[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

[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart
wounded = wounded@work

[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@amazon_maria]:meet@standart
use = {=actor_enemy} false, {=dist_to_actor_le(3) -red_maria_ghosts_past_var_dialog_end +start_dialog_1_with_maria} self, {=dist_to_actor_le(3) -red_maria_ghosts_past_dialog_end +lab_lena_selection_var_two_dialog_end +start_dialog_with_maria} self, true
meet_dialog	=  {-red_maria_ghosts_past_var_dialog_end +start_dialog_1_with_maria} red_maria_ghosts_past_var_dialog, {-red_maria_ghosts_past_dialog_end +lab_lena_selection_var_two_dialog_end +start_dialog_with_maria} red_maria_ghosts_past_dialog, nil

[meet@maria]:meet@standart
use = {=actor_enemy} false, {=dist_to_actor_le(5) -red_maria_var_final_dialog_end +actor_has_jup_shtern_book} self, true
meet_dialog	=  {-red_maria_var_final_dialog_end +actor_has_jup_shtern_book} red_maria_var_final_dialog, nil


[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

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

[logic@walker_1]
suitable = {=check_npc_name(amazon_nina)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
;--------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(amazon_zina)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:animpoint@standart
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(amazon_nata)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:animpoint@standart
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(amazon_oksana)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:animpoint@standart
cover_name = lim_a6_animpoint_1
avail_animations = animpoint_sit_high
;--------------------------------------------------

[logic@animpoint_2]
suitable = {=check_npc_name(amazon_maria)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:animpoint@standart
cover_name = lim_a6_animpoint_2
avail_animations = animpoint_sit_normal
meet = meet@amazon_maria
use_camp = false
on_info = {+actor_has_jup_shtern_book} walker@amazon_maria

[walker@amazon_maria]:animpoint@standart
path_walk = maria_1_walk
path_look = maria_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = meet@maria
;--------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(amazon_galina)} true
active = animpoint@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:animpoint@standart
cover_name = lim_a6_animpoint_3
avail_animations = animpoint_sit_knee
;--------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(amazon_svetlana)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:animpoint@standart
cover_name = lim_a6_animpoint_4
avail_animations = animpoint_sit_ass
;--------------------------------------------------
;
;
;
;
;--------------------------------------------------
[meet@monolith]:meet@standart
trade_enable = true

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@monolith

[logic@monolit_1]
suitable = {=check_npc_name(demon)} true
active = walker@monolit_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
;--------------------------------------------------

[logic@monolit_2]
suitable = {=check_npc_name(keria)} true
active = walker@monolit_2
prior = 200
level_spot = mechanic
can_select_weapon = true
on_death = death@walker
on_hit = hit@walker

[walker@monolit_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@monolit_3]
suitable = {=check_npc_name(nagov)} true
active = walker@monolit_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@monolit_4]
suitable = {=check_npc_name(strax)} true
active = animpoint@monolit_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_4]:walker@standart
cover_name = lim_a6_animpoint_1
avail_animations = animpoint_sit_high
;--------------------------------------------------

[logic@monolit_5]
suitable = {=check_npc_name(lider)} true
active = animpoint@monolit_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_5]:walker@standart
cover_name = lim_a6_animpoint_2
avail_animations = animpoint_sit_normal
use_camp = false
;--------------------------------------------------

[logic@monolit_6]
suitable = {=check_npc_name(gotay)} true
active = animpoint@monolit_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_6]:walker@standart
cover_name = lim_a6_animpoint_3
avail_animations = animpoint_sit_knee
;--------------------------------------------------

[logic@monolit_7]
suitable = {=check_npc_name(olkhov)} true
active = animpoint@monolit_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_7]:walker@standart
cover_name = lim_a6_animpoint_4
avail_animations = animpoint_sit_ass
;--------------------------------------------------

[logic@monolit_8]
suitable = {=check_npc_name(stariy)} true
active = walker@monolit_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_8]:walker@standart
path_walk = maria_1_walk
path_look = maria_1_look
;--------------------------------------------------

[logic@monolit_9]
suitable = {=check_npc_name(hedhunt)} true
active = walker@monolit_9
prior = 200
trade = misc\trade\dark_a3_yra.ltx
can_select_weapon = false
level_spot = trader
on_death = death@walker
on_hit = hit@walker

[walker@monolit_9]:walker@standart
path_walk = hedhunt_1_walk
path_look = hedhunt_1_look
;--------------------------------------------------

[logic@monolit_10]
suitable = {=check_npc_name(chickat)} true
active = walker@monolit_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_10]:walker@standart
path_walk = chickat_1_walk
path_look = chickat_1_look
;--------------------------------------------------

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

[walker@valera]:walker@standart
path_walk = valera_walk
path_look = valera_look
;--------------------------------------------------

[logic@alka]
suitable = {=check_npc_name(lim_a4_alka_monolit)} true
active = walker@alka
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@alka]:walker@standart
path_walk = alka_walk
path_look = alka_look
