[logic@zulus]
suitable = {=check_npc_name(pri_b301_zulus) -pri_b301_zulus_work_end} true
active = camper@wait_for_actor
on_death = death
post_combat_time = 0, 0
prior = 200

[death]
on_info = %+pri_b301_zulus_dead%

[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

[camper@wait_for_actor]
path_walk = zulus_walk_1
path_look = zulus_look_1
out_restr = pri_b301_zulus_def_restr
meet = no_meet
on_info = {=dist_to_actor_le(50)} camper@defend %+pri_a301_zulus_start_scene%, {=actor_see_npc} camper@defend %+pri_a301_zulus_start_scene%
wounded = wounded
radius = 5
def_state_campering_fire = threat_fire
def_state_campering = threat

[camper@defend]
path_walk = zulus_walk_1
path_look = zulus_look_1
out_restr = pri_b301_zulus_def_restr
meet = no_meet
on_info = {+pri_b301_save_zulus_complete =dist_to_actor_le(8) +pri_b301_monster_death_1 +pri_b301_monster_death_2 +pri_b301_monster_death_3} remark@no_danger
on_info2 = {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =see_actor() =dist_to_actor_le(20)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)%, {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =dist_to_actor_le(5)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)%
on_info3 = {-pri_b301_save_zulus_complete} %=play_sound(pri_b301_zulus_surrounded)%
on_info4 = {=dist_to_actor_ge(140)} %=destroy_object +pri_b301_zulus_destroy_alone_without_fight%
wounded = wounded
radius = 5
def_state_campering_fire = threat_fire
def_state_campering = threat

[remark@no_danger]
target = story | actor
anim = guard_na
on_signal = sound_end | remark@dialog
meet = no_meet
on_info = %=play_sound(pri_b301_zulus_after_fight)%
wounded = wounded

[remark@dialog]
target = story | actor
anim = guard
on_info = {+pri_b301_zulus_remain_alone} walker@wait, {+pri_b301_zulus_go_alone} %+pri_b301_zulus_work_end%, {+pri_b301_go_on_base} %+pri_b301_zulus_work_end%
on_info2 = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone%
meet = meet@self
wounded = wounded

[walker@wait]
path_walk = zulus_walk_1
path_look = zulus_look_1
def_state_standing = sit_ass
on_info = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone%
meet = meet

[meet]
use = {=actor_enemy} false, true
use_wpn = {=actor_enemy} false, true
meet_dialog	= jup_b15_zulus_b301_after_fight
trade_enable 	= false
allow_break 	= false

[meet@self]
use = {=actor_enemy} false, {=dist_to_actor_le(3)} self, true
use_wpn = {=actor_enemy} false, true
meet_dialog	= jup_b15_zulus_b301_after_fight
trade_enable 	= false
allow_break 	= false
