add game&rawdata
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; Reference animpoint
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[animpoint@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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cover_name = pri_a16_animp_sokolov
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use_camp = false
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meet = meet@a28
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out_restr = pri_a16_sr_noweap
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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@a28]
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abuse = false
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use = {=actor_enemy} false, {=is_playing_sound} false, true
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close_snd_hello = nil
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close_snd_bye = nil
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allow_break = false
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trade_enable = false
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close_distance = 0
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close_anim = nil
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far_distance = 0
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;--------------------------------------
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[logic@pri_a28_military_sokolov]
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suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a15_sokolov)} true
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prior = 300
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post_combat_time = 0, 0
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active = animpoint@a28_surge
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;--------------------------------------
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; Waiting for surge end
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[animpoint@a28_surge]:animpoint@a28_def
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on_info2 = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_ready_for_news
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;--------------------------------------
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; Becoming ready for fast exit from animpoint
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[animpoint@a28_ready_for_news]:animpoint@a28_def
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avail_animations = animpoint_sit_high_no_rnd
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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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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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cover_name = pri_a16_animp_vano
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use_camp = false
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meet = no_meet
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avail_animations = animpoint_stay_wall_no_rnd
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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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