add game&rawdata
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; Reference walker
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[walker@a28_def]
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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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out_restr = pri_a16_sr_noweap
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def_state_moving = walk
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def_state_standing = sit
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meet = meet@meet_snd_surge
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path_walk = pri_a28_podorojniy_walk
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path_look = pri_a28_podorojniy_look
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on_info = {+pri_a28_militarys_go_to_the_door} animpoint@a28_wait_near_door
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use_camp = false
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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@meet_snd_surge]
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close_snd_hello = nil
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close_snd_bye = nil
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abuse = false
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use = false
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snd_on_use = pri_a28_army_about_surge_1
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close_distance = 0
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far_distance = 0
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close_anim = nil
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meet_on_talking = false
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[meet@meet_near_door]
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close_snd_hello = nil
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close_snd_bye = nil
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abuse = false
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use = false
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snd_on_use = pri_a28_army_about_evacuation_1
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close_distance = 0
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far_distance = 0
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close_anim = nil
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meet_on_talking = false
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;--------------------------------------
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[logic@pri_a28_military_podorojniy]
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suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true
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prior = 200
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post_combat_time = 0, 0
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active = walker@a28_second_theme_1
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;--------------------------------------
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; Second theme about surge, start
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[walker@a28_second_theme_1]:walker@a28_def
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on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} walker@a28_second_theme_3, {!is_alive(pri_a17_military_prapor_valentyr)} walker@a28_second_theme_3, {+pri_a28_army_surge_talk_1_done} walker@a28_second_theme_2
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[walker@a28_second_theme_2]:walker@a28_def
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on_game_timer = 100 | walker@a28_second_theme_3
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[walker@a28_second_theme_3]:walker@a28_def
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on_game_timer = 100 | {=is_alive(pri_a22_army_signaller) =animpoint_reached} %=play_sound(pri_a28_army_surge_talk_2_first)%
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on_signal = sound_end | walker@a28_second_theme_4 %+pri_a28_army_surge_talk_2_first%
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[walker@a28_second_theme_4]:walker@a28_def
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;--------------------------------------
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; Gathering group before evacuation
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[animpoint@a28_wait_near_door]
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cover_name = pri_a16_animp_1
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reach_movement = walk
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out_restr = pri_a16_sr_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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avail_animations = animpoint_sit_normal_no_rnd
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meet = meet@meet_near_door
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use_camp = false
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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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