; Reference animpoints
[animpoint@a28_def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
avail_animations = animpoint_sit_high_no_rnd
use_camp = false
out_restr = pri_a16_sr_noweap
cover_name = pri_a16_animp_tech
reach_movement = walk
reach_distance = 1
meet = meet@a28
on_info = {+pri_a28_colonel_after_surge_sound_end +pri_b305_fifth_cam_end} animpoint@rac_sound_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@a28_radio]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
avail_animations = animpoint_sit_high_no_rnd
use_camp = false
out_restr = pri_a16_sr_noweap
cover_name = pri_a16_animp_tech
reach_movement = walk
reach_distance = 1
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@a28]
abuse = false
use = {=actor_enemy} false, {=is_playing_sound} false, true
close_snd_hello = nil
close_snd_bye = nil
allow_break = false
trade_enable = true
close_distance = 0
close_anim = nil
far_distance = 0
meet_on_talking = false

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

[logic@pri_a28_kirillov]
active = animpoint@a28_second_theme_1
suitable = {+pri_b305_actor_wondered_done_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a22_army_signaller)} true
prior = 200
level_spot = mechanic

;--------------------------------------
; Second theme about surge, reply
[animpoint@a28_second_theme_1]:animpoint@a28_def
on_info3 = {+pri_b305_fifth_cam_end +pri_b305_kovalskiy_order_kirilov_done_end -pri_b305_kirilov_order_agree_done} %=play_sound(pri_b305_kirilov_order_agree) +pri_b305_kirilov_order_agree_done%
on_signal = sound_end | {-pri_b305_kirilov_order_agree_done_end} %+pri_b305_kirilov_order_agree_done_end%
on_info2 = {+pri_b305_fifth_cam_end !is_alive(pri_a17_military_lieutenant_podorojniy)} animpoint@a28_third_theme_1, {+pri_b305_fifth_cam_end +pri_a28_army_surge_talk_2_first} animpoint@a28_second_theme_2

[animpoint@a28_second_theme_2]:animpoint@a28_def
on_game_timer = 20 | %=play_sound(pri_a28_army_surge_talk_2_second)%
on_signal = sound_end | animpoint@a28_third_theme_2 %+pri_a28_army_surge_talk_2_done%
meet = no_meet

;--------------------------------------
; Third theme about surge, start
[animpoint@a28_third_theme_1]:animpoint@a28_def
on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} animpoint@a28_third_theme_3, {+pri_a28_army_surge_talk_1_done} animpoint@a28_third_theme_2

[animpoint@a28_third_theme_2]:animpoint@a28_def
on_game_timer = 150 | animpoint@a28_third_theme_3

[animpoint@a28_third_theme_3]:animpoint@a28_def
on_game_timer = 100 | {=is_alive(pri_a17_military_prapor_valentyr)} animpoint@a28_third_theme_3_play, animpoint@a28_third_theme_4

[animpoint@a28_third_theme_3_play]:animpoint@a28_def
on_info = %=play_sound(pri_a28_army_surge_talk_3_first)%
on_signal = sound_end | animpoint@a28_third_theme_4 %+pri_a28_army_surge_talk_3_first%
meet = no_meet

[animpoint@a28_third_theme_4]:animpoint@a28_def

;--------------------------------------
; Establishing radio connection with HQ
[animpoint@rac_sound_1]:animpoint@a28_radio
on_game_timer = 10 | animpoint@rac_sound_2 %=play_sound(pri_a28_signaller_after_surge_1)%

[animpoint@rac_sound_2]:animpoint@a28_radio
on_signal = sound_end | {-pri_a28_signaller_after_surge_1_done} %+pri_a28_signaller_after_surge_1_done%
avail_animations = pri_a28_kirillov_sit_high_radio
on_info = {+pri_a28_kirillov_hq_online} animpoint@rac_sound_3

[animpoint@rac_sound_3]:animpoint@a28_radio
on_game_timer = 0 | {!is_playing_sound} %=play_sound(pri_a28_signaller_after_surge_2)%
avail_animations = pri_a28_kirillov_sit_high_radio
on_signal = sound_end | animpoint@rac_sound_4 %+pri_a28_signaller_after_surge_sound_end%

[animpoint@rac_sound_4]:animpoint@a28_radio
on_info = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_wait_near_door

;--------------------------------------
; Gathering group before evacuation
[animpoint@a28_wait_near_door]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
avail_animations = animpoint_sit_high_no_rnd
use_camp = false
out_restr = pri_a16_sr_noweap
cover_name = pri_a16_animp_tech
reach_movement = walk
reach_distance = 1
meet = meet@a28
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
