[dont_spawn_character_supplies]

[logic]
active = remark@scene_1_talk_1_timer
on_hit = hit

[hit]
on_info = remark

[remark]

[remark@scene_1_talk_1_timer]
danger = danger_condition
anim = mar_intro_1_kalancha
on_timer = 10000 | remark@scene_1_talk_1_start
meet = no_meet

[remark@scene_1_talk_1_start]
danger = danger_condition
anim = mar_intro_1_kalancha
on_info = remark@scene_1_talk_3_wait %=play_sound(mar_intro_scene_1_kalancha_1:csky:mar_csky_scientist_name) +mar_intro_scene_1_talked_1%
meet = no_meet

[remark@scene_1_talk_3_wait]
danger = danger_condition
anim = mar_intro_1_kalancha
on_info = {+mar_intro_scene_1_talked_2} remark@scene_1_talk_3_timer
meet = no_meet

[remark@scene_1_talk_3_timer]
danger = danger_condition
anim = mar_intro_1_kalancha
on_timer = 2000 | remark@scene_1_end %=play_sound(mar_intro_scene_1_kalancha_3:csky:mar_csky_scientist_name) +mar_intro_scene_1_talked_3%
;ToDo remove lvl
on_info = {+mar_intro_scene_1_talked_3} remark@scene_1_end
meet = no_meet

[remark@scene_1_end]
danger = danger_condition
anim = mar_intro_1_kalancha
on_info = {+mar_intro_scene_1_end} nil %=destroy_object%
meet = no_meet
;remark@scene3er;smartcover;remark;

;[remark@scene3er]
;on_timer = 3000|smartcover@scien6er
;;anim = mar_intro_2_window_idle
;meet = no_meet

;[remark@scene_er]
;anim = mar_intro_2_talk_full_circle
;on_timer = 3000|nil %=destroy_object%
;meet = no_meet


;[smartcover@scien4er]
;cover_name = mar_smart_cover_csky_scientist_lead_stand_look_in_window_2
;;mar_smart_cover_csky_scientist_lead_stand_look_in_window_1
;;mar_smart_cover_csky_scientist_lead_stand_look_at_table
;;loophole_name = cover_loophole_lead_stand_look_in_window
;cover_state = idle_target
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
;invulnerable = true
;;out_restr = mar_vibros_0010
;def_state_moving = walk
;on_timer = 10000|smartcover@scien5er
;meet = no_meet

;[smartcover@scien5er]
;cover_name = mar_smart_cover_csky_scientist_lead_stand_look_in_window_1
;;loophole_name = cover_loophole_lead_stand_look_in_window
;cover_state = idle_target
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
;invulnerable = true
;;out_restr = mar_vibros_0010
;def_state_moving = walk
;on_timer = 14000|smartcover@scien6er
;meet = no_meet


;[smartcover@scien6er]
;cover_name = mar_smart_cover_csky_scientist_lead_stand_look_at_table
;;loophole_name = cover_loophole_lead_stand_look_in_window
;cover_state = idle_target
;;combat_ignore_cond = true
;;combat_ignore_keep_when_attacked = true
;invulnerable = true
;;out_restr = mar_vibros_0010
;on_timer = 10000|remark@scene_er
;def_state_moving = walk
;meet = no_meet


[danger_condition]
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_grenade = 0
ignore_distance_sound = 0