e4s-sdk/gamedata/scripts/state_lib_animpoint.script
2026-06-17 23:06:51 +03:00

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-- Áèáëèîòåêà ñîñòîÿíèé òåëà
-- àâòîð: Äèäåíêî Ðóñëàí (Stohe)
-- TODO:
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function add_state_lib()
return {
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-- Áàçà
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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
},
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-- Åäà
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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
},
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-- Ïèòüå
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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
},
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-- Ãèòàðà
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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
},
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-- Ãàðìîøêà
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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
},
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-- Áàçà ñ îðóæèåì
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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
},
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-- Àíèìïîéíòû áåç random-àíèìàöèé (îáåñïå÷èâàþò áûñòðûé âûõîä èç àíèìïîéíòà)
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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