[remark@def]
out_restr = pri_a16_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = true

[logic@pri_b305_medic]
suitable = {+pri_b305_medic_home -pri_b305_fifth_cam_end =check_npc_name(pri_a25_base_medic)} true
prior = 200
active = walker@cut_meet

[walker@cut_meet]
path_walk = pri_b305_medic_walk
path_look = pri_b305_kirillov_closer_look
out_restr = pri_a16_sr_noweap
def_state_moving1 = walk
on_info = {+pri_b305_kirilov_what_happen_done_end -pri_b305_medik_talk_later_done} %=play_sound(pri_b305_medik_talk_later) +pri_b305_medik_talk_later_done%
on_signal = sound_end | remark@answer_1 %+pri_b305_medik_talk_later_done_end%
meet = no_meet
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_standing = wait_na
invulnerable = true

[remark@answer_1]:remark@def
on_info   = {+pri_b305_kirilov_where_you_been_done_end -pri_b305_medik_in_freezer_done} %=play_sound(pri_b305_medik_in_freezer) +pri_b305_medik_in_freezer_done%
on_signal = sound_end | {-pri_b305_medik_in_freezer_done_end} remark@answer_2 %+pri_b305_medik_in_freezer_done_end%
on_info2 = {+pri_b305_second_cam_end} animpoint@base
meet = no_meet
anim = wait_na
target = path | pri_a16_pri_b305_kirillov_closer_walk, 0

[remark@answer_2]:remark@def
on_info = {+pri_b305_kirilov_what_freezer_done_end -pri_b305_medik_excuse_done} %=play_sound(pri_b305_medik_excuse) +pri_b305_medik_excuse_done%
on_signal = sound_end | {-pri_b305_medik_excuse_done_end} remark@answer_3 %+pri_b305_medik_excuse_done_end%
on_info2 = {+pri_b305_second_cam_end} animpoint@base
meet = no_meet
anim = wait_na
target = path | pri_a16_pri_b305_kirillov_closer_walk, 0

[remark@answer_3]:remark@def
on_info = {+pri_b305_kirilov_what_next_done_end -pri_b305_medik_dont_know_what_say_done} %=play_sound(pri_b305_medik_dont_know_what_say) +pri_b305_medik_dont_know_what_say_done%
on_signal = sound_end | {-pri_b305_medik_dont_know_what_say_done_end} remark@i_can_talk %+pri_b305_medik_dont_know_what_say_done_end%
on_info2 = {+pri_b305_second_cam_end} animpoint@base
meet = no_meet
anim = wait_na
target = path | pri_a16_pri_b305_kirillov_closer_walk, 0

[remark@i_can_talk]:remark@def
on_info = {+pri_b305_second_cam_end} animpoint@base
meet = _meet
anim = wait_na
target = path | pri_a16_pri_b305_kirillov_closer_walk, 0

[animpoint@base]
cover_name = pri_a16_animp_medic
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet
out_restr = pri_a16_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
close_snd_hello = nil
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true
trade_enable 	= false
allow_break 	= false
meet_on_talking = false
