[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=fighting_dist_ge(40)} true, false
combat_ignore_keep_when_attacked = true
set_gr_launch_enabled = false
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault
invulnerable = {=actor_enemy} false, true

[meet@standart]
close_victim 	= actor
close_anim 		= wait_na
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 3
far_distance 	= 0
use = {=dist_to_actor_le(3) !actor_enemy -fplay_final_degtyr_dialog_end} self, false
meet_dialog	= {-fplay_final_degtyr_dialog_end} fplay_final_degtyr_dialog, nil
allow_break = false
trade_enable = false
meet_on_talking = false

[meet@degtyrev]:meet@standart
use = {=actor_enemy} false, true

[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@stalker_1]
suitable = {=check_npc_name(pr_a7_stalker_degtyrev)} true
on_hit = hit@walker
on_death = death@walker
active = walker@stalker_1
prior = 200

[walker@stalker_1]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_1_look
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@stalker_1_1 

[walker@stalker_1_1]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_2_look
meet = no_meet
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
on_info = {+pr_a7_all_fp_agent_squad_dead} walker@stalker_1_2

[walker@stalker_1_2]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_1_look
meet = meet@degtyrev
on_info = {+fplay_final_degtyr_1_dialog_end} walker@stalker_1_3

[walker@stalker_1_3]:walker@standart
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = true
path_walk = degtyr_3_walk
path_look = degtyr_3_look
meet = no_meet
on_signal = neer_corpse | remark@stalker_1_4

[remark@stalker_1_4]:walker@standart
target = path | pr_a7_dead_stalker_way, 0
anim = dynamite
meet = no_meet
combat_ignore_cond = true
on_signal = anim_end | %+degtyr_has_hrapov_message%
on_info = {+degtyr_has_hrapov_message} walker@stalker_1_5

[walker@stalker_1_5]:walker@standart
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = true
path_walk = degtyr_3_walk
path_look = degtyr_4_look
meet = meet@degtyrev
;--------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(pr_a7_zastava_commander)} true
on_hit = hit@walker
on_death = death@walker
active = walker@stalker_2
prior = 200

[walker@stalker_2]:walker@standart
path_walk = sesa_2_walk
path_look = sesa_2_look
meet = no_meet
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@stalker_2_2

[walker@stalker_2_2]:walker@standart
path_walk = sesa_2_walk
path_look = sesa_2_look
meet = no_meet
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
;--------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(pr_a7_smuggler_lena)} true
on_hit = hit@walker
on_death = death@walker
active = walker@stalker_3
prior = 200

[walker@stalker_3]:walker@standart
path_walk = lena_3_walk
path_look = lena_3_look
meet = no_meet
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@stalker_3_3

[walker@stalker_3_3]:walker@standart
path_walk = lena_3_walk
path_look = lena_3_look
meet = no_meet
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false

;
;
;-------------------------------------------------------------------Агенты
[walker@agent]
hit_anomaly = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
set_gr_launch_enabled = false
meet = no_meet
def_state_moving = assault
def_state_moving1 = assault

;------------------------------------------------------------
[logic@agent_1]
suitable = {=target_squad_name(pr_a7_fp_agent_squad)} true
active = walker@agent_1
prior = 200

[walker@agent_1]:walker@agent
path_walk = agent_1_walk
path_look = agent_1_look
combat_ignore_cond = true
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@agent_1_1 %=make_actor_visible_to_npc%

[walker@agent_1_1]:walker@agent
path_walk = agent_5_walk
path_look = agent_5_look

[logic@agent_2]:logic@agent_1

[logic@agent_3]:logic@agent_1

;------------------------------------------------------------
[logic@agent_4]
suitable = {=target_squad_name(pr_a7_fp_agent_1_squad)} true
active = walker@agent_4
prior = 200

[walker@agent_4]:walker@agent
path_walk = agent_2_walk
path_look = agent_2_look
combat_ignore_cond = true
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@agent_2_2 %=make_actor_visible_to_npc%

[walker@agent_2_2]:walker@agent
path_walk = agent_5_walk
path_look = agent_5_look

[logic@agent_5]:logic@agent_4

[logic@agent_6]:logic@agent_4

;------------------------------------------------------------
[logic@agent_7]
suitable = {=target_squad_name(pr_a7_fp_agent_2_squad)} true
active = walker@agent_7
prior = 200

[walker@agent_7]:walker@agent
path_walk = agent_3_walk
path_look = agent_3_look
combat_ignore_cond = true
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@agent_3_3 %=make_actor_visible_to_npc%

[walker@agent_3_3]:walker@agent
path_walk = agent_5_walk
path_look = agent_5_look

[logic@agent_8]:logic@agent_7

[logic@agent_9]:logic@agent_7

;------------------------------------------------------------
[logic@agent_10]
suitable = {=target_squad_name(pr_a7_fp_agent_3_squad)} true
active = walker@agent_10
prior = 200

[walker@agent_10]:walker@agent
path_walk = agent_4_walk
path_look = agent_4_look
combat_ignore_cond = true
on_info = {+fplay_final_degtyr_dialog_defense_end} walker@agent_4_4 %=make_actor_visible_to_npc%

[walker@agent_4_4]:walker@agent
path_walk = agent_5_walk
path_look = agent_5_look

[logic@agent_11]:logic@agent_10

[logic@agent_12]:logic@agent_10

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