add sborka

This commit is contained in:
2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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-- luacheck: globals ACT_VM_FIDGET_EMPTY ACT_VM_FIDGET_SILENCED ACT_VM_BLOWBACK ACT_VM_HOLSTER_SILENCED
TFA.Enum.ANIMATION_ACT = 0
TFA.Enum.ANIMATION_SEQ = 1
ACT_VM_FIDGET_EMPTY = ACT_VM_FIDGET_EMPTY or ACT_CROSSBOW_FIDGET_UNLOADED
ACT_VM_FIDGET_SILENCED = ACT_VM_FIDGET_SILENCED or ACT_RPG_FIDGET_UNLOADED
ACT_VM_HOLSTER_SILENCED = ACT_VM_HOLSTER_SILENCED or ACT_CROSSBOW_HOLSTER_UNLOADED
ACT_VM_BLOWBACK = ACT_VM_BLOWBACK or -2
-- luacheck: globals ACT_VM_RELOAD_ADS ACT_VM_RELOAD_EMPTY_ADS ACT_VM_RELOAD_SILENCED_ADS ACT_SHOTGUN_RELOAD_START_ADS ACT_SHOTGUN_RELOAD_FINISH_ADS
ACT_VM_RELOAD_ADS = ACT_VM_RELOAD_ADS or ACT_IDLE_AIM_RIFLE_STIMULATED
ACT_VM_RELOAD_EMPTY_ADS = ACT_VM_RELOAD_EMPTY_ADS or ACT_WALK_AIM_RIFLE_STIMULATED
ACT_VM_RELOAD_SILENCED_ADS = ACT_VM_RELOAD_SILENCED_ADS or ACT_RUN_AIM_RIFLE_STIMULATED
ACT_SHOTGUN_RELOAD_START_ADS = ACT_SHOTGUN_RELOAD_START_ADS or ACT_IDLE_SHOTGUN_RELAXED
ACT_SHOTGUN_RELOAD_FINISH_ADS = ACT_SHOTGUN_RELOAD_FINISH_ADS or ACT_IDLE_SHOTGUN_STIMULATED

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--IDLE TYPE ENUM
TFA.Enum.IDLE_DISABLED = 0
TFA.Enum.IDLE_LUA = 1
TFA.Enum.IDLE_ANI = 2
TFA.Enum.IDLE_BOTH = 3

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--LOCOMOTION ENUM
TFA.Enum.LOCOMOTION_LUA = 0
TFA.Enum.LOCOMOTION_HYBRID = 1
TFA.Enum.LOCOMOTION_ANI = 2

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TFA.Enum.SIGHTSPOS_ATTACH = 0
TFA.Enum.SIGHTSPOS_BONE = 1
TFA.Enum.RETICLE_FLAT = bit.lshift(1, 1)
TFA.Enum.RETICLE_MODEL = bit.lshift(1, 2)
TFA.Enum.RETICLE_QUAD = bit.lshift(1, 3)
TFA.Enum.RETICLE_DRAW_ORDER = {
TFA.Enum.RETICLE_MODEL,
TFA.Enum.RETICLE_QUAD,
TFA.Enum.RETICLE_FLAT,
}

