add game&rawdata
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[logic@zat_b215_stalker_guide_jupiter]
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suitable = {=check_npc_name(zat_b215_stalker_guide_jupiter)} true
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prior = 200
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active = animpoint
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level_spot = guider
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[animpoint]
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cover_name = jup_a6_animpoint_guider_start
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avail_animations = wait_na
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use_camp = false
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reach_distance = 1
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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meet = no_meet
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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on_info = {+jup_b217_welcome_faded} animpoint@first_visit
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[animpoint@first_visit]
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cover_name = jup_a6_animpoint_guider_start
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avail_animations = jup_b217_guide_stand
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use_camp = false
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reach_distance = 0.3
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on_info2 = {+jup_b217_pp_end_in_scene -jup_b217_guide_welcome_end !black_screen} %=play_sound(jup_b217_stalker_guide_welcome) +jup_b217_guide_welcome_end%
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on_signal = sound_end | {-jup_b217_welcome_guide_talked} %+jup_b217_welcome_guide_talked%
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on_info3 = {+jup_b217_welcome_guide_talked} animpoint@rest
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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meet = no_meet
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@rest]
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cover_name = jup_a6_animpoint_guider
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use_camp = false
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reach_movement = walk_noweap
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reach_distance = 1
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on_game_timer = 27 | {-jup_b217_tech_begin_to_talk} %+jup_b217_tech_begin_to_talk%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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meet = meet
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet]
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close_snd_hello = zat_b215_stalker_guide_greeting
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close_snd_bye = zat_b215_stalker_guide_farewell
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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close_snd_distance = 3
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use = {=actor_enemy} false, true
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allow_break = false
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trade_enable = false
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meet_on_talking = false
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