[logic@snork_1]
suitable = {=is_monster_snork} true
active = mob_home@_1
monster_job = true
prior = 100

[mob_home@_1]
path_home = snork_home
home_min_radius = 5
home_max_radius = 10
aggressive = true

[logic@snork_2]:logic@snork_1

[logic@snork_3]:logic@snork_1

[logic@snork_4]:logic@snork_1

[logic@snork_5]:logic@snork_1

[logic@snork_6]:logic@snork_1

[logic@snork_7]:logic@snork_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 = {+actor_has_red_agent_notebook} true, {=is_enemy_monster} true, false

[death@kiborg]
on_info = {=killed_by_actor()} %+lim_a15_kiborg_done%
;--------------------------------------------------

[logic@kiborg_1]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_1
prior = 200
on_death = death@kiborg

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

[logic@kiborg_2]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_2
prior = 200
on_death = death@kiborg

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

[logic@kiborg_3]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_3
prior = 200
on_death = death@kiborg

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

[logic@kiborg_4]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_4
prior = 200
on_death = death@kiborg

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

[logic@kiborg_5]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_5
prior = 200
on_death = death@kiborg

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

[logic@kiborg_6]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_6
prior = 200
on_death = death@kiborg

[walker@wait_6]:walker@standart
path_walk = kiborg_6_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_7]
suitable = {=target_squad_name(lim_a15_kiborg_squad)} true
active = walker@wait_7
prior = 200
on_death = death@kiborg

[walker@wait_7]:walker@standart
path_walk = kiborg_7_walk
path_look = kiborg_1_look
;--------------------------------------------------------------------------------------

[walker@harness]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true

[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@harness]:meet@standart
use = {=dist_to_actor_le(3) -lim_tourniquet_ghosts_past_dialog_end} self, false
meet_dialog	=  {-lim_tourniquet_ghosts_past_dialog_end} lim_tourniquet_ghosts_past_dialog, nil

[logic@harness]
suitable = {=check_npc_name(lim_a15_harness_bandit)} true
active = walker@harness_1
prior = 200

[walker@harness_1]:walker@harness
path_walk = harness_walk
path_look = harness_look
meet = meet@harness
