; Reference walker
[walker@a28_def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
def_state_moving = walk
def_state_standing = sit
meet = meet@meet_snd_surge
path_walk = pri_a28_podorojniy_walk
path_look = pri_a28_podorojniy_look
on_info = {+pri_a28_militarys_go_to_the_door} animpoint@a28_wait_near_door
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@meet_snd_surge]
close_snd_hello = nil
close_snd_bye 	= nil
abuse = false
use = false
snd_on_use = pri_a28_army_about_surge_1
close_distance = 0
far_distance = 0
close_anim = nil
meet_on_talking = false

[meet@meet_near_door]
close_snd_hello = nil
close_snd_bye 	= nil
abuse = false
use = false
snd_on_use = pri_a28_army_about_evacuation_1
close_distance = 0
far_distance = 0
close_anim = nil
meet_on_talking = false

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

[logic@pri_a28_military_podorojniy]
suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true 
prior = 200
post_combat_time = 0, 0
active = walker@a28_second_theme_1

;--------------------------------------
; Second theme about surge, start
[walker@a28_second_theme_1]:walker@a28_def
on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} walker@a28_second_theme_3, {!is_alive(pri_a17_military_prapor_valentyr)} walker@a28_second_theme_3, {+pri_a28_army_surge_talk_1_done} walker@a28_second_theme_2

[walker@a28_second_theme_2]:walker@a28_def
on_game_timer = 100 | walker@a28_second_theme_3

[walker@a28_second_theme_3]:walker@a28_def
on_game_timer = 100 | {=is_alive(pri_a22_army_signaller) =animpoint_reached} %=play_sound(pri_a28_army_surge_talk_2_first)%
on_signal = sound_end | walker@a28_second_theme_4 %+pri_a28_army_surge_talk_2_first%

[walker@a28_second_theme_4]:walker@a28_def

;--------------------------------------
; Gathering group before evacuation
[animpoint@a28_wait_near_door]
cover_name = pri_a16_animp_1
reach_movement = walk
out_restr = pri_a16_sr_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
avail_animations = animpoint_sit_normal_no_rnd
meet = meet@meet_near_door
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
