;------------------------------------------------
[combat] 
combat_type = knife

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
meet = no_meet
combat_ignore_cond = {+actor_attack_laba_contra} true, false
def_state_moving = assault
on_info  = {=actor_drop_grenade} %+actor_is_shooting_in_laba%
on_sound = actor|WPN_shoot|150|0.0| {-actor_is_shooting_in_laba !actor_active_knife(wpn_knife)} %+actor_is_shooting_in_laba%
;--------------------------------------------------

[logic@stalk_1]
suitable = {=target_squad_name(x5_a6_botanik_squad)} true, {=target_squad_name(x5_a6_agent_squad)} true
active = walker@stalker_1
prior = 200
on_combat = combat

[walker@stalker_1]:walker@standart
path_walk = botan_1_walk
path_look = botan_1_look
;--------------------------------------------------

[logic@stalk_2]
suitable = {=target_squad_name(x5_a6_botanik_squad)} true, {=target_squad_name(x5_a6_agent_squad)} true
active = walker@stalker_2
prior = 200
on_combat = combat

[walker@stalker_2]:walker@standart
path_walk = botan_2_walk
path_look = botan_2_look
;--------------------------------------------------

[logic@stalk_3]
suitable = {=target_squad_name(x5_a6_botanik_squad)} true, {=target_squad_name(x5_a6_agent_squad)} true
active = walker@stalker_3
prior = 200
on_combat = combat

[walker@stalker_3]:walker@standart
path_walk = botan_3_walk
path_look = botan_3_look
;--------------------------------------------------

[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[walker@kiborg]
post_combat_time = 0,0
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
hit_anomaly = false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work


[death@kiborg]
on_info = %+laba_x5_a6_kiborg_dead%

;--------------------------------------------------

[logic@kiborg_1]
suitable = {=check_npc_name(kiborg)} true
active = walker@kiborg_1
prior = 200
on_death = death@kiborg

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
combat_ignore_cond = true
on_info = {+lab_degt_all_retr_dialog_end} walker@kiborg_5
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=check_npc_name(kiborg)} true
active = walker@kiborg_2
prior = 200
on_death = death@kiborg

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
combat_ignore_cond = true
on_info = {+lab_degt_all_retr_dialog_end} walker@kiborg_5
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=check_npc_name(kiborg)} true
active = walker@kiborg_3
prior = 200
on_death = death@kiborg

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
combat_ignore_cond = true
on_info = {+lab_degt_all_retr_dialog_end} walker@kiborg_5
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=check_npc_name(kiborg)} true
active = walker@kiborg_4
prior = 200
on_death = death@kiborg

[walker@kiborg_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_1_look
combat_ignore_cond = true
on_info = {+lab_degt_all_retr_dialog_end} walker@kiborg_5
;--------------------------------------------------

[walker@kiborg_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_2_look
