add game&rawdata
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[logic@marine_1]
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active = walker@start
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suitable = {=check_npc_name(monolith)}
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prior = 100
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[walker@start]
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path_walk = guard_1_walk
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path_look = guard_1_look
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def_state_standing = wait
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on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
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on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|35|0.2| walker@walk %+zat_b5_meat%
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on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
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on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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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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[walker@walk]
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path_walk = marine_1_2_walk
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path_look = marine_1_2_look
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out_restr = pri_b36_sr_half_out_restr
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on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
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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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[camper@walk]
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path_walk = marine_1_2_walk
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path_look = marine_1_2_look
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out_restr = pri_b36_sr_half_out_restr
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;radius = 30
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def_state_moving = raid
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def_state_moving_fire = raid_fire
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def_state_campering = threat_na
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def_state_campering_fire = hide_fire
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attack_sound = false
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on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
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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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[danger]
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ignore_distance = 0
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