add game&rawdata
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81
gamedata/configs/scripts/pripyat/pri_b305_medic.ltx
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81
gamedata/configs/scripts/pripyat/pri_b305_medic.ltx
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[remark@def]
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out_restr = pri_a16_sr_noweap
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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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invulnerable = true
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[logic@pri_b305_medic]
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suitable = {+pri_b305_medic_home -pri_b305_fifth_cam_end =check_npc_name(pri_a25_base_medic)} true
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prior = 200
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active = walker@cut_meet
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[walker@cut_meet]
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path_walk = pri_b305_medic_walk
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path_look = pri_b305_kirillov_closer_look
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out_restr = pri_a16_sr_noweap
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def_state_moving1 = walk
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on_info = {+pri_b305_kirilov_what_happen_done_end -pri_b305_medik_talk_later_done} %=play_sound(pri_b305_medik_talk_later) +pri_b305_medik_talk_later_done%
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on_signal = sound_end | remark@answer_1 %+pri_b305_medik_talk_later_done_end%
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meet = no_meet
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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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def_state_standing = wait_na
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invulnerable = true
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[remark@answer_1]:remark@def
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on_info = {+pri_b305_kirilov_where_you_been_done_end -pri_b305_medik_in_freezer_done} %=play_sound(pri_b305_medik_in_freezer) +pri_b305_medik_in_freezer_done%
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on_signal = sound_end | {-pri_b305_medik_in_freezer_done_end} remark@answer_2 %+pri_b305_medik_in_freezer_done_end%
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on_info2 = {+pri_b305_second_cam_end} animpoint@base
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meet = no_meet
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anim = wait_na
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target = path | pri_a16_pri_b305_kirillov_closer_walk, 0
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[remark@answer_2]:remark@def
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on_info = {+pri_b305_kirilov_what_freezer_done_end -pri_b305_medik_excuse_done} %=play_sound(pri_b305_medik_excuse) +pri_b305_medik_excuse_done%
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on_signal = sound_end | {-pri_b305_medik_excuse_done_end} remark@answer_3 %+pri_b305_medik_excuse_done_end%
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on_info2 = {+pri_b305_second_cam_end} animpoint@base
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meet = no_meet
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anim = wait_na
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target = path | pri_a16_pri_b305_kirillov_closer_walk, 0
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[remark@answer_3]:remark@def
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on_info = {+pri_b305_kirilov_what_next_done_end -pri_b305_medik_dont_know_what_say_done} %=play_sound(pri_b305_medik_dont_know_what_say) +pri_b305_medik_dont_know_what_say_done%
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on_signal = sound_end | {-pri_b305_medik_dont_know_what_say_done_end} remark@i_can_talk %+pri_b305_medik_dont_know_what_say_done_end%
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on_info2 = {+pri_b305_second_cam_end} animpoint@base
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meet = no_meet
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anim = wait_na
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target = path | pri_a16_pri_b305_kirillov_closer_walk, 0
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[remark@i_can_talk]:remark@def
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on_info = {+pri_b305_second_cam_end} animpoint@base
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meet = _meet
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anim = wait_na
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target = path | pri_a16_pri_b305_kirillov_closer_walk, 0
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[animpoint@base]
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cover_name = pri_a16_animp_medic
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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 = meet
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out_restr = pri_a16_sr_noweap
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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]
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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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use = {=actor_enemy} false, true
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trade_enable = false
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allow_break = false
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meet_on_talking = false
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