[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

[kiborg@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
meet = no_meet
hit_anomaly = false
combat_ignore_cond = {-radar_psy_antenna_off} true, false
on_info = {+fplay_oss_dialog_end} %=make_actor_visible_to_npc%

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

[hit@kiborg]
on_info = {=hit_by_actor() -radar_assault_kiborg_hit} %+radar_assault_kiborg_hit%
;--------------------------------------------------

[logic@kiborg_1]
suitable = {=check_npc_name(kiborg)} true, {=target_squad_name(radar_a7_agent_squad)} true
active = walker@kiborg_1
prior = 200
on_death = death@kiborg
on_hit = hit@kiborg

[walker@kiborg_1]:kiborg@standart
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=check_npc_name(kiborg)} true, {=target_squad_name(radar_a7_agent_squad)} true
active = walker@kiborg_2
prior = 200
on_death = death@kiborg
on_hit = hit@kiborg

[walker@kiborg_2]:kiborg@standart
path_walk = kiborg_2_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=check_npc_name(kiborg)} true, {=target_squad_name(radar_a7_agent_squad)} true
active = walker@kiborg_3
prior = 200
on_death = death@kiborg
on_hit = hit@kiborg

[walker@kiborg_3]:kiborg@standart
path_walk = kiborg_3_walk
path_look = kiborg_3_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=check_npc_name(kiborg)} true, {=target_squad_name(radar_a7_agent_squad)} true
active = walker@kiborg_4
prior = 200
on_death = death@kiborg
on_hit = hit@kiborg

[walker@kiborg_4]:kiborg@standart
path_walk = kiborg_4_walk
path_look = kiborg_4_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=check_npc_name(kiborg)} true, {=target_squad_name(radar_a7_agent_squad)} true
active = walker@kiborg_5
prior = 200
on_death = death@kiborg
on_hit = hit@kiborg

[walker@kiborg_5]:kiborg@standart
path_walk = kiborg_5_walk
path_look = kiborg_5_look
;--------------------------------------------------
;
;
;
;
[walker@standart]
hit_anomaly = false
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
combat_ignore_cond = {-radar_psy_antenna_off} 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 = {+radar_a7_agent_squad_dead} true, false
meet_on_talking = false

[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%

[logic@stalker_1]
suitable = {=check_npc_name(bar_a8_proveren_1)} true, {=check_npc_name(sim_night_stalker_1)} true
active = walker@stalker_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_1]:walker@standart
path_walk = stalker_12_walk
path_look = stalker_12_look
;--------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(bar_a6_proveren_1)} true, {=check_npc_name(sim_night_stalker_2)} true
active = walker@stalker_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_2]:walker@standart
path_walk = stalker_13_walk
path_look = stalker_13_look
;--------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(bar_a6_proveren_2)} true, {=check_npc_name(sim_night_stalker_3)} true
active = walker@stalker_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_3]:walker@standart
path_walk = stalker_14_walk
path_look = stalker_14_look
;--------------------------------------------------

[logic@stalker_4]
suitable = {=check_npc_name(bar_a6_proveren_3)} true, {=check_npc_name(sim_night_stalker_4)} true
active = walker@stalker_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_4]:walker@standart
path_walk = stalker_15_walk
path_look = stalker_15_look
;--------------------------------------------------

[logic@stalker_5]
suitable = {=check_npc_name(bar_a8_proveren_2)} true, {=check_npc_name(sim_night_stalker_5)} true
active = walker@stalker_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_5]:walker@standart
path_walk = stalker_16_walk
path_look = stalker_16_look
;--------------------------------------------------

[logic@stalker_6]
suitable = {=check_npc_name(bar_a8_proveren_3)} true, {=check_npc_name(sim_night_stalker_6)} true
active = walker@stalker_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_6]:walker@standart
path_walk = stalker_17_walk
path_look = stalker_17_look
;--------------------------------------------------

[logic@stalker_7]
suitable = {=check_npc_name(radar_stalker_degtyrev)} true, {=check_npc_name(bar_a7_vlad)} true
active = walker@stalker_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_7]:walker@standart
path_walk = stalker_18_walk
path_look = stalker_18_look
;--------------------------------------------------
