[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@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[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

;-----------------------------------------------------
[hit@botanik]
on_info = {=hit_by_actor()} %+actor_attack_jup_a1_squad%

[logic@botanik]
suitable = {=check_npc_name(seleznev)} true
active = walker@botanik
prior = 200
on_hit = hit@botanik

[walker@botanik]:walker@standart
path_walk = seleznev_1_walk
path_look = seleznev_1_look
artefact_hunter_enabled = false
hit_anomaly = false
on_info = {+jup_vasilkov_debt_repayment_dialog_4_end} companion@_1

[companion@_1]:walker@standart
artefact_hunter_enabled = false
wounded = wounded@work
combat_ignore_cond = {=fighting_dist_ge(30) !actor_enemy} true, false
on_info  = {=dist_to_actor_ge(140)} %=kill_squad(jup_a2_ecolog_squad) +jup_a2_ecolog_squad_dead%
on_info2 = {=dist_npc_to_obj_le(jup_b211_spot:35)} %+seleznev_arrived_jup_a2_again +lena_qwest_task_done%
;
;
;
;
;
;
;
[hit@walker]
on_info  = {!hit_by_actor()} %=restore_health%
on_info2 = {=hit_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

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

[death@lena]
on_info = %=all_factions_enemy_to_actor +actor_attack_friend_squad%

[logic@smuggler_1]
suitable = {=target_squad_name(jup_a15_lena_squad)} true
active = walker@smuggler_1
prior = 200
on_death = death@lena
on_hit = hit@walker

[walker@smuggler_1]:walker@standart
path_walk = smuggler_1_walk
path_look = smuggler_1_look
invulnerable = true
on_info = {+jup_lena_emerald_wind_dialog_3_end} walker@smuggler_4

[walker@smuggler_4]:walker@standart
path_walk = smuggler_4_walk
path_look = smuggler_2_look
invulnerable = true
def_state_moving = sprint
def_state_moving1 = sprint
combat_ignore_cond = true
on_signal = jup_a4_end | walker@smuggler_5 %+jup_a15_smuggler_destroy%

[walker@smuggler_5]:walker@standart
path_walk = smuggler_4_walk
path_look = smuggler_2_look
invulnerable = true
on_game_timer = 30 | %=respawn_squad_new_smart(jup_a15_lena_squad:jup_a24:jup_a24_lena_squad)%
;--------------------------------------------------

[logic@smuggler_2]
suitable = {=target_squad_name(jup_a15_lena_squad)} true
active = walker@smuggler_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_2]:walker@standart
path_walk = smuggler_3_walk
path_look = smuggler_1_look
invulnerable = true
on_info = {+jup_lena_emerald_wind_dialog_3_end} walker@smuggler_4
;--------------------------------------------------

[logic@smuggler_3]
suitable = {=target_squad_name(jup_a15_lena_squad)} true
active = walker@smuggler_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_3]:walker@standart
path_walk = smuggler_2_walk
path_look = smuggler_1_look
invulnerable = true
on_info = {+jup_lena_emerald_wind_dialog_3_end} walker@smuggler_4
