[logic@psevdo_1]
suitable = {=is_monster_pseudodog} true
active = mob_home@_1
monster_job = true
prior = 100

[mob_home@_1]
path_home = psevdo_home
home_min_radius = 10
home_max_radius = 30
aggressive = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[logic@psevdo_2]:logic@psevdo_1

[logic@psevdo_3]:logic@psevdo_1

[logic@psevdo_4]:logic@psevdo_1

[logic@psevdo_5]:logic@psevdo_1
;----------------------------------------------------------------------

[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
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work
combat_ignore_cond = {+fplay_brodiaga_dialog_end} false, {+actor_has_red_agent_notebook} true, {!check_enemy_name(actor)} true, false

;--------------------------------------------------
[hit@walker]
on_info  = {=hit_by_actor() -actor_attack_lim_a16_kiborg} %+actor_attack_lim_a16_kiborg%

[logic@kiborg_1]
suitable = {=target_squad_name(lim_a16_kiborg_squad)} true, {=target_squad_name(lim_a16_fp_agent_squad)} true
active = walker@wait_1
prior = 200
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(lim_a16_kiborg_squad)} true, {=target_squad_name(lim_a16_fp_agent_squad)} true
active = walker@wait_2
prior = 200
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(lim_a16_kiborg_squad)} true, {=target_squad_name(lim_a16_fp_agent_squad)} true
active = walker@wait_3
prior = 200
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(lim_a16_kiborg_squad)} true, {=target_squad_name(lim_a16_fp_agent_squad)} true
active = walker@wait_4
prior = 200
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(lim_a16_kiborg_squad)} true, {=target_squad_name(lim_a16_fp_agent_squad)} true
active = walker@wait_5
prior = 200
on_hit = hit@walker

[walker@wait_5]:walker@standart
path_walk = kiborg_5_walk
path_look = kiborg_1_look

;----------------------------------------------------------
[walker@zombied]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {-wpn_knife_super_done} true, {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {+red_maria_ghosts_past_var_dialog_end} false, {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = {+red_maria_ghosts_past_var_dialog_end} true, false
on_info = {=dist_to_actor_le(100) +red_maria_ghosts_past_var_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@zombied_1]
suitable = {=target_squad_name(lim_a16_zombied_squad)} true, {=target_squad_name(lim_a16_agent_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a16_zombied_squad)} true, {=target_squad_name(lim_a16_agent_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a16_zombied_squad)} true, {=target_squad_name(lim_a16_agent_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a16_zombied_squad)} true, {=target_squad_name(lim_a16_agent_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;------------------------------------------------
