[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, false

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%

[hit@walker]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor%
;---------------------------------------------------

[logic@trio]
suitable = {=check_npc_name(bar_a11_trio)} true, {=check_npc_name(bar_a3_zastava_commander)} true
active = animpoint@stand_base
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base]:walker@standart
cover_name = bar_a2_animpoint_trio
avail_animations = animpoint_sit_low
use_camp = false
meet = meet@standart

[logic@mechanik]
suitable = {=check_npc_name(bar_a11_mechanic)} true, {=check_npc_name(bar_a1_visiter_5)} true
active = animpoint@stand_base_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base_1]:walker@standart
cover_name = bar_a2_animpoint_mechanic
avail_animations = animpoint_sit_low
use_camp = false
meet = meet@standart

[logic@valera]
suitable = {=check_npc_name(pri_stalker_valera)} true
active = animpoint@stand_base_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base_2]:walker@standart
cover_name = bar_a2_animpoint_valera
avail_animations = animpoint_sit_ass
use_camp = false
meet = meet@standart