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TFA.ENUM_COUNTER = TFA.ENUM_COUNTER or 0
TFA.Enum.InverseStatus = TFA.Enum.InverseStatus or {}
local upper = string.upper
local function gen(input)
return "STATUS_" .. upper(input)
end
function TFA.AddStatus(input)
local key = gen(input)
local getkey = TFA.Enum[key]
if not getkey then
getkey = TFA.ENUM_COUNTER
TFA.ENUM_COUNTER = TFA.ENUM_COUNTER + 1
TFA.Enum[key] = getkey
end
TFA.Enum.InverseStatus[getkey] = key
return getkey
end
function TFA.GetStatus(input)
local key = gen(input)
local getkey = TFA.Enum[key]
if not getkey then
return TFA.AddStatus(input) -- DANGEROUS:
-- Race condition:
-- If something go terribly wrong and order of addition of new statuses fuck up
-- everything will fail horribly!
end
return getkey
end
TFA.AddStatus("idle")
TFA.AddStatus("draw")
TFA.AddStatus("holster")
TFA.AddStatus("holster_final")
TFA.AddStatus("holster_ready")
TFA.AddStatus("reloading")
TFA.AddStatus("reloading_wait")
TFA.AddStatus("reloading_loop_start")
TFA.AddStatus("reloading_loop_start_empty")
TFA.AddStatus("reloading_loop")
TFA.AddStatus("reloading_loop_end")
TFA.Enum.STATUS_RELOADING_SHOTGUN_START = TFA.Enum.STATUS_RELOADING_LOOP_START
TFA.Enum.STATUS_RELOADING_SHOTGUN_START_SHELL = TFA.Enum.STATUS_RELOADING_LOOP_START_EMPTY
TFA.Enum.STATUS_RELOADING_SHOTGUN_LOOP = TFA.Enum.STATUS_RELOADING_LOOP
TFA.Enum.STATUS_RELOADING_SHOTGUN_END = TFA.Enum.STATUS_RELOADING_LOOP_END
TFA.AddStatus("shooting")
TFA.AddStatus("silencer_toggle")
TFA.AddStatus("bashing")
TFA.AddStatus("bashing_wait")
TFA.AddStatus("inspecting")
TFA.AddStatus("fidget")
TFA.AddStatus("firemode")
TFA.AddStatus("pump")
TFA.AddStatus("knife_slash")
TFA.AddStatus("knife_stab")
TFA.AddStatus("grenade_pull")
TFA.AddStatus("grenade_ready")
TFA.AddStatus("grenade_throw")
TFA.AddStatus("blocking")
TFA.AddStatus("blocking_end")
TFA.AddStatus("bow_shoot")
TFA.AddStatus("bow_cancel")
TFA.AddStatus("grenade_pull")
TFA.AddStatus("grenade_throw")
TFA.AddStatus("grenade_ready")
TFA.AddStatus("grenade_throw_wait")
TFA.Enum.HolsterStatus = {
[TFA.Enum.STATUS_HOLSTER] = true,
[TFA.Enum.STATUS_HOLSTER_FINAL] = true,
[TFA.Enum.STATUS_HOLSTER_READY] = true
}
TFA.Enum.HolsterStatusFinal = {
[TFA.Enum.STATUS_HOLSTER_FINAL] = true,
[TFA.Enum.STATUS_HOLSTER_READY] = true
}
TFA.Enum.ReloadStatus = {
[TFA.Enum.STATUS_RELOADING] = true,
[TFA.Enum.STATUS_RELOADING_WAIT] = true,
[TFA.Enum.STATUS_RELOADING_LOOP_START] = true,
[TFA.Enum.STATUS_RELOADING_LOOP_START_EMPTY] = true,
[TFA.Enum.STATUS_RELOADING_LOOP] = true,
[TFA.Enum.STATUS_RELOADING_LOOP_END] = true
}
TFA.Enum.ReadyStatus = {
[TFA.Enum.STATUS_IDLE] = true,
[TFA.Enum.STATUS_INSPECTING] = true,
[TFA.Enum.STATUS_FIDGET] = true
}
TFA.Enum.IronStatus = {
[TFA.Enum.STATUS_IDLE] = true,
[TFA.Enum.STATUS_SHOOTING] = true,
[TFA.Enum.STATUS_PUMP] = true,
[TFA.Enum.STATUS_FIREMODE] = true--,
--[TFA.Enum.STATUS_FIDGET] = true
}
TFA.Enum.HUDDisabledStatus = {
[TFA.Enum.STATUS_IDLE] = true,
[TFA.Enum.STATUS_SHOOTING] = true,
[TFA.Enum.STATUS_FIREMODE] = true,
[TFA.Enum.STATUS_BASHING] = true,
[TFA.Enum.STATUS_BASHING_WAIT] = true,
[TFA.Enum.STATUS_HOLSTER] = true,
[TFA.Enum.STATUS_HOLSTER_FINAL] = true,
[TFA.Enum.STATUS_HOLSTER_READY] = true,
[TFA.Enum.STATUS_KNIFE_SLASH] = true,
[TFA.Enum.STATUS_KNIFE_STAB] = true,
[TFA.Enum.STATUS_GRENADE_PULL] = true,
[TFA.Enum.STATUS_GRENADE_READY] = true,
[TFA.Enum.STATUS_GRENADE_THROW] = true,
[TFA.Enum.STATUS_BLOCKING] = true,
[TFA.Enum.STATUS_BLOCKING_END] = true,
[TFA.Enum.STATUS_PUMP] = true
}
TFA.Enum.BashStatus = {
[TFA.Enum.STATUS_BASHING] = true,
[TFA.Enum.STATUS_BASHING_WAIT] = true,
}
TFA.Enum.SHOOT_IDLE = 0
TFA.Enum.SHOOT_START = 1
TFA.Enum.SHOOT_LOOP = 2
TFA.Enum.SHOOT_CHECK = 3
TFA.Enum.SHOOT_END = 4
TFA.Enum.ShootReadyStatus = {
[TFA.Enum.SHOOT_IDLE] = true,
[TFA.Enum.SHOOT_END] = true
}
TFA.Enum.ShootLoopingStatus = {
[TFA.Enum.SHOOT_START] = true,
[TFA.Enum.SHOOT_LOOP] = true,
[TFA.Enum.SHOOT_CHECK] = true
}