[walker@standart]
post_combat_time = 0,0
def_state_moving = assault
def_state_moving1 = assault
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false

[camper@standart]
npc_health = {-fplay_final_hrapov_dialog_end -fplay_quest_final_reversed} true, false
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = hide_na
def_state_campering_fire = hide_fire
radius = 1
meet = no_meet
combat_ignore_cond = {-actor_arrived_at_stadion} true, {=check_enemy_name(pr_a6_hrapov_stalker)} true, false
combat_ignore_keep_when_attacked = false

[death@degtyrev]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+degterev_is_dead%

[death@lena]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+lena_is_dead%

[death@sesa]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %+sesa_is_dead%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%
;on_info2 = {!hit_by_actor()} %=restore_health%

;--------------------------------------------------
[logic@degtyrev]
suitable = {=check_npc_name(pr_a7_stalker_degtyrev)} true
on_hit = hit@walker
on_death = death@degtyrev
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = degtyrev_1_walk
path_look = degtyrev_1_look
on_signal = degtyrev_pos | camper@degtyrev %+pr_a1_degtyrev_on_pos%

[camper@degtyrev]:camper@standart
path_walk = degtyrev_1_walk
path_look = degtyrev_1_look
number_health = 1
;--------------------------------------------------

[logic@sesa]
suitable = {=check_npc_name(pr_a7_zastava_commander)} true
on_hit = hit@walker
on_death = death@sesa
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = sesa_1_walk
path_look = sesa_1_look
on_signal = sesa_pos | camper@sesa %+pr_a1_sesa_on_pos%

[camper@sesa]:camper@standart
path_walk = sesa_1_walk
path_look = sesa_1_look
number_health = 2
;--------------------------------------------------

[logic@lena]
suitable = {=check_npc_name(pr_a7_smuggler_lena)} true
on_hit = hit@walker
on_death = death@lena
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = lena_1_walk
path_look = lena_1_look
on_signal = lena_pos | camper@lena %+pr_a1_lena_on_pos%

[camper@lena]:camper@standart
path_walk = lena_1_walk
path_look = lena_1_look
number_health = 3
;--------------------------------------------------
;
;
;
;
;
[body@standart]
post_combat_time = 0,0
def_state_moving = assault
def_state_moving1 = assault
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
;wounded = wounded@work
meet = no_meet
combat_ignore_cond = {-actor_arrived_at_stadion} true, false
combat_ignore_keep_when_attacked = false

[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

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

[logic@body_1]
suitable = {=target_squad_name(pr_a1_body_hrapov_squad)} true
active = walker@body_1
prior = 200

[walker@body_1]:body@standart
path_walk = body_1_walk
path_look = body_1_look
;--------------------------------------------------

[logic@body_2]
suitable = {=target_squad_name(pr_a1_body_hrapov_squad)} true
active = walker@body_2
prior = 200

[walker@body_2]:body@standart
path_walk = body_2_walk
path_look = body_2_look
;--------------------------------------------------

[logic@body_3]
suitable = {=target_squad_name(pr_a1_body_hrapov_squad)} true
active = walker@body_3
prior = 200

[walker@body_3]:body@standart
path_walk = body_3_walk
path_look = body_3_look
;--------------------------------------------------

[logic@body_4]
suitable = {=target_squad_name(pr_a1_body_hrapov_squad)} true
active = walker@body_4
prior = 200

[walker@body_4]:body@standart
path_walk = body_4_walk
path_look = body_4_look
;--------------------------------------------------

[logic@body_5]
suitable = {=target_squad_name(pr_a1_body_hrapov_squad)} true
active = walker@body_5
prior = 200

[walker@body_5]:body@standart
path_walk = body_5_walk
path_look = body_5_look
;--------------------------------------------------

[hit@hrapov]
;on_info  = {=hit_by_actor() -hrapov_has_actor_hit +pr_a1_body_hrapov_squad_dead} %+hrapov_has_actor_hit%
on_info2 = {=hit_by_actor() -hrapov_has_actor_hit} %+hrapov_has_actor_hit%

[wounded@hrapov]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true
enable_talk = false

[meet@hrapov]
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
allow_break = false
trade_enable = false
meet_on_talking = false
use = {+pr_a1_body_hrapov_squad_dead +hrapov_has_actor_hit =dist_to_actor_le(3) -fplay_final_hrapov_dialog_end} self, false
meet_dialog	= {-fplay_final_hrapov_dialog_end} fplay_final_hrapov_dialog, nil

[camper@general]
hit_anomaly = false
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[logic@hrapov]
suitable = {=target_squad_name(pr_a1_hrapov_squad)} true
active = camper@hrapov
on_hit = hit@hrapov
prior = 200

[camper@hrapov]:camper@general
def_state_campering = hide_na
def_state_campering_fire = hide_fire
radius = 1
meet = no_meet
combat_ignore_cond = {!check_enemy_name(actor)} true, false
combat_ignore_keep_when_attacked = false
path_walk = hrapov_1_walk
path_look = hrapov_1_look
invulnerable = true
on_info = {!see_actor +pr_a1_body_hrapov_squad_dead} %=make_actor_visible_to_npc%
on_info2 = {+hrapov_has_actor_hit} remark@hrapov_wounded

[remark@hrapov_wounded]:camper@general
cool_death_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = {-fplay_final_hrapov_dialog_end} true, false
wounded = wounded@hrapov
meet = meet@hrapov
on_info = {+may_kill_hrapov} %=kill_npc%
