Files
wnsrc/lua/weapons/weapon_vj_melee_base/ai_translations.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

313 lines
18 KiB
Lua

--[[
| 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