add game&rawdata
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77
gamedata/configs/scripts/pripyat/pri_a16_recon_squad.ltx
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77
gamedata/configs/scripts/pripyat/pri_a16_recon_squad.ltx
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[logic@pri_a16_recon_1]
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suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true
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prior = 200
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active = animpoint@base_1
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[logic@pri_a16_recon_2]
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suitable = {-pri_a17_actor_has_gauss_rifle -pri_b305_fifth_cam_end =target_squad_name(pri_a17_recon_squad) !check_npc_name(pri_a17_military_captain_tarasov)} true
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prior = 200
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active = animpoint@base_2
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[logic@pri_a16_recon_3]
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suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_prapor_valentyr)} true
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prior = 200
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active = animpoint@base_3
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[meet@pri_a17_recon_squad_talk_with_commander]
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close_snd_hello = nil
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close_snd_bye = nil
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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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snd_on_use = pri_a17_recon_squad_talk_with_commander
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abuse = false
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use = false
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[animpoint@def]
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reach_movement = walk_noweap
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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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use_camp = true
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meet = meet@pri_a17_recon_squad_talk_with_commander
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out_restr = pri_a16_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@base_1]:animpoint@def
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cover_name = pri_a16_animp_1
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on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_1
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[animpoint@base_2]:animpoint@def
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cover_name = pri_a16_animp_2
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on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_2
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[animpoint@base_3]:animpoint@def
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cover_name = pri_a16_animp_3
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on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_3
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[animpoint@b305_role_1]:animpoint@def
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cover_name = pri_a16_animp_1
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use_camp = false
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on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
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on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
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on_info3 = {+pri_b305_second_cam_start} animpoint@base_1
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on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_1 %+pri_b305_army_what_freezer_done_end%
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[animpoint@b305_role_2]:animpoint@def
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cover_name = pri_a16_animp_2
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use_camp = false
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on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
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on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
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on_info3 = {+pri_b305_second_cam_start} animpoint@base_2
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on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_2 %+pri_b305_army_what_freezer_done_end%
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[animpoint@b305_role_3]:animpoint@def
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cover_name = pri_a16_animp_3
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use_camp = false
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on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
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on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
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on_info3 = {+pri_b305_second_cam_start} animpoint@base_3
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on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_3 %+pri_b305_army_what_freezer_done_end%
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