add game&rawdata
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428
gamedata/configs/scripts/evac/pri_a28_shop.ltx
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428
gamedata/configs/scripts/evac/pri_a28_shop.ltx
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#include "pri_a28_general.ltx"
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[logic@pri_a28_kovalski_shop]
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active = camper@kovalski_shop_1
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suitable = {-pri_a28_shop_done =check_npc_name(kovalski)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@kovalski_shop_1]:walker@kovalski_ignore
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path_walk = kovalski_1_walk
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path_look = kovalski_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_1_small
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on_info = {=npc_in_zone(pri_a28_sr_shop_1)} smartcover@kovalski_shop_1
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[smartcover@kovalski_shop_1]:walker@kovalski_ignore
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cover_name = pri_a28_shop_cover_4
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_info = {=in_dest_smart_cover +pri_a28_army_zombied_in_building} smartcover@kovalski_shop_1_wait
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[smartcover@kovalski_shop_1_wait]:walker@kovalski_fight
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cover_name = pri_a28_shop_cover_4
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 40 | %=play_sound(pri_a28_colonel_go_left)%
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on_signal = sound_end | %+pri_a28_colonel_go_left%
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on_info = {+pri_a28_colonel_go_left} smartcover@kovalski_shop_1_fight
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;obsolete
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[walker@kovalski_shop_1_wait]:walker@kovalski_fight
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path_walk = kovalski_1_walk
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path_look = kovalski_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 40 | %=play_sound(pri_a28_colonel_go_left)%
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on_signal = sound_end | %+pri_a28_colonel_go_left%
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on_info = {+pri_a28_colonel_go_left} smartcover@kovalski_shop_1_fight
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[smartcover@kovalski_shop_1_fight]:walker@kovalski_fight
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cover_name = pri_a28_shop_cover_4
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 210 | {-pri_a28_shop_1_leave} camper@kovalski_shop_2_go %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@kovalski_shop_2_go
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on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@kovalski_shop_1_fight
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[walker@kovalski_shop_1_fight]:walker@kovalski_fight
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path_walk = kovalski_1_walk
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path_look = kovalski_1_look
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 210 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@kovalski_shop_2_go %=disable_memory_object%
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[camper@kovalski_shop_2_go]:walker@kovalski_ignore
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path_walk = kovalski_1_1_walk
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path_look = kovalski_2_look
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out_restr = pri_a28_sr_shop_2_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@kovalski_shop_2
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[camper@kovalski_shop_2]:walker@kovalski_ignore
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path_walk = kovalski_2_walk
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path_look = kovalski_2_look
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out_restr = pri_a28_sr_shop_2
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in_restr = pri_a28_sr_shop_in
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on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@kovalski_shop_2_fight
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[walker@kovalski_shop_2_fight]:walker@kovalski_fight
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path_walk = kovalski_2_walk
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path_look = kovalski_2_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_signal = sound_end | %+pri_a28_shop_done%
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on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave%
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on_info = {+pri_a28_shop_3_leave} %=play_sound(pri_a28_colonel_zombied_attack)%
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[logic@pri_a28_medic_shop]
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active = smartcover@medic_shop_1
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suitable = {-pri_a28_shop_done =check_npc_name(base_medic)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[smartcover@medic_shop_1]:walker@ignore
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cover_name = pri_a28_shop_cover_1
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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derf_state_moving = rush
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on_signal = sound_end | %+pri_a28_army_zombied_in_building%
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on_info = {=in_dest_smart_cover} %=play_sound(pri_a28_army_zombied_in_building)%
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on_info2 = {+pri_a28_army_zombied_in_building} smartcover@medic_shop_1_fight
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;obsolete
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[camper@medic_shop_1]:walker@ignore
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path_walk = medic_1_walk
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path_look = medic_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_1_small
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on_signal = sound_end | %+pri_a28_army_zombied_in_building%
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on_info = {=npc_in_zone(pri_a28_sr_shop_1_small)} %=play_sound(pri_a28_army_zombied_in_building)%
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on_info2 = {+pri_a28_army_zombied_in_building} walker@medic_shop_1_fight
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[smartcover@medic_shop_1_fight]:walker@fight
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cover_name = pri_a28_shop_cover_1
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 250 | {-pri_a28_shop_1_leave} camper@medic_shop_2_go %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@medic_shop_2_go
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on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@medic_shop_1_fight
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[walker@medic_shop_1_fight]:walker@fight
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path_walk = medic_1_walk
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path_look = medic_1_look
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@medic_shop_2_go %=disable_memory_object%
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[camper@medic_shop_2_go]:walker@ignore
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path_walk = medic_1_1_walk
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path_look = medic_2_look
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out_restr = pri_a28_sr_shop_2_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@medic_shop_2
