add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
434
gamedata/scripts/state_lib_animpoint.script
Normal file
434
gamedata/scripts/state_lib_animpoint.script
Normal file
|
|
@ -0,0 +1,434 @@
|
|||
----------------------------------------------------------------------------------------------------------------------
|
||||
-- Áèáëèîòåêà ñîñòîÿíèé òåëà
|
||||
-- àâòîð: Äèäåíêî Ðóñëàí (Stohe)
|
||||
-- TODO:
|
||||
----------------------------------------------------------------------------------------------------------------------
|
||||
function add_state_lib()
|
||||
return {
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Áàçà
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Åäà
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_eat_bread = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_eat_bread",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_stay_wall_eat_kolbasa = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_eat_kolbasa",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_eat_bread = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_eat_bread",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_stay_table_eat_kolbasa = {weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_eat_kolbasa",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_eat_bread = {weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_eat_bread",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_high_eat_kolbasa = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_eat_kolbasa",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_eat_bread = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_eat_bread",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_normal_eat_kolbasa = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_eat_kolbasa",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_eat_bread = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_eat_bread",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_low_eat_kolbasa = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_eat_kolbasa",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Ïèòüå
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_drink_vodka = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_drink_vodka",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_stay_wall_drink_energy = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_drink_energy",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_drink_vodka = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_drink_vodka",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_stay_table_drink_energy = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_drink_energy",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_drink_vodka = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_drink_vodka",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_high_drink_energy = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_drink_energy",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_drink_vodka = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_drink_vodka",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_normal_drink_energy = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_drink_energy",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_drink_vodka = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_drink_vodka",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
animpoint_sit_low_drink_energy = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_drink_energy",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Ãèòàðà
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_guitar = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_guitar",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_guitar = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_guitar",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_guitar = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_guitar",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_guitar = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_guitar",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_guitar = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_guitar",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Ãàðìîøêà
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_harmonica = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = "animpoint_stay_wall_harmonica",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_harmonica = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = "animpoint_stay_table_harmonica",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_harmonica = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = "animpoint_sit_high_harmonica",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_harmonica = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = "animpoint_sit_normal_harmonica",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_harmonica = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = "animpoint_sit_low_harmonica",
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Áàçà ñ îðóæèåì
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_weapon = { weapon = "unstrapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall_weapon",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_weapon = { weapon = "unstrapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table_weapon",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_weapon = { weapon = "unstrapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high_weapon",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_weapon = { weapon = "unstrapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal_weapon",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_weapon = { weapon = "unstrapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low_weapon",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- Àíèìïîéíòû áåç random-àíèìàöèé (îáåñïå÷èâàþò áûñòðûé âûõîä èç àíèìïîéíòà)
|
||||
------------------------------------------------------------------------------
|
||||
animpoint_stay_wall_no_rnd = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_wall",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_stay_table_no_rnd = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_stay_table",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_high_no_rnd = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_high",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_normal_no_rnd = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_normal",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
},
|
||||
|
||||
animpoint_sit_low_no_rnd = { weapon = "strapped",
|
||||
movement = move.stand,
|
||||
mental = anim.free,
|
||||
bodystate = move.standing,
|
||||
animstate = "animpoint_sit_low",
|
||||
animation = nil,
|
||||
direction = CSightParams.eSightTypeAnimationDirection
|
||||
}
|
||||
}
|
||||
|
||||
end
|
||||
Loading…
Add table
Add a link
Reference in a new issue