self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idlesaw self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idlesaw self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idlesaw self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idlesaw*/ self.ActivityTranslateAI[ACT_WALK] = walksaw self.ActivityTranslateAI[ACT_WALK_AIM] = walksaw /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walksaw self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walksaw self.ActivityTranslateAI[ACT_WALK_RELAXED] = walksaw self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walksaw self.ActivityTranslateAI[ACT_WALK_AGITATED] = walksaw self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walksaw self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walksaw self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walksaw*/ self.ActivityTranslateAI[ACT_RUN] = runsaw self.ActivityTranslateAI[ACT_RUN_AIM] = runsaw /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = runsaw self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = runsaw self.ActivityTranslateAI[ACT_RUN_RELAXED] = runsaw self.ActivityTranslateAI[ACT_RUN_STIMULATED] = runsaw self.ActivityTranslateAI[ACT_RUN_AGITATED] = runsaw self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = runsaw self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = runsaw self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = runsaw*/ elseif htype == "shotgun" then -- fist self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_FIST /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_FIST self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_FIST*/ self.ActivityTranslateAI[ACT_WALK] = walk self.ActivityTranslateAI[ACT_WALK_AIM] = walk /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/ self.ActivityTranslateAI[ACT_RUN] = run self.ActivityTranslateAI[ACT_RUN_AIM] = run /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run self.ActivityTranslateAI[ACT_RUN_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AGITATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/ end elseif htype == "rpg" then -- knife self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_KNIFE /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_KNIFE self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_KNIFE*/ self.ActivityTranslateAI[ACT_WALK] = walk self.ActivityTranslateAI[ACT_WALK_AIM] = walk /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/ self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_CROUCH_RIFLE /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_CROUCH_RIFLE*/ elseif htype == "melee" then -- saw 2 self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_MELEE_ATTACK1 self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_MELEE_ATTACK1 self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_MELEE_ATTACK1 self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_MELEE_ATTACK1 self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL self.ActivityTranslateAI[ACT_IDLE] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_SHOTGUN /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_SHOTGUN*/ self.ActivityTranslateAI[ACT_WALK] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_AIM] = ACT_WALK_UNARMED /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_UNARMED self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_UNARMED*/ self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_AIM_SHOTGUN /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_SHOTGUN*/ end return end