[walker@standart]
use_camp = true
gather_items_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, false
meet = meet@standart

[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@walker]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor%

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%
;---------------------------------------------------

[logic@aziza]
suitable = {=check_npc_name(bar_a7_aziza)} true
prior = 200
active = walker@wait
on_death = death@walker
on_hit = hit@walker

[walker@wait]:walker@standart
path_walk = aziza_walk
path_look = aziza_look
post_combat_time = 0,0
use_camp = false
meet = meet@aziza

[meet@aziza]:meet@standart
close_snd_hello = aziza
close_snd_distance = 3
;---------------------------------------------------

[logic@vlad]
suitable = {=check_npc_name(bar_a7_vlad)} true
active = animpoint@stand_base
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base]:walker@standart
cover_name = bar_a7_animp_vlad
avail_animations = animpoint_stay_wall
use_camp = false
;---------------------------------------------------

[logic@bloodsucker_barry]
suitable = {=check_npc_name(bar_a8_proveren_3)} true, {=target_squad_name(bar_a7_fp_dolg_squad)} true
prior = 200
active = animpoint@stand_base_1
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base_1]:walker@standart
cover_name = bar_a7_animp_barry
avail_animations = animpoint_sit_ass
;----------------------------------------------------

[logic@nikolay]
suitable = {=check_npc_name(bar_a7_nikolay)} true, {=check_npc_name(bar_a8_proveren_2)} true, {=target_squad_name(bar_a7_fp_dolg_squad)} true
prior = 200
active = walker@wait_2
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = nikolay_walk
path_look = nikolay_look

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

[walker@degtyrev]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_1_look 
meet = no_meet
;---------------------------------------------------

[logic@proveren]
suitable = {=check_npc_name(bar_a3_zastava_guarder_4)} true, {=target_squad_name(bar_a7_fp_dolg_squad)} true
prior = 200
active = walker@proveren
on_death = death@walker
on_hit = hit@walker

[walker@proveren]:walker@standart
path_walk = aziza_walk
path_look = aziza_look
post_combat_time = 0,0
;---------------------------------------------------

[logic@dolg]
suitable = {=check_npc_name(bar_a8_proveren_1)} true, {=target_squad_name(bar_a7_fp_dolg_squad)} true
active = animpoint@dolg
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@dolg]:walker@standart
cover_name = bar_a7_animp_vlad
avail_animations = animpoint_stay_wall
