[logic@snork_1]
suitable = {=is_monster_snork} true
active = mob_home@_1
monster_job = true
prior = 100

[mob_home@_1]
path_home = snork_home
home_min_radius = 5
home_max_radius = 20
aggressive = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = sr_lim_a14_out_restr
invulnerable = true
on_info = {+actor_attack_lim_a16_kiborg} mob_home@attack

[mob_home@attack]
path_home = snork_home
home_min_radius = 20
home_max_radius = 50
aggressive = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[logic@snork_2]:logic@snork_1

[logic@snork_3]:logic@snork_1

[logic@snork_4]:logic@snork_1

[logic@snork_5]:logic@snork_1

[logic@blood_1]
suitable = {=is_monster_bloodsuker} true
active = mob_home@_2
monster_job = true
prior = 100

[mob_home@_2]
path_home = snork_home
home_min_radius = 5
home_max_radius = 20
aggressive = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = sr_lim_a14_out_restr
invulnerable = true
on_info = {+actor_attack_lim_a16_kiborg} mob_home@attack_snork

[mob_home@attack_snork]
path_home = snork_home
home_min_radius = 20
home_max_radius = 50
aggressive = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[logic@blood_2]:logic@blood_1

[logic@blood_3]:logic@blood_1

[logic@blood_4]:logic@blood_1

[logic@blood_5]:logic@blood_1

;
;
;
;
;
;
;
;
[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
out_restr = sr_lim_a14_out_restr
;------------------------------------------------

[logic@agent_1]
suitable = {=target_squad_name(lim_a14_agent_squad)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = agent_1_walk
path_look = agent_1_look
meet = no_meet
;------------------------------------------------

[logic@agent_2]
suitable = {=target_squad_name(lim_a14_agent_squad)} true
active = walker@wait_5
prior = 200

[walker@wait_5]:walker@standart
path_walk = agent_2_walk
path_look = agent_2_look
meet = no_meet
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(lim_a14_agent_squad)} true
active = walker@wait_6
prior = 200

[walker@wait_6]:walker@standart
path_walk = agent_3_walk
path_look = agent_3_look
meet = no_meet
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(lim_a14_agent_squad)} true
active = walker@wait_7
prior = 200

[walker@wait_7]:walker@standart
path_walk = agent_4_walk
path_look = agent_4_look
meet = no_meet
;------------------------------------------------

[logic@agent_5]
suitable = {=target_squad_name(lim_a14_agent_squad)} true
active = walker@wait_8
prior = 200

[walker@wait_8]:walker@standart
path_walk = agent_5_walk
path_look = agent_5_look
meet = no_meet
;-------------------------------------------------------------

[walker@max_stalker]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true

[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@max_stalker]:meet@standart
use = {=dist_to_actor_le(3) -red_maks_ghosts_past_dialog_end} self, false
meet_dialog	=  {-red_maks_ghosts_past_dialog_end} red_maks_ghosts_past_dialog, nil

[logic@max_stalker]
suitable = {=check_npc_name(lim_double_degtyrev)} true
active = walker@max
prior = 200

[walker@max]:walker@max_stalker
path_walk = max_walk
path_look = max_look
meet = meet@max_stalker
;-------------------------------------------------------------------------
;
;
[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 = {+red_maria_ghosts_past_var_dialog_end} true, false
;------------------------------------------------

[logic@zombied_1]
suitable = {=target_squad_name(lim_a14_zombied_squad)} true, {=target_squad_name(lim_a14_agent_1_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = agent_1_walk
path_look = agent_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a14_zombied_squad)} true, {=target_squad_name(lim_a14_agent_1_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = agent_2_walk
path_look = agent_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a14_zombied_squad)} true, {=target_squad_name(lim_a14_agent_1_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = agent_3_walk
path_look = agent_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a14_zombied_squad)} true, {=target_squad_name(lim_a14_agent_1_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = agent_4_walk
path_look = agent_4_look
;------------------------------------------------
;
;
;
;
;

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!hit_by_actor()} %=restore_health%

[walker@monolit]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
out_restr = sr_lim_a14_out_restr
meet = meet@standart
;------------------------------------------------

[logic@monolit_1]
suitable = {=target_squad_name(lim_a14_fp_monolith_squad)} true
active = walker@monolit_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_1]:walker@monolit
path_walk = agent_1_walk
path_look = agent_1_look
;------------------------------------------------

[logic@monolit_2]
suitable = {=target_squad_name(lim_a14_fp_monolith_squad)} true
active = walker@monolit_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_2]:walker@monolit
path_walk = agent_2_walk
path_look = agent_2_look
;------------------------------------------------

[logic@monolit_3]
suitable = {=target_squad_name(lim_a14_fp_monolith_squad)} true
active = walker@monolit_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_3]:walker@monolit
path_walk = agent_3_walk
path_look = agent_3_look
;------------------------------------------------

[logic@monolit_4]
suitable = {=target_squad_name(lim_a14_fp_monolith_squad)} true
active = walker@monolit_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_4]:walker@monolit
path_walk = agent_4_walk
path_look = agent_4_look
;------------------------------------------------

[logic@monolit_5]
suitable = {=target_squad_name(lim_a14_fp_monolith_squad)} true
active = walker@monolit_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@monolit_5]:walker@monolit
path_walk = agent_5_walk
path_look = agent_5_look
;-------------------------------------------------------------