function add_animation_list() return { ------------------------------------------------------------------------------ -- База ------------------------------------------------------------------------------ animpoint_stay_wall = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_stay_wall_in_1" }, [1] = { "animpoint_stay_wall_in_1" }}, out = { [0] = { "animpoint_stay_wall_out_1" }, [1] = { "animpoint_stay_wall_out_1" }}, idle = { [0] = "animpoint_stay_wall_idle_1", [1] = "animpoint_stay_wall_idle_1" }, rnd = { [0] = { "animpoint_stay_wall_idle_1" }, [1] = { "animpoint_stay_wall_idle_1" } }}, animpoint_stay_table = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_stay_table_in_1" }, [1] = { "animpoint_stay_table_in_1" }}, out = { [0] = { "animpoint_stay_table_out_1" }, [1] = { "animpoint_stay_table_out_1" }}, idle = { [0] = "animpoint_stay_table_idle_1", [1] = "animpoint_stay_table_idle_1" }, rnd = nil}, animpoint_sit_high = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_high_in_1" }, [1] = { "animpoint_sit_high_in_1" }}, out = { [0] = { "animpoint_sit_high_out_1" }, [1] = { "animpoint_sit_high_out_1" }}, idle = { [0] = "animpoint_sit_high_idle_1", [1] = "animpoint_sit_high_idle_1" }, rnd = nil}, animpoint_sit_normal = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_normal_in_1" }, [1] = { "animpoint_sit_normal_in_1" }}, out = { [0] = { "animpoint_sit_normal_out_1" }, [1] = { "animpoint_sit_normal_out_1" }}, idle = { [0] = "animpoint_sit_normal_idle_1", [1] = "animpoint_sit_normal_idle_1" }, rnd = nil}, animpoint_sit_low = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_low_in_1" }, [1] = { "animpoint_sit_low_in_1" }}, out = { [0] = { "animpoint_sit_low_out_1" }, [1] = { "animpoint_sit_low_out_1" }}, idle = { [0] = "animpoint_sit_low_idle_1", [1] = "animpoint_sit_low_idle_1" }, rnd = nil}, ------------------------------------------------------------------------------ -- База с оружием ------------------------------------------------------------------------------ animpoint_stay_wall_weapon = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_stay_wall_weapon_in_1" }, [1] = { "animpoint_stay_wall_weapon_in_1" }}, out = { [0] = { "animpoint_stay_wall_weapon_out_1" }, [1] = { "animpoint_stay_wall_weapon_out_1" }}, idle = { [0] = "animpoint_stay_wall_weapon_idle_1", [1] = "animpoint_stay_wall_weapon_idle_1" }, rnd = { [0] = { "animpoint_stay_wall_weapon_idle_rnd_1", "animpoint_stay_wall_weapon_idle_rnd_2", "animpoint_stay_wall_weapon_idle_rnd_3", "animpoint_stay_wall_weapon_idle_rnd_4"}, [1] = { "animpoint_stay_wall_weapon_idle_rnd_1", "animpoint_stay_wall_weapon_idle_rnd_2", "animpoint_stay_wall_weapon_idle_rnd_3", "animpoint_stay_wall_weapon_idle_rnd_4"} }}, animpoint_stay_table_weapon = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_stay_table_weapon_in_1" }, [1] = { "animpoint_stay_table_weapon_in_1" }}, out = { [0] = { "animpoint_stay_table_weapon_out_1" }, [1] = { "animpoint_stay_table_weapon_out_1" }}, idle = { [0] = "animpoint_stay_table_weapon_idle_1", [1] = "animpoint_stay_table_weapon_idle_1" }, rnd = { [0] = { "animpoint_stay_table_weapon_idle_rnd_1", "animpoint_stay_table_weapon_idle_rnd_2", "animpoint_stay_table_weapon_idle_rnd_3", "animpoint_stay_table_weapon_idle_rnd_4", "animpoint_stay_table_weapon_idle_rnd_5", "animpoint_stay_table_weapon_idle_rnd_6"}, [1] = { "animpoint_stay_table_weapon_idle_rnd_1", "animpoint_stay_table_weapon_idle_rnd_2", "animpoint_stay_table_weapon_idle_rnd_3", "animpoint_stay_table_weapon_idle_rnd_4", "animpoint_stay_table_weapon_idle_rnd_5", "animpoint_stay_table_weapon_idle_rnd_6"} }}, animpoint_sit_high_weapon = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_high_weapon_in_1" }, [1] = { "animpoint_sit_high_weapon_in_1" }}, out = { [0] = { "animpoint_sit_high_weapon_out_1" }, [1] = { "animpoint_sit_high_weapon_out_1" }}, idle = { [0] = "animpoint_sit_high_weapon_idle_1", [1] = "animpoint_sit_high_weapon_idle_1" }, rnd = { [0] = { "animpoint_sit_high_weapon_idle_rnd_1", "animpoint_sit_high_weapon_idle_rnd_2", "animpoint_sit_high_weapon_idle_rnd_3", "animpoint_sit_high_weapon_idle_rnd_4", "animpoint_sit_high_weapon_idle_rnd_5", "animpoint_sit_high_weapon_idle_rnd_6" }, [1] = { "animpoint_sit_high_weapon_idle_rnd_1", "animpoint_sit_high_weapon_idle_rnd_2", "animpoint_sit_high_weapon_idle_rnd_3", "animpoint_sit_high_weapon_idle_rnd_4", "animpoint_sit_high_weapon_idle_rnd_5", "animpoint_sit_high_weapon_idle_rnd_6" } }}, animpoint_sit_normal_weapon = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_normal_weapon_in_1" }, [1] = { "animpoint_sit_normal_weapon_in_1" }}, out = { [0] = { "animpoint_sit_normal_weapon_out_1" }, [1] = { "animpoint_sit_normal_weapon_out_1" }}, idle = { [0] = "animpoint_sit_normal_weapon_idle_1", [1] = "animpoint_sit_normal_weapon_idle_1" }, rnd = { [0] = { "animpoint_sit_normal_weapon_idle_rnd_1", "animpoint_sit_normal_weapon_idle_rnd_2", "animpoint_sit_normal_weapon_idle_rnd_3", "animpoint_sit_normal_weapon_idle_rnd_4", "animpoint_sit_normal_weapon_idle_rnd_5", "animpoint_sit_normal_weapon_idle_rnd_6" }, [1] = { "animpoint_sit_normal_weapon_idle_rnd_1", "animpoint_sit_normal_weapon_idle_rnd_2", "animpoint_sit_normal_weapon_idle_rnd_3", "animpoint_sit_normal_weapon_idle_rnd_4", "animpoint_sit_normal_weapon_idle_rnd_5", "animpoint_sit_normal_weapon_idle_rnd_6" } }}, animpoint_sit_low_weapon = { prop = { maxidle = 5, sumidle = 3, rnd = 80, moving = true }, into = { [0] = { "animpoint_sit_low_weapon_in_1" }, [1] = { "animpoint_sit_low_weapon_in_1" }}, out = { [0] = { "animpoint_sit_low_weapon_out_1" }, [1] = { "animpoint_sit_low_weapon_out_1" }}, idle = { [0] = "animpoint_sit_low_weapon_idle_1", [1] = "animpoint_sit_low_weapon_idle_1" }, rnd = { [0] = { "animpoint_sit_low_weapon_idle_rnd_1", "animpoint_sit_low_weapon_idle_rnd_2", "animpoint_sit_low_weapon_idle_rnd_3", "animpoint_sit_low_weapon_idle_rnd_4", "animpoint_sit_low_weapon_idle_rnd_5", "animpoint_sit_low_weapon_idle_rnd_6" }, [1] = { "animpoint_sit_low_weapon_idle_rnd_1", "animpoint_sit_low_weapon_idle_rnd_2", "animpoint_sit_low_weapon_idle_rnd_3", "animpoint_sit_low_weapon_idle_rnd_4", "animpoint_sit_low_weapon_idle_rnd_5", "animpoint_sit_low_weapon_idle_rnd_6" } }}, zat_b3_tech_idle = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = nil, out = nil, idle = { [0] = "zat_b3_tech_idle", [1] = "zat_b3_tech_idle" }, rnd = nil}, zat_b22_medic_turn_idle = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = nil, out = nil, idle = { [0] = "zat_b22_medic_turn_idle", [1] = "zat_b22_medic_turn_idle" }, rnd = nil}, jup_b15_zulus_sit_idle_short = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = nil, out = nil, idle = { [0] = "jup_b15_zulus_sit_idle_short", [1] = "jup_b15_zulus_sit_idle_short" }, rnd = nil}, pri_a21_sentry_madness_idle = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = nil, out = nil, idle = { [0] = "pri_a21_sentry_madness_idle", [1] = "pri_a21_sentry_madness_idle" }, rnd = nil}, pri_a20_colonel_radio = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = { [0] = {"pri_a20_colonel_radio_in", {f=xr_effects.pri_a20_radio_start}}}, out = { [0] = {"pri_a20_colonel_radio_out"}}, idle = { [0] = "pri_a20_colonel_radio_idle"}, rnd = nil}, pri_a22_colonel_lean_on_table = { prop = { maxidle = 1, sumidle = 1, rnd = 100, moving = true }, into = { [0] = {"pri_a22_colonel_lean_on_tabl_in", {f=xr_effects.pri_a22_kovalski_speak}}}, out = { [0] = {"pri_a22_colonel_lean_on_tabl_out"}}, idle = { [0] = "pri_a22_colonel_lean_on_tabl_idle"}, rnd = nil}, } end