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

states = {
	-- Дефолтовый
	idle = {	weapon = nil,
				movement = nil,
				mental = nil,
				bodystate = nil,
				animstate = "stand",
				animation = nil
			},

	-- Ходячие состояния
	walk = {	weapon = "strapped",
				movement = move.walk,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	run = {		weapon = "strapped",
				movement = move.run,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	sprint = {	weapon = "unstrapped",
				movement = move.run,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	patrol = {	weapon = "unstrapped",
				movement = move.walk,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	patrol_fire = {	weapon = "fire",
				movement = move.walk,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	raid = {	weapon = "unstrapped",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	raid_fire = {weapon = "fire",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	sneak = {	weapon = "unstrapped",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},			
	count = {	weapon = "unstrapped",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},			
	sneak_run = {	weapon = "unstrapped",
				movement = move.run,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},			
	sneak_no_wpn = {	weapon = "strapped",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},			
	sneak_fire = {	weapon = "fire",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},			
	assault = {	weapon = "unstrapped",
				movement = move.run,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	assault_fire = {	weapon = "fire",
				movement = move.run,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	rush = {	weapon = "unstrapped",
				movement = move.run,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},

	-- Стоячие состояния
	wait = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "idle"
			},
	wait_trade = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "idle"
			},
	wait_na = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	guard = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "idle"
			},
	guard_na = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	guard_fire = {	weapon = "fire",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	threat = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	threat_heli = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	threat_na = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	threat_fire = {	weapon = "fire",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	threat_sniper_fire = {	weapon = "sniper_fire",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	hide = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "hide"
			},
	hide_na = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},
	hide_fire = {	weapon = "fire",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},
	hide_sniper_fire = {	weapon = "sniper_fire",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = nil
			},
	caution = {	weapon = nil,
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "caution"
			},
	choose	 = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "choosing"
			},
	press	 = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "press"
			},
	ward	 = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "warding"
			},
	search	= {weapon = nil,
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "poisk"
			},
	salut	 = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "salut"
			},
	salut_free = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "salut_free"
			},
	prisoner = {weapon = "strapped",
				movement = nil,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "prisoner"
			},

	hide_no_wpn = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "hide"
			},
	-- Сидячие состояния
	sit = {		weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "sit",
				animation = "sit"
			},
	sit_knee = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "sit_knee",
				animation = "sit_knee"
			},
	sit_ass = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "sit_ass",
				animation = "sit_ass"
			},
	sleep = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "sleep",
				animation = "sleeping"
			},
	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"
			},

	hello = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "hello",
				reset = true
			},
	hello_wpn = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "hello",
				reset = true
			},
			
	refuse = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "refuse",
				reset = true
			},
	claim = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "claim",
				reset = true
			},
	backoff = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "backoff",
				reset = true
			},
	backoff2 = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "backoff",
				reset = true
			},
	suicide = {	weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "suicide",
				reset = true
			},
	punch = {	weapon = nil,
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "punch",
				reset = true
			},
	hide_s_left = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "hide_s_left",
				reset = true
			},
	hide_s_right = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "hide_s_right",
				reset = true
			},
	dynamite = {weapon = "strapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "dynamite"
			},

	binocular = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "binocular"
			},
	hide_rac = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "stand",
				animation = "cr_raciya"
			},
	wait_rac = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "raciya"
			},
	guard_rac = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "raciya"
			},
	probe	= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "probe"
			},
	probe_1	= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "probe_1"
			},
	probe_2	= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "probe_2"
			},
	probe_3	= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "probe_3"
			},
	mode_shlem	= {weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "mode_shlem"
			},
	hands_up	= {weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "hands_up"
			},
			
			

	-- Раненый
	wounded = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				direction = look.cur_dir,
				animstate = "stand",
				animation = "wounded"
			},
	wounded_heavy = { weapon = "none",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				direction = look.cur_dir,
				animstate = "stand",
				animation = "wounded_heavy_1"
			},
	wounded_heavy_2 = { weapon = "none",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				direction = look.cur_dir,
				animstate = "stand",
				animation = "wounded_heavy_2"
			},
	wounded_heavy_3 = { weapon = "none",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				direction = look.cur_dir,
				animstate = "stand",
				animation = "wounded_heavy_3"
			},
	wounded_zombie = {	weapon = "none",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				direction = look.cur_dir,
				animstate = "stand",
				animation = "wounded_zombie"
			},
	help_me = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.crouch,
				animstate = "wounded",
				animation = "help_me"
			},
	trans_0 = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "trans_0"
			},
	trans_1 = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "trans_1"
			},
	trans_zombied = {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "trans_zombied"
			},

	-- Пси раненый
	psy_pain = {weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "psy_armed"
			},
	psy_armed = {weapon = "unstrapped",
				weapon_slot = 1,
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "psy_armed"
			},
	psy_shoot = {weapon = "fire",
				weapon_slot = 1,
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "psy_shoot"
			},
	-- Псих в баре
	psycho_pain = {weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "psycho_pain"
			},
	psycho_shoot = {weapon = "fire",
				weapon_slot = 1,
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "psycho_shoot"
				},
	-- Бармен
	bar_fas = {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "bar_fas"
			},
	bar_left= {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "bar_left"
			},
	bar_head= {	weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "bar_head"
			},
	bar_sleep= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "bar_sleep"
			},
	bar_right= {weapon = "strapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "bar_right"
			},


	barman_talk_free = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "barman_free_anims"
			},
	
	barman_walk_free = {	weapon = "none",
				movement = move.walk,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},

	barman_tv = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "barman_tv"
			},

	barman_wait_free = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "barman_wait"
			},

	barman_walk_danger = {	weapon = "none",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},

	barman_shock = {	weapon = "none",
				movement = move.walk,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "barman_shock"
			},

	barman_wait_danger = {	weapon = "none",
				movement = move.stand,
				mental = anim.danger,
				bodystate = move.standing,
				animstate = "stand",
				animation = "barman_talk"
			},

	--  Доктор в мертвом городе
	doctor_wakeup = {weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "doctor_wakeup"
			},
	--  Профессор на Янтаре
	yan_professor_walk = {	weapon = "none",
				movement = move.walk,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = nil
			},
	yan_professor_wait = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "idle"
			},
	help_agr = {weapon = "unstrapped",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "help_agr"
			},
	oso_flying = {	weapon = "none",
				movement = move.stand,
				mental = anim.free,
				bodystate = move.standing,
				animstate = "stand",
				animation = "oso_flying"
			}
}
