[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!actor_enemy} true, false

[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 = true
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@barmen]
suitable = {=check_npc_name(bar_a1_barmen)} true
active = walker@at_hole
prior = 200
trade = misc\trade\trade_zat_a2_barmen.ltx
can_select_weapon = false
level_spot = trader
on_death = death@walker
on_hit = hit@walker

[walker@at_hole]:walker@standart
path_walk = barman_hole_walk
path_look = barman_hole_look
post_combat_time = 0,0
meet = meet@at_hole
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_1]:walker@standart
path_walk = barman_zone_1_walk
path_look = barman_zone_1_look
post_combat_time = 0,0
meet = meet@at_hole
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_2]:walker@standart
path_walk = barman_zone_2_walk
path_look = barman_zone_2_look
post_combat_time = 0,0
meet = meet@at_hole
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_3]:walker@standart
path_walk = barman_zone_3_walk
path_look = barman_zone_3_look
post_combat_time = 0,0
meet = meet@at_hole
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[meet@at_hole]:meet@standart
close_snd_hello = sonka_hello
close_snd_bye = sonka_bye
close_snd_distance = 3
trade_enable = true
;-------------------------------------------------

[logic@geonezis]
suitable = {=check_npc_name(bar_a1_geonezis)} true, {=check_npc_name(bar_a11_trio)} true
active = walker@wait
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait]:walker@standart
path_walk = geonezis_walk
path_look = geonezis_look
meet = meet@standart
use_camp = false
on_info = {+laba_lena_final_dialog_end} animpoint@geonezis

[animpoint@geonezis]:walker@standart
cover_name = bar_a1_animpoint_dolg_2
avail_animations = animpoint_stay_table
use_camp = true
meet = meet@standart
;------------------------------------------------

[logic@visiter_1]
suitable = {=check_npc_name(bar_a1_visiter_1)} true, {=target_squad_name(bar_a1_fp_dolg_squad)} true
active = animpoint@wait_1
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:walker@standart
cover_name = bar_a1_animpoint_dolg_2
avail_animations = animpoint_stay_table
use_camp = true
meet = meet@standart

;--------------------------------------------------

[logic@visiter_2]
suitable = {=check_npc_name(bar_a1_visiter_2)} true, {=check_npc_name(bar_a7_vlad)} true, {=target_squad_name(bar_a1_fp_dolg_squad)} true
active = animpoint@wait_2
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@standart
cover_name = bar_a1_animpoint_dolg_3
avail_animations = animpoint_stay_table
use_camp = true
meet = meet@standart
on_info = {+bar_ivan_det_two_dial_end -bar_hovan_detec_dial_end} animpoint@wait_2_quest

[animpoint@wait_2_quest]:walker@standart
cover_name = bar_a1_animpoint_dolg_3
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@standart
on_info = {+bar_hovan_detec_dial_end} animpoint@wait_2


;----------------------------------------------------

[logic@visiter_3]
suitable = {=check_npc_name(bar_a1_visiter_3)} true, {=check_npc_name(bar_a7_aziza)} true, {=target_squad_name(bar_a1_fp_dolg_squad)} true
active = animpoint@wait_3
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:walker@standart
cover_name = bar_a1_animpoint_dolg_4
avail_animations = animpoint_stay_table
meet = meet@standart
use_camp = false
;--------------------------------------------------

[logic@visiter_4]
suitable = {=check_npc_name(bar_a1_visiter_4)} true, {=check_npc_name(bar_a7_nikolay)} true, {=target_squad_name(bar_a1_fp_dolg_squad)} true
active = animpoint@wait_4
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:walker@standart
cover_name = bar_a1_animpoint_dolg_5
avail_animations = animpoint_stay_table
use_camp = true
meet = meet@standart
;--------------------------------------------------

[logic@visiter_5]
suitable = {=check_npc_name(bar_a1_visiter_5)} true, {=check_npc_name(jup_stalker_garik)} true
active = animpoint@wait_5
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:walker@standart
cover_name = bar_a1_animpoint_dolg_1
avail_animations = animpoint_stay_table
meet = meet@standart
use_camp = false
;--------------------------------------------------

[meet@degtyrev]:meet@standart
use = {=actor_enemy} false, {=dist_to_actor_le(3) -bar_degt_all_invest_dial_end +lab_lena_selection_var_one_dialog_end} self, true
meet_dialog	= {-bar_degt_all_invest_dial_end +lab_lena_selection_var_one_dialog_end} bar_degtyarev_alliance_investigation_dialog, nil
trade_enable = false


[logic@degtyrev_1]
suitable = {=check_npc_name(jup_stalker_dectyrev)} true
active = animpoint@degtyrev_1
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@degtyrev_1]:walker@standart
cover_name = bar_a1_animpoint_dolg_1
avail_animations = animpoint_stay_table
meet = meet@degtyrev
use_camp = false

;---------------------------------------------------

[logic@nabludatel]
suitable = {=check_npc_name(bar_a1_nabludatel)} true
active = animpoint@stand_base
prior = 200
;trade = misc\trade\trade_bar_a1_nabludatel.ltx
;can_select_weapon = true
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base]:walker@standart
cover_name = bar_a1_animpoint_nabl
avail_animations = animpoint_sit_normal
use_camp = false
meet = meet@nabludatel

[meet@nabludatel]:meet@standart
trade_enable = true
allow_break = true
;-------------------------------------------------

[logic@botanick]
suitable = {=check_npc_name(bar_a1_botanick)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = botanick_walk
path_look = botanick_look
out_restr = bar_a1_botanic_restr
combat_ignore_cond = true
use_camp = false
meet = meet@botanick
artefact_hunter_enabled = false
on_info = {!npc_in_zone(bar_a1_botanic_restr)} %=teleport_npc(bar_a1_botanick_walk)%

[meet@botanick]:meet@standart
close_distance  = 2
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false
;--------------------------------------------------

[logic@proveren_1]
suitable = {=check_npc_name(bar_a1_proveren_1)} true
active = walker@stand_base_1
prior = 100
on_death = death@walker
on_hit = hit@walker

[walker@stand_base_1]:walker@standart
path_walk = proveren_1_walk
path_look = proveren_1_look
use_camp = false
meet = meet@standart
;-----------------------------------------------------

[logic@proveren_2]
suitable = {=check_npc_name(bar_a1_proveren_2)} true
active = animpoint@stand_base_2
prior = 100
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base_2]:walker@standart
cover_name = bar_a1_animpoint_proveren_2
avail_animations = animpoint_sit_low
use_camp = true
meet = meet@standart
;-----------------------------------------------------

[logic@proveren_3]
suitable = {=check_npc_name(bar_a1_proveren_3)} true
active = walker@stand_base_2
prior = 100
on_death = death@walker
on_hit = hit@walker

[walker@stand_base_2]:walker@standart
path_walk = proveren_2_walk
path_look = proveren_2_look
use_camp = false
meet = meet@standart
on_info  = {+laba_lena_final_dialog_end} walker@makdm

[walker@makdm]:walker@standart
path_walk = geonezis_walk
path_look = geonezis_look
meet = meet@standart
use_camp = false
;-------------------------------------------------------

[logic@guard]
suitable = {=check_npc_name(bar_a2_dolg_11)} true
active = walker@guard
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@guard]:walker@standart
path_walk = guard_walk
path_look = guard_look
post_combat_time = 0,0
meet = meet@standart
