---------------------------------------------------------------------------------------------------------------------- -- Библиотека состояний тела -- автор: Диденко Руслан (Stohe) -- TODO: ---------------------------------------------------------------------------------------------------------------------- states = { -- Дефолтовый idle = { weapon = nil, movement = nil, mental = nil, bodystate = nil, animstate = nil, animation = nil }, animpoint_reach = { weapon = "unstrapped", movement = nil, mental = nil, bodystate = nil, animstate = nil, animation = nil, direction = CSightParams.eSightTypeAnimationDirection }, smartcover = { weapon = "unstrapped", movement = nil, mental = nil, bodystate = nil, animstate = nil, animation = nil, direction = CSightParams.eSightTypeAnimationDirection }, -- CS scene animations jump_down_0 = {weapon = "unstrapped", movement = move.stand, mental = anim.danger, bodystate = move.standing, animstate = "stand", animation = "jump_down_0", direction = CSightParams.eSightTypeAnimationDirection }, jump_down_1 = {weapon = "unstrapped", movement = move.stand, mental = anim.danger, bodystate = move.standing, animstate = "stand", animation = "jump_down_1", direction = CSightParams.eSightTypeAnimationDirection }, jump_down_2 = {weapon = "unstrapped", movement = move.stand, mental = anim.danger, bodystate = move.standing, animstate = "stand", animation = "jump_down_2", direction = CSightParams.eSightTypeAnimationDirection }, 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" }, -- 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 }, panic = { weapon = "unstrapped", 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_run_no_wpn = { weapon = "strapped", movement = move.run, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = nil }, sneak_fire = { weapon = "fire", --direction = look.fire_point, 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_no_wpn = { weapon = "strapped", movement = move.run, mental = anim.danger, bodystate = move.standing, animstate = nil, animation = nil }, assault_fire = { weapon = "fire", --direction = look.fire_point, 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", --direction = look.fire_point, 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", --direction = look.fire_point, movement = move.stand, mental = anim.danger, bodystate = move.standing, animstate = nil, animation = nil }, threat_sniper_fire = { weapon = "sniper_fire", --direction = look.fire_point, 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", --direction = look.fire_point, 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 = "none", 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 }, sleep_sit = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "sleep_sit" }, sit_ass_weapon = { weapon = "unstrapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = nil }, sit_ass_eat_bread = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_knee", animation = "eat_bread" }, sit_ass_drink_vodka = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "eat_vodka" }, sit_ass_drink_energy = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "eat_energy" }, sit_ass_eat_kolbasa = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "eat_kolbasa" }, sit_ass_guitar = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_knee", animation = "play_guitar" }, sit_ass_harmonica = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "play_harmonica" }, roast_kolbasa = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_knee", animation = "roast_kolbasa" }, roast_bred = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_knee", animation = "roast_bred" }, roast_kolbasa_bred = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_knee", animation = "roast_kolbasa_bred" }, 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" }, 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" }, 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" }, field_dress = {weapon = "strapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "field_dress" }, help_victim_1 = {weapon = "strapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "cr_medical_1" }, help_victim_2 = {weapon = "unstrapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "cr_medical_2" }, light_campfire = {weapon = "strapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "light_campfire" }, pickup_crouch = {weapon = "strapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "pickup_crouch" }, 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 = "none", movement = move.stand, mental = anim.danger, bodystate = move.crouch, direction = look.cur_dir, animstate = nil, animation = "wounded" }, wounded_heavy = { weapon = "none", 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 = "none", movement = move.stand, mental = anim.danger, bodystate = move.crouch, direction = look.cur_dir, animstate = nil, animation = "wounded_heavy_2" }, wounded_heavy_3 = { weapon = "none", movement = move.stand, mental = anim.danger, bodystate = move.crouch, direction = look.cur_dir, animstate = nil, animation = "wounded_heavy_3" }, wounded_zombie = { weapon = "none", 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 = "none", 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 = "none", movement = move.stand, mental = anim.danger, bodystate = move.crouch, direction = look.cur_dir, animstate = nil, animation = "wounded_heavy_1"}, prone = { weapon = "unstrapped", movement = move.run, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "prone" }, prone_idle = { weapon = "unstrapped", movement = move.run, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "prone_idle" }, prone_fire = { weapon = "fire", movement = move.run, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "prone_idle" }, prone_sniper_fire = { direction = look.fire_point, weapon = "sniper_fire", movement = move.run, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "prone_idle" }, climb = { weapon = "strapped", movement = move.walk, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "climb" }, minigunner = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "minigunner" }, barricade = { weapon = "unstrapped", movement = move.stand, mental = anim.danger, bodystate = move.crouch, animstate = nil, animation = "barricade" }, barricade_look = { weapon = "unstrapped", movement = move.run, mental = anim.danger, bodystate = move.crouch, direction = CSightParams.eSightTypeAnimationDirection, animstate = nil, animation = "barricade_look" }, oso_flying = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, -- animstate = "stand", animstate = nil, animation = "oso_flying" }, prisyad = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "prisyad" }, otzhiman = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, direction = CSightParams.eSightTypeAnimationDirection, animation = "otzhiman" }, give_chest = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "give_chest" }, give_chest_soldier = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "give_chest_soldier" }, stay_smirno = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "stay_smirno" }, animpoint_stay_bar_0 = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "nil", direction = CSightParams.eSightTypeAnimationDirection, animation = "animpoint_stay_bar_0" }, animpoint_stay_bar_2 = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "nil", animation = "animpoint_stay_bar_2" }, sit_korta = { weapon = "none", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "sit_korta" }, smoking_stand = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "smoking_stand" }, use_pda = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "use_pda" }, smoking_sit = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = "sit_ass", animation = "smoking_sit" }, drunk_behindwall = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_behindwall" }, drunk_walkeasy = { weapon = "strapped", movement = move.walk, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_walkeasy" }, ispug = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "ispug" }, drunk_walkhard = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_walkhard" }, drunk_stand = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_stand" }, drunk_stand_table = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_stand_table" }, drunk_stand_table_2 = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_stand_table_2" }, drunk_sit_ass = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drunk_sit_ass" }, smeh = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "smeh" }, drink_vodka_stand = { weapon = "strapped", movement = move.stand, mental = anim.free, bodystate = move.standing, animstate = nil, animation = "drink_vodka_stand" }, } copy_table(states, state_lib_animpoint.add_state_lib()) copy_table(states, state_mgr_scenario.add_state_lib()) copy_table(states, state_mgr_pri_a15.add_state_lib())