[agent@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
set_gr_launch_enabled = false
meet = no_meet

[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
;--------------------------------------------------

[logic@stalker_1]
suitable = {=target_squad_name(pr_a6_fp_agent_squad)} true
active = walker@stalker_1
prior = 200

[walker@stalker_1]:agent@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = walker_1_walk
path_look = walker_1_look
;--------------------------------------------------

[logic@stalker_2]
suitable = {=target_squad_name(pr_a6_fp_agent_squad)} true
active = walker@stalker_2
prior = 200

[walker@stalker_2]:agent@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = walker_2_walk
path_look = walker_2_look
;--------------------------------------------------

[logic@stalker_3]
suitable = {=target_squad_name(pr_a6_fp_agent_squad)} true
active = walker@stalker_3
prior = 200

[walker@stalker_3]:agent@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = walker_3_walk
path_look = walker_3_look
;--------------------------------------------------

[logic@stalker_4]
suitable = {=target_squad_name(pr_a6_fp_agent_squad)} true
active = walker@stalker_4
prior = 200

[walker@stalker_4]:agent@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = walker_4_walk
path_look = walker_4_look
;--------------------------------------------------

[logic@stalker_5]
suitable = {=target_squad_name(pr_a6_fp_agent_squad)} true
active = walker@stalker_5
prior = 200

[walker@stalker_5]:agent@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = walker_5_walk
path_look = walker_5_look
;--------------------------------------------------

[logic@stalker_6]
suitable = {=target_squad_name(pr_a6_fp_agent_1_squad)} true
active = walker@stalker_6
prior = 200

[walker@stalker_6]:agent@standart
out_restr = sr_pr_a6_out_restr_2
path_walk = walker_6_walk
path_look = walker_6_look
;--------------------------------------------------

[logic@stalker_7]
suitable = {=target_squad_name(pr_a6_fp_agent_1_squad)} true
active = walker@stalker_7
prior = 200

[walker@stalker_7]:agent@standart
out_restr = sr_pr_a6_out_restr_2
path_walk = walker_7_walk
path_look = walker_7_look
;--------------------------------------------------

[logic@stalker_8]
suitable = {=target_squad_name(pr_a6_fp_agent_1_squad)} true
active = walker@stalker_8
prior = 200

[walker@stalker_8]:agent@standart
out_restr = sr_pr_a6_out_restr_2
path_walk = walker_8_walk
path_look = walker_8_look
;--------------------------------------------------

[logic@stalker_9]
suitable = {=target_squad_name(pr_a6_fp_agent_1_squad)} true
active = walker@stalker_9
prior = 200

[walker@stalker_9]:agent@standart
out_restr = sr_pr_a6_out_restr_2
path_walk = walker_9_walk
path_look = walker_9_look
;--------------------------------------------------

[logic@stalker_10]
suitable = {=target_squad_name(pr_a6_fp_agent_1_squad)} true
active = walker@stalker_10
prior = 200

[walker@stalker_10]:agent@standart
out_restr = sr_pr_a6_out_restr_2
path_walk = walker_10_walk
path_look = walker_10_look
;--------------------------------------------------

[logic@stalker_11]
suitable = {=target_squad_name(pr_a6_fp_agent_2_squad)} true
active = walker@stalker_11
prior = 200

[walker@stalker_11]:agent@standart
out_restr = sr_pr_a6_out_restr_3
path_walk = walker_11_walk
path_look = walker_11_look
;--------------------------------------------------

[logic@stalker_12]
suitable = {=target_squad_name(pr_a6_fp_agent_2_squad)} true
active = walker@stalker_12
prior = 200

[walker@stalker_12]:agent@standart
out_restr = sr_pr_a6_out_restr_3
path_walk = walker_12_walk
path_look = walker_12_look
;--------------------------------------------------

[logic@stalker_13]
suitable = {=target_squad_name(pr_a6_fp_agent_2_squad)} true
active = walker@stalker_13
prior = 200

[walker@stalker_13]:agent@standart
out_restr = sr_pr_a6_out_restr_3
path_walk = walker_13_walk
path_look = walker_13_look
;--------------------------------------------------

[logic@stalker_14]
suitable = {=target_squad_name(pr_a6_fp_agent_2_squad)} true
active = walker@stalker_14
prior = 200

[walker@stalker_14]:agent@standart
out_restr = sr_pr_a6_out_restr_3
path_walk = walker_14_walk
path_look = walker_14_look
;--------------------------------------------------

[logic@stalker_15]
suitable = {=target_squad_name(pr_a6_fp_agent_2_squad)} true
active = walker@stalker_15
prior = 200

[walker@stalker_15]:agent@standart
out_restr = sr_pr_a6_out_restr_3
path_walk = walker_15_walk
path_look = walker_15_look
;--------------------------------------------------

[logic@stalker_16]
suitable = {=target_squad_name(pr_a6_fp_agent_3_squad)} true
active = walker@stalker_16
prior = 200

[walker@stalker_16]:agent@standart
out_restr = sr_pr_a6_out_restr_4
path_walk = walker_16_walk
path_look = walker_16_look
;--------------------------------------------------

[logic@stalker_17]
suitable = {=target_squad_name(pr_a6_fp_agent_3_squad)} true
active = walker@stalker_17
prior = 200

[walker@stalker_17]:agent@standart
out_restr = sr_pr_a6_out_restr_4
path_walk = walker_17_walk
path_look = walker_17_look
;--------------------------------------------------

[logic@stalker_18]
suitable = {=target_squad_name(pr_a6_fp_agent_3_squad)} true
active = walker@stalker_18
prior = 200

