[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]
out_restr = sr_fontan
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
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info  = {=dist_to_actor_le( 50 ) -start_attack_lim_a5} %=make_actor_visible_to_npc +start_attack_lim_a5%
on_info2 = {=see_actor -start_attack_lim_a5} %+start_attack_lim_a5%
on_info3 = {+start_attack_lim_a5} %=make_actor_visible_to_npc%

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[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

[wounded@mechanic]
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@mechanik]:meet@standart
use = {+lim_a5_kiborg_squad_dead =dist_to_actor_le(3) -lim_mech_shady_trans_dial_end} self, false
meet_dialog	= lim_mechanic_shady_transaction_dialog

[meet@lena]:meet@standart
use = {=actor_enemy} false, {+start_lim_lena_shady_trans_dial -lim_lena_shady_trans_dial_end} self, true
meet_dialog	= {-lim_lena_shady_trans_dial_end} lim_lena_shady_transaction_dialog, nil
trade_enable = false

[death@walker]
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%

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

[walker@lena]:walker@standart
path_walk = lena_1_walk
path_look = lena_1_look
meet = meet@lena
on_info = {+lim_lena_shady_trans_dial_end} walker@lena_1

[walker@lena_1]:walker@standart
path_walk = lena_2_walk
path_look = lena_2_look
meet = meet@lena

[logic@mechanik]
suitable = {=check_npc_name(lim_a5_mechanic)} true
active = walker@mechanik
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@mechanik]:walker@standart
path_walk = mechanik_1_walk
path_look = mechanik_1_look
on_info  = {=dist_to_actor_le( 25 )} remark@mechanic %=restore_health%
invulnerable = {=actor_enemy} false, true

[remark@mechanic]:walker@standart
target = path | lim_a5_mechanik_1_look, 0
combat_ignore_cond = true
invulnerable = {=actor_enemy} false, true
wounded = wounded@mechanic
cool_death_enabled = false
meet = meet@mechanik
on_info  = {+lim_mech_shady_trans_dial_end} remark@mechanic %=kill_npc%
;-------------------------------------------------

[logic@kiborg_12]
suitable = {=target_squad_name(lim_a5_kiborg_squad)} true, {=target_squad_name(lim_a5_fp_agent_squad)} true
active = walker@kiborg_12
prior = 200

[walker@kiborg_12]:kiborg@standart
path_walk = kiborg_1_walk
path_look = kiborg_1_look

[logic@kiborg_13]
suitable = {=target_squad_name(lim_a5_kiborg_squad)} true, {=target_squad_name(lim_a5_fp_agent_squad)} true
active = walker@kiborg_13
prior = 200

[walker@kiborg_13]:kiborg@standart
path_walk = kiborg_2_walk
path_look = kiborg_1_look

[logic@kiborg_14]
suitable = {=target_squad_name(lim_a5_kiborg_squad)} true, {=target_squad_name(lim_a5_fp_agent_squad)} true
active = walker@kiborg_14
prior = 200

[walker@kiborg_14]:kiborg@standart
path_walk = kiborg_3_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr

[logic@kiborg_15]
suitable = {=target_squad_name(lim_a5_kiborg_squad)} true, {=target_squad_name(lim_a5_fp_agent_squad)} true
active = walker@kiborg_15
prior = 200

[walker@kiborg_15]:kiborg@standart
path_walk = kiborg_4_walk
path_look = kiborg_1_look

[logic@kiborg_16]
suitable = {=target_squad_name(lim_a5_kiborg_squad)} true, {=target_squad_name(lim_a5_fp_agent_squad)} true
active = walker@kiborg_16
prior = 200

[walker@kiborg_16]:kiborg@standart
path_walk = kiborg_5_walk
path_look = kiborg_1_look
;----------------------------------------------------------

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

[walker@actor]:walker@standart
path_walk = actor_1_walk
path_look = actor_look
on_info = {+open_door_lim_teleport_x5} walker@actor_1

[walker@actor_1]:walker@standart
path_walk = actor_2_walk
path_look = actor_2_look
on_signal = actor_teleport | {-close_door_lim_teleport_x5} %+close_door_lim_teleport_x5%

;
;
;
;
;-------------------------------------------------------------------------------------------------
[walker@sedoy]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true

[meet@sedoy]:meet@standart
use = {=dist_to_actor_le(3) -lim_grizzled_ghosts_past_dialog_end} self, false
meet_dialog	=  {-lim_grizzled_ghosts_past_dialog_end} lim_grizzled_ghosts_past_dialog, nil
trade_enable = false

[logic@sedoy]
suitable = {=check_npc_name(lim_a5_sedoy_stalker)} true
active = walker@sedoy_1
prior = 200

[walker@sedoy_1]:walker@sedoy
path_walk = sedoy_walk
path_look = sedoy_look
meet = meet@sedoy
;-------------------------------------------------------------------------
;----------------------------------------------------------
[walker@zombied]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {-wpn_knife_super_done} true, {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {+red_maria_ghosts_past_var_dialog_end} false, {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = false
on_info = {=dist_to_actor_le(100) +red_maria_ghosts_past_var_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@zombied_1]
suitable = {=target_squad_name(lim_a5_zombied_squad)} true, {=target_squad_name(lim_a5_kiborg_sn_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a5_zombied_squad)} true, {=target_squad_name(lim_a5_kiborg_sn_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a5_zombied_squad)} true, {=target_squad_name(lim_a5_kiborg_sn_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a5_zombied_squad)} true, {=target_squad_name(lim_a5_kiborg_sn_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;------------------------------------------------
