---------------------------------------------------------------------------------------------------------------------- -- Библиотека состояний тела -- автор: Диденко Руслан (Stohe) -- TODO: ---------------------------------------------------------------------------------------------------------------------- function add_state_lib() return { ------------------------------------------------------------------------------ -- База ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- Еда ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- Питье ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- Гитара ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- Гармошка ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- База с оружием ------------------------------------------------------------------------------ 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 }, ------------------------------------------------------------------------------ -- Анимпойнты без random-анимаций (обеспечивают быстрый выход из анимпойнта) ------------------------------------------------------------------------------ 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