---------------------------------------------------------------------------------------------------------------------- -- Библиотека состояний тела -- автор: Диденко Руслан (Stohe) -- TODO: ---------------------------------------------------------------------------------------------------------------------- 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())