[logic@zat_b14_stalker]
suitable = {=check_npc_name(zat_b14_stalker_1) -zat_b14_stalkers_go_sim} true
prior = 200
active = walker@item
on_death = death
post_combat_time = 0, 0

[death]
on_info = %+zat_b14_stalker_work_end%

[walker@item]
path_walk = zat_b14_stalker_1_walk_4
path_look = zat_b14_stalker_1_look_4
on_signal = cut_scene_ready | {-zat_b14_stalker_cut_scene_ready} %+zat_b14_stalker_cut_scene_ready%
on_info = {+zat_b14_cut_scene_1_start} walker@give_art 
on_info2 = {-zat_b14_ui_disable} %+zat_b14_ui_disable =enable_ui%
on_info3 = {-zat_b14_st_neutral =npc_in_zone(zat_a2_sr_noweap)} %=set_squad_neutral_to_actor(zat_b14_stalkers) +zat_b14_st_neutral%
on_info4 = {+zat_b14_cut_scene_end} animpoint@wait_to_go 
in_restr = zat_b14_not_give_item_zone
def_state_standing = zat_b14_give_artefact_idle
def_state_moving = walk
meet = no_meet
wounded = wounded
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[walker@give_art]
path_walk = zat_b14_stalker_1_walk_4
path_look = zat_b14_stalker_1_look_4
def_state_moving = walk
def_state_standing = zat_b14_give_artefact_idle
on_info = {+zat_b14_cut_scene_end} animpoint@wait_to_go
on_game_timer = 40 | remark@cut_give_item
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[remark@cut_give_item]
target = story | zat_a2_stalker_barmen
anim = zat_b14_give_artefact_act
on_info = %+zat_b14_cut_scene_stalker_transfer_artefact =play_sound(zat_b14_scene_1_give_item)%
on_info2 = {-zat_b14_cut_scene_stalker_not_have_artefact} %+zat_b14_cut_scene_stalker_not_have_artefact =give_money_to_npc(3000)%
on_info3 = {+zat_b14_cut_scene_end} animpoint@wait_to_go
snd_anim_sync = true
on_signal = anim_end | remark@wait %+zat_b14_cut_scene_1_point_01 =destroy_object(story:zat_b14_artefact_id)%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@wait]
target = story | zat_a2_stalker_barmen
anim = wait_na
on_info = {+zat_b14_cut_scene_1_point_02} remark@cut_stalker_bye
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@cut_stalker_bye]
target = story | zat_a2_stalker_barmen
anim = wait_na
on_info = %=play_sound(zat_b14_scene_1_stalker_bye)%
on_info2 = {+zat_b14_cut_scene_end} animpoint@wait_to_go
snd_anim_sync = true
on_signal = sound_end | remark@cut_teach_actor %+zat_b14_cut_scene_1_point_03%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@cut_teach_actor]
target = story | actor
anim = wait_na
on_game_timer = 35 | {=dist_to_actor_le(12)} %=play_sound(zat_b14_scene_1_stalker_teach_actor)%
snd_anim_sync = true
on_game_timer2 = 85 | animpoint@wait_to_go %+zat_b14_cut_scene_end =set_squad_neutral_to_actor(zat_b14_stalkers)%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@wait_to_go]
cover_name = zat_a2_animpoint_10
use_camp = true
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
reach_movement = walk
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info = {+zat_b14_stalker_at_bar_start_done !talking} %+zat_b14_stalkers_go_sim%

[meet]
close_anim 		= wait
close_victim 	= actor
far_anim 		= nil
far_victim 		= nil
close_distance  = 2
far_distance 	= 0
use = {=actor_enemy} false, true
meet_on_talking = false

