[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
on_info2 = {!npc_in_zone(bar_medic_restr)} %=teleport_npc(bar_medic_walk)%

[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@medic]
suitable = {=check_npc_name(bar_a12_medic)} true
active = animpoint@medic
prior = 200
can_select_weapon = false
level_spot = medic
trade = misc\trade\trade_bar_a12_medic.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@medic]:walker@standart
cover_name = bar_a12_animpoint_medic_1
avail_animations = animpoint_sit_normal
meet = meet@bar_a12_medic
on_info = {=time_interval( 22:8 )} animpoint@medic_1

[animpoint@medic_1]
cover_name = bar_a12_animpoint_medic
avail_animations = animpoint_sit_low
meet = meet@bar_a12_medic
on_info = {=time_interval( 8:22 )} animpoint@medic

[meet@bar_a12_medic]:meet@standart
close_snd_hello = bar_a2_medic_greeting
close_snd_distance = 3
trade_enable = true
