add game&rawdata
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781
gamedata/scripts/state_lib.script
Normal file
781
gamedata/scripts/state_lib.script
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@ -0,0 +1,781 @@
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----------------------------------------------------------------------------------------------------------------------
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-- Библиотека состояний тела
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-- автор: Диденко Руслан (Stohe)
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-- TODO:
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----------------------------------------------------------------------------------------------------------------------
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states = {
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-- Дефолтовый
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idle = { weapon = nil,
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movement = nil,
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mental = nil,
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bodystate = nil,
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animstate = nil,
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animation = nil
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},
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smartcover = { weapon = "unstrapped",
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movement = nil,
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mental = nil,
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bodystate = nil,
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animstate = nil,
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animation = nil,
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direction = CSightParams.eSightTypeAnimationDirection
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},
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-- Ходячие состояния
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walk = { weapon = "strapped",
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movement = move.walk,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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walk_noweap = { weapon = "none",
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movement = move.walk,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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run = { weapon = "strapped",
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movement = move.run,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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sprint = { weapon = "strapped",
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movement = move.run,
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mental = anim.panic,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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patrol = { weapon = "unstrapped",
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movement = move.walk,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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patrol_fire = { weapon = "fire",
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movement = move.walk,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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raid = { weapon = "unstrapped",
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movement = move.walk,
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mental = anim.danger,
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special_danger_move = true,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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raid_fire = {weapon = "fire",
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movement = move.walk,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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sneak = { weapon = "unstrapped",
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movement = move.walk,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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sneak_run = { weapon = "unstrapped",
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movement = move.run,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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sneak_no_wpn = { weapon = "strapped",
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movement = move.walk,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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sneak_fire = { weapon = "fire",
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movement = move.walk,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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assault = { weapon = "unstrapped",
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movement = move.run,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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assault_fire = { weapon = "fire",
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movement = move.run,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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rush = { weapon = "unstrapped",
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movement = move.run,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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-- Стоячие состояния
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wait = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "idle"
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},
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wait_trade = { weapon = "none",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "idle"
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},
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wait_na = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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guard = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "idle"
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},
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guard_chasovoy = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "idle_chasovoy"
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},
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guard_na = {weapon = "unstrapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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guard_fire = { weapon = "fire",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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threat = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil,
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fast_set = true
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},
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threat_danger = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = "bloodsucker_search",
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},
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give_orders = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = "give_orders",
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},
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threat_heli = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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threat_na = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil,
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fast_set = true
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},
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threat_fire = { weapon = "fire",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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threat_sniper_fire = { weapon = "sniper_fire",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = nil
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},
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hide = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = "hide"
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},
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hide_na = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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hide_fire = { weapon = "fire",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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hide_sniper_fire = { weapon = "sniper_fire",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = nil
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},
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caution = { weapon = nil,
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "caution"
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},
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choose = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "choosing"
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},
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press = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "press"
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},
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ward = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "warding"
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},
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ward_short = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "warding_short"
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},
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ward_noweap = {weapon = "none",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "warding"
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},
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ward_noweap_short = {weapon = "none",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "warding_short"
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},
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fold_arms = {weapon = "none",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "fold_arms"
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},
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search = {weapon = nil,
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "poisk"
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},
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stoop_no_weap = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "stoop_no_weap"
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},
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salut = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "salut"
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},
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salut_free = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "salut_free"
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},
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prisoner = {weapon = "strapped",
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movement = nil,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = "prisoner"
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},
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hide_no_wpn = { weapon = "strapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.crouch,
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animstate = nil,
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animation = "hide"
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},
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-- Сидячие состояния
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sit = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit",
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animation = nil
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},
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sit_knee = {weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_knee",
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animation = nil
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},
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sit_ass = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = nil
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},
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play_guitar = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_knee",
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animation = "play_guitar"
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},
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play_harmonica = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "play_harmonica"
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},
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sleep = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "sleeping"
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},
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-- START IX-Ray
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sleep_sit = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "sleep_sit"
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},
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eat_bread = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_knee",
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animation = "eat_bread"
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},
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eat_vodka = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "eat_vodka"
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},
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eat_energy = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "eat_energy"
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},
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eat_kolbasa = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "eat_kolbasa"
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},
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guitar = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_knee",
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animation = "guitar"
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},
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harmonica = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = "sit_ass",
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animation = "harmonica"
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},
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-- END IX-Ray
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hello = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "hello"
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||||
},
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hello_wpn = {weapon = "unstrapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "hello"
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},
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refuse = { weapon = "strapped",
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movement = move.stand,
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mental = anim.free,
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bodystate = move.standing,
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animstate = nil,
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animation = "refuse"
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||||
},
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claim = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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animation = "claim"
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||||
},
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backoff = { weapon = "unstrapped",
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movement = move.stand,
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mental = anim.danger,
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bodystate = move.standing,
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animstate = nil,
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||||
animation = "backoff"
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||||
},
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||||
backoff2 = {weapon = "unstrapped",
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||||
movement = move.stand,
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||||
mental = anim.danger,
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||||
bodystate = move.standing,
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||||
animstate = nil,
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||||
animation = "backoff"
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||||
},
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||||
punch = { weapon = nil,
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||||
movement = move.stand,
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||||
mental = anim.danger,
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||||
bodystate = move.standing,
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||||
animstate = nil,
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||||
animation = "punch"
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||||
},
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||||
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||||
search_corpse = {weapon = "strapped",
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||||
movement = move.stand,
|
||||
mental = anim.danger,
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||||
bodystate = move.crouch,
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||||
animstate = nil,
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||||
animation = "search_corpse"
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||||
},
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||||
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||||
help_wounded = {weapon = "strapped",
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||||
movement = move.stand,
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||||
mental = anim.danger,
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||||
bodystate = move.crouch,
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||||
animstate = nil,
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||||
animation = "help_wounded"
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||||
},
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||||
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dynamite = {weapon = "strapped",
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||||
movement = move.stand,
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||||
mental = anim.danger,
|
||||
bodystate = move.crouch,
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||||
animstate = nil,
|
||||
animation = "dynamite"
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||||
},
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||||
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||||
binocular = {weapon = "strapped",
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||||
movement = move.stand,
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||||
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())
|
||||
Loading…
Add table
Add a link
Reference in a new issue