add game&rawdata
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[logic@jup_a12_bandit_bodyguard_2]
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active = walker@guard
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prior = 150
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suitable = {=check_npc_name(sim_default_bandit_1)} true
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[walker@guard]
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path_walk = bandit_bodyguard_2_walk
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path_look = bandit_bodyguard_2_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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meet = meet@guard
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on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {=actor_has_weapon} walker@threat
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out_restr = jup_a12_sr_bandit_bodyguard
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[meet@guard]
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close_distance = 20
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close_victim = actor
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close_anim = guard
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use = false
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[walker@threat]
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path_walk = bandit_bodyguard_2_walk
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path_look = bandit_bodyguard_2_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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meet = meet@threat
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on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {!actor_has_weapon} walker@guard
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on_actor_not_in_zone = jup_a12_sr_bandit_bodyguard | walker@guard
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on_game_timer = 50 | %+jup_a12_actor_enemy_to_bandits%
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out_restr = jup_a12_sr_bandit_bodyguard
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[meet@threat]
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close_distance = 20
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close_victim = actor
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close_anim = {!actor_has_weapon} guard, {+jup_a12_actor_enemy_to_bandits} threat_fire, threat
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far_snd = {!actor_has_weapon} nil, {+jup_a12_actor_enemy_to_bandits} nil, nil
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use = false
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