[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 = true
combat_ignore_cond = {=fighting_dist_ge(25)} true, false
meet = no_meet
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

;--------------------------------------------------
[logic@kiborg_1]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_5
prior = 200

[walker@wait_5]:walker@standart
path_walk = kiborg_5_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_6]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_6
prior = 200

[walker@wait_6]:walker@standart
path_walk = kiborg_6_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_7]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_7
prior = 200

[walker@wait_7]:walker@standart
path_walk = kiborg_7_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_8]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_8
prior = 200

[walker@wait_8]:walker@standart
path_walk = kiborg_8_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_9]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_9
prior = 200

[walker@wait_9]:walker@standart
path_walk = kiborg_9_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_10]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_10
prior = 200

[walker@wait_10]:walker@standart
path_walk = kiborg_10_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_11]
suitable = {=target_squad_name(jup_a33_kiborg_squad)} true
active = walker@wait_11
prior = 200

[walker@wait_11]:walker@standart
path_walk = kiborg_11_walk
path_look = kiborg_11_look

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

[logic@shtern]
suitable = {=target_squad_name(jup_a33_stern_squad)} true
active = walker@shtern
prior = 200

[walker@shtern]:walker@standart
path_walk = shtern_1_walk
path_look = shtern_1_look
;------------------------------------------------------------
[death@degtyrev]
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%
on_info2 = {!hit_by_actor()} %=restore_health%

[walker@degtyr]
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
combat_ignore_cond = {=fighting_dist_ge(25) !actor_enemy} true, false
def_state_moving = assault

[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@makdm]:meet@standart
use = {=dist_to_actor_le(4.7) -jup_makdm_final_addon_dialog_end !actor_enemy} self, false
meet_dialog	=  {-jup_makdm_final_addon_dialog_end !actor_enemy} jup_makdm_final_addon_dialog, nil
;
;----------------------------------------------------------------

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

[walker@dectyrev]:walker@degtyr
path_walk = dectyrev_1_walk
path_look = dectyrev_1_look
on_info = {+actor_rukzak_shtern_explode !actor_enemy} remark@dectyrev

[remark@dectyrev]:walker@degtyr
target = story | actor
anim = wait_na
on_info = {=actor_enemy} walker@dectyrev
;
;
;
;
;-----------------------------------------------------------------
[logic@dmitry]
suitable = {=check_npc_name(bar_a1_proveren_3)} true
active = walker@dmitry
prior = 200
on_death = death@degtyrev
on_hit = hit@walker

[walker@dmitry]:walker@degtyr
path_walk = dmitry_1_walk
path_look = dmitry_1_look
meet = meet@makdm
;-------------------------------------------------------

[logic@lena]
suitable = {=check_npc_name(bar_a12_medic)} true
active = walker@lena
prior = 200
on_death = death@degtyrev
on_hit = hit@walker

[walker@lena]:walker@degtyr
path_walk = lena_1_walk
path_look = dmitry_1_look
;-------------------------------------------------------

[logic@denis]
suitable = {=check_npc_name(radar_a6_botanic)} true
active = walker@denis
prior = 200
on_death = death@degtyrev
on_hit = hit@walker

[walker@denis]:walker@degtyr
path_walk = denis_1_walk
path_look = dmitry_1_look
;-------------------------------------------------------

[logic@pilot]
suitable = {=check_npc_name(bar_a2_pilot)} true
active = walker@pilot
prior = 200
on_death = death@degtyrev
on_hit = hit@walker

[walker@pilot]:walker@degtyr
path_walk = pilot_1_walk
path_look = dmitry_1_look
