[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {=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_b4_zombied_squad)} true, {=target_squad_name(lim_b4_agent_squad)} true, {=target_squad_name(redlim_man_book_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@standart
path_walk = zombied_1_walk
path_look = zombied_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_b4_zombied_squad)} true, {=target_squad_name(lim_b4_agent_squad)} true, {=target_squad_name(redlim_man_book_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@standart
path_walk = zombied_2_walk
path_look = zombied_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_b4_zombied_squad)} true, {=target_squad_name(lim_b4_agent_squad)} true, {=target_squad_name(redlim_man_book_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@standart
path_walk = zombied_3_walk
path_look = zombied_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_b4_zombied_squad)} true, {=target_squad_name(lim_b4_agent_squad)} true, {=target_squad_name(redlim_man_book_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@standart
path_walk = zombied_4_walk
path_look = zombied_4_look