[walker@stalker_18]:agent@standart
out_restr = sr_pr_a6_out_restr_4
path_walk = walker_18_walk
path_look = walker_18_look
;--------------------------------------------------

[logic@stalker_19]
suitable = {=target_squad_name(pr_a6_fp_agent_3_squad)} true
active = walker@stalker_19
prior = 200

[walker@stalker_19]:agent@standart
out_restr = sr_pr_a6_out_restr_4
path_walk = walker_19_walk
path_look = walker_19_look
;--------------------------------------------------

[logic@stalker_20]
suitable = {=target_squad_name(pr_a6_fp_agent_3_squad)} true
active = walker@stalker_20
prior = 200

[walker@stalker_20]:agent@standart
out_restr = sr_pr_a6_out_restr_4
path_walk = walker_20_walk
path_look = walker_20_look
;--------------------------------------------------

[camper@standart]
wounded = wounded@work
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = hide_na
def_state_campering_fire = hide_fire
radius = 1
meet = no_meet

[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

[hit@hrapov]
on_info  = {=hit_by_actor() -hrapov_has_actor_hit} %+hrapov_has_actor_hit%
on_info2 = {!hit_by_actor()} %=restore_health%

[wounded@hrapov]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true
enable_talk = false

[meet@hrapov]:meet@standart
use = {+hrapov_has_actor_hit =dist_to_actor_le(3) -fplay_final_hrapov_dialog_end} self, false
meet_dialog	= {-fplay_final_hrapov_dialog_end} fplay_final_hrapov_dialog, nil
;------------------------------------------------------------------------

[logic@hrapov]
suitable = {=target_squad_name(pr_a6_hrapov_squad)} true
active = camper@hrapov
on_hit = hit@hrapov
prior = 200

[camper@hrapov]:camper@standart
path_walk = hrapov_walk
path_look = hrapov_look
invulnerable = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info = {!see_actor} %=make_actor_visible_to_npc%
on_info2 = {+hrapov_has_actor_hit} remark@hrapov_wounded

[remark@hrapov_wounded]
cool_death_enabled = false
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = {-fplay_final_hrapov_dialog_end} true, false
wounded = wounded@hrapov
meet = meet@hrapov
on_info = {+may_kill_hrapov} %=kill_npc%
;--------------------------------------------------

[logic@camper_1]
suitable = {=target_squad_name(pr_a6_body_hrapov_squad)} true
active = camper@wait_1
prior = 200

[camper@wait_1]:camper@standart
path_walk = body_1_walk
path_look = body_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {+hrapov_has_actor_hit} %=kill_npc%
;--------------------------------------------------

[logic@camper_2]
suitable = {=target_squad_name(pr_a6_body_hrapov_squad)} true
active = camper@wait_2
prior = 200

[camper@wait_2]:camper@standart
path_walk = body_2_walk
path_look = body_2_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {+hrapov_has_actor_hit} %=kill_npc%
;--------------------------------------------------

[logic@camper_3]
suitable = {=target_squad_name(pr_a6_body_hrapov_squad)} true
active = camper@wait_3
prior = 200

[camper@wait_3]:camper@standart
path_walk = body_3_walk
path_look = body_3_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {+hrapov_has_actor_hit} %=kill_npc%
;--------------------------------------------------

[logic@camper_4]
suitable = {=target_squad_name(pr_a6_body_hrapov_squad)} true
active = camper@wait_4
prior = 200

[camper@wait_4]:camper@standart
path_walk = body_4_walk
path_look = body_4_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {+hrapov_has_actor_hit} %=kill_npc%
;--------------------------------------------------

[logic@camper_5]
suitable = {=target_squad_name(pr_a6_body_hrapov_squad)} true
active = camper@wait_5
prior = 200

[camper@wait_5]:camper@standart
path_walk = body_5_walk
path_look = body_5_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {+hrapov_has_actor_hit} %=kill_npc%
;--------------------------------------------------
;
;
;

[walker@standart]
npc_health = {-fplay_final_hrapov_dialog_end -fplay_quest_final_reversed} true, false
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
def_state_moving1 = assault
set_gr_launch_enabled = false
hit_anomaly = false
meet = meet@standart
combat_ignore_cond = {+pr_a7_fp_degtyrev_in_zone !is_enemy_monster -actor_attack_friend_squad} true, false
combat_ignore_keep_when_attacked = false

[death@degtyrev]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+degterev_is_dead%

[death@lena]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+lena_is_dead%

[death@sesa]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+sesa_is_dead%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!hit_by_actor() -pr_a7_fp_degtyrev_in_zone} %=restore_health%
;--------------------------------------------------

[logic@degtyrev]
suitable = {=check_npc_name(pr_a7_stalker_degtyrev)} true
on_hit = hit@walker
on_death = death@degtyrev
active = walker@degtyrev
prior = 200

[walker@degtyrev]:walker@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = degtyr_walk
path_look = degtyr_look
number_health = 1
meet = no_meet
;--------------------------------------------------

[logic@sesa]
suitable = {=check_npc_name(pr_a7_zastava_commander)} true
on_hit = hit@walker
on_death = death@sesa
active = walker@sesa
prior = 200

[walker@sesa]:walker@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = sesa_walk
path_look = sesa_look
number_health = 2
meet = no_meet
;--------------------------------------------------

[logic@lena]
suitable = {=check_npc_name(pr_a7_smuggler_lena)} true
on_hit = hit@walker
on_death = death@lena
active = walker@lena
prior = 200

[walker@lena]:walker@standart
out_restr = sr_pr_a6_out_restr_1
path_walk = lena_walk
path_look = lena_look
number_health = 3
meet = no_meet
;--------------------------------------------------
