;------------------------------------------------
[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@bot_1]
suitable = {=target_squad_name(x5_a5_botanik_squad)} true, {=target_squad_name(x5_a5_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@bot_2]
suitable = {=target_squad_name(x5_a5_botanik_squad)} true, {=target_squad_name(x5_a5_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@bot_3]
suitable = {=target_squad_name(x5_a5_botanik_squad)} true, {=target_squad_name(x5_a5_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
;--------------------------------------------------

[logic@bot_4]
suitable = {=target_squad_name(x5_a5_botanik_squad)} true, {=target_squad_name(x5_a5_agent_squad)} true
active = walker@stalker_4
prior = 200
on_combat = combat

[walker@stalker_4]:walker@standart
path_walk = botan_4_walk
path_look = botan_4_look
;--------------------------------------------------

[logic@bot_5]
suitable = {=target_squad_name(x5_a5_botanik_squad)} true, {=target_squad_name(x5_a5_agent_squad)} true
active = walker@stalker_5
prior = 200
on_combat = combat

[walker@stalker_5]:walker@standart
path_walk = botan_5_walk
path_look = botan_5_look
;--------------------------------------------------

[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

[meet@degtyrev]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(3.7) -lab_degt_all_retr_dialog_end} self, true
meet_dialog	= {-lab_degt_all_retr_dialog_end} lab_degtyarev_alliance_retribution_dialog, nil
trade_enable = false

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

[walker@stalker]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
combat_ignore_cond = {-lab_degt_all_retr_dialog_end} true, false
def_state_moving = assault
meet = meet@standart

[logic@degtyrev_1]
suitable = {=check_npc_name(stalker_dectyrev)} true
active = walker@degtyrev_1
prior = 200
on_death = death@walker

[walker@degtyrev_1]:walker@stalker
path_walk = degtyr_1_walk
path_look = degtyr_1_look
meet = meet@degtyrev
on_info = {+lab_degt_all_retr_dialog_end} walker@degtyrev_2

[walker@degtyrev_2]:walker@stalker
path_walk = degtyr_1_walk
path_look = degtyr_2_look
invulnerable = {=has_enemy} true, false
on_info  = {=actor_enemy} %+actor_attack_laba_squad%
on_info2 = {+laba_start_patrol_dead} walker@degtyrev_3

[walker@degtyrev_3]:walker@stalker
path_walk = degtyr_2_walk
path_look = degtyr_3_look
invulnerable = {=has_enemy} true, false
on_info  = {=actor_enemy} %+actor_attack_laba_squad%
;--------------------------------------------------

[logic@lena_1]
suitable = {=check_npc_name(smuggler_lena)} true
active = walker@lena_1
prior = 200
on_death = death@walker

[walker@lena_1]:walker@stalker
path_walk = lena_1_walk
path_look = lena_1_look
invulnerable = {=has_enemy} true, false
on_info  = {=actor_enemy} %+actor_attack_laba_squad%
on_info2 = {+laba_start_patrol_dead} walker@lena_2

[walker@lena_2]:walker@stalker
path_walk = lena_2_walk
path_look = lena_2_look
invulnerable = {=has_enemy} true, false
on_info  = {=actor_enemy} %+actor_attack_laba_squad%
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------

[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

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

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

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

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

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

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------
