add game&rawdata
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311
gamedata/configs/scripts/test_yojig_selo.ltx
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311
gamedata/configs/scripts/test_yojig_selo.ltx
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[logic@smart_changer]
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prior = 200
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active = animpoint@rac_sound_1_walk
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;active = patrol@change
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suitable = true
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on_hit = hit
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[hit]
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on_info = %+hitted%
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[animpoint@a28_radio]
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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_high_no_rnd
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use_camp = false
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;out_restr = pri_a16_sr_noweap
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cover_name = test_sc
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reach_movement = walk
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reach_distance = 1
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meet = no_meet
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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@rac_sound_1_walk]:animpoint@a28_radio
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;on_info = {=animpoint_reached} animpoint@rac_sound_1
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[animpoint@rac_sound_1]:animpoint@a28_radio
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on_game_timer = 50 | animpoint@rac_sound_2 %=play_sound(pri_a28_signaller_after_surge_1)%
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[animpoint@rac_sound_2]:animpoint@a28_radio
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on_signal = sound_end | {-pri_a28_signaller_after_surge_1_done} %+pri_a28_signaller_after_surge_1_done%
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avail_animations = pri_a28_kirillov_sit_high_radio
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on_info = {+test} animpoint@rac_sound_3
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[animpoint@rac_sound_3]:animpoint@a28_radio
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on_game_timer = 0 | {!is_playing_sound} %=play_sound(pri_a28_signaller_after_surge_2)%
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avail_animations = pri_a28_kirillov_sit_high_radio
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on_signal = sound_end | %+pri_a28_signaller_after_surge_sound_end%
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[patrol@change]
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path_walk = change
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def_state_moving = rush
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on_signal = path_end | %+test_info%
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commander = true
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formation = back
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meet = no_meet
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corpse_detection_enabled = false
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gather_items_enabled = false
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[animpoint@test]
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cover_name = test_sc
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;combat_ignore_cond = true
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;combat_ignore_keep_when_attacked = true
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avail_animations = animpoint_sit_high_weapon
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on_info = {+test} animpoint@test_2
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use_camp = false
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;on_info2 = %=play_sound(pri_a16_base_alarm)%
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[animpoint@test_2]
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cover_name = test_sc
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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avail_animations = animpoint_sit_high_weapon
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on_info = {-test} animpoint@test
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use_camp = false
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[logic@abuser_1]
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active = walker@abuser_1
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suitable = {=is_squad_commander} true
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prior = 100
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[walker@abuser_1]
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path_walk = way_1
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;def_state_standing = threat_na
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;meet = meet@check
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[meet@check]
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use = {=has_enemy} false, {+info} self, true
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;---------------------------------------------------------------
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[logic@wounded_1]
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active = walker@abuser_1
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suitable = true
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prior = 100
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[walker@wounded_1]
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path_walk = way_1
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;on_info = {-hit_1} %+hit_1 =hit_npc(self:pri_a16_way_1:bip01_head:1:95)%
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;wounded = wounded@wound2
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[wounded@wound2]
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hp_state = 91|wounded_heavy@help_heavy
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hp_state_see = 91|wounded_heavy@help_heavy
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hp_victim = 91|actor
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hp_cover = 91|false
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hp_fight = 91|false
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autoheal = false
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not_for_help = true
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[logic@wounded_2]
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active = walker@wounded_1
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suitable = true
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prior = 100
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[logic@wounded_3]
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active = walker@wounded_1
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suitable = true
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prior = 100
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;-----------------------------------------------------------
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[logic@abuser_2]
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active = walker@abuser_2
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suitable = {!is_squad_commander} true
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prior = 100
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[walker@abuser_2]
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path_walk = way_2
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path_look = way_1
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[logic@walker_1]
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active = walker@gogo
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suitable = true
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prior = 90
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on_hit = hit@wound
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[hit@wound]
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on_info = walker@wounded
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[walker@gogo]
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path_walk = way_walk
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[walker@wounded]
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path_walk = way_walk
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wounded = wounded@wound
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[wounded@wound]
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hp_state = 101|wounded_heavy@help_heavy
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hp_state_see = 101|wounded_heavy@help_heavy
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hp_victim = 101|actor
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hp_cover = 101|false
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hp_fight = 101|false
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autoheal = false
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not_for_help = true
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[logic@animp_1]
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active = animpoint@zat_a2_animp_1
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suitable = {=check_npc_name(sim_default) -suitable} true
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prior = 100
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[logic@animp_2]
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active = animpoint@zat_a2_animp_2
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suitable = {=check_npc_name(sim_default) -suitable} true
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prior = 100
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[meet@zat_a2_animpoint_meet]
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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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use = {=actor_enemy} false, true
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[animpoint@zat_a2_animp_gen]
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reach_movement = walk
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use_camp = false
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meet = meet@zat_a2_animpoint_meet
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;combat_ignore_cond = true
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;combat_ignore_keep_when_attacked = true
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[animpoint@zat_a2_animp_1]:animpoint@zat_a2_animp_gen
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cover_name = smart_1_anim_2
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use_camp = true
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[animpoint@zat_a2_animp_2]:animpoint@zat_a2_animp_gen
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cover_name = smart_1_anim_3
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use_camp = true
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[logic@pri_a16_medic]
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suitable = {-test =check_npc_name(pri_a25_base_medic)} true
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prior = 200
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active = animpoint@base
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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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[meet]
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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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[logic@pri_a16_medic2]
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suitable = {+test =check_npc_name(pri_a25_base_medic)} true
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prior = 200
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active = walker@sit
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[walker@sit]
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path_walk = way_1
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path_look = way_2
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def_state_standing = sit
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meet = no_meet
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[animpoint@base2]
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avail_animations = pri_a22_colonel_lean_on_table_in
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use_camp = false
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cover_name = smart_1_anim_2
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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@2
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[meet@2]
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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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[logic@pri_a25_base_medic]
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suitable = {=check_npc_name(pri_a25_base_medic)} true
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prior = 200
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active = walker@refrigerator
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[walker@refrigerator]
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meet = no_meet
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path_walk = medic_walk
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path_look = medic_look
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on_info = {+pri_a25_antenna_destroyed} %=play_sound(pri_a25_freezer_knock)%
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on_info2 = {+pri_a25_freezer_can_talk} remark@a25_timer %=stop_sound%
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on_info3 = {=actor_enemy} %=actor_neutral%
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[remark@a25_timer]
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meet = no_meet
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on_info = {=actor_enemy} %=actor_neutral%
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target = story | actor
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on_game_timer = 10 | remark@a25_dialog
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[remark@a25_dialog]
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meet = meet@pri_25
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target = story | actor
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on_info = {=actor_enemy} %=actor_neutral%
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on_info2 = {+pri_a25_scene_end_with_kovalski_must} remark@a25_dialog_end
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[remark@a25_dialog_end]
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meet = no_meet
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target = story | actor
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on_info = {=actor_enemy} %=actor_neutral%
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on_info2 = {+pri_a25_rfi_source_eliminated !talking} %=teleport_npc(pri_a16_pri_b305_medic_walk)%
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[meet@pri_25]
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meet_dialog = pri_a25_army_medic_freezer
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use = self
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allow_break = false
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trade_enable = false
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