local ActIndex = {
	[ "pistol" ] 		= ACT_HL2MP_IDLE_PISTOL,
	[ "smg" ] 			= ACT_HL2MP_IDLE_SMG1,
	[ "grenade" ] 		= ACT_HL2MP_IDLE_GRENADE,
	[ "ar2" ] 			= ACT_HL2MP_IDLE_AR2,
	[ "shotgun" ] 		= ACT_HL2MP_IDLE_SHOTGUN,
	[ "rpg" ]	 		= ACT_HL2MP_IDLE_RPG,
	[ "physgun" ] 		= ACT_HL2MP_IDLE_PHYSGUN,
	[ "crossbow" ] 		= ACT_HL2MP_IDLE_CROSSBOW,
	[ "melee" ] 		= ACT_HL2MP_IDLE_MELEE,
	[ "slam" ] 			= ACT_HL2MP_IDLE_SLAM,
	[ "normal" ]		= ACT_HL2MP_IDLE,
	[ "fist" ]			= ACT_HL2MP_IDLE_FIST,
	[ "melee2" ]		= ACT_HL2MP_IDLE_MELEE2,
	[ "passive" ]		= ACT_HL2MP_IDLE_PASSIVE,
	[ "knife" ]			= ACT_HL2MP_IDLE_KNIFE,
	[ "duel" ]      	= ACT_HL2MP_IDLE_DUEL
}
	
	
/*---------------------------------------------------------
   Name: SetWeaponHoldType
   Desc: Sets up the translation table, to translate from normal 
			standing idle pose, to holding weapon pose.
---------------------------------------------------------*/
function SWEP:SetWeaponHoldType( t )

	t = string.lower( t )
	local index = ActIndex[ t ]
	
	if ( index == nil ) then
		Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" )
		t = "normal"
		index = ActIndex[ t ]
	end

	self.ActivityTranslate = {}
	self.ActivityTranslate [ ACT_MP_STAND_IDLE ] 				= index
	self.ActivityTranslate [ ACT_MP_WALK ] 						= index+1
	self.ActivityTranslate [ ACT_MP_RUN ] 						= index+2
	self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] 				= index+3
	self.ActivityTranslate [ ACT_MP_CROUCHWALK ] 				= index+4
	self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] 	= index+5
	self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
	self.ActivityTranslate [ ACT_MP_RELOAD_STAND ]		 		= index+6
	self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ]		 		= index+6
	self.ActivityTranslate [ ACT_MP_JUMP ] 						= index+7
	self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] 				= index+8
	self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] 				= index+8
	self.ActivityTranslate [ ACT_MP_SWIM ] 						= index+9
	
	// "normal" jump animation doesn't exist
	if t == "normal" then
		self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
	end
	
	// these two aren't defined in ACTs for whatever reason
	if t == "knife" || t == "melee2" then
		self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil
	end
	
	self:SetupWeaponHoldTypeForAI( t )
end

// Default hold pos is the pistol
SWEP:SetWeaponHoldType( "pistol" )

/*---------------------------------------------------------
   Name: weapon:TranslateActivity( )
   Desc: Translate a player's Activity into a weapon's activity
		 So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL
		 Depending on how you want the player to be holding the weapon
---------------------------------------------------------*/
function SWEP:TranslateActivity( act )

	if ( self.Owner:IsNPC() ) then
		if ( self.ActivityTranslateAI[ act ] ) then
			return self.ActivityTranslateAI[ act ]
		end
		return -1
	end

	if ( self.ActivityTranslate[ act ] != nil ) then
		return self.ActivityTranslate[ act ]
	end
	
	return -1

end