[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
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault
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

[hit@walker]
on_info  = {=hit_by_actor() -lena_qwest_task_done} %+actor_attack_jup_a1_squad%
on_info2 = {=hit_by_actor() +lena_qwest_task_done} %+actor_attack_friend_squad%
;--------------------------------------------------

[logic@botanik_1]
suitable = {=check_npc_name(seleznev)} true
active = walker@botanik_1
prior = 200
on_hit = hit@walker

[walker@botanik_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_end -seleznev_arrived_jup_a2_again} companion@_1
on_info2 = {=dist_to_actor_ge(140) +lena_qwest_task_done} %=remove_squads(jup_a2_ecolog_squad)%

[companion@_1]:walker@standart
combat_ignore_cond = {=fighting_dist_ge(30) !actor_enemy} true, false
wounded = wounded@work
on_info  = {=dist_to_actor_ge(140)} %=kill_squad(jup_a2_ecolog_squad) +jup_a2_ecolog_squad_dead%
on_info2 = {-seleznev_arrived_jup_a24 =dist_npc_to_obj_le(jup_a12_spot:30)} %+seleznev_arrived_jup_a24%
on_info3 = {+actor_attack_smuggler_squad} %=actor_enemy%

;-----------------------------------------------------
[logic@max]
suitable = {=check_npc_name(jup_max_stalker)} true
active = walker@max
prior = 200

[walker@max]:walker@standart
path_walk = max_1_walk
path_look = max_1_look
invulnerable = true
on_info = {=dist_to_actor_le(10) =see_actor} walker@max_1 %+jup_a2_start_sprint%

[walker@max_1]:walker@standart
path_walk = max_2_walk
path_look = max_2_look
invulnerable = true
combat_ignore_cond = true
def_state_moving = sprint
def_state_moving1 = sprint
on_signal = jup_a2_max | walker@max_2 %=respawn_squad_new_smart(jup_a4_lena_squad:jup_a15:jup_a15_lena_squad) +jup_a2_max_destroy%

[walker@max_2]:walker@standart
path_walk = max_2_walk
path_look = max_2_look
invulnerable = true
combat_ignore_cond = true
on_game_timer = 40 | %=remove_squads(jup_a2_max_stalker_squad)%
