;------------------------------------------------
[combat] 
combat_type = knife

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
meet = no_meet
combat_ignore_cond = {+actor_attack_laba_contra} true, false
def_state_moving = assault
on_info  = {=actor_drop_grenade} %+actor_is_shooting_in_laba%
on_sound = actor|WPN_shoot|150|0.0| {-actor_is_shooting_in_laba !actor_active_knife(wpn_knife)} %+actor_is_shooting_in_laba%
;--------------------------------------------------

[logic@bota_1]
suitable = {=target_squad_name(x5_a3_botanik_squad)} true, {=target_squad_name(x5_a3_agent_squad)} true
active = walker@stalker_1
prior = 200
on_combat = combat

[walker@stalker_1]:walker@standart
path_walk = botan_1_walk
path_look = botan_1_look
;--------------------------------------------------

[logic@bota_2]
suitable = {=target_squad_name(x5_a3_botanik_squad)} true, {=target_squad_name(x5_a3_agent_squad)} true
active = walker@stalker_2
prior = 200
on_combat = combat

[walker@stalker_2]:walker@standart
path_walk = botan_2_walk
path_look = botan_2_look
;--------------------------------------------------

[logic@bota_3]
suitable = {=target_squad_name(x5_a3_botanik_squad)} true, {=target_squad_name(x5_a3_agent_squad)} true
active = walker@stalker_3
prior = 200
on_combat = combat

[walker@stalker_3]:walker@standart
path_walk = botan_3_walk
path_look = botan_3_look
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------

[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@kiborg]
post_combat_time = 0,0
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
hit_anomaly = false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[logic@kiborg_1]
suitable = {=target_squad_name(x5_a3_kiborg_squad)} true
active = walker@kiborg_1
prior = 200

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(x5_a3_kiborg_squad)} true
active = walker@kiborg_2
prior = 200

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(x5_a3_kiborg_squad)} true
active = walker@kiborg_3
prior = 200

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(x5_a3_kiborg_squad)} true
active = walker@kiborg_4
prior = 200

[walker@kiborg_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(x5_a3_kiborg_squad)} true
active = walker@kiborg_5
prior = 200

[walker@kiborg_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_1_look
;--------------------------------------------------

[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 = true
meet_on_talking = false

[walker@stalker]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
combat_ignore_cond = true

[wounded@gres]
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@gres]:meet@standart
use = {=dist_to_actor_le(1.5) -lab_gres_selection_dialog_end} self, false
meet_dialog	= {-lab_gres_selection_dialog_end} lab_gres_selection_dialog, nil
trade_enable = false

[logic@gres_1]
suitable = {=target_squad_name(x5_a3_gres_squad)} true
active = walker@gres_1
prior = 200

[walker@gres_1]:walker@stalker
path_walk = gres_1_walk
path_look = gres_1_look
on_info = {=dist_to_actor_le(100)} remark@gres_wounded

[remark@gres_wounded]:walker@stalker
cool_death_enabled = false
wounded = wounded@gres
meet = meet@gres
on_info = {+lab_gres_selection_dialog_end} %=kill_npc%
;
;
;
;
;-----------------------------------------------------------
[walker@actor]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
meet = no_meet
combat_ignore_cond = true
def_state_moving = run

[logic@actor_1]
suitable = {=check_npc_name(actor_visual_stalker)} true
active = walker@actor_1
prior = 200

[walker@actor_1]:walker@actor
path_walk = actor_1_walk
path_look = actor_1_look
on_info  = {+actor_laba_see_visual_actor +lab_lena_selection_var_one_dialog_end} remark@actor

[remark@actor]:walker@actor
anim = wait
target = story | actor
on_game_timer  = 30 | walker@actor_2 %+actor_laba_visual_stalker_run%

[walker@actor_2]:walker@actor
path_walk = actor_2_walk
path_look = actor_2_look
on_signal  = point_actor | {-lab_point_actor} %+lab_point_actor%

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

[logic@maria_1]
suitable = {=check_npc_name(amazon_maria)} true
active = walker@maria_1
prior = 200

[walker@maria_1]:walker@actor
path_walk = maria_1_walk
path_look = maria_1_look
on_game_timer = 20 | remark@maria

[remark@maria]:walker@actor
target = path | x5_a3_maria_1_look
anim = pas_b400_vano_probe
combat_ignore_keep_when_attacked = true
on_signal = anim_end | walker@maria_2

[walker@maria_2]:walker@actor
path_walk = maria_1_walk
path_look = maria_1_look
on_game_timer = 10 | remark@maria %+end_laba_anim_maria =remove_squad(x5_a3_actor_squad)%

