add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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@ -0,0 +1,781 @@
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-- Библиотека состояний тела
-- автор: Диденко Руслан (Stohe)
-- TODO:
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states = {
-- Дефолтовый
idle = { weapon = nil,
movement = nil,
mental = nil,
bodystate = nil,
animstate = nil,
animation = nil
},
smartcover = { weapon = "unstrapped",
movement = nil,
mental = nil,
bodystate = nil,
animstate = nil,
animation = nil,
direction = CSightParams.eSightTypeAnimationDirection
},
-- Ходячие состояния
walk = { weapon = "strapped",
movement = move.walk,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
walk_noweap = { weapon = "none",
movement = move.walk,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
run = { weapon = "strapped",
movement = move.run,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
sprint = { weapon = "strapped",
movement = move.run,
mental = anim.panic,
bodystate = move.standing,
animstate = nil,
animation = nil
},
patrol = { weapon = "unstrapped",
movement = move.walk,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
patrol_fire = { weapon = "fire",
movement = move.walk,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
raid = { weapon = "unstrapped",
movement = move.walk,
mental = anim.danger,
special_danger_move = true,
bodystate = move.standing,
animstate = nil,
animation = nil
},
raid_fire = {weapon = "fire",
movement = move.walk,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
sneak = { weapon = "unstrapped",
movement = move.walk,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
sneak_run = { weapon = "unstrapped",
movement = move.run,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
sneak_no_wpn = { weapon = "strapped",
movement = move.walk,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
sneak_fire = { weapon = "fire",
movement = move.walk,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
assault = { weapon = "unstrapped",
movement = move.run,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
assault_fire = { weapon = "fire",
movement = move.run,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
rush = { weapon = "unstrapped",
movement = move.run,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
-- Стоячие состояния
wait = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "idle"
},
wait_trade = { weapon = "none",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "idle"
},
wait_na = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
guard = { weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "idle"
},
guard_chasovoy = { weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "idle_chasovoy"
},
guard_na = {weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
guard_fire = { weapon = "fire",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = nil
},
threat = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil,
fast_set = true
},
threat_danger = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "bloodsucker_search",
},
give_orders = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "give_orders",
},
threat_heli = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
threat_na = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil,
fast_set = true
},
threat_fire = { weapon = "fire",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
threat_sniper_fire = { weapon = "sniper_fire",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = nil
},
hide = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "hide"
},
hide_na = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
hide_fire = { weapon = "fire",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
hide_sniper_fire = { weapon = "sniper_fire",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = nil
},
caution = { weapon = nil,
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "caution"
},
choose = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "choosing"
},
press = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "press"
},
ward = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "warding"
},
ward_short = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "warding_short"
},
ward_noweap = {weapon = "none",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "warding"
},
ward_noweap_short = {weapon = "none",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "warding_short"
},
fold_arms = {weapon = "none",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "fold_arms"
},
search = {weapon = nil,
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "poisk"
},
stoop_no_weap = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "stoop_no_weap"
},
salut = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "salut"
},
salut_free = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "salut_free"
},
prisoner = {weapon = "strapped",
movement = nil,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "prisoner"
},
hide_no_wpn = { weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "hide"
},
-- Сидячие состояния
sit = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit",
animation = nil
},
sit_knee = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_knee",
animation = nil
},
sit_ass = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = nil
},
play_guitar = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_knee",
animation = "play_guitar"
},
play_harmonica = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "play_harmonica"
},
sleep = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "sleeping"
},
-- START IX-Ray
sleep_sit = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "sleep_sit"
},
eat_bread = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_knee",
animation = "eat_bread"
},
eat_vodka = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "eat_vodka"
},
eat_energy = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "eat_energy"
},
eat_kolbasa = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "eat_kolbasa"
},
guitar = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_knee",
animation = "guitar"
},
harmonica = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = "sit_ass",
animation = "harmonica"
},
-- END IX-Ray
hello = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "hello"
},
hello_wpn = {weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "hello"
},
refuse = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "refuse"
},
claim = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "claim"
},
backoff = { weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "backoff"
},
backoff2 = {weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "backoff"
},
punch = { weapon = nil,
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "punch"
},
search_corpse = {weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "search_corpse"
},
help_wounded = {weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "help_wounded"
},
dynamite = {weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "dynamite"
},
binocular = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "binocular"
},
hide_rac = {weapon = "unstrapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
animstate = nil,
animation = "cr_raciya"
},
wait_rac = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "raciya"
},
wait_rac_noweap = {weapon = "none",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "raciya"
},
wait_rac_stc = {weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "raciya_stc"
},
guard_rac = {weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "raciya"
},
probe_stand = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_stand"
},
probe_stand_detector_advanced = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_stand_detector_advanced"
},
probe_stand_detector_elite = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_stand_detector_elite"
},
probe_way = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_way"
},
probe_way_detector_advanced = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_way_detector_advanced"
},
probe_way_detector_elite = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_way_detector_elite"
},
probe_crouch = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_crouch"
},
probe_crouch_detector_advanced = {weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.standing,
animstate = nil,
animation = "probe_crouch_detector_advanced"
},
probe_crouch_detector_elite = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "probe_crouch_detector_elite"
},
scaner_stand = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "scaner_stand"
},
scaner_way = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "scaner_way"
},
scaner_crouch = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "scaner_crouch"
},
hands_up = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "hands_up"
},
-- Раненый
wounded = { weapon = "strapped",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir,
animstate = nil,
animation = "wounded"
},
wounded_heavy = { weapon = "drop",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir, --CSightParams.eSightTypeAnimationDirection
animstate = nil,
animation = "wounded_heavy_1"
},
wounded_heavy_2 = { weapon = "drop",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir,
animstate = nil,
animation = "wounded_heavy_2"
},
wounded_heavy_3 = { weapon = "drop",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir,
animstate = nil,
animation = "wounded_heavy_3"
},
wounded_zombie = { weapon = "drop",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir,
animstate = nil,
animation = "wounded_zombie"
},
trans_0 = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "trans_0"
},
trans_1 = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "trans_1"
},
trans_zombied = {weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "trans_zombied"
},
talk_default = { weapon = "strapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "talk_default"
},
-- Пси раненый
psy_pain = {weapon = "drop",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "psy_armed"
},
psy_armed = {weapon = "unstrapped",
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "psy_armed"
},
psy_shoot = {weapon = "fire",
weapon_slot = 1,
movement = move.stand,
mental = anim.free,
bodystate = move.standing,
animstate = nil,
animation = "psy_shoot"
},
lay_on_bed = { weapon = "drop",
movement = move.stand,
mental = anim.danger,
bodystate = move.crouch,
direction = look.cur_dir,
animstate = nil,
animation = "wounded_heavy_1"}
}
utils.copy_table(states, state_lib_animpoint.add_state_lib())
utils.copy_table(states, state_mgr_scenario.add_state_lib())
utils.copy_table(states, state_mgr_pri_a15.add_state_lib())