function get_loophole(id, position, fov_direction, enter_direction) return { id = id, fov_position = position, fov_direction = fov_direction, danger_fov_direction = vector():set(-1,0,0), enter_direction = enter_direction, usable = true, fov = 45.0, danger_fov = 45.0, range = 70.0, actions = { idle = { animations = { idle = { "animpoint_sit_high_idle_1", }, }, }, lookout = { animations = { idle = { "animpoint_sit_high_idle_1", }, }, }, fire = { animations = { idle = { "animpoint_sit_high_idle_1", }, shoot = { "animpoint_sit_high_idle_1", }, }, }, fire_no_lookout = { animations = { idle = { "animpoint_sit_high_idle_1", }, shoot = { "animpoint_sit_high_idle_1", }, }, }, reload = { animations = { idle = { "animpoint_sit_high_idle_1", }, }, }, }, transitions = { { action_from = "idle", action_to = "lookout", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, { action_from = "lookout", action_to = "idle", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, { action_from = "idle", action_to = "fire", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, { action_from = "fire", action_to = "idle", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, { action_from = "idle", action_to = "fire_no_lookout", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, { action_from = "fire_no_lookout", action_to = "idle", weight = 1.2, animations = { "animpoint_sit_high_in_1", }, }, }, } end