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[camper@medic_shop_2]:walker@ignore
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path_walk = medic_2_walk
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path_look = medic_2_look
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out_restr = pri_a28_sr_shop_2
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in_restr = pri_a28_sr_shop_in
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on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@medic_shop_2_fight
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[walker@medic_shop_2_fight]:walker@fight
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path_walk = medic_2_walk
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path_look = medic_2_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave%
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[logic@pri_a28_strelok_shop]
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active = smartcover@strelok_shop_1
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suitable = {-pri_a28_shop_done =check_npc_name(strelok)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[smartcover@strelok_shop_1]:walker@ignore
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cover_name = pri_a28_shop_cover_3
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_info = {+pri_a28_army_zombied_in_building} smartcover@strelok_shop_1_fight
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;obsolete
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[camper@strelok_shop_1]:walker@ignore
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path_walk = strelok_1_walk
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path_look = strelok_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_1_small
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on_info = {+pri_a28_army_zombied_in_building} walker@strelok_shop_1_fight
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[smartcover@strelok_shop_1_fight]:walker@fight
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cover_name = pri_a28_shop_cover_3
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use_in_combat = true
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 250 | {-pri_a28_shop_1_leave} camper@strelok_shop_2_go %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@strelok_shop_2_go
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on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@strelok_shop_1_fight
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[walker@strelok_shop_1_fight]:walker@fight
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path_walk = strelok_1_walk
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path_look = strelok_1_look
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out_restr = pri_a28_sr_shop_1_small
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on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave%
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on_info = {+pri_a28_shop_1_leave} camper@strelok_shop_2_go %=disable_memory_object%
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[camper@strelok_shop_2_go]:walker@ignore
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path_walk = strelok_1_1_walk
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path_look = strelok_2_look
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out_restr = pri_a28_sr_shop_2_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@strelok_shop_2
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[camper@strelok_shop_2]:walker@ignore
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path_walk = strelok_2_walk
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path_look = strelok_2_look
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out_restr = pri_a28_sr_shop_2
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in_restr = pri_a28_sr_shop_in
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on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@strelok_shop_2_fight
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[walker@strelok_shop_2_fight]:walker@fight
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path_walk = strelok_2_walk
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path_look = strelok_2_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave%
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[logic@pri_a28_military_1_shop]
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active = walker@military_1_shop_1
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suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true
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prior = 110
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[walker@military_1_shop_1]:walker@fight
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path_walk = military_1_1_walk
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path_look = military_1_1_look
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out_restr = pri_a28_sr_shop_1
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combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false
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on_info = {+pri_a28_colonel_go_left} camper@military_1_shop_1_go %=disable_memory_object%
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[camper@military_1_shop_1_go]:walker@ignore
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path_walk = military_1_1_walk
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path_look = military_1_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_1_shop_1_fight
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on_info2 = {+pri_a28_shop_2_leave} camper@military_1_shop_2
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[walker@military_1_shop_1_fight]:walker@fight
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path_walk = military_1_1_walk
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path_look = military_1_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave%
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on_info = {+pri_a28_shop_2_leave} camper@military_1_shop_2 %=disable_memory_object%
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[camper@military_1_shop_2]:walker@ignore
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path_walk = military_1_2_walk
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path_look = military_1_2_look
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@military_1_shop_3
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[camper@military_1_shop_3]:walker@fight
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path_walk = military_1_3_walk
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path_look = military_1_3_look
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out_restr = pri_a28_sr_arch_1
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in_restr = pri_a28_sr_shop_in
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[logic@pri_a28_military_2_shop]
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active = walker@military_2_shop_1
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suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[walker@military_2_shop_1]:walker@fight
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path_walk = military_2_1_walk
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path_look = military_2_1_look
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out_restr = pri_a28_sr_shop_1
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combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false
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on_info2 = {+pri_a28_colonel_go_left} camper@military_2_shop_1_go %=disable_memory_object%
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[camper@military_2_shop_1_go]:walker@ignore
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path_walk = military_2_1_walk
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path_look = military_2_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_2_shop_1_fight
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on_info2 = {+pri_a28_shop_2_leave} camper@military_2_shop_2
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[walker@military_2_shop_1_fight]:walker@fight
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path_walk = military_2_1_walk
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path_look = military_2_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave%
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on_info = {+pri_a28_shop_2_leave} camper@military_2_shop_2 %=disable_memory_object%
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[camper@military_2_shop_2]:walker@ignore
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path_walk = military_2_2_walk
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path_look = military_2_2_look
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@military_2_shop_3
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[camper@military_2_shop_3]:walker@fight
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path_walk = military_2_3_walk
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path_look = military_2_3_look
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out_restr = pri_a28_sr_arch_1
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in_restr = pri_a28_sr_shop_in
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[logic@pri_a28_military_3_shop]
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active = walker@military_3_shop_1
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suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[walker@military_3_shop_1]:walker@fight
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path_walk = military_3_1_walk
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path_look = military_3_1_look
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out_restr = pri_a28_sr_shop_1
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combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false
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on_info2 = {+pri_a28_colonel_go_left} camper@military_3_shop_1_go %=disable_memory_object%
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[camper@military_3_shop_1_go]:walker@ignore
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path_walk = military_3_1_walk
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path_look = military_3_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_3_shop_1_fight
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on_info2 = {+pri_a28_shop_2_leave} camper@military_3_shop_2
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[walker@military_3_shop_1_fight]:walker@fight
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path_walk = military_3_1_walk
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path_look = military_3_1_look
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out_restr = pri_a28_sr_shop_2_small
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on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave%
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on_info = {+pri_a28_shop_2_leave} camper@military_3_shop_2 %=disable_memory_object%
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[camper@military_3_shop_2]:walker@ignore
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path_walk = military_3_2_walk
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path_look = military_3_2_look
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out_restr = pri_a28_sr_shop_3_small
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in_restr = pri_a28_sr_shop_in
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on_signal = path_end | camper@military_3_shop_3
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[camper@military_3_shop_3]:walker@fight
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path_walk = military_3_3_walk
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path_look = military_3_3_look
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out_restr = pri_a28_sr_arch_1
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in_restr = pri_a28_sr_shop_in
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[logic@pri_a28_military_4_shop]
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active = walker@military_4_shop_1
|
||||
suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true
|
||||
prior = 90
|
||||
on_hit = hit@def
|
||||
on_death = death@def
|
||||
post_combat_time = 0,0
|
||||
|
||||
[walker@military_4_shop_1]:walker@fight
|
||||
path_walk = military_4_1_walk
|
||||
path_look = military_4_1_look
|
||||
out_restr = pri_a28_sr_shop_1
|
||||
combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false
|
||||
on_info2 = {+pri_a28_colonel_go_left} camper@military_4_shop_1_go %=disable_memory_object%
|
||||
|
||||
[camper@military_4_shop_1_go]:walker@ignore
|
||||
path_walk = military_4_1_walk
|
||||
path_look = military_4_1_look
|
||||
out_restr = pri_a28_sr_shop_2_small
|
||||
on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_4_shop_1_fight
|
||||
on_info2 = {+pri_a28_shop_2_leave} camper@military_4_shop_2
|
||||
|
||||
[walker@military_4_shop_1_fight]:walker@fight
|
||||
path_walk = military_4_1_walk
|
||||
path_look = military_4_1_look
|
||||
out_restr = pri_a28_sr_shop_2_small
|
||||
on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave%
|
||||
on_info = {+pri_a28_shop_2_leave} camper@military_4_shop_2 %=disable_memory_object%
|
||||
|
||||
[camper@military_4_shop_2]:walker@ignore
|
||||
path_walk = military_4_2_walk
|
||||
path_look = military_4_2_look
|
||||
out_restr = pri_a28_sr_shop_3_small
|
||||
in_restr = pri_a28_sr_shop_in
|
||||
on_signal = path_end | camper@military_4_shop_3
|
||||
|
||||
[camper@military_4_shop_3]:walker@fight
|
||||
path_walk = military_4_3_walk
|
||||
path_look = military_4_3_look
|
||||
out_restr = pri_a28_sr_arch_1
|
||||
in_restr = pri_a28_sr_shop_in
|
||||
|
||||
|
||||
|
||||
[logic@pri_a28_military_5_shop]
|
||||
active = camper@military_5_shop_1
|
||||
suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true
|
||||
prior = 90
|
||||
on_hit = hit@def
|
||||
on_death = death@def
|
||||
post_combat_time = 0,0
|
||||
|
||||
[camper@military_5_shop_1]:walker@ignore
|
||||
path_walk = military_5_1_walk
|
||||
path_look = military_5_1_look
|
||||
def_state_standing = hide_na
|
||||
out_restr = pri_a28_sr_shop_1_small
|
||||
on_info = {+pri_a28_army_zombied_in_building} walker@military_5_shop_1_fight
|
||||
|
||||
[walker@military_5_shop_1_fight]:walker@fight
|
||||
path_walk = military_5_1_walk
|
||||
path_look = military_5_1_look
|
||||
out_restr = pri_a28_sr_shop_1_small
|
||||
on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave%
|
||||
on_info = {+pri_a28_shop_1_leave} camper@military_5_shop_2_go %=disable_memory_object%
|
||||
|
||||
[camper@military_5_shop_2_go]:walker@ignore
|
||||
path_walk = military_5_1_1_walk
|
||||
path_look = military_5_2_look
|
||||
out_restr = pri_a28_sr_shop_2_small
|
||||
in_restr = pri_a28_sr_shop_in
|
||||
on_signal = path_end | camper@military_5_shop_2
|
||||
|
||||
[camper@military_5_shop_2]:walker@ignore
|
||||
path_walk = military_5_2_walk
|
||||
path_look = military_5_2_look
|
||||
out_restr = pri_a28_sr_shop_2
|
||||
in_restr = pri_a28_sr_shop_in
|
||||
on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@military_5_shop_2_fight
|
||||
|
||||
[walker@military_5_shop_2_fight]:walker@fight
|
||||
path_walk = military_5_2_walk
|
||||
path_look = military_5_2_look
|
||||
def_state_standing = hide_na
|
||||
out_restr = pri_a28_sr_shop_3_small
|
||||
in_restr = pri_a28_sr_shop_in
|
||||
on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave%
|
||||
Loading…
Add table
Add a link
Reference in a new issue