[walker@standart]
gather_items_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;-----------------------------------------
[meet]
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@vadim]:meet
close_distance  = 2
close_victim 	= actor
close_anim 		= wait_na

[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@zastava_commander]
suitable = {=check_npc_name(bar_a4_zastava_commander)} true, {=check_npc_name(bar_a2_dolg_4)} true
prior = 200
active = walker@wait
on_death = death@walker
on_hit = hit@walker

[walker@wait]:walker@standart
path_walk = zastava_commander_walk
path_look = zastava_commander_look 
meet = meet
on_info  = {+actor_first_bar_outfit_good} walker@wait_9
on_info2 = {=see_actor =actor_active_outfit(killer_outfit)} walker@wait_9 %=all_factions_enemy_to_actor%
on_info3 = {=see_actor !actor_active_outfit(killer_outfit)} walker@wait_9 %+actor_first_bar_outfit_good%

[walker@wait_9]:walker@standart
path_walk = zastava_commander_walk
path_look = zastava_commander_look 
meet = meet
;-----------------------------------------

[logic@zastava_guarder_1]
suitable = {=check_npc_name(bar_a4_zastava_guarder_1)} true, {=check_npc_name(bar_a2_dolg_5)} true
prior = 200
active = walker@wait_1
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = zastava_guarder_1_walk
path_look = zastava_commander_look
on_info  = {+actor_first_bar_outfit_good} walker@wait_10
on_info2 = {=see_actor =actor_active_outfit(killer_outfit)} walker@wait_10 %=all_factions_enemy_to_actor%
on_info3 = {=see_actor !actor_active_outfit(killer_outfit)} walker@wait_10 %+actor_first_bar_outfit_good%

[walker@wait_10]:walker@standart
path_walk = zastava_guarder_1_walk
path_look = zastava_commander_look

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

[logic@zastava_guarder_2]
suitable = {=check_npc_name(bar_a4_zastava_guarder_2)} true, {=check_npc_name(bar_a2_dolg_6)} true
prior = 200
active = walker@wait_2
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = zastava_guarder_2_walk
path_look = zastava_guarder_2_look
meet = meet@vadim
on_info  = {+actor_first_bar_outfit_good} walker@wait_20
on_info2 = {=see_actor =actor_active_outfit(killer_outfit)} walker@wait_20 %=all_factions_enemy_to_actor%
on_info3 = {=see_actor !actor_active_outfit(killer_outfit)} walker@wait_20 %+actor_first_bar_outfit_good%

[walker@wait_20]:walker@standart
path_walk = zastava_guarder_2_walk
path_look = zastava_guarder_2_look
meet = meet@vadim
;-----------------------------------------
[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]
combat_ignore_cond = {!check_enemy_name(actor)} true, false
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
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[logic@osozn_1]
suitable = {=check_npc_name(mechanic_guard_1)} true
prior = 200
active = walker@osozn_1

[walker@osozn_1]:kiborg@standart
path_walk = osozn_1_walk
path_look = osozn_1_look

[logic@osozn_2]
suitable = {=check_npc_name(mechanic_guard_2)} true
prior = 200
active = walker@osozn_2

[walker@osozn_2]:kiborg@standart
path_walk = osozn_2_walk
path_look = osozn_1_look

[logic@osozn_3]
suitable = {=check_npc_name(mechanic_guard_3)} true
prior = 200
active = walker@osozn_3

[walker@osozn_3]:kiborg@standart
path_walk = osozn_3_walk
path_look = osozn_1_look

[logic@osozn_4]
suitable = {=check_npc_name(duble_mechanic)} true
prior = 200
active = walker@osozn_4

[walker@osozn_4]:kiborg@standart
path_walk = osozn_4_walk
path_look = osozn_1_look
;
;
;
[meet@degtyrev]:meet
use = {=dist_to_actor_le(6) -bar_degtyarev_and_other_dialog_end} self, false
meet_dialog	= bar_degtyarev_and_other_dialog

[wounded@degtyrev]
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

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

[walker@wait_degtyr]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_1_look 
gather_items_enabled = true
meet = no_meet
on_info  = {=dist_to_actor_le(100) -bar_a4_degtyarev_good} remark@degtyr_wounded

[remark@degtyr_wounded]:walker@standart
combat_ignore_cond = true
wounded = wounded@degtyrev
meet = meet@degtyrev
on_info = {+bar_a4_degtyarev_good} walker@wait_degtyr
;
;
;
;
[logic@lena]
suitable = {=check_npc_name(bar_a12_medic)} true
prior = 200
active = walker@lena
on_death = death@walker
on_hit = hit@walker

[walker@lena]:walker@standart
path_walk = lena_1_walk
path_look = lena_1_look 
meet = no_meet
on_info = {+bar_degtyarev_and_other_dialog_end} remark@lena

[remark@lena]:walker@standart
anim = dynamite
combat_ignore_cond = true
on_signal = anim_end | walker@lena_1 %+bar_a4_degtyarev_good%
meet = no_meet

[walker@lena_1]:walker@standart
path_walk = lena_2_walk
path_look = degtyr_1_look
meet = no_meet